three.js 1.2 MB

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  1. // threejs.org/license
  2. (function (global, factory) {
  3. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  4. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  5. (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
  6. }(this, (function (exports) { 'use strict';
  7. // Polyfills
  8. if (Number.EPSILON === undefined) {
  9. Number.EPSILON = Math.pow(2, -52);
  10. }
  11. if (Number.isInteger === undefined) {
  12. // Missing in IE
  13. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  14. Number.isInteger = function (value) {
  15. return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;
  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 get() {
  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 = '123';
  55. var MOUSE = {
  56. LEFT: 0,
  57. MIDDLE: 1,
  58. RIGHT: 2,
  59. ROTATE: 0,
  60. DOLLY: 1,
  61. PAN: 2
  62. };
  63. var TOUCH = {
  64. ROTATE: 0,
  65. PAN: 1,
  66. DOLLY_PAN: 2,
  67. DOLLY_ROTATE: 3
  68. };
  69. var CullFaceNone = 0;
  70. var CullFaceBack = 1;
  71. var CullFaceFront = 2;
  72. var CullFaceFrontBack = 3;
  73. var BasicShadowMap = 0;
  74. var PCFShadowMap = 1;
  75. var PCFSoftShadowMap = 2;
  76. var VSMShadowMap = 3;
  77. var FrontSide = 0;
  78. var BackSide = 1;
  79. var DoubleSide = 2;
  80. var FlatShading = 1;
  81. var SmoothShading = 2;
  82. var NoBlending = 0;
  83. var NormalBlending = 1;
  84. var AdditiveBlending = 2;
  85. var SubtractiveBlending = 3;
  86. var MultiplyBlending = 4;
  87. var CustomBlending = 5;
  88. var AddEquation = 100;
  89. var SubtractEquation = 101;
  90. var ReverseSubtractEquation = 102;
  91. var MinEquation = 103;
  92. var MaxEquation = 104;
  93. var ZeroFactor = 200;
  94. var OneFactor = 201;
  95. var SrcColorFactor = 202;
  96. var OneMinusSrcColorFactor = 203;
  97. var SrcAlphaFactor = 204;
  98. var OneMinusSrcAlphaFactor = 205;
  99. var DstAlphaFactor = 206;
  100. var OneMinusDstAlphaFactor = 207;
  101. var DstColorFactor = 208;
  102. var OneMinusDstColorFactor = 209;
  103. var SrcAlphaSaturateFactor = 210;
  104. var NeverDepth = 0;
  105. var AlwaysDepth = 1;
  106. var LessDepth = 2;
  107. var LessEqualDepth = 3;
  108. var EqualDepth = 4;
  109. var GreaterEqualDepth = 5;
  110. var GreaterDepth = 6;
  111. var NotEqualDepth = 7;
  112. var MultiplyOperation = 0;
  113. var MixOperation = 1;
  114. var AddOperation = 2;
  115. var NoToneMapping = 0;
  116. var LinearToneMapping = 1;
  117. var ReinhardToneMapping = 2;
  118. var CineonToneMapping = 3;
  119. var ACESFilmicToneMapping = 4;
  120. var CustomToneMapping = 5;
  121. var UVMapping = 300;
  122. var CubeReflectionMapping = 301;
  123. var CubeRefractionMapping = 302;
  124. var EquirectangularReflectionMapping = 303;
  125. var EquirectangularRefractionMapping = 304;
  126. var CubeUVReflectionMapping = 306;
  127. var CubeUVRefractionMapping = 307;
  128. var RepeatWrapping = 1000;
  129. var ClampToEdgeWrapping = 1001;
  130. var MirroredRepeatWrapping = 1002;
  131. var NearestFilter = 1003;
  132. var NearestMipmapNearestFilter = 1004;
  133. var NearestMipMapNearestFilter = 1004;
  134. var NearestMipmapLinearFilter = 1005;
  135. var NearestMipMapLinearFilter = 1005;
  136. var LinearFilter = 1006;
  137. var LinearMipmapNearestFilter = 1007;
  138. var LinearMipMapNearestFilter = 1007;
  139. var LinearMipmapLinearFilter = 1008;
  140. var LinearMipMapLinearFilter = 1008;
  141. var UnsignedByteType = 1009;
  142. var ByteType = 1010;
  143. var ShortType = 1011;
  144. var UnsignedShortType = 1012;
  145. var IntType = 1013;
  146. var UnsignedIntType = 1014;
  147. var FloatType = 1015;
  148. var HalfFloatType = 1016;
  149. var UnsignedShort4444Type = 1017;
  150. var UnsignedShort5551Type = 1018;
  151. var UnsignedShort565Type = 1019;
  152. var UnsignedInt248Type = 1020;
  153. var AlphaFormat = 1021;
  154. var RGBFormat = 1022;
  155. var RGBAFormat = 1023;
  156. var LuminanceFormat = 1024;
  157. var LuminanceAlphaFormat = 1025;
  158. var RGBEFormat = RGBAFormat;
  159. var DepthFormat = 1026;
  160. var DepthStencilFormat = 1027;
  161. var RedFormat = 1028;
  162. var RedIntegerFormat = 1029;
  163. var RGFormat = 1030;
  164. var RGIntegerFormat = 1031;
  165. var RGBIntegerFormat = 1032;
  166. var RGBAIntegerFormat = 1033;
  167. var RGB_S3TC_DXT1_Format = 33776;
  168. var RGBA_S3TC_DXT1_Format = 33777;
  169. var RGBA_S3TC_DXT3_Format = 33778;
  170. var RGBA_S3TC_DXT5_Format = 33779;
  171. var RGB_PVRTC_4BPPV1_Format = 35840;
  172. var RGB_PVRTC_2BPPV1_Format = 35841;
  173. var RGBA_PVRTC_4BPPV1_Format = 35842;
  174. var RGBA_PVRTC_2BPPV1_Format = 35843;
  175. var RGB_ETC1_Format = 36196;
  176. var RGB_ETC2_Format = 37492;
  177. var RGBA_ETC2_EAC_Format = 37496;
  178. var RGBA_ASTC_4x4_Format = 37808;
  179. var RGBA_ASTC_5x4_Format = 37809;
  180. var RGBA_ASTC_5x5_Format = 37810;
  181. var RGBA_ASTC_6x5_Format = 37811;
  182. var RGBA_ASTC_6x6_Format = 37812;
  183. var RGBA_ASTC_8x5_Format = 37813;
  184. var RGBA_ASTC_8x6_Format = 37814;
  185. var RGBA_ASTC_8x8_Format = 37815;
  186. var RGBA_ASTC_10x5_Format = 37816;
  187. var RGBA_ASTC_10x6_Format = 37817;
  188. var RGBA_ASTC_10x8_Format = 37818;
  189. var RGBA_ASTC_10x10_Format = 37819;
  190. var RGBA_ASTC_12x10_Format = 37820;
  191. var RGBA_ASTC_12x12_Format = 37821;
  192. var RGBA_BPTC_Format = 36492;
  193. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  194. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  195. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  196. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  197. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  198. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  199. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  200. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  201. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  202. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  203. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  204. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  205. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  206. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  207. var LoopOnce = 2200;
  208. var LoopRepeat = 2201;
  209. var LoopPingPong = 2202;
  210. var InterpolateDiscrete = 2300;
  211. var InterpolateLinear = 2301;
  212. var InterpolateSmooth = 2302;
  213. var ZeroCurvatureEnding = 2400;
  214. var ZeroSlopeEnding = 2401;
  215. var WrapAroundEnding = 2402;
  216. var NormalAnimationBlendMode = 2500;
  217. var AdditiveAnimationBlendMode = 2501;
  218. var TrianglesDrawMode = 0;
  219. var TriangleStripDrawMode = 1;
  220. var TriangleFanDrawMode = 2;
  221. var LinearEncoding = 3000;
  222. var sRGBEncoding = 3001;
  223. var GammaEncoding = 3007;
  224. var RGBEEncoding = 3002;
  225. var LogLuvEncoding = 3003;
  226. var RGBM7Encoding = 3004;
  227. var RGBM16Encoding = 3005;
  228. var RGBDEncoding = 3006;
  229. var BasicDepthPacking = 3200;
  230. var RGBADepthPacking = 3201;
  231. var TangentSpaceNormalMap = 0;
  232. var ObjectSpaceNormalMap = 1;
  233. var ZeroStencilOp = 0;
  234. var KeepStencilOp = 7680;
  235. var ReplaceStencilOp = 7681;
  236. var IncrementStencilOp = 7682;
  237. var DecrementStencilOp = 7683;
  238. var IncrementWrapStencilOp = 34055;
  239. var DecrementWrapStencilOp = 34056;
  240. var InvertStencilOp = 5386;
  241. var NeverStencilFunc = 512;
  242. var LessStencilFunc = 513;
  243. var EqualStencilFunc = 514;
  244. var LessEqualStencilFunc = 515;
  245. var GreaterStencilFunc = 516;
  246. var NotEqualStencilFunc = 517;
  247. var GreaterEqualStencilFunc = 518;
  248. var AlwaysStencilFunc = 519;
  249. var StaticDrawUsage = 35044;
  250. var DynamicDrawUsage = 35048;
  251. var StreamDrawUsage = 35040;
  252. var StaticReadUsage = 35045;
  253. var DynamicReadUsage = 35049;
  254. var StreamReadUsage = 35041;
  255. var StaticCopyUsage = 35046;
  256. var DynamicCopyUsage = 35050;
  257. var StreamCopyUsage = 35042;
  258. var GLSL1 = '100';
  259. var GLSL3 = '300 es';
  260. /**
  261. * https://github.com/mrdoob/eventdispatcher.js/
  262. */
  263. function EventDispatcher() {}
  264. Object.assign(EventDispatcher.prototype, {
  265. addEventListener: function addEventListener(type, listener) {
  266. if (this._listeners === undefined) this._listeners = {};
  267. var listeners = this._listeners;
  268. if (listeners[type] === undefined) {
  269. listeners[type] = [];
  270. }
  271. if (listeners[type].indexOf(listener) === -1) {
  272. listeners[type].push(listener);
  273. }
  274. },
  275. hasEventListener: function hasEventListener(type, listener) {
  276. if (this._listeners === undefined) return false;
  277. var listeners = this._listeners;
  278. return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
  279. },
  280. removeEventListener: function removeEventListener(type, listener) {
  281. if (this._listeners === undefined) return;
  282. var listeners = this._listeners;
  283. var listenerArray = listeners[type];
  284. if (listenerArray !== undefined) {
  285. var index = listenerArray.indexOf(listener);
  286. if (index !== -1) {
  287. listenerArray.splice(index, 1);
  288. }
  289. }
  290. },
  291. dispatchEvent: function dispatchEvent(event) {
  292. if (this._listeners === undefined) return;
  293. var listeners = this._listeners;
  294. var listenerArray = listeners[event.type];
  295. if (listenerArray !== undefined) {
  296. event.target = this; // Make a copy, in case listeners are removed while iterating.
  297. var array = listenerArray.slice(0);
  298. for (var i = 0, l = array.length; i < l; i++) {
  299. array[i].call(this, event);
  300. }
  301. }
  302. }
  303. });
  304. var _lut = [];
  305. for (var i = 0; i < 256; i++) {
  306. _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
  307. }
  308. var _seed = 1234567;
  309. var MathUtils = {
  310. DEG2RAD: Math.PI / 180,
  311. RAD2DEG: 180 / Math.PI,
  312. generateUUID: function generateUUID() {
  313. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  314. var d0 = Math.random() * 0xffffffff | 0;
  315. var d1 = Math.random() * 0xffffffff | 0;
  316. var d2 = Math.random() * 0xffffffff | 0;
  317. var d3 = Math.random() * 0xffffffff | 0;
  318. var uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space.
  319. return uuid.toUpperCase();
  320. },
  321. clamp: function clamp(value, min, max) {
  322. return Math.max(min, Math.min(max, value));
  323. },
  324. // compute euclidian modulo of m % n
  325. // https://en.wikipedia.org/wiki/Modulo_operation
  326. euclideanModulo: function euclideanModulo(n, m) {
  327. return (n % m + m) % m;
  328. },
  329. // Linear mapping from range <a1, a2> to range <b1, b2>
  330. mapLinear: function mapLinear(x, a1, a2, b1, b2) {
  331. return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
  332. },
  333. // https://en.wikipedia.org/wiki/Linear_interpolation
  334. lerp: function lerp(x, y, t) {
  335. return (1 - t) * x + t * y;
  336. },
  337. // http://en.wikipedia.org/wiki/Smoothstep
  338. smoothstep: function smoothstep(x, min, max) {
  339. if (x <= min) return 0;
  340. if (x >= max) return 1;
  341. x = (x - min) / (max - min);
  342. return x * x * (3 - 2 * x);
  343. },
  344. smootherstep: function smootherstep(x, min, max) {
  345. if (x <= min) return 0;
  346. if (x >= max) return 1;
  347. x = (x - min) / (max - min);
  348. return x * x * x * (x * (x * 6 - 15) + 10);
  349. },
  350. // Random integer from <low, high> interval
  351. randInt: function randInt(low, high) {
  352. return low + Math.floor(Math.random() * (high - low + 1));
  353. },
  354. // Random float from <low, high> interval
  355. randFloat: function randFloat(low, high) {
  356. return low + Math.random() * (high - low);
  357. },
  358. // Random float from <-range/2, range/2> interval
  359. randFloatSpread: function randFloatSpread(range) {
  360. return range * (0.5 - Math.random());
  361. },
  362. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  363. seededRandom: function seededRandom(s) {
  364. if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
  365. _seed = _seed * 16807 % 2147483647;
  366. return (_seed - 1) / 2147483646;
  367. },
  368. degToRad: function degToRad(degrees) {
  369. return degrees * MathUtils.DEG2RAD;
  370. },
  371. radToDeg: function radToDeg(radians) {
  372. return radians * MathUtils.RAD2DEG;
  373. },
  374. isPowerOfTwo: function isPowerOfTwo(value) {
  375. return (value & value - 1) === 0 && value !== 0;
  376. },
  377. ceilPowerOfTwo: function ceilPowerOfTwo(value) {
  378. return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
  379. },
  380. floorPowerOfTwo: function floorPowerOfTwo(value) {
  381. return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
  382. },
  383. setQuaternionFromProperEuler: function setQuaternionFromProperEuler(q, a, b, c, order) {
  384. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  385. // rotations are applied to the axes in the order specified by 'order'
  386. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  387. // angles are in radians
  388. var cos = Math.cos;
  389. var sin = Math.sin;
  390. var c2 = cos(b / 2);
  391. var s2 = sin(b / 2);
  392. var c13 = cos((a + c) / 2);
  393. var s13 = sin((a + c) / 2);
  394. var c1_3 = cos((a - c) / 2);
  395. var s1_3 = sin((a - c) / 2);
  396. var c3_1 = cos((c - a) / 2);
  397. var s3_1 = sin((c - a) / 2);
  398. switch (order) {
  399. case 'XYX':
  400. q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
  401. break;
  402. case 'YZY':
  403. q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
  404. break;
  405. case 'ZXZ':
  406. q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
  407. break;
  408. case 'XZX':
  409. q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
  410. break;
  411. case 'YXY':
  412. q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
  413. break;
  414. case 'ZYZ':
  415. q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
  416. break;
  417. default:
  418. console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
  419. }
  420. }
  421. };
  422. function _defineProperties(target, props) {
  423. for (var i = 0; i < props.length; i++) {
  424. var descriptor = props[i];
  425. descriptor.enumerable = descriptor.enumerable || false;
  426. descriptor.configurable = true;
  427. if ("value" in descriptor) descriptor.writable = true;
  428. Object.defineProperty(target, descriptor.key, descriptor);
  429. }
  430. }
  431. function _createClass(Constructor, protoProps, staticProps) {
  432. if (protoProps) _defineProperties(Constructor.prototype, protoProps);
  433. if (staticProps) _defineProperties(Constructor, staticProps);
  434. return Constructor;
  435. }
  436. function _inheritsLoose(subClass, superClass) {
  437. subClass.prototype = Object.create(superClass.prototype);
  438. subClass.prototype.constructor = subClass;
  439. subClass.__proto__ = superClass;
  440. }
  441. function _assertThisInitialized(self) {
  442. if (self === void 0) {
  443. throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
  444. }
  445. return self;
  446. }
  447. var Vector2 = /*#__PURE__*/function () {
  448. function Vector2(x, y) {
  449. if (x === void 0) {
  450. x = 0;
  451. }
  452. if (y === void 0) {
  453. y = 0;
  454. }
  455. Object.defineProperty(this, 'isVector2', {
  456. value: true
  457. });
  458. this.x = x;
  459. this.y = y;
  460. }
  461. var _proto = Vector2.prototype;
  462. _proto.set = function set(x, y) {
  463. this.x = x;
  464. this.y = y;
  465. return this;
  466. };
  467. _proto.setScalar = function setScalar(scalar) {
  468. this.x = scalar;
  469. this.y = scalar;
  470. return this;
  471. };
  472. _proto.setX = function setX(x) {
  473. this.x = x;
  474. return this;
  475. };
  476. _proto.setY = function setY(y) {
  477. this.y = y;
  478. return this;
  479. };
  480. _proto.setComponent = function setComponent(index, value) {
  481. switch (index) {
  482. case 0:
  483. this.x = value;
  484. break;
  485. case 1:
  486. this.y = value;
  487. break;
  488. default:
  489. throw new Error('index is out of range: ' + index);
  490. }
  491. return this;
  492. };
  493. _proto.getComponent = function getComponent(index) {
  494. switch (index) {
  495. case 0:
  496. return this.x;
  497. case 1:
  498. return this.y;
  499. default:
  500. throw new Error('index is out of range: ' + index);
  501. }
  502. };
  503. _proto.clone = function clone() {
  504. return new this.constructor(this.x, this.y);
  505. };
  506. _proto.copy = function copy(v) {
  507. this.x = v.x;
  508. this.y = v.y;
  509. return this;
  510. };
  511. _proto.add = function add(v, w) {
  512. if (w !== undefined) {
  513. console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  514. return this.addVectors(v, w);
  515. }
  516. this.x += v.x;
  517. this.y += v.y;
  518. return this;
  519. };
  520. _proto.addScalar = function addScalar(s) {
  521. this.x += s;
  522. this.y += s;
  523. return this;
  524. };
  525. _proto.addVectors = function addVectors(a, b) {
  526. this.x = a.x + b.x;
  527. this.y = a.y + b.y;
  528. return this;
  529. };
  530. _proto.addScaledVector = function addScaledVector(v, s) {
  531. this.x += v.x * s;
  532. this.y += v.y * s;
  533. return this;
  534. };
  535. _proto.sub = function sub(v, w) {
  536. if (w !== undefined) {
  537. console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  538. return this.subVectors(v, w);
  539. }
  540. this.x -= v.x;
  541. this.y -= v.y;
  542. return this;
  543. };
  544. _proto.subScalar = function subScalar(s) {
  545. this.x -= s;
  546. this.y -= s;
  547. return this;
  548. };
  549. _proto.subVectors = function subVectors(a, b) {
  550. this.x = a.x - b.x;
  551. this.y = a.y - b.y;
  552. return this;
  553. };
  554. _proto.multiply = function multiply(v) {
  555. this.x *= v.x;
  556. this.y *= v.y;
  557. return this;
  558. };
  559. _proto.multiplyScalar = function multiplyScalar(scalar) {
  560. this.x *= scalar;
  561. this.y *= scalar;
  562. return this;
  563. };
  564. _proto.divide = function divide(v) {
  565. this.x /= v.x;
  566. this.y /= v.y;
  567. return this;
  568. };
  569. _proto.divideScalar = function divideScalar(scalar) {
  570. return this.multiplyScalar(1 / scalar);
  571. };
  572. _proto.applyMatrix3 = function applyMatrix3(m) {
  573. var x = this.x,
  574. y = this.y;
  575. var e = m.elements;
  576. this.x = e[0] * x + e[3] * y + e[6];
  577. this.y = e[1] * x + e[4] * y + e[7];
  578. return this;
  579. };
  580. _proto.min = function min(v) {
  581. this.x = Math.min(this.x, v.x);
  582. this.y = Math.min(this.y, v.y);
  583. return this;
  584. };
  585. _proto.max = function max(v) {
  586. this.x = Math.max(this.x, v.x);
  587. this.y = Math.max(this.y, v.y);
  588. return this;
  589. };
  590. _proto.clamp = function clamp(min, max) {
  591. // assumes min < max, componentwise
  592. this.x = Math.max(min.x, Math.min(max.x, this.x));
  593. this.y = Math.max(min.y, Math.min(max.y, this.y));
  594. return this;
  595. };
  596. _proto.clampScalar = function clampScalar(minVal, maxVal) {
  597. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  598. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  599. return this;
  600. };
  601. _proto.clampLength = function clampLength(min, max) {
  602. var length = this.length();
  603. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  604. };
  605. _proto.floor = function floor() {
  606. this.x = Math.floor(this.x);
  607. this.y = Math.floor(this.y);
  608. return this;
  609. };
  610. _proto.ceil = function ceil() {
  611. this.x = Math.ceil(this.x);
  612. this.y = Math.ceil(this.y);
  613. return this;
  614. };
  615. _proto.round = function round() {
  616. this.x = Math.round(this.x);
  617. this.y = Math.round(this.y);
  618. return this;
  619. };
  620. _proto.roundToZero = function roundToZero() {
  621. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  622. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  623. return this;
  624. };
  625. _proto.negate = function negate() {
  626. this.x = -this.x;
  627. this.y = -this.y;
  628. return this;
  629. };
  630. _proto.dot = function dot(v) {
  631. return this.x * v.x + this.y * v.y;
  632. };
  633. _proto.cross = function cross(v) {
  634. return this.x * v.y - this.y * v.x;
  635. };
  636. _proto.lengthSq = function lengthSq() {
  637. return this.x * this.x + this.y * this.y;
  638. };
  639. _proto.length = function length() {
  640. return Math.sqrt(this.x * this.x + this.y * this.y);
  641. };
  642. _proto.manhattanLength = function manhattanLength() {
  643. return Math.abs(this.x) + Math.abs(this.y);
  644. };
  645. _proto.normalize = function normalize() {
  646. return this.divideScalar(this.length() || 1);
  647. };
  648. _proto.angle = function angle() {
  649. // computes the angle in radians with respect to the positive x-axis
  650. var angle = Math.atan2(-this.y, -this.x) + Math.PI;
  651. return angle;
  652. };
  653. _proto.distanceTo = function distanceTo(v) {
  654. return Math.sqrt(this.distanceToSquared(v));
  655. };
  656. _proto.distanceToSquared = function distanceToSquared(v) {
  657. var dx = this.x - v.x,
  658. dy = this.y - v.y;
  659. return dx * dx + dy * dy;
  660. };
  661. _proto.manhattanDistanceTo = function manhattanDistanceTo(v) {
  662. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
  663. };
  664. _proto.setLength = function setLength(length) {
  665. return this.normalize().multiplyScalar(length);
  666. };
  667. _proto.lerp = function lerp(v, alpha) {
  668. this.x += (v.x - this.x) * alpha;
  669. this.y += (v.y - this.y) * alpha;
  670. return this;
  671. };
  672. _proto.lerpVectors = function lerpVectors(v1, v2, alpha) {
  673. this.x = v1.x + (v2.x - v1.x) * alpha;
  674. this.y = v1.y + (v2.y - v1.y) * alpha;
  675. return this;
  676. };
  677. _proto.equals = function equals(v) {
  678. return v.x === this.x && v.y === this.y;
  679. };
  680. _proto.fromArray = function fromArray(array, offset) {
  681. if (offset === void 0) {
  682. offset = 0;
  683. }
  684. this.x = array[offset];
  685. this.y = array[offset + 1];
  686. return this;
  687. };
  688. _proto.toArray = function toArray(array, offset) {
  689. if (array === void 0) {
  690. array = [];
  691. }
  692. if (offset === void 0) {
  693. offset = 0;
  694. }
  695. array[offset] = this.x;
  696. array[offset + 1] = this.y;
  697. return array;
  698. };
  699. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index, offset) {
  700. if (offset !== undefined) {
  701. console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
  702. }
  703. this.x = attribute.getX(index);
  704. this.y = attribute.getY(index);
  705. return this;
  706. };
  707. _proto.rotateAround = function rotateAround(center, angle) {
  708. var c = Math.cos(angle),
  709. s = Math.sin(angle);
  710. var x = this.x - center.x;
  711. var y = this.y - center.y;
  712. this.x = x * c - y * s + center.x;
  713. this.y = x * s + y * c + center.y;
  714. return this;
  715. };
  716. _proto.random = function random() {
  717. this.x = Math.random();
  718. this.y = Math.random();
  719. return this;
  720. };
  721. _createClass(Vector2, [{
  722. key: "width",
  723. get: function get() {
  724. return this.x;
  725. },
  726. set: function set(value) {
  727. this.x = value;
  728. }
  729. }, {
  730. key: "height",
  731. get: function get() {
  732. return this.y;
  733. },
  734. set: function set(value) {
  735. this.y = value;
  736. }
  737. }]);
  738. return Vector2;
  739. }();
  740. var Matrix3 = /*#__PURE__*/function () {
  741. function Matrix3() {
  742. Object.defineProperty(this, 'isMatrix3', {
  743. value: true
  744. });
  745. this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  746. if (arguments.length > 0) {
  747. console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
  748. }
  749. }
  750. var _proto = Matrix3.prototype;
  751. _proto.set = function set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
  752. var te = this.elements;
  753. te[0] = n11;
  754. te[1] = n21;
  755. te[2] = n31;
  756. te[3] = n12;
  757. te[4] = n22;
  758. te[5] = n32;
  759. te[6] = n13;
  760. te[7] = n23;
  761. te[8] = n33;
  762. return this;
  763. };
  764. _proto.identity = function identity() {
  765. this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
  766. return this;
  767. };
  768. _proto.clone = function clone() {
  769. return new this.constructor().fromArray(this.elements);
  770. };
  771. _proto.copy = function copy(m) {
  772. var te = this.elements;
  773. var me = m.elements;
  774. te[0] = me[0];
  775. te[1] = me[1];
  776. te[2] = me[2];
  777. te[3] = me[3];
  778. te[4] = me[4];
  779. te[5] = me[5];
  780. te[6] = me[6];
  781. te[7] = me[7];
  782. te[8] = me[8];
  783. return this;
  784. };
  785. _proto.extractBasis = function extractBasis(xAxis, yAxis, zAxis) {
  786. xAxis.setFromMatrix3Column(this, 0);
  787. yAxis.setFromMatrix3Column(this, 1);
  788. zAxis.setFromMatrix3Column(this, 2);
  789. return this;
  790. };
  791. _proto.setFromMatrix4 = function setFromMatrix4(m) {
  792. var me = m.elements;
  793. this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
  794. return this;
  795. };
  796. _proto.multiply = function multiply(m) {
  797. return this.multiplyMatrices(this, m);
  798. };
  799. _proto.premultiply = function premultiply(m) {
  800. return this.multiplyMatrices(m, this);
  801. };
  802. _proto.multiplyMatrices = function multiplyMatrices(a, b) {
  803. var ae = a.elements;
  804. var be = b.elements;
  805. var te = this.elements;
  806. var a11 = ae[0],
  807. a12 = ae[3],
  808. a13 = ae[6];
  809. var a21 = ae[1],
  810. a22 = ae[4],
  811. a23 = ae[7];
  812. var a31 = ae[2],
  813. a32 = ae[5],
  814. a33 = ae[8];
  815. var b11 = be[0],
  816. b12 = be[3],
  817. b13 = be[6];
  818. var b21 = be[1],
  819. b22 = be[4],
  820. b23 = be[7];
  821. var b31 = be[2],
  822. b32 = be[5],
  823. b33 = be[8];
  824. te[0] = a11 * b11 + a12 * b21 + a13 * b31;
  825. te[3] = a11 * b12 + a12 * b22 + a13 * b32;
  826. te[6] = a11 * b13 + a12 * b23 + a13 * b33;
  827. te[1] = a21 * b11 + a22 * b21 + a23 * b31;
  828. te[4] = a21 * b12 + a22 * b22 + a23 * b32;
  829. te[7] = a21 * b13 + a22 * b23 + a23 * b33;
  830. te[2] = a31 * b11 + a32 * b21 + a33 * b31;
  831. te[5] = a31 * b12 + a32 * b22 + a33 * b32;
  832. te[8] = a31 * b13 + a32 * b23 + a33 * b33;
  833. return this;
  834. };
  835. _proto.multiplyScalar = function multiplyScalar(s) {
  836. var te = this.elements;
  837. te[0] *= s;
  838. te[3] *= s;
  839. te[6] *= s;
  840. te[1] *= s;
  841. te[4] *= s;
  842. te[7] *= s;
  843. te[2] *= s;
  844. te[5] *= s;
  845. te[8] *= s;
  846. return this;
  847. };
  848. _proto.determinant = function determinant() {
  849. var te = this.elements;
  850. var a = te[0],
  851. b = te[1],
  852. c = te[2],
  853. d = te[3],
  854. e = te[4],
  855. f = te[5],
  856. g = te[6],
  857. h = te[7],
  858. i = te[8];
  859. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  860. };
  861. _proto.invert = function invert() {
  862. var te = this.elements,
  863. n11 = te[0],
  864. n21 = te[1],
  865. n31 = te[2],
  866. n12 = te[3],
  867. n22 = te[4],
  868. n32 = te[5],
  869. n13 = te[6],
  870. n23 = te[7],
  871. n33 = te[8],
  872. t11 = n33 * n22 - n32 * n23,
  873. t12 = n32 * n13 - n33 * n12,
  874. t13 = n23 * n12 - n22 * n13,
  875. det = n11 * t11 + n21 * t12 + n31 * t13;
  876. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
  877. var detInv = 1 / det;
  878. te[0] = t11 * detInv;
  879. te[1] = (n31 * n23 - n33 * n21) * detInv;
  880. te[2] = (n32 * n21 - n31 * n22) * detInv;
  881. te[3] = t12 * detInv;
  882. te[4] = (n33 * n11 - n31 * n13) * detInv;
  883. te[5] = (n31 * n12 - n32 * n11) * detInv;
  884. te[6] = t13 * detInv;
  885. te[7] = (n21 * n13 - n23 * n11) * detInv;
  886. te[8] = (n22 * n11 - n21 * n12) * detInv;
  887. return this;
  888. };
  889. _proto.transpose = function transpose() {
  890. var tmp;
  891. var m = this.elements;
  892. tmp = m[1];
  893. m[1] = m[3];
  894. m[3] = tmp;
  895. tmp = m[2];
  896. m[2] = m[6];
  897. m[6] = tmp;
  898. tmp = m[5];
  899. m[5] = m[7];
  900. m[7] = tmp;
  901. return this;
  902. };
  903. _proto.getNormalMatrix = function getNormalMatrix(matrix4) {
  904. return this.setFromMatrix4(matrix4).copy(this).invert().transpose();
  905. };
  906. _proto.transposeIntoArray = function transposeIntoArray(r) {
  907. var m = this.elements;
  908. r[0] = m[0];
  909. r[1] = m[3];
  910. r[2] = m[6];
  911. r[3] = m[1];
  912. r[4] = m[4];
  913. r[5] = m[7];
  914. r[6] = m[2];
  915. r[7] = m[5];
  916. r[8] = m[8];
  917. return this;
  918. };
  919. _proto.setUvTransform = function setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
  920. var c = Math.cos(rotation);
  921. var s = Math.sin(rotation);
  922. this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);
  923. return this;
  924. };
  925. _proto.scale = function scale(sx, sy) {
  926. var te = this.elements;
  927. te[0] *= sx;
  928. te[3] *= sx;
  929. te[6] *= sx;
  930. te[1] *= sy;
  931. te[4] *= sy;
  932. te[7] *= sy;
  933. return this;
  934. };
  935. _proto.rotate = function rotate(theta) {
  936. var c = Math.cos(theta);
  937. var s = Math.sin(theta);
  938. var te = this.elements;
  939. var a11 = te[0],
  940. a12 = te[3],
  941. a13 = te[6];
  942. var a21 = te[1],
  943. a22 = te[4],
  944. a23 = te[7];
  945. te[0] = c * a11 + s * a21;
  946. te[3] = c * a12 + s * a22;
  947. te[6] = c * a13 + s * a23;
  948. te[1] = -s * a11 + c * a21;
  949. te[4] = -s * a12 + c * a22;
  950. te[7] = -s * a13 + c * a23;
  951. return this;
  952. };
  953. _proto.translate = function translate(tx, ty) {
  954. var te = this.elements;
  955. te[0] += tx * te[2];
  956. te[3] += tx * te[5];
  957. te[6] += tx * te[8];
  958. te[1] += ty * te[2];
  959. te[4] += ty * te[5];
  960. te[7] += ty * te[8];
  961. return this;
  962. };
  963. _proto.equals = function equals(matrix) {
  964. var te = this.elements;
  965. var me = matrix.elements;
  966. for (var i = 0; i < 9; i++) {
  967. if (te[i] !== me[i]) return false;
  968. }
  969. return true;
  970. };
  971. _proto.fromArray = function fromArray(array, offset) {
  972. if (offset === void 0) {
  973. offset = 0;
  974. }
  975. for (var i = 0; i < 9; i++) {
  976. this.elements[i] = array[i + offset];
  977. }
  978. return this;
  979. };
  980. _proto.toArray = function toArray(array, offset) {
  981. if (array === void 0) {
  982. array = [];
  983. }
  984. if (offset === void 0) {
  985. offset = 0;
  986. }
  987. var te = this.elements;
  988. array[offset] = te[0];
  989. array[offset + 1] = te[1];
  990. array[offset + 2] = te[2];
  991. array[offset + 3] = te[3];
  992. array[offset + 4] = te[4];
  993. array[offset + 5] = te[5];
  994. array[offset + 6] = te[6];
  995. array[offset + 7] = te[7];
  996. array[offset + 8] = te[8];
  997. return array;
  998. };
  999. return Matrix3;
  1000. }();
  1001. var _canvas;
  1002. var ImageUtils = {
  1003. getDataURL: function getDataURL(image) {
  1004. if (/^data:/i.test(image.src)) {
  1005. return image.src;
  1006. }
  1007. if (typeof HTMLCanvasElement == 'undefined') {
  1008. return image.src;
  1009. }
  1010. var canvas;
  1011. if (image instanceof HTMLCanvasElement) {
  1012. canvas = image;
  1013. } else {
  1014. if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  1015. _canvas.width = image.width;
  1016. _canvas.height = image.height;
  1017. var context = _canvas.getContext('2d');
  1018. if (image instanceof ImageData) {
  1019. context.putImageData(image, 0, 0);
  1020. } else {
  1021. context.drawImage(image, 0, 0, image.width, image.height);
  1022. }
  1023. canvas = _canvas;
  1024. }
  1025. if (canvas.width > 2048 || canvas.height > 2048) {
  1026. return canvas.toDataURL('image/jpeg', 0.6);
  1027. } else {
  1028. return canvas.toDataURL('image/png');
  1029. }
  1030. }
  1031. };
  1032. var textureId = 0;
  1033. function Texture(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  1034. if (image === void 0) {
  1035. image = Texture.DEFAULT_IMAGE;
  1036. }
  1037. if (mapping === void 0) {
  1038. mapping = Texture.DEFAULT_MAPPING;
  1039. }
  1040. if (wrapS === void 0) {
  1041. wrapS = ClampToEdgeWrapping;
  1042. }
  1043. if (wrapT === void 0) {
  1044. wrapT = ClampToEdgeWrapping;
  1045. }
  1046. if (magFilter === void 0) {
  1047. magFilter = LinearFilter;
  1048. }
  1049. if (minFilter === void 0) {
  1050. minFilter = LinearMipmapLinearFilter;
  1051. }
  1052. if (format === void 0) {
  1053. format = RGBAFormat;
  1054. }
  1055. if (type === void 0) {
  1056. type = UnsignedByteType;
  1057. }
  1058. if (anisotropy === void 0) {
  1059. anisotropy = 1;
  1060. }
  1061. if (encoding === void 0) {
  1062. encoding = LinearEncoding;
  1063. }
  1064. Object.defineProperty(this, 'id', {
  1065. value: textureId++
  1066. });
  1067. this.uuid = MathUtils.generateUUID();
  1068. this.name = '';
  1069. this.image = image;
  1070. this.mipmaps = [];
  1071. this.mapping = mapping;
  1072. this.wrapS = wrapS;
  1073. this.wrapT = wrapT;
  1074. this.magFilter = magFilter;
  1075. this.minFilter = minFilter;
  1076. this.anisotropy = anisotropy;
  1077. this.format = format;
  1078. this.internalFormat = null;
  1079. this.type = type;
  1080. this.offset = new Vector2(0, 0);
  1081. this.repeat = new Vector2(1, 1);
  1082. this.center = new Vector2(0, 0);
  1083. this.rotation = 0;
  1084. this.matrixAutoUpdate = true;
  1085. this.matrix = new Matrix3();
  1086. this.generateMipmaps = true;
  1087. this.premultiplyAlpha = false;
  1088. this.flipY = true;
  1089. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1090. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1091. //
  1092. // Also changing the encoding after already used by a Material will not automatically make the Material
  1093. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1094. this.encoding = encoding;
  1095. this.version = 0;
  1096. this.onUpdate = null;
  1097. }
  1098. Texture.DEFAULT_IMAGE = undefined;
  1099. Texture.DEFAULT_MAPPING = UVMapping;
  1100. Texture.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  1101. constructor: Texture,
  1102. isTexture: true,
  1103. updateMatrix: function updateMatrix() {
  1104. this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
  1105. },
  1106. clone: function clone() {
  1107. return new this.constructor().copy(this);
  1108. },
  1109. copy: function copy(source) {
  1110. this.name = source.name;
  1111. this.image = source.image;
  1112. this.mipmaps = source.mipmaps.slice(0);
  1113. this.mapping = source.mapping;
  1114. this.wrapS = source.wrapS;
  1115. this.wrapT = source.wrapT;
  1116. this.magFilter = source.magFilter;
  1117. this.minFilter = source.minFilter;
  1118. this.anisotropy = source.anisotropy;
  1119. this.format = source.format;
  1120. this.internalFormat = source.internalFormat;
  1121. this.type = source.type;
  1122. this.offset.copy(source.offset);
  1123. this.repeat.copy(source.repeat);
  1124. this.center.copy(source.center);
  1125. this.rotation = source.rotation;
  1126. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1127. this.matrix.copy(source.matrix);
  1128. this.generateMipmaps = source.generateMipmaps;
  1129. this.premultiplyAlpha = source.premultiplyAlpha;
  1130. this.flipY = source.flipY;
  1131. this.unpackAlignment = source.unpackAlignment;
  1132. this.encoding = source.encoding;
  1133. return this;
  1134. },
  1135. toJSON: function toJSON(meta) {
  1136. var isRootObject = meta === undefined || typeof meta === 'string';
  1137. if (!isRootObject && meta.textures[this.uuid] !== undefined) {
  1138. return meta.textures[this.uuid];
  1139. }
  1140. var output = {
  1141. metadata: {
  1142. version: 4.5,
  1143. type: 'Texture',
  1144. generator: 'Texture.toJSON'
  1145. },
  1146. uuid: this.uuid,
  1147. name: this.name,
  1148. mapping: this.mapping,
  1149. repeat: [this.repeat.x, this.repeat.y],
  1150. offset: [this.offset.x, this.offset.y],
  1151. center: [this.center.x, this.center.y],
  1152. rotation: this.rotation,
  1153. wrap: [this.wrapS, this.wrapT],
  1154. format: this.format,
  1155. type: this.type,
  1156. encoding: this.encoding,
  1157. minFilter: this.minFilter,
  1158. magFilter: this.magFilter,
  1159. anisotropy: this.anisotropy,
  1160. flipY: this.flipY,
  1161. premultiplyAlpha: this.premultiplyAlpha,
  1162. unpackAlignment: this.unpackAlignment
  1163. };
  1164. if (this.image !== undefined) {
  1165. // TODO: Move to THREE.Image
  1166. var image = this.image;
  1167. if (image.uuid === undefined) {
  1168. image.uuid = MathUtils.generateUUID(); // UGH
  1169. }
  1170. if (!isRootObject && meta.images[image.uuid] === undefined) {
  1171. var url;
  1172. if (Array.isArray(image)) {
  1173. // process array of images e.g. CubeTexture
  1174. url = [];
  1175. for (var i = 0, l = image.length; i < l; i++) {
  1176. // check cube texture with data textures
  1177. if (image[i].isDataTexture) {
  1178. url.push(serializeImage(image[i].image));
  1179. } else {
  1180. url.push(serializeImage(image[i]));
  1181. }
  1182. }
  1183. } else {
  1184. // process single image
  1185. url = serializeImage(image);
  1186. }
  1187. meta.images[image.uuid] = {
  1188. uuid: image.uuid,
  1189. url: url
  1190. };
  1191. }
  1192. output.image = image.uuid;
  1193. }
  1194. if (!isRootObject) {
  1195. meta.textures[this.uuid] = output;
  1196. }
  1197. return output;
  1198. },
  1199. dispose: function dispose() {
  1200. this.dispatchEvent({
  1201. type: 'dispose'
  1202. });
  1203. },
  1204. transformUv: function transformUv(uv) {
  1205. if (this.mapping !== UVMapping) return uv;
  1206. uv.applyMatrix3(this.matrix);
  1207. if (uv.x < 0 || uv.x > 1) {
  1208. switch (this.wrapS) {
  1209. case RepeatWrapping:
  1210. uv.x = uv.x - Math.floor(uv.x);
  1211. break;
  1212. case ClampToEdgeWrapping:
  1213. uv.x = uv.x < 0 ? 0 : 1;
  1214. break;
  1215. case MirroredRepeatWrapping:
  1216. if (Math.abs(Math.floor(uv.x) % 2) === 1) {
  1217. uv.x = Math.ceil(uv.x) - uv.x;
  1218. } else {
  1219. uv.x = uv.x - Math.floor(uv.x);
  1220. }
  1221. break;
  1222. }
  1223. }
  1224. if (uv.y < 0 || uv.y > 1) {
  1225. switch (this.wrapT) {
  1226. case RepeatWrapping:
  1227. uv.y = uv.y - Math.floor(uv.y);
  1228. break;
  1229. case ClampToEdgeWrapping:
  1230. uv.y = uv.y < 0 ? 0 : 1;
  1231. break;
  1232. case MirroredRepeatWrapping:
  1233. if (Math.abs(Math.floor(uv.y) % 2) === 1) {
  1234. uv.y = Math.ceil(uv.y) - uv.y;
  1235. } else {
  1236. uv.y = uv.y - Math.floor(uv.y);
  1237. }
  1238. break;
  1239. }
  1240. }
  1241. if (this.flipY) {
  1242. uv.y = 1 - uv.y;
  1243. }
  1244. return uv;
  1245. }
  1246. });
  1247. Object.defineProperty(Texture.prototype, 'needsUpdate', {
  1248. set: function set(value) {
  1249. if (value === true) this.version++;
  1250. }
  1251. });
  1252. function serializeImage(image) {
  1253. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  1254. // default images
  1255. return ImageUtils.getDataURL(image);
  1256. } else {
  1257. if (image.data) {
  1258. // images of DataTexture
  1259. return {
  1260. data: Array.prototype.slice.call(image.data),
  1261. width: image.width,
  1262. height: image.height,
  1263. type: image.data.constructor.name
  1264. };
  1265. } else {
  1266. console.warn('THREE.Texture: Unable to serialize Texture.');
  1267. return {};
  1268. }
  1269. }
  1270. }
  1271. var Vector4 = /*#__PURE__*/function () {
  1272. function Vector4(x, y, z, w) {
  1273. if (x === void 0) {
  1274. x = 0;
  1275. }
  1276. if (y === void 0) {
  1277. y = 0;
  1278. }
  1279. if (z === void 0) {
  1280. z = 0;
  1281. }
  1282. if (w === void 0) {
  1283. w = 1;
  1284. }
  1285. Object.defineProperty(this, 'isVector4', {
  1286. value: true
  1287. });
  1288. this.x = x;
  1289. this.y = y;
  1290. this.z = z;
  1291. this.w = w;
  1292. }
  1293. var _proto = Vector4.prototype;
  1294. _proto.set = function set(x, y, z, w) {
  1295. this.x = x;
  1296. this.y = y;
  1297. this.z = z;
  1298. this.w = w;
  1299. return this;
  1300. };
  1301. _proto.setScalar = function setScalar(scalar) {
  1302. this.x = scalar;
  1303. this.y = scalar;
  1304. this.z = scalar;
  1305. this.w = scalar;
  1306. return this;
  1307. };
  1308. _proto.setX = function setX(x) {
  1309. this.x = x;
  1310. return this;
  1311. };
  1312. _proto.setY = function setY(y) {
  1313. this.y = y;
  1314. return this;
  1315. };
  1316. _proto.setZ = function setZ(z) {
  1317. this.z = z;
  1318. return this;
  1319. };
  1320. _proto.setW = function setW(w) {
  1321. this.w = w;
  1322. return this;
  1323. };
  1324. _proto.setComponent = function setComponent(index, value) {
  1325. switch (index) {
  1326. case 0:
  1327. this.x = value;
  1328. break;
  1329. case 1:
  1330. this.y = value;
  1331. break;
  1332. case 2:
  1333. this.z = value;
  1334. break;
  1335. case 3:
  1336. this.w = value;
  1337. break;
  1338. default:
  1339. throw new Error('index is out of range: ' + index);
  1340. }
  1341. return this;
  1342. };
  1343. _proto.getComponent = function getComponent(index) {
  1344. switch (index) {
  1345. case 0:
  1346. return this.x;
  1347. case 1:
  1348. return this.y;
  1349. case 2:
  1350. return this.z;
  1351. case 3:
  1352. return this.w;
  1353. default:
  1354. throw new Error('index is out of range: ' + index);
  1355. }
  1356. };
  1357. _proto.clone = function clone() {
  1358. return new this.constructor(this.x, this.y, this.z, this.w);
  1359. };
  1360. _proto.copy = function copy(v) {
  1361. this.x = v.x;
  1362. this.y = v.y;
  1363. this.z = v.z;
  1364. this.w = v.w !== undefined ? v.w : 1;
  1365. return this;
  1366. };
  1367. _proto.add = function add(v, w) {
  1368. if (w !== undefined) {
  1369. console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  1370. return this.addVectors(v, w);
  1371. }
  1372. this.x += v.x;
  1373. this.y += v.y;
  1374. this.z += v.z;
  1375. this.w += v.w;
  1376. return this;
  1377. };
  1378. _proto.addScalar = function addScalar(s) {
  1379. this.x += s;
  1380. this.y += s;
  1381. this.z += s;
  1382. this.w += s;
  1383. return this;
  1384. };
  1385. _proto.addVectors = function addVectors(a, b) {
  1386. this.x = a.x + b.x;
  1387. this.y = a.y + b.y;
  1388. this.z = a.z + b.z;
  1389. this.w = a.w + b.w;
  1390. return this;
  1391. };
  1392. _proto.addScaledVector = function addScaledVector(v, s) {
  1393. this.x += v.x * s;
  1394. this.y += v.y * s;
  1395. this.z += v.z * s;
  1396. this.w += v.w * s;
  1397. return this;
  1398. };
  1399. _proto.sub = function sub(v, w) {
  1400. if (w !== undefined) {
  1401. console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  1402. return this.subVectors(v, w);
  1403. }
  1404. this.x -= v.x;
  1405. this.y -= v.y;
  1406. this.z -= v.z;
  1407. this.w -= v.w;
  1408. return this;
  1409. };
  1410. _proto.subScalar = function subScalar(s) {
  1411. this.x -= s;
  1412. this.y -= s;
  1413. this.z -= s;
  1414. this.w -= s;
  1415. return this;
  1416. };
  1417. _proto.subVectors = function subVectors(a, b) {
  1418. this.x = a.x - b.x;
  1419. this.y = a.y - b.y;
  1420. this.z = a.z - b.z;
  1421. this.w = a.w - b.w;
  1422. return this;
  1423. };
  1424. _proto.multiplyScalar = function multiplyScalar(scalar) {
  1425. this.x *= scalar;
  1426. this.y *= scalar;
  1427. this.z *= scalar;
  1428. this.w *= scalar;
  1429. return this;
  1430. };
  1431. _proto.applyMatrix4 = function applyMatrix4(m) {
  1432. var x = this.x,
  1433. y = this.y,
  1434. z = this.z,
  1435. w = this.w;
  1436. var e = m.elements;
  1437. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1438. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1439. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1440. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1441. return this;
  1442. };
  1443. _proto.divideScalar = function divideScalar(scalar) {
  1444. return this.multiplyScalar(1 / scalar);
  1445. };
  1446. _proto.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion(q) {
  1447. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1448. // q is assumed to be normalized
  1449. this.w = 2 * Math.acos(q.w);
  1450. var s = Math.sqrt(1 - q.w * q.w);
  1451. if (s < 0.0001) {
  1452. this.x = 1;
  1453. this.y = 0;
  1454. this.z = 0;
  1455. } else {
  1456. this.x = q.x / s;
  1457. this.y = q.y / s;
  1458. this.z = q.z / s;
  1459. }
  1460. return this;
  1461. };
  1462. _proto.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix(m) {
  1463. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1464. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1465. var angle, x, y, z; // variables for result
  1466. var epsilon = 0.01,
  1467. // margin to allow for rounding errors
  1468. epsilon2 = 0.1,
  1469. // margin to distinguish between 0 and 180 degrees
  1470. te = m.elements,
  1471. m11 = te[0],
  1472. m12 = te[4],
  1473. m13 = te[8],
  1474. m21 = te[1],
  1475. m22 = te[5],
  1476. m23 = te[9],
  1477. m31 = te[2],
  1478. m32 = te[6],
  1479. m33 = te[10];
  1480. if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
  1481. // singularity found
  1482. // first check for identity matrix which must have +1 for all terms
  1483. // in leading diagonal and zero in other terms
  1484. if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
  1485. // this singularity is identity matrix so angle = 0
  1486. this.set(1, 0, 0, 0);
  1487. return this; // zero angle, arbitrary axis
  1488. } // otherwise this singularity is angle = 180
  1489. angle = Math.PI;
  1490. var xx = (m11 + 1) / 2;
  1491. var yy = (m22 + 1) / 2;
  1492. var zz = (m33 + 1) / 2;
  1493. var xy = (m12 + m21) / 4;
  1494. var xz = (m13 + m31) / 4;
  1495. var yz = (m23 + m32) / 4;
  1496. if (xx > yy && xx > zz) {
  1497. // m11 is the largest diagonal term
  1498. if (xx < epsilon) {
  1499. x = 0;
  1500. y = 0.707106781;
  1501. z = 0.707106781;
  1502. } else {
  1503. x = Math.sqrt(xx);
  1504. y = xy / x;
  1505. z = xz / x;
  1506. }
  1507. } else if (yy > zz) {
  1508. // m22 is the largest diagonal term
  1509. if (yy < epsilon) {
  1510. x = 0.707106781;
  1511. y = 0;
  1512. z = 0.707106781;
  1513. } else {
  1514. y = Math.sqrt(yy);
  1515. x = xy / y;
  1516. z = yz / y;
  1517. }
  1518. } else {
  1519. // m33 is the largest diagonal term so base result on this
  1520. if (zz < epsilon) {
  1521. x = 0.707106781;
  1522. y = 0.707106781;
  1523. z = 0;
  1524. } else {
  1525. z = Math.sqrt(zz);
  1526. x = xz / z;
  1527. y = yz / z;
  1528. }
  1529. }
  1530. this.set(x, y, z, angle);
  1531. return this; // return 180 deg rotation
  1532. } // as we have reached here there are no singularities so we can handle normally
  1533. var s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
  1534. if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1535. // caught by singularity test above, but I've left it in just in case
  1536. this.x = (m32 - m23) / s;
  1537. this.y = (m13 - m31) / s;
  1538. this.z = (m21 - m12) / s;
  1539. this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
  1540. return this;
  1541. };
  1542. _proto.min = function min(v) {
  1543. this.x = Math.min(this.x, v.x);
  1544. this.y = Math.min(this.y, v.y);
  1545. this.z = Math.min(this.z, v.z);
  1546. this.w = Math.min(this.w, v.w);
  1547. return this;
  1548. };
  1549. _proto.max = function max(v) {
  1550. this.x = Math.max(this.x, v.x);
  1551. this.y = Math.max(this.y, v.y);
  1552. this.z = Math.max(this.z, v.z);
  1553. this.w = Math.max(this.w, v.w);
  1554. return this;
  1555. };
  1556. _proto.clamp = function clamp(min, max) {
  1557. // assumes min < max, componentwise
  1558. this.x = Math.max(min.x, Math.min(max.x, this.x));
  1559. this.y = Math.max(min.y, Math.min(max.y, this.y));
  1560. this.z = Math.max(min.z, Math.min(max.z, this.z));
  1561. this.w = Math.max(min.w, Math.min(max.w, this.w));
  1562. return this;
  1563. };
  1564. _proto.clampScalar = function clampScalar(minVal, maxVal) {
  1565. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  1566. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  1567. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  1568. this.w = Math.max(minVal, Math.min(maxVal, this.w));
  1569. return this;
  1570. };
  1571. _proto.clampLength = function clampLength(min, max) {
  1572. var length = this.length();
  1573. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  1574. };
  1575. _proto.floor = function floor() {
  1576. this.x = Math.floor(this.x);
  1577. this.y = Math.floor(this.y);
  1578. this.z = Math.floor(this.z);
  1579. this.w = Math.floor(this.w);
  1580. return this;
  1581. };
  1582. _proto.ceil = function ceil() {
  1583. this.x = Math.ceil(this.x);
  1584. this.y = Math.ceil(this.y);
  1585. this.z = Math.ceil(this.z);
  1586. this.w = Math.ceil(this.w);
  1587. return this;
  1588. };
  1589. _proto.round = function round() {
  1590. this.x = Math.round(this.x);
  1591. this.y = Math.round(this.y);
  1592. this.z = Math.round(this.z);
  1593. this.w = Math.round(this.w);
  1594. return this;
  1595. };
  1596. _proto.roundToZero = function roundToZero() {
  1597. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  1598. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  1599. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  1600. this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);
  1601. return this;
  1602. };
  1603. _proto.negate = function negate() {
  1604. this.x = -this.x;
  1605. this.y = -this.y;
  1606. this.z = -this.z;
  1607. this.w = -this.w;
  1608. return this;
  1609. };
  1610. _proto.dot = function dot(v) {
  1611. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1612. };
  1613. _proto.lengthSq = function lengthSq() {
  1614. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1615. };
  1616. _proto.length = function length() {
  1617. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1618. };
  1619. _proto.manhattanLength = function manhattanLength() {
  1620. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
  1621. };
  1622. _proto.normalize = function normalize() {
  1623. return this.divideScalar(this.length() || 1);
  1624. };
  1625. _proto.setLength = function setLength(length) {
  1626. return this.normalize().multiplyScalar(length);
  1627. };
  1628. _proto.lerp = function lerp(v, alpha) {
  1629. this.x += (v.x - this.x) * alpha;
  1630. this.y += (v.y - this.y) * alpha;
  1631. this.z += (v.z - this.z) * alpha;
  1632. this.w += (v.w - this.w) * alpha;
  1633. return this;
  1634. };
  1635. _proto.lerpVectors = function lerpVectors(v1, v2, alpha) {
  1636. this.x = v1.x + (v2.x - v1.x) * alpha;
  1637. this.y = v1.y + (v2.y - v1.y) * alpha;
  1638. this.z = v1.z + (v2.z - v1.z) * alpha;
  1639. this.w = v1.w + (v2.w - v1.w) * alpha;
  1640. return this;
  1641. };
  1642. _proto.equals = function equals(v) {
  1643. return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
  1644. };
  1645. _proto.fromArray = function fromArray(array, offset) {
  1646. if (offset === void 0) {
  1647. offset = 0;
  1648. }
  1649. this.x = array[offset];
  1650. this.y = array[offset + 1];
  1651. this.z = array[offset + 2];
  1652. this.w = array[offset + 3];
  1653. return this;
  1654. };
  1655. _proto.toArray = function toArray(array, offset) {
  1656. if (array === void 0) {
  1657. array = [];
  1658. }
  1659. if (offset === void 0) {
  1660. offset = 0;
  1661. }
  1662. array[offset] = this.x;
  1663. array[offset + 1] = this.y;
  1664. array[offset + 2] = this.z;
  1665. array[offset + 3] = this.w;
  1666. return array;
  1667. };
  1668. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index, offset) {
  1669. if (offset !== undefined) {
  1670. console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
  1671. }
  1672. this.x = attribute.getX(index);
  1673. this.y = attribute.getY(index);
  1674. this.z = attribute.getZ(index);
  1675. this.w = attribute.getW(index);
  1676. return this;
  1677. };
  1678. _proto.random = function random() {
  1679. this.x = Math.random();
  1680. this.y = Math.random();
  1681. this.z = Math.random();
  1682. this.w = Math.random();
  1683. return this;
  1684. };
  1685. _createClass(Vector4, [{
  1686. key: "width",
  1687. get: function get() {
  1688. return this.z;
  1689. },
  1690. set: function set(value) {
  1691. this.z = value;
  1692. }
  1693. }, {
  1694. key: "height",
  1695. get: function get() {
  1696. return this.w;
  1697. },
  1698. set: function set(value) {
  1699. this.w = value;
  1700. }
  1701. }]);
  1702. return Vector4;
  1703. }();
  1704. /*
  1705. In options, we can specify:
  1706. * Texture parameters for an auto-generated target texture
  1707. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1708. */
  1709. function WebGLRenderTarget(width, height, options) {
  1710. this.width = width;
  1711. this.height = height;
  1712. this.scissor = new Vector4(0, 0, width, height);
  1713. this.scissorTest = false;
  1714. this.viewport = new Vector4(0, 0, width, height);
  1715. options = options || {};
  1716. this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  1717. this.texture.image = {};
  1718. this.texture.image.width = width;
  1719. this.texture.image.height = height;
  1720. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1721. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1722. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1723. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
  1724. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1725. }
  1726. WebGLRenderTarget.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  1727. constructor: WebGLRenderTarget,
  1728. isWebGLRenderTarget: true,
  1729. setSize: function setSize(width, height) {
  1730. if (this.width !== width || this.height !== height) {
  1731. this.width = width;
  1732. this.height = height;
  1733. this.texture.image.width = width;
  1734. this.texture.image.height = height;
  1735. this.dispose();
  1736. }
  1737. this.viewport.set(0, 0, width, height);
  1738. this.scissor.set(0, 0, width, height);
  1739. },
  1740. clone: function clone() {
  1741. return new this.constructor().copy(this);
  1742. },
  1743. copy: function copy(source) {
  1744. this.width = source.width;
  1745. this.height = source.height;
  1746. this.viewport.copy(source.viewport);
  1747. this.texture = source.texture.clone();
  1748. this.depthBuffer = source.depthBuffer;
  1749. this.stencilBuffer = source.stencilBuffer;
  1750. this.depthTexture = source.depthTexture;
  1751. return this;
  1752. },
  1753. dispose: function dispose() {
  1754. this.dispatchEvent({
  1755. type: 'dispose'
  1756. });
  1757. }
  1758. });
  1759. function WebGLMultisampleRenderTarget(width, height, options) {
  1760. WebGLRenderTarget.call(this, width, height, options);
  1761. this.samples = 4;
  1762. }
  1763. WebGLMultisampleRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), {
  1764. constructor: WebGLMultisampleRenderTarget,
  1765. isWebGLMultisampleRenderTarget: true,
  1766. copy: function copy(source) {
  1767. WebGLRenderTarget.prototype.copy.call(this, source);
  1768. this.samples = source.samples;
  1769. return this;
  1770. }
  1771. });
  1772. var Quaternion = /*#__PURE__*/function () {
  1773. function Quaternion(x, y, z, w) {
  1774. if (x === void 0) {
  1775. x = 0;
  1776. }
  1777. if (y === void 0) {
  1778. y = 0;
  1779. }
  1780. if (z === void 0) {
  1781. z = 0;
  1782. }
  1783. if (w === void 0) {
  1784. w = 1;
  1785. }
  1786. Object.defineProperty(this, 'isQuaternion', {
  1787. value: true
  1788. });
  1789. this._x = x;
  1790. this._y = y;
  1791. this._z = z;
  1792. this._w = w;
  1793. }
  1794. Quaternion.slerp = function slerp(qa, qb, qm, t) {
  1795. return qm.copy(qa).slerp(qb, t);
  1796. };
  1797. Quaternion.slerpFlat = function slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
  1798. // fuzz-free, array-based Quaternion SLERP operation
  1799. var x0 = src0[srcOffset0 + 0],
  1800. y0 = src0[srcOffset0 + 1],
  1801. z0 = src0[srcOffset0 + 2],
  1802. w0 = src0[srcOffset0 + 3];
  1803. var x1 = src1[srcOffset1 + 0],
  1804. y1 = src1[srcOffset1 + 1],
  1805. z1 = src1[srcOffset1 + 2],
  1806. w1 = src1[srcOffset1 + 3];
  1807. if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
  1808. var s = 1 - t;
  1809. var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1810. dir = cos >= 0 ? 1 : -1,
  1811. sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:
  1812. if (sqrSin > Number.EPSILON) {
  1813. var sin = Math.sqrt(sqrSin),
  1814. len = Math.atan2(sin, cos * dir);
  1815. s = Math.sin(s * len) / sin;
  1816. t = Math.sin(t * len) / sin;
  1817. }
  1818. var tDir = t * dir;
  1819. x0 = x0 * s + x1 * tDir;
  1820. y0 = y0 * s + y1 * tDir;
  1821. z0 = z0 * s + z1 * tDir;
  1822. w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:
  1823. if (s === 1 - t) {
  1824. var f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
  1825. x0 *= f;
  1826. y0 *= f;
  1827. z0 *= f;
  1828. w0 *= f;
  1829. }
  1830. }
  1831. dst[dstOffset] = x0;
  1832. dst[dstOffset + 1] = y0;
  1833. dst[dstOffset + 2] = z0;
  1834. dst[dstOffset + 3] = w0;
  1835. };
  1836. Quaternion.multiplyQuaternionsFlat = function multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
  1837. var x0 = src0[srcOffset0];
  1838. var y0 = src0[srcOffset0 + 1];
  1839. var z0 = src0[srcOffset0 + 2];
  1840. var w0 = src0[srcOffset0 + 3];
  1841. var x1 = src1[srcOffset1];
  1842. var y1 = src1[srcOffset1 + 1];
  1843. var z1 = src1[srcOffset1 + 2];
  1844. var w1 = src1[srcOffset1 + 3];
  1845. dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1846. dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1847. dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1848. dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1849. return dst;
  1850. };
  1851. var _proto = Quaternion.prototype;
  1852. _proto.set = function set(x, y, z, w) {
  1853. this._x = x;
  1854. this._y = y;
  1855. this._z = z;
  1856. this._w = w;
  1857. this._onChangeCallback();
  1858. return this;
  1859. };
  1860. _proto.clone = function clone() {
  1861. return new this.constructor(this._x, this._y, this._z, this._w);
  1862. };
  1863. _proto.copy = function copy(quaternion) {
  1864. this._x = quaternion.x;
  1865. this._y = quaternion.y;
  1866. this._z = quaternion.z;
  1867. this._w = quaternion.w;
  1868. this._onChangeCallback();
  1869. return this;
  1870. };
  1871. _proto.setFromEuler = function setFromEuler(euler, update) {
  1872. if (!(euler && euler.isEuler)) {
  1873. throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
  1874. }
  1875. var x = euler._x,
  1876. y = euler._y,
  1877. z = euler._z,
  1878. order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/
  1879. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1880. // content/SpinCalc.m
  1881. var cos = Math.cos;
  1882. var sin = Math.sin;
  1883. var c1 = cos(x / 2);
  1884. var c2 = cos(y / 2);
  1885. var c3 = cos(z / 2);
  1886. var s1 = sin(x / 2);
  1887. var s2 = sin(y / 2);
  1888. var s3 = sin(z / 2);
  1889. switch (order) {
  1890. case 'XYZ':
  1891. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1892. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1893. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1894. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1895. break;
  1896. case 'YXZ':
  1897. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1898. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1899. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1900. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1901. break;
  1902. case 'ZXY':
  1903. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1904. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1905. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1906. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1907. break;
  1908. case 'ZYX':
  1909. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1910. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1911. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1912. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1913. break;
  1914. case 'YZX':
  1915. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1916. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1917. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1918. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1919. break;
  1920. case 'XZY':
  1921. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1922. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1923. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1924. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1925. break;
  1926. default:
  1927. console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
  1928. }
  1929. if (update !== false) this._onChangeCallback();
  1930. return this;
  1931. };
  1932. _proto.setFromAxisAngle = function setFromAxisAngle(axis, angle) {
  1933. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1934. // assumes axis is normalized
  1935. var halfAngle = angle / 2,
  1936. s = Math.sin(halfAngle);
  1937. this._x = axis.x * s;
  1938. this._y = axis.y * s;
  1939. this._z = axis.z * s;
  1940. this._w = Math.cos(halfAngle);
  1941. this._onChangeCallback();
  1942. return this;
  1943. };
  1944. _proto.setFromRotationMatrix = function setFromRotationMatrix(m) {
  1945. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1946. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1947. var te = m.elements,
  1948. m11 = te[0],
  1949. m12 = te[4],
  1950. m13 = te[8],
  1951. m21 = te[1],
  1952. m22 = te[5],
  1953. m23 = te[9],
  1954. m31 = te[2],
  1955. m32 = te[6],
  1956. m33 = te[10],
  1957. trace = m11 + m22 + m33;
  1958. if (trace > 0) {
  1959. var s = 0.5 / Math.sqrt(trace + 1.0);
  1960. this._w = 0.25 / s;
  1961. this._x = (m32 - m23) * s;
  1962. this._y = (m13 - m31) * s;
  1963. this._z = (m21 - m12) * s;
  1964. } else if (m11 > m22 && m11 > m33) {
  1965. var _s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1966. this._w = (m32 - m23) / _s;
  1967. this._x = 0.25 * _s;
  1968. this._y = (m12 + m21) / _s;
  1969. this._z = (m13 + m31) / _s;
  1970. } else if (m22 > m33) {
  1971. var _s2 = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1972. this._w = (m13 - m31) / _s2;
  1973. this._x = (m12 + m21) / _s2;
  1974. this._y = 0.25 * _s2;
  1975. this._z = (m23 + m32) / _s2;
  1976. } else {
  1977. var _s3 = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1978. this._w = (m21 - m12) / _s3;
  1979. this._x = (m13 + m31) / _s3;
  1980. this._y = (m23 + m32) / _s3;
  1981. this._z = 0.25 * _s3;
  1982. }
  1983. this._onChangeCallback();
  1984. return this;
  1985. };
  1986. _proto.setFromUnitVectors = function setFromUnitVectors(vFrom, vTo) {
  1987. // assumes direction vectors vFrom and vTo are normalized
  1988. var EPS = 0.000001;
  1989. var r = vFrom.dot(vTo) + 1;
  1990. if (r < EPS) {
  1991. r = 0;
  1992. if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
  1993. this._x = -vFrom.y;
  1994. this._y = vFrom.x;
  1995. this._z = 0;
  1996. this._w = r;
  1997. } else {
  1998. this._x = 0;
  1999. this._y = -vFrom.z;
  2000. this._z = vFrom.y;
  2001. this._w = r;
  2002. }
  2003. } else {
  2004. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2005. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2006. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2007. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2008. this._w = r;
  2009. }
  2010. return this.normalize();
  2011. };
  2012. _proto.angleTo = function angleTo(q) {
  2013. return 2 * Math.acos(Math.abs(MathUtils.clamp(this.dot(q), -1, 1)));
  2014. };
  2015. _proto.rotateTowards = function rotateTowards(q, step) {
  2016. var angle = this.angleTo(q);
  2017. if (angle === 0) return this;
  2018. var t = Math.min(1, step / angle);
  2019. this.slerp(q, t);
  2020. return this;
  2021. };
  2022. _proto.identity = function identity() {
  2023. return this.set(0, 0, 0, 1);
  2024. };
  2025. _proto.invert = function invert() {
  2026. // quaternion is assumed to have unit length
  2027. return this.conjugate();
  2028. };
  2029. _proto.conjugate = function conjugate() {
  2030. this._x *= -1;
  2031. this._y *= -1;
  2032. this._z *= -1;
  2033. this._onChangeCallback();
  2034. return this;
  2035. };
  2036. _proto.dot = function dot(v) {
  2037. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2038. };
  2039. _proto.lengthSq = function lengthSq() {
  2040. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2041. };
  2042. _proto.length = function length() {
  2043. return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
  2044. };
  2045. _proto.normalize = function normalize() {
  2046. var l = this.length();
  2047. if (l === 0) {
  2048. this._x = 0;
  2049. this._y = 0;
  2050. this._z = 0;
  2051. this._w = 1;
  2052. } else {
  2053. l = 1 / l;
  2054. this._x = this._x * l;
  2055. this._y = this._y * l;
  2056. this._z = this._z * l;
  2057. this._w = this._w * l;
  2058. }
  2059. this._onChangeCallback();
  2060. return this;
  2061. };
  2062. _proto.multiply = function multiply(q, p) {
  2063. if (p !== undefined) {
  2064. console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
  2065. return this.multiplyQuaternions(q, p);
  2066. }
  2067. return this.multiplyQuaternions(this, q);
  2068. };
  2069. _proto.premultiply = function premultiply(q) {
  2070. return this.multiplyQuaternions(q, this);
  2071. };
  2072. _proto.multiplyQuaternions = function multiplyQuaternions(a, b) {
  2073. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2074. var qax = a._x,
  2075. qay = a._y,
  2076. qaz = a._z,
  2077. qaw = a._w;
  2078. var qbx = b._x,
  2079. qby = b._y,
  2080. qbz = b._z,
  2081. qbw = b._w;
  2082. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2083. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2084. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2085. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2086. this._onChangeCallback();
  2087. return this;
  2088. };
  2089. _proto.slerp = function slerp(qb, t) {
  2090. if (t === 0) return this;
  2091. if (t === 1) return this.copy(qb);
  2092. var x = this._x,
  2093. y = this._y,
  2094. z = this._z,
  2095. w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2096. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2097. if (cosHalfTheta < 0) {
  2098. this._w = -qb._w;
  2099. this._x = -qb._x;
  2100. this._y = -qb._y;
  2101. this._z = -qb._z;
  2102. cosHalfTheta = -cosHalfTheta;
  2103. } else {
  2104. this.copy(qb);
  2105. }
  2106. if (cosHalfTheta >= 1.0) {
  2107. this._w = w;
  2108. this._x = x;
  2109. this._y = y;
  2110. this._z = z;
  2111. return this;
  2112. }
  2113. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2114. if (sqrSinHalfTheta <= Number.EPSILON) {
  2115. var s = 1 - t;
  2116. this._w = s * w + t * this._w;
  2117. this._x = s * x + t * this._x;
  2118. this._y = s * y + t * this._y;
  2119. this._z = s * z + t * this._z;
  2120. this.normalize();
  2121. this._onChangeCallback();
  2122. return this;
  2123. }
  2124. var sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
  2125. var halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
  2126. var ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
  2127. ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
  2128. this._w = w * ratioA + this._w * ratioB;
  2129. this._x = x * ratioA + this._x * ratioB;
  2130. this._y = y * ratioA + this._y * ratioB;
  2131. this._z = z * ratioA + this._z * ratioB;
  2132. this._onChangeCallback();
  2133. return this;
  2134. };
  2135. _proto.equals = function equals(quaternion) {
  2136. return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
  2137. };
  2138. _proto.fromArray = function fromArray(array, offset) {
  2139. if (offset === void 0) {
  2140. offset = 0;
  2141. }
  2142. this._x = array[offset];
  2143. this._y = array[offset + 1];
  2144. this._z = array[offset + 2];
  2145. this._w = array[offset + 3];
  2146. this._onChangeCallback();
  2147. return this;
  2148. };
  2149. _proto.toArray = function toArray(array, offset) {
  2150. if (array === void 0) {
  2151. array = [];
  2152. }
  2153. if (offset === void 0) {
  2154. offset = 0;
  2155. }
  2156. array[offset] = this._x;
  2157. array[offset + 1] = this._y;
  2158. array[offset + 2] = this._z;
  2159. array[offset + 3] = this._w;
  2160. return array;
  2161. };
  2162. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index) {
  2163. this._x = attribute.getX(index);
  2164. this._y = attribute.getY(index);
  2165. this._z = attribute.getZ(index);
  2166. this._w = attribute.getW(index);
  2167. return this;
  2168. };
  2169. _proto._onChange = function _onChange(callback) {
  2170. this._onChangeCallback = callback;
  2171. return this;
  2172. };
  2173. _proto._onChangeCallback = function _onChangeCallback() {};
  2174. _createClass(Quaternion, [{
  2175. key: "x",
  2176. get: function get() {
  2177. return this._x;
  2178. },
  2179. set: function set(value) {
  2180. this._x = value;
  2181. this._onChangeCallback();
  2182. }
  2183. }, {
  2184. key: "y",
  2185. get: function get() {
  2186. return this._y;
  2187. },
  2188. set: function set(value) {
  2189. this._y = value;
  2190. this._onChangeCallback();
  2191. }
  2192. }, {
  2193. key: "z",
  2194. get: function get() {
  2195. return this._z;
  2196. },
  2197. set: function set(value) {
  2198. this._z = value;
  2199. this._onChangeCallback();
  2200. }
  2201. }, {
  2202. key: "w",
  2203. get: function get() {
  2204. return this._w;
  2205. },
  2206. set: function set(value) {
  2207. this._w = value;
  2208. this._onChangeCallback();
  2209. }
  2210. }]);
  2211. return Quaternion;
  2212. }();
  2213. var Vector3 = /*#__PURE__*/function () {
  2214. function Vector3(x, y, z) {
  2215. if (x === void 0) {
  2216. x = 0;
  2217. }
  2218. if (y === void 0) {
  2219. y = 0;
  2220. }
  2221. if (z === void 0) {
  2222. z = 0;
  2223. }
  2224. Object.defineProperty(this, 'isVector3', {
  2225. value: true
  2226. });
  2227. this.x = x;
  2228. this.y = y;
  2229. this.z = z;
  2230. }
  2231. var _proto = Vector3.prototype;
  2232. _proto.set = function set(x, y, z) {
  2233. if (z === undefined) z = this.z; // sprite.scale.set(x,y)
  2234. this.x = x;
  2235. this.y = y;
  2236. this.z = z;
  2237. return this;
  2238. };
  2239. _proto.setScalar = function setScalar(scalar) {
  2240. this.x = scalar;
  2241. this.y = scalar;
  2242. this.z = scalar;
  2243. return this;
  2244. };
  2245. _proto.setX = function setX(x) {
  2246. this.x = x;
  2247. return this;
  2248. };
  2249. _proto.setY = function setY(y) {
  2250. this.y = y;
  2251. return this;
  2252. };
  2253. _proto.setZ = function setZ(z) {
  2254. this.z = z;
  2255. return this;
  2256. };
  2257. _proto.setComponent = function setComponent(index, value) {
  2258. switch (index) {
  2259. case 0:
  2260. this.x = value;
  2261. break;
  2262. case 1:
  2263. this.y = value;
  2264. break;
  2265. case 2:
  2266. this.z = value;
  2267. break;
  2268. default:
  2269. throw new Error('index is out of range: ' + index);
  2270. }
  2271. return this;
  2272. };
  2273. _proto.getComponent = function getComponent(index) {
  2274. switch (index) {
  2275. case 0:
  2276. return this.x;
  2277. case 1:
  2278. return this.y;
  2279. case 2:
  2280. return this.z;
  2281. default:
  2282. throw new Error('index is out of range: ' + index);
  2283. }
  2284. };
  2285. _proto.clone = function clone() {
  2286. return new this.constructor(this.x, this.y, this.z);
  2287. };
  2288. _proto.copy = function copy(v) {
  2289. this.x = v.x;
  2290. this.y = v.y;
  2291. this.z = v.z;
  2292. return this;
  2293. };
  2294. _proto.add = function add(v, w) {
  2295. if (w !== undefined) {
  2296. console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  2297. return this.addVectors(v, w);
  2298. }
  2299. this.x += v.x;
  2300. this.y += v.y;
  2301. this.z += v.z;
  2302. return this;
  2303. };
  2304. _proto.addScalar = function addScalar(s) {
  2305. this.x += s;
  2306. this.y += s;
  2307. this.z += s;
  2308. return this;
  2309. };
  2310. _proto.addVectors = function addVectors(a, b) {
  2311. this.x = a.x + b.x;
  2312. this.y = a.y + b.y;
  2313. this.z = a.z + b.z;
  2314. return this;
  2315. };
  2316. _proto.addScaledVector = function addScaledVector(v, s) {
  2317. this.x += v.x * s;
  2318. this.y += v.y * s;
  2319. this.z += v.z * s;
  2320. return this;
  2321. };
  2322. _proto.sub = function sub(v, w) {
  2323. if (w !== undefined) {
  2324. console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  2325. return this.subVectors(v, w);
  2326. }
  2327. this.x -= v.x;
  2328. this.y -= v.y;
  2329. this.z -= v.z;
  2330. return this;
  2331. };
  2332. _proto.subScalar = function subScalar(s) {
  2333. this.x -= s;
  2334. this.y -= s;
  2335. this.z -= s;
  2336. return this;
  2337. };
  2338. _proto.subVectors = function subVectors(a, b) {
  2339. this.x = a.x - b.x;
  2340. this.y = a.y - b.y;
  2341. this.z = a.z - b.z;
  2342. return this;
  2343. };
  2344. _proto.multiply = function multiply(v, w) {
  2345. if (w !== undefined) {
  2346. console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
  2347. return this.multiplyVectors(v, w);
  2348. }
  2349. this.x *= v.x;
  2350. this.y *= v.y;
  2351. this.z *= v.z;
  2352. return this;
  2353. };
  2354. _proto.multiplyScalar = function multiplyScalar(scalar) {
  2355. this.x *= scalar;
  2356. this.y *= scalar;
  2357. this.z *= scalar;
  2358. return this;
  2359. };
  2360. _proto.multiplyVectors = function multiplyVectors(a, b) {
  2361. this.x = a.x * b.x;
  2362. this.y = a.y * b.y;
  2363. this.z = a.z * b.z;
  2364. return this;
  2365. };
  2366. _proto.applyEuler = function applyEuler(euler) {
  2367. if (!(euler && euler.isEuler)) {
  2368. console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
  2369. }
  2370. return this.applyQuaternion(_quaternion.setFromEuler(euler));
  2371. };
  2372. _proto.applyAxisAngle = function applyAxisAngle(axis, angle) {
  2373. return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));
  2374. };
  2375. _proto.applyMatrix3 = function applyMatrix3(m) {
  2376. var x = this.x,
  2377. y = this.y,
  2378. z = this.z;
  2379. var e = m.elements;
  2380. this.x = e[0] * x + e[3] * y + e[6] * z;
  2381. this.y = e[1] * x + e[4] * y + e[7] * z;
  2382. this.z = e[2] * x + e[5] * y + e[8] * z;
  2383. return this;
  2384. };
  2385. _proto.applyNormalMatrix = function applyNormalMatrix(m) {
  2386. return this.applyMatrix3(m).normalize();
  2387. };
  2388. _proto.applyMatrix4 = function applyMatrix4(m) {
  2389. var x = this.x,
  2390. y = this.y,
  2391. z = this.z;
  2392. var e = m.elements;
  2393. var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
  2394. this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
  2395. this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
  2396. this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
  2397. return this;
  2398. };
  2399. _proto.applyQuaternion = function applyQuaternion(q) {
  2400. var x = this.x,
  2401. y = this.y,
  2402. z = this.z;
  2403. var qx = q.x,
  2404. qy = q.y,
  2405. qz = q.z,
  2406. qw = q.w; // calculate quat * vector
  2407. var ix = qw * x + qy * z - qz * y;
  2408. var iy = qw * y + qz * x - qx * z;
  2409. var iz = qw * z + qx * y - qy * x;
  2410. var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
  2411. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  2412. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  2413. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  2414. return this;
  2415. };
  2416. _proto.project = function project(camera) {
  2417. return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
  2418. };
  2419. _proto.unproject = function unproject(camera) {
  2420. return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
  2421. };
  2422. _proto.transformDirection = function transformDirection(m) {
  2423. // input: THREE.Matrix4 affine matrix
  2424. // vector interpreted as a direction
  2425. var x = this.x,
  2426. y = this.y,
  2427. z = this.z;
  2428. var e = m.elements;
  2429. this.x = e[0] * x + e[4] * y + e[8] * z;
  2430. this.y = e[1] * x + e[5] * y + e[9] * z;
  2431. this.z = e[2] * x + e[6] * y + e[10] * z;
  2432. return this.normalize();
  2433. };
  2434. _proto.divide = function divide(v) {
  2435. this.x /= v.x;
  2436. this.y /= v.y;
  2437. this.z /= v.z;
  2438. return this;
  2439. };
  2440. _proto.divideScalar = function divideScalar(scalar) {
  2441. return this.multiplyScalar(1 / scalar);
  2442. };
  2443. _proto.min = function min(v) {
  2444. this.x = Math.min(this.x, v.x);
  2445. this.y = Math.min(this.y, v.y);
  2446. this.z = Math.min(this.z, v.z);
  2447. return this;
  2448. };
  2449. _proto.max = function max(v) {
  2450. this.x = Math.max(this.x, v.x);
  2451. this.y = Math.max(this.y, v.y);
  2452. this.z = Math.max(this.z, v.z);
  2453. return this;
  2454. };
  2455. _proto.clamp = function clamp(min, max) {
  2456. // assumes min < max, componentwise
  2457. this.x = Math.max(min.x, Math.min(max.x, this.x));
  2458. this.y = Math.max(min.y, Math.min(max.y, this.y));
  2459. this.z = Math.max(min.z, Math.min(max.z, this.z));
  2460. return this;
  2461. };
  2462. _proto.clampScalar = function clampScalar(minVal, maxVal) {
  2463. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  2464. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  2465. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  2466. return this;
  2467. };
  2468. _proto.clampLength = function clampLength(min, max) {
  2469. var length = this.length();
  2470. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  2471. };
  2472. _proto.floor = function floor() {
  2473. this.x = Math.floor(this.x);
  2474. this.y = Math.floor(this.y);
  2475. this.z = Math.floor(this.z);
  2476. return this;
  2477. };
  2478. _proto.ceil = function ceil() {
  2479. this.x = Math.ceil(this.x);
  2480. this.y = Math.ceil(this.y);
  2481. this.z = Math.ceil(this.z);
  2482. return this;
  2483. };
  2484. _proto.round = function round() {
  2485. this.x = Math.round(this.x);
  2486. this.y = Math.round(this.y);
  2487. this.z = Math.round(this.z);
  2488. return this;
  2489. };
  2490. _proto.roundToZero = function roundToZero() {
  2491. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  2492. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  2493. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  2494. return this;
  2495. };
  2496. _proto.negate = function negate() {
  2497. this.x = -this.x;
  2498. this.y = -this.y;
  2499. this.z = -this.z;
  2500. return this;
  2501. };
  2502. _proto.dot = function dot(v) {
  2503. return this.x * v.x + this.y * v.y + this.z * v.z;
  2504. } // TODO lengthSquared?
  2505. ;
  2506. _proto.lengthSq = function lengthSq() {
  2507. return this.x * this.x + this.y * this.y + this.z * this.z;
  2508. };
  2509. _proto.length = function length() {
  2510. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  2511. };
  2512. _proto.manhattanLength = function manhattanLength() {
  2513. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
  2514. };
  2515. _proto.normalize = function normalize() {
  2516. return this.divideScalar(this.length() || 1);
  2517. };
  2518. _proto.setLength = function setLength(length) {
  2519. return this.normalize().multiplyScalar(length);
  2520. };
  2521. _proto.lerp = function lerp(v, alpha) {
  2522. this.x += (v.x - this.x) * alpha;
  2523. this.y += (v.y - this.y) * alpha;
  2524. this.z += (v.z - this.z) * alpha;
  2525. return this;
  2526. };
  2527. _proto.lerpVectors = function lerpVectors(v1, v2, alpha) {
  2528. this.x = v1.x + (v2.x - v1.x) * alpha;
  2529. this.y = v1.y + (v2.y - v1.y) * alpha;
  2530. this.z = v1.z + (v2.z - v1.z) * alpha;
  2531. return this;
  2532. };
  2533. _proto.cross = function cross(v, w) {
  2534. if (w !== undefined) {
  2535. console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
  2536. return this.crossVectors(v, w);
  2537. }
  2538. return this.crossVectors(this, v);
  2539. };
  2540. _proto.crossVectors = function crossVectors(a, b) {
  2541. var ax = a.x,
  2542. ay = a.y,
  2543. az = a.z;
  2544. var bx = b.x,
  2545. by = b.y,
  2546. bz = b.z;
  2547. this.x = ay * bz - az * by;
  2548. this.y = az * bx - ax * bz;
  2549. this.z = ax * by - ay * bx;
  2550. return this;
  2551. };
  2552. _proto.projectOnVector = function projectOnVector(v) {
  2553. var denominator = v.lengthSq();
  2554. if (denominator === 0) return this.set(0, 0, 0);
  2555. var scalar = v.dot(this) / denominator;
  2556. return this.copy(v).multiplyScalar(scalar);
  2557. };
  2558. _proto.projectOnPlane = function projectOnPlane(planeNormal) {
  2559. _vector.copy(this).projectOnVector(planeNormal);
  2560. return this.sub(_vector);
  2561. };
  2562. _proto.reflect = function reflect(normal) {
  2563. // reflect incident vector off plane orthogonal to normal
  2564. // normal is assumed to have unit length
  2565. return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));
  2566. };
  2567. _proto.angleTo = function angleTo(v) {
  2568. var denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
  2569. if (denominator === 0) return Math.PI / 2;
  2570. var theta = this.dot(v) / denominator; // clamp, to handle numerical problems
  2571. return Math.acos(MathUtils.clamp(theta, -1, 1));
  2572. };
  2573. _proto.distanceTo = function distanceTo(v) {
  2574. return Math.sqrt(this.distanceToSquared(v));
  2575. };
  2576. _proto.distanceToSquared = function distanceToSquared(v) {
  2577. var dx = this.x - v.x,
  2578. dy = this.y - v.y,
  2579. dz = this.z - v.z;
  2580. return dx * dx + dy * dy + dz * dz;
  2581. };
  2582. _proto.manhattanDistanceTo = function manhattanDistanceTo(v) {
  2583. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
  2584. };
  2585. _proto.setFromSpherical = function setFromSpherical(s) {
  2586. return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
  2587. };
  2588. _proto.setFromSphericalCoords = function setFromSphericalCoords(radius, phi, theta) {
  2589. var sinPhiRadius = Math.sin(phi) * radius;
  2590. this.x = sinPhiRadius * Math.sin(theta);
  2591. this.y = Math.cos(phi) * radius;
  2592. this.z = sinPhiRadius * Math.cos(theta);
  2593. return this;
  2594. };
  2595. _proto.setFromCylindrical = function setFromCylindrical(c) {
  2596. return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
  2597. };
  2598. _proto.setFromCylindricalCoords = function setFromCylindricalCoords(radius, theta, y) {
  2599. this.x = radius * Math.sin(theta);
  2600. this.y = y;
  2601. this.z = radius * Math.cos(theta);
  2602. return this;
  2603. };
  2604. _proto.setFromMatrixPosition = function setFromMatrixPosition(m) {
  2605. var e = m.elements;
  2606. this.x = e[12];
  2607. this.y = e[13];
  2608. this.z = e[14];
  2609. return this;
  2610. };
  2611. _proto.setFromMatrixScale = function setFromMatrixScale(m) {
  2612. var sx = this.setFromMatrixColumn(m, 0).length();
  2613. var sy = this.setFromMatrixColumn(m, 1).length();
  2614. var sz = this.setFromMatrixColumn(m, 2).length();
  2615. this.x = sx;
  2616. this.y = sy;
  2617. this.z = sz;
  2618. return this;
  2619. };
  2620. _proto.setFromMatrixColumn = function setFromMatrixColumn(m, index) {
  2621. return this.fromArray(m.elements, index * 4);
  2622. };
  2623. _proto.setFromMatrix3Column = function setFromMatrix3Column(m, index) {
  2624. return this.fromArray(m.elements, index * 3);
  2625. };
  2626. _proto.equals = function equals(v) {
  2627. return v.x === this.x && v.y === this.y && v.z === this.z;
  2628. };
  2629. _proto.fromArray = function fromArray(array, offset) {
  2630. if (offset === void 0) {
  2631. offset = 0;
  2632. }
  2633. this.x = array[offset];
  2634. this.y = array[offset + 1];
  2635. this.z = array[offset + 2];
  2636. return this;
  2637. };
  2638. _proto.toArray = function toArray(array, offset) {
  2639. if (array === void 0) {
  2640. array = [];
  2641. }
  2642. if (offset === void 0) {
  2643. offset = 0;
  2644. }
  2645. array[offset] = this.x;
  2646. array[offset + 1] = this.y;
  2647. array[offset + 2] = this.z;
  2648. return array;
  2649. };
  2650. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index, offset) {
  2651. if (offset !== undefined) {
  2652. console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
  2653. }
  2654. this.x = attribute.getX(index);
  2655. this.y = attribute.getY(index);
  2656. this.z = attribute.getZ(index);
  2657. return this;
  2658. };
  2659. _proto.random = function random() {
  2660. this.x = Math.random();
  2661. this.y = Math.random();
  2662. this.z = Math.random();
  2663. return this;
  2664. };
  2665. return Vector3;
  2666. }();
  2667. var _vector = /*@__PURE__*/new Vector3();
  2668. var _quaternion = /*@__PURE__*/new Quaternion();
  2669. var Box3 = /*#__PURE__*/function () {
  2670. function Box3(min, max) {
  2671. Object.defineProperty(this, 'isBox3', {
  2672. value: true
  2673. });
  2674. this.min = min !== undefined ? min : new Vector3(+Infinity, +Infinity, +Infinity);
  2675. this.max = max !== undefined ? max : new Vector3(-Infinity, -Infinity, -Infinity);
  2676. }
  2677. var _proto = Box3.prototype;
  2678. _proto.set = function set(min, max) {
  2679. this.min.copy(min);
  2680. this.max.copy(max);
  2681. return this;
  2682. };
  2683. _proto.setFromArray = function setFromArray(array) {
  2684. var minX = +Infinity;
  2685. var minY = +Infinity;
  2686. var minZ = +Infinity;
  2687. var maxX = -Infinity;
  2688. var maxY = -Infinity;
  2689. var maxZ = -Infinity;
  2690. for (var i = 0, l = array.length; i < l; i += 3) {
  2691. var x = array[i];
  2692. var y = array[i + 1];
  2693. var z = array[i + 2];
  2694. if (x < minX) minX = x;
  2695. if (y < minY) minY = y;
  2696. if (z < minZ) minZ = z;
  2697. if (x > maxX) maxX = x;
  2698. if (y > maxY) maxY = y;
  2699. if (z > maxZ) maxZ = z;
  2700. }
  2701. this.min.set(minX, minY, minZ);
  2702. this.max.set(maxX, maxY, maxZ);
  2703. return this;
  2704. };
  2705. _proto.setFromBufferAttribute = function setFromBufferAttribute(attribute) {
  2706. var minX = +Infinity;
  2707. var minY = +Infinity;
  2708. var minZ = +Infinity;
  2709. var maxX = -Infinity;
  2710. var maxY = -Infinity;
  2711. var maxZ = -Infinity;
  2712. for (var i = 0, l = attribute.count; i < l; i++) {
  2713. var x = attribute.getX(i);
  2714. var y = attribute.getY(i);
  2715. var z = attribute.getZ(i);
  2716. if (x < minX) minX = x;
  2717. if (y < minY) minY = y;
  2718. if (z < minZ) minZ = z;
  2719. if (x > maxX) maxX = x;
  2720. if (y > maxY) maxY = y;
  2721. if (z > maxZ) maxZ = z;
  2722. }
  2723. this.min.set(minX, minY, minZ);
  2724. this.max.set(maxX, maxY, maxZ);
  2725. return this;
  2726. };
  2727. _proto.setFromPoints = function setFromPoints(points) {
  2728. this.makeEmpty();
  2729. for (var i = 0, il = points.length; i < il; i++) {
  2730. this.expandByPoint(points[i]);
  2731. }
  2732. return this;
  2733. };
  2734. _proto.setFromCenterAndSize = function setFromCenterAndSize(center, size) {
  2735. var halfSize = _vector$1.copy(size).multiplyScalar(0.5);
  2736. this.min.copy(center).sub(halfSize);
  2737. this.max.copy(center).add(halfSize);
  2738. return this;
  2739. };
  2740. _proto.setFromObject = function setFromObject(object) {
  2741. this.makeEmpty();
  2742. return this.expandByObject(object);
  2743. };
  2744. _proto.clone = function clone() {
  2745. return new this.constructor().copy(this);
  2746. };
  2747. _proto.copy = function copy(box) {
  2748. this.min.copy(box.min);
  2749. this.max.copy(box.max);
  2750. return this;
  2751. };
  2752. _proto.makeEmpty = function makeEmpty() {
  2753. this.min.x = this.min.y = this.min.z = +Infinity;
  2754. this.max.x = this.max.y = this.max.z = -Infinity;
  2755. return this;
  2756. };
  2757. _proto.isEmpty = function isEmpty() {
  2758. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2759. return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
  2760. };
  2761. _proto.getCenter = function getCenter(target) {
  2762. if (target === undefined) {
  2763. console.warn('THREE.Box3: .getCenter() target is now required');
  2764. target = new Vector3();
  2765. }
  2766. return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  2767. };
  2768. _proto.getSize = function getSize(target) {
  2769. if (target === undefined) {
  2770. console.warn('THREE.Box3: .getSize() target is now required');
  2771. target = new Vector3();
  2772. }
  2773. return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
  2774. };
  2775. _proto.expandByPoint = function expandByPoint(point) {
  2776. this.min.min(point);
  2777. this.max.max(point);
  2778. return this;
  2779. };
  2780. _proto.expandByVector = function expandByVector(vector) {
  2781. this.min.sub(vector);
  2782. this.max.add(vector);
  2783. return this;
  2784. };
  2785. _proto.expandByScalar = function expandByScalar(scalar) {
  2786. this.min.addScalar(-scalar);
  2787. this.max.addScalar(scalar);
  2788. return this;
  2789. };
  2790. _proto.expandByObject = function expandByObject(object) {
  2791. // Computes the world-axis-aligned bounding box of an object (including its children),
  2792. // accounting for both the object's, and children's, world transforms
  2793. object.updateWorldMatrix(false, false);
  2794. var geometry = object.geometry;
  2795. if (geometry !== undefined) {
  2796. if (geometry.boundingBox === null) {
  2797. geometry.computeBoundingBox();
  2798. }
  2799. _box.copy(geometry.boundingBox);
  2800. _box.applyMatrix4(object.matrixWorld);
  2801. this.union(_box);
  2802. }
  2803. var children = object.children;
  2804. for (var i = 0, l = children.length; i < l; i++) {
  2805. this.expandByObject(children[i]);
  2806. }
  2807. return this;
  2808. };
  2809. _proto.containsPoint = function containsPoint(point) {
  2810. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;
  2811. };
  2812. _proto.containsBox = function containsBox(box) {
  2813. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
  2814. };
  2815. _proto.getParameter = function getParameter(point, target) {
  2816. // This can potentially have a divide by zero if the box
  2817. // has a size dimension of 0.
  2818. if (target === undefined) {
  2819. console.warn('THREE.Box3: .getParameter() target is now required');
  2820. target = new Vector3();
  2821. }
  2822. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));
  2823. };
  2824. _proto.intersectsBox = function intersectsBox(box) {
  2825. // using 6 splitting planes to rule out intersections.
  2826. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2827. };
  2828. _proto.intersectsSphere = function intersectsSphere(sphere) {
  2829. // Find the point on the AABB closest to the sphere center.
  2830. this.clampPoint(sphere.center, _vector$1); // If that point is inside the sphere, the AABB and sphere intersect.
  2831. return _vector$1.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
  2832. };
  2833. _proto.intersectsPlane = function intersectsPlane(plane) {
  2834. // We compute the minimum and maximum dot product values. If those values
  2835. // are on the same side (back or front) of the plane, then there is no intersection.
  2836. var min, max;
  2837. if (plane.normal.x > 0) {
  2838. min = plane.normal.x * this.min.x;
  2839. max = plane.normal.x * this.max.x;
  2840. } else {
  2841. min = plane.normal.x * this.max.x;
  2842. max = plane.normal.x * this.min.x;
  2843. }
  2844. if (plane.normal.y > 0) {
  2845. min += plane.normal.y * this.min.y;
  2846. max += plane.normal.y * this.max.y;
  2847. } else {
  2848. min += plane.normal.y * this.max.y;
  2849. max += plane.normal.y * this.min.y;
  2850. }
  2851. if (plane.normal.z > 0) {
  2852. min += plane.normal.z * this.min.z;
  2853. max += plane.normal.z * this.max.z;
  2854. } else {
  2855. min += plane.normal.z * this.max.z;
  2856. max += plane.normal.z * this.min.z;
  2857. }
  2858. return min <= -plane.constant && max >= -plane.constant;
  2859. };
  2860. _proto.intersectsTriangle = function intersectsTriangle(triangle) {
  2861. if (this.isEmpty()) {
  2862. return false;
  2863. } // compute box center and extents
  2864. this.getCenter(_center);
  2865. _extents.subVectors(this.max, _center); // translate triangle to aabb origin
  2866. _v0.subVectors(triangle.a, _center);
  2867. _v1.subVectors(triangle.b, _center);
  2868. _v2.subVectors(triangle.c, _center); // compute edge vectors for triangle
  2869. _f0.subVectors(_v1, _v0);
  2870. _f1.subVectors(_v2, _v1);
  2871. _f2.subVectors(_v0, _v2); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2872. // 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
  2873. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2874. var axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0];
  2875. if (!satForAxes(axes, _v0, _v1, _v2, _extents)) {
  2876. return false;
  2877. } // test 3 face normals from the aabb
  2878. axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  2879. if (!satForAxes(axes, _v0, _v1, _v2, _extents)) {
  2880. return false;
  2881. } // finally testing the face normal of the triangle
  2882. // use already existing triangle edge vectors here
  2883. _triangleNormal.crossVectors(_f0, _f1);
  2884. axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
  2885. return satForAxes(axes, _v0, _v1, _v2, _extents);
  2886. };
  2887. _proto.clampPoint = function clampPoint(point, target) {
  2888. if (target === undefined) {
  2889. console.warn('THREE.Box3: .clampPoint() target is now required');
  2890. target = new Vector3();
  2891. }
  2892. return target.copy(point).clamp(this.min, this.max);
  2893. };
  2894. _proto.distanceToPoint = function distanceToPoint(point) {
  2895. var clampedPoint = _vector$1.copy(point).clamp(this.min, this.max);
  2896. return clampedPoint.sub(point).length();
  2897. };
  2898. _proto.getBoundingSphere = function getBoundingSphere(target) {
  2899. if (target === undefined) {
  2900. console.error('THREE.Box3: .getBoundingSphere() target is now required'); //target = new Sphere(); // removed to avoid cyclic dependency
  2901. }
  2902. this.getCenter(target.center);
  2903. target.radius = this.getSize(_vector$1).length() * 0.5;
  2904. return target;
  2905. };
  2906. _proto.intersect = function intersect(box) {
  2907. this.min.max(box.min);
  2908. this.max.min(box.max); // 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.
  2909. if (this.isEmpty()) this.makeEmpty();
  2910. return this;
  2911. };
  2912. _proto.union = function union(box) {
  2913. this.min.min(box.min);
  2914. this.max.max(box.max);
  2915. return this;
  2916. };
  2917. _proto.applyMatrix4 = function applyMatrix4(matrix) {
  2918. // transform of empty box is an empty box.
  2919. if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2920. _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
  2921. _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
  2922. _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
  2923. _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
  2924. _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
  2925. _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
  2926. _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
  2927. _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
  2928. this.setFromPoints(_points);
  2929. return this;
  2930. };
  2931. _proto.translate = function translate(offset) {
  2932. this.min.add(offset);
  2933. this.max.add(offset);
  2934. return this;
  2935. };
  2936. _proto.equals = function equals(box) {
  2937. return box.min.equals(this.min) && box.max.equals(this.max);
  2938. };
  2939. return Box3;
  2940. }();
  2941. function satForAxes(axes, v0, v1, v2, extents) {
  2942. for (var i = 0, j = axes.length - 3; i <= j; i += 3) {
  2943. _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
  2944. var r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); // project all 3 vertices of the triangle onto the seperating axis
  2945. var p0 = v0.dot(_testAxis);
  2946. var p1 = v1.dot(_testAxis);
  2947. var p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r
  2948. if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
  2949. // points of the projected triangle are outside the projected half-length of the aabb
  2950. // the axis is seperating and we can exit
  2951. return false;
  2952. }
  2953. }
  2954. return true;
  2955. }
  2956. var _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];
  2957. var _vector$1 = /*@__PURE__*/new Vector3();
  2958. var _box = /*@__PURE__*/new Box3(); // triangle centered vertices
  2959. var _v0 = /*@__PURE__*/new Vector3();
  2960. var _v1 = /*@__PURE__*/new Vector3();
  2961. var _v2 = /*@__PURE__*/new Vector3(); // triangle edge vectors
  2962. var _f0 = /*@__PURE__*/new Vector3();
  2963. var _f1 = /*@__PURE__*/new Vector3();
  2964. var _f2 = /*@__PURE__*/new Vector3();
  2965. var _center = /*@__PURE__*/new Vector3();
  2966. var _extents = /*@__PURE__*/new Vector3();
  2967. var _triangleNormal = /*@__PURE__*/new Vector3();
  2968. var _testAxis = /*@__PURE__*/new Vector3();
  2969. var _box$1 = /*@__PURE__*/new Box3();
  2970. var Sphere = /*#__PURE__*/function () {
  2971. function Sphere(center, radius) {
  2972. this.center = center !== undefined ? center : new Vector3();
  2973. this.radius = radius !== undefined ? radius : -1;
  2974. }
  2975. var _proto = Sphere.prototype;
  2976. _proto.set = function set(center, radius) {
  2977. this.center.copy(center);
  2978. this.radius = radius;
  2979. return this;
  2980. };
  2981. _proto.setFromPoints = function setFromPoints(points, optionalCenter) {
  2982. var center = this.center;
  2983. if (optionalCenter !== undefined) {
  2984. center.copy(optionalCenter);
  2985. } else {
  2986. _box$1.setFromPoints(points).getCenter(center);
  2987. }
  2988. var maxRadiusSq = 0;
  2989. for (var i = 0, il = points.length; i < il; i++) {
  2990. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
  2991. }
  2992. this.radius = Math.sqrt(maxRadiusSq);
  2993. return this;
  2994. };
  2995. _proto.clone = function clone() {
  2996. return new this.constructor().copy(this);
  2997. };
  2998. _proto.copy = function copy(sphere) {
  2999. this.center.copy(sphere.center);
  3000. this.radius = sphere.radius;
  3001. return this;
  3002. };
  3003. _proto.isEmpty = function isEmpty() {
  3004. return this.radius < 0;
  3005. };
  3006. _proto.makeEmpty = function makeEmpty() {
  3007. this.center.set(0, 0, 0);
  3008. this.radius = -1;
  3009. return this;
  3010. };
  3011. _proto.containsPoint = function containsPoint(point) {
  3012. return point.distanceToSquared(this.center) <= this.radius * this.radius;
  3013. };
  3014. _proto.distanceToPoint = function distanceToPoint(point) {
  3015. return point.distanceTo(this.center) - this.radius;
  3016. };
  3017. _proto.intersectsSphere = function intersectsSphere(sphere) {
  3018. var radiusSum = this.radius + sphere.radius;
  3019. return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
  3020. };
  3021. _proto.intersectsBox = function intersectsBox(box) {
  3022. return box.intersectsSphere(this);
  3023. };
  3024. _proto.intersectsPlane = function intersectsPlane(plane) {
  3025. return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
  3026. };
  3027. _proto.clampPoint = function clampPoint(point, target) {
  3028. var deltaLengthSq = this.center.distanceToSquared(point);
  3029. if (target === undefined) {
  3030. console.warn('THREE.Sphere: .clampPoint() target is now required');
  3031. target = new Vector3();
  3032. }
  3033. target.copy(point);
  3034. if (deltaLengthSq > this.radius * this.radius) {
  3035. target.sub(this.center).normalize();
  3036. target.multiplyScalar(this.radius).add(this.center);
  3037. }
  3038. return target;
  3039. };
  3040. _proto.getBoundingBox = function getBoundingBox(target) {
  3041. if (target === undefined) {
  3042. console.warn('THREE.Sphere: .getBoundingBox() target is now required');
  3043. target = new Box3();
  3044. }
  3045. if (this.isEmpty()) {
  3046. // Empty sphere produces empty bounding box
  3047. target.makeEmpty();
  3048. return target;
  3049. }
  3050. target.set(this.center, this.center);
  3051. target.expandByScalar(this.radius);
  3052. return target;
  3053. };
  3054. _proto.applyMatrix4 = function applyMatrix4(matrix) {
  3055. this.center.applyMatrix4(matrix);
  3056. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3057. return this;
  3058. };
  3059. _proto.translate = function translate(offset) {
  3060. this.center.add(offset);
  3061. return this;
  3062. };
  3063. _proto.equals = function equals(sphere) {
  3064. return sphere.center.equals(this.center) && sphere.radius === this.radius;
  3065. };
  3066. return Sphere;
  3067. }();
  3068. var _vector$2 = /*@__PURE__*/new Vector3();
  3069. var _segCenter = /*@__PURE__*/new Vector3();
  3070. var _segDir = /*@__PURE__*/new Vector3();
  3071. var _diff = /*@__PURE__*/new Vector3();
  3072. var _edge1 = /*@__PURE__*/new Vector3();
  3073. var _edge2 = /*@__PURE__*/new Vector3();
  3074. var _normal = /*@__PURE__*/new Vector3();
  3075. var Ray = /*#__PURE__*/function () {
  3076. function Ray(origin, direction) {
  3077. this.origin = origin !== undefined ? origin : new Vector3();
  3078. this.direction = direction !== undefined ? direction : new Vector3(0, 0, -1);
  3079. }
  3080. var _proto = Ray.prototype;
  3081. _proto.set = function set(origin, direction) {
  3082. this.origin.copy(origin);
  3083. this.direction.copy(direction);
  3084. return this;
  3085. };
  3086. _proto.clone = function clone() {
  3087. return new this.constructor().copy(this);
  3088. };
  3089. _proto.copy = function copy(ray) {
  3090. this.origin.copy(ray.origin);
  3091. this.direction.copy(ray.direction);
  3092. return this;
  3093. };
  3094. _proto.at = function at(t, target) {
  3095. if (target === undefined) {
  3096. console.warn('THREE.Ray: .at() target is now required');
  3097. target = new Vector3();
  3098. }
  3099. return target.copy(this.direction).multiplyScalar(t).add(this.origin);
  3100. };
  3101. _proto.lookAt = function lookAt(v) {
  3102. this.direction.copy(v).sub(this.origin).normalize();
  3103. return this;
  3104. };
  3105. _proto.recast = function recast(t) {
  3106. this.origin.copy(this.at(t, _vector$2));
  3107. return this;
  3108. };
  3109. _proto.closestPointToPoint = function closestPointToPoint(point, target) {
  3110. if (target === undefined) {
  3111. console.warn('THREE.Ray: .closestPointToPoint() target is now required');
  3112. target = new Vector3();
  3113. }
  3114. target.subVectors(point, this.origin);
  3115. var directionDistance = target.dot(this.direction);
  3116. if (directionDistance < 0) {
  3117. return target.copy(this.origin);
  3118. }
  3119. return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3120. };
  3121. _proto.distanceToPoint = function distanceToPoint(point) {
  3122. return Math.sqrt(this.distanceSqToPoint(point));
  3123. };
  3124. _proto.distanceSqToPoint = function distanceSqToPoint(point) {
  3125. var directionDistance = _vector$2.subVectors(point, this.origin).dot(this.direction); // point behind the ray
  3126. if (directionDistance < 0) {
  3127. return this.origin.distanceToSquared(point);
  3128. }
  3129. _vector$2.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3130. return _vector$2.distanceToSquared(point);
  3131. };
  3132. _proto.distanceSqToSegment = function distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
  3133. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3134. // It returns the min distance between the ray and the segment
  3135. // defined by v0 and v1
  3136. // It can also set two optional targets :
  3137. // - The closest point on the ray
  3138. // - The closest point on the segment
  3139. _segCenter.copy(v0).add(v1).multiplyScalar(0.5);
  3140. _segDir.copy(v1).sub(v0).normalize();
  3141. _diff.copy(this.origin).sub(_segCenter);
  3142. var segExtent = v0.distanceTo(v1) * 0.5;
  3143. var a01 = -this.direction.dot(_segDir);
  3144. var b0 = _diff.dot(this.direction);
  3145. var b1 = -_diff.dot(_segDir);
  3146. var c = _diff.lengthSq();
  3147. var det = Math.abs(1 - a01 * a01);
  3148. var s0, s1, sqrDist, extDet;
  3149. if (det > 0) {
  3150. // The ray and segment are not parallel.
  3151. s0 = a01 * b1 - b0;
  3152. s1 = a01 * b0 - b1;
  3153. extDet = segExtent * det;
  3154. if (s0 >= 0) {
  3155. if (s1 >= -extDet) {
  3156. if (s1 <= extDet) {
  3157. // region 0
  3158. // Minimum at interior points of ray and segment.
  3159. var invDet = 1 / det;
  3160. s0 *= invDet;
  3161. s1 *= invDet;
  3162. sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
  3163. } else {
  3164. // region 1
  3165. s1 = segExtent;
  3166. s0 = Math.max(0, -(a01 * s1 + b0));
  3167. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3168. }
  3169. } else {
  3170. // region 5
  3171. s1 = -segExtent;
  3172. s0 = Math.max(0, -(a01 * s1 + b0));
  3173. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3174. }
  3175. } else {
  3176. if (s1 <= -extDet) {
  3177. // region 4
  3178. s0 = Math.max(0, -(-a01 * segExtent + b0));
  3179. s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3180. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3181. } else if (s1 <= extDet) {
  3182. // region 3
  3183. s0 = 0;
  3184. s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
  3185. sqrDist = s1 * (s1 + 2 * b1) + c;
  3186. } else {
  3187. // region 2
  3188. s0 = Math.max(0, -(a01 * segExtent + b0));
  3189. s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3190. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3191. }
  3192. }
  3193. } else {
  3194. // Ray and segment are parallel.
  3195. s1 = a01 > 0 ? -segExtent : segExtent;
  3196. s0 = Math.max(0, -(a01 * s1 + b0));
  3197. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3198. }
  3199. if (optionalPointOnRay) {
  3200. optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
  3201. }
  3202. if (optionalPointOnSegment) {
  3203. optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
  3204. }
  3205. return sqrDist;
  3206. };
  3207. _proto.intersectSphere = function intersectSphere(sphere, target) {
  3208. _vector$2.subVectors(sphere.center, this.origin);
  3209. var tca = _vector$2.dot(this.direction);
  3210. var d2 = _vector$2.dot(_vector$2) - tca * tca;
  3211. var radius2 = sphere.radius * sphere.radius;
  3212. if (d2 > radius2) return null;
  3213. var thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
  3214. var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
  3215. var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null
  3216. if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:
  3217. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3218. // in order to always return an intersect point that is in front of the ray.
  3219. if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0
  3220. return this.at(t0, target);
  3221. };
  3222. _proto.intersectsSphere = function intersectsSphere(sphere) {
  3223. return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
  3224. };
  3225. _proto.distanceToPlane = function distanceToPlane(plane) {
  3226. var denominator = plane.normal.dot(this.direction);
  3227. if (denominator === 0) {
  3228. // line is coplanar, return origin
  3229. if (plane.distanceToPoint(this.origin) === 0) {
  3230. return 0;
  3231. } // Null is preferable to undefined since undefined means.... it is undefined
  3232. return null;
  3233. }
  3234. var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
  3235. return t >= 0 ? t : null;
  3236. };
  3237. _proto.intersectPlane = function intersectPlane(plane, target) {
  3238. var t = this.distanceToPlane(plane);
  3239. if (t === null) {
  3240. return null;
  3241. }
  3242. return this.at(t, target);
  3243. };
  3244. _proto.intersectsPlane = function intersectsPlane(plane) {
  3245. // check if the ray lies on the plane first
  3246. var distToPoint = plane.distanceToPoint(this.origin);
  3247. if (distToPoint === 0) {
  3248. return true;
  3249. }
  3250. var denominator = plane.normal.dot(this.direction);
  3251. if (denominator * distToPoint < 0) {
  3252. return true;
  3253. } // ray origin is behind the plane (and is pointing behind it)
  3254. return false;
  3255. };
  3256. _proto.intersectBox = function intersectBox(box, target) {
  3257. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  3258. var invdirx = 1 / this.direction.x,
  3259. invdiry = 1 / this.direction.y,
  3260. invdirz = 1 / this.direction.z;
  3261. var origin = this.origin;
  3262. if (invdirx >= 0) {
  3263. tmin = (box.min.x - origin.x) * invdirx;
  3264. tmax = (box.max.x - origin.x) * invdirx;
  3265. } else {
  3266. tmin = (box.max.x - origin.x) * invdirx;
  3267. tmax = (box.min.x - origin.x) * invdirx;
  3268. }
  3269. if (invdiry >= 0) {
  3270. tymin = (box.min.y - origin.y) * invdiry;
  3271. tymax = (box.max.y - origin.y) * invdiry;
  3272. } else {
  3273. tymin = (box.max.y - origin.y) * invdiry;
  3274. tymax = (box.min.y - origin.y) * invdiry;
  3275. }
  3276. if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN
  3277. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3278. if (tymin > tmin || tmin !== tmin) tmin = tymin;
  3279. if (tymax < tmax || tmax !== tmax) tmax = tymax;
  3280. if (invdirz >= 0) {
  3281. tzmin = (box.min.z - origin.z) * invdirz;
  3282. tzmax = (box.max.z - origin.z) * invdirz;
  3283. } else {
  3284. tzmin = (box.max.z - origin.z) * invdirz;
  3285. tzmax = (box.min.z - origin.z) * invdirz;
  3286. }
  3287. if (tmin > tzmax || tzmin > tmax) return null;
  3288. if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
  3289. if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)
  3290. if (tmax < 0) return null;
  3291. return this.at(tmin >= 0 ? tmin : tmax, target);
  3292. };
  3293. _proto.intersectsBox = function intersectsBox(box) {
  3294. return this.intersectBox(box, _vector$2) !== null;
  3295. };
  3296. _proto.intersectTriangle = function intersectTriangle(a, b, c, backfaceCulling, target) {
  3297. // Compute the offset origin, edges, and normal.
  3298. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3299. _edge1.subVectors(b, a);
  3300. _edge2.subVectors(c, a);
  3301. _normal.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3302. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3303. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3304. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3305. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3306. var DdN = this.direction.dot(_normal);
  3307. var sign;
  3308. if (DdN > 0) {
  3309. if (backfaceCulling) return null;
  3310. sign = 1;
  3311. } else if (DdN < 0) {
  3312. sign = -1;
  3313. DdN = -DdN;
  3314. } else {
  3315. return null;
  3316. }
  3317. _diff.subVectors(this.origin, a);
  3318. var DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
  3319. if (DdQxE2 < 0) {
  3320. return null;
  3321. }
  3322. var DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
  3323. if (DdE1xQ < 0) {
  3324. return null;
  3325. } // b1+b2 > 1, no intersection
  3326. if (DdQxE2 + DdE1xQ > DdN) {
  3327. return null;
  3328. } // Line intersects triangle, check if ray does.
  3329. var QdN = -sign * _diff.dot(_normal); // t < 0, no intersection
  3330. if (QdN < 0) {
  3331. return null;
  3332. } // Ray intersects triangle.
  3333. return this.at(QdN / DdN, target);
  3334. };
  3335. _proto.applyMatrix4 = function applyMatrix4(matrix4) {
  3336. this.origin.applyMatrix4(matrix4);
  3337. this.direction.transformDirection(matrix4);
  3338. return this;
  3339. };
  3340. _proto.equals = function equals(ray) {
  3341. return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
  3342. };
  3343. return Ray;
  3344. }();
  3345. var Matrix4 = /*#__PURE__*/function () {
  3346. function Matrix4() {
  3347. Object.defineProperty(this, 'isMatrix4', {
  3348. value: true
  3349. });
  3350. this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
  3351. if (arguments.length > 0) {
  3352. console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
  3353. }
  3354. }
  3355. var _proto = Matrix4.prototype;
  3356. _proto.set = function set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
  3357. var te = this.elements;
  3358. te[0] = n11;
  3359. te[4] = n12;
  3360. te[8] = n13;
  3361. te[12] = n14;
  3362. te[1] = n21;
  3363. te[5] = n22;
  3364. te[9] = n23;
  3365. te[13] = n24;
  3366. te[2] = n31;
  3367. te[6] = n32;
  3368. te[10] = n33;
  3369. te[14] = n34;
  3370. te[3] = n41;
  3371. te[7] = n42;
  3372. te[11] = n43;
  3373. te[15] = n44;
  3374. return this;
  3375. };
  3376. _proto.identity = function identity() {
  3377. this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3378. return this;
  3379. };
  3380. _proto.clone = function clone() {
  3381. return new Matrix4().fromArray(this.elements);
  3382. };
  3383. _proto.copy = function copy(m) {
  3384. var te = this.elements;
  3385. var me = m.elements;
  3386. te[0] = me[0];
  3387. te[1] = me[1];
  3388. te[2] = me[2];
  3389. te[3] = me[3];
  3390. te[4] = me[4];
  3391. te[5] = me[5];
  3392. te[6] = me[6];
  3393. te[7] = me[7];
  3394. te[8] = me[8];
  3395. te[9] = me[9];
  3396. te[10] = me[10];
  3397. te[11] = me[11];
  3398. te[12] = me[12];
  3399. te[13] = me[13];
  3400. te[14] = me[14];
  3401. te[15] = me[15];
  3402. return this;
  3403. };
  3404. _proto.copyPosition = function copyPosition(m) {
  3405. var te = this.elements,
  3406. me = m.elements;
  3407. te[12] = me[12];
  3408. te[13] = me[13];
  3409. te[14] = me[14];
  3410. return this;
  3411. };
  3412. _proto.extractBasis = function extractBasis(xAxis, yAxis, zAxis) {
  3413. xAxis.setFromMatrixColumn(this, 0);
  3414. yAxis.setFromMatrixColumn(this, 1);
  3415. zAxis.setFromMatrixColumn(this, 2);
  3416. return this;
  3417. };
  3418. _proto.makeBasis = function makeBasis(xAxis, yAxis, zAxis) {
  3419. this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);
  3420. return this;
  3421. };
  3422. _proto.extractRotation = function extractRotation(m) {
  3423. // this method does not support reflection matrices
  3424. var te = this.elements;
  3425. var me = m.elements;
  3426. var scaleX = 1 / _v1$1.setFromMatrixColumn(m, 0).length();
  3427. var scaleY = 1 / _v1$1.setFromMatrixColumn(m, 1).length();
  3428. var scaleZ = 1 / _v1$1.setFromMatrixColumn(m, 2).length();
  3429. te[0] = me[0] * scaleX;
  3430. te[1] = me[1] * scaleX;
  3431. te[2] = me[2] * scaleX;
  3432. te[3] = 0;
  3433. te[4] = me[4] * scaleY;
  3434. te[5] = me[5] * scaleY;
  3435. te[6] = me[6] * scaleY;
  3436. te[7] = 0;
  3437. te[8] = me[8] * scaleZ;
  3438. te[9] = me[9] * scaleZ;
  3439. te[10] = me[10] * scaleZ;
  3440. te[11] = 0;
  3441. te[12] = 0;
  3442. te[13] = 0;
  3443. te[14] = 0;
  3444. te[15] = 1;
  3445. return this;
  3446. };
  3447. _proto.makeRotationFromEuler = function makeRotationFromEuler(euler) {
  3448. if (!(euler && euler.isEuler)) {
  3449. console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
  3450. }
  3451. var te = this.elements;
  3452. var x = euler.x,
  3453. y = euler.y,
  3454. z = euler.z;
  3455. var a = Math.cos(x),
  3456. b = Math.sin(x);
  3457. var c = Math.cos(y),
  3458. d = Math.sin(y);
  3459. var e = Math.cos(z),
  3460. f = Math.sin(z);
  3461. if (euler.order === 'XYZ') {
  3462. var ae = a * e,
  3463. af = a * f,
  3464. be = b * e,
  3465. bf = b * f;
  3466. te[0] = c * e;
  3467. te[4] = -c * f;
  3468. te[8] = d;
  3469. te[1] = af + be * d;
  3470. te[5] = ae - bf * d;
  3471. te[9] = -b * c;
  3472. te[2] = bf - ae * d;
  3473. te[6] = be + af * d;
  3474. te[10] = a * c;
  3475. } else if (euler.order === 'YXZ') {
  3476. var ce = c * e,
  3477. cf = c * f,
  3478. de = d * e,
  3479. df = d * f;
  3480. te[0] = ce + df * b;
  3481. te[4] = de * b - cf;
  3482. te[8] = a * d;
  3483. te[1] = a * f;
  3484. te[5] = a * e;
  3485. te[9] = -b;
  3486. te[2] = cf * b - de;
  3487. te[6] = df + ce * b;
  3488. te[10] = a * c;
  3489. } else if (euler.order === 'ZXY') {
  3490. var _ce = c * e,
  3491. _cf = c * f,
  3492. _de = d * e,
  3493. _df = d * f;
  3494. te[0] = _ce - _df * b;
  3495. te[4] = -a * f;
  3496. te[8] = _de + _cf * b;
  3497. te[1] = _cf + _de * b;
  3498. te[5] = a * e;
  3499. te[9] = _df - _ce * b;
  3500. te[2] = -a * d;
  3501. te[6] = b;
  3502. te[10] = a * c;
  3503. } else if (euler.order === 'ZYX') {
  3504. var _ae = a * e,
  3505. _af = a * f,
  3506. _be = b * e,
  3507. _bf = b * f;
  3508. te[0] = c * e;
  3509. te[4] = _be * d - _af;
  3510. te[8] = _ae * d + _bf;
  3511. te[1] = c * f;
  3512. te[5] = _bf * d + _ae;
  3513. te[9] = _af * d - _be;
  3514. te[2] = -d;
  3515. te[6] = b * c;
  3516. te[10] = a * c;
  3517. } else if (euler.order === 'YZX') {
  3518. var ac = a * c,
  3519. ad = a * d,
  3520. bc = b * c,
  3521. bd = b * d;
  3522. te[0] = c * e;
  3523. te[4] = bd - ac * f;
  3524. te[8] = bc * f + ad;
  3525. te[1] = f;
  3526. te[5] = a * e;
  3527. te[9] = -b * e;
  3528. te[2] = -d * e;
  3529. te[6] = ad * f + bc;
  3530. te[10] = ac - bd * f;
  3531. } else if (euler.order === 'XZY') {
  3532. var _ac = a * c,
  3533. _ad = a * d,
  3534. _bc = b * c,
  3535. _bd = b * d;
  3536. te[0] = c * e;
  3537. te[4] = -f;
  3538. te[8] = d * e;
  3539. te[1] = _ac * f + _bd;
  3540. te[5] = a * e;
  3541. te[9] = _ad * f - _bc;
  3542. te[2] = _bc * f - _ad;
  3543. te[6] = b * e;
  3544. te[10] = _bd * f + _ac;
  3545. } // bottom row
  3546. te[3] = 0;
  3547. te[7] = 0;
  3548. te[11] = 0; // last column
  3549. te[12] = 0;
  3550. te[13] = 0;
  3551. te[14] = 0;
  3552. te[15] = 1;
  3553. return this;
  3554. };
  3555. _proto.makeRotationFromQuaternion = function makeRotationFromQuaternion(q) {
  3556. return this.compose(_zero, q, _one);
  3557. };
  3558. _proto.lookAt = function lookAt(eye, target, up) {
  3559. var te = this.elements;
  3560. _z.subVectors(eye, target);
  3561. if (_z.lengthSq() === 0) {
  3562. // eye and target are in the same position
  3563. _z.z = 1;
  3564. }
  3565. _z.normalize();
  3566. _x.crossVectors(up, _z);
  3567. if (_x.lengthSq() === 0) {
  3568. // up and z are parallel
  3569. if (Math.abs(up.z) === 1) {
  3570. _z.x += 0.0001;
  3571. } else {
  3572. _z.z += 0.0001;
  3573. }
  3574. _z.normalize();
  3575. _x.crossVectors(up, _z);
  3576. }
  3577. _x.normalize();
  3578. _y.crossVectors(_z, _x);
  3579. te[0] = _x.x;
  3580. te[4] = _y.x;
  3581. te[8] = _z.x;
  3582. te[1] = _x.y;
  3583. te[5] = _y.y;
  3584. te[9] = _z.y;
  3585. te[2] = _x.z;
  3586. te[6] = _y.z;
  3587. te[10] = _z.z;
  3588. return this;
  3589. };
  3590. _proto.multiply = function multiply(m, n) {
  3591. if (n !== undefined) {
  3592. console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
  3593. return this.multiplyMatrices(m, n);
  3594. }
  3595. return this.multiplyMatrices(this, m);
  3596. };
  3597. _proto.premultiply = function premultiply(m) {
  3598. return this.multiplyMatrices(m, this);
  3599. };
  3600. _proto.multiplyMatrices = function multiplyMatrices(a, b) {
  3601. var ae = a.elements;
  3602. var be = b.elements;
  3603. var te = this.elements;
  3604. var a11 = ae[0],
  3605. a12 = ae[4],
  3606. a13 = ae[8],
  3607. a14 = ae[12];
  3608. var a21 = ae[1],
  3609. a22 = ae[5],
  3610. a23 = ae[9],
  3611. a24 = ae[13];
  3612. var a31 = ae[2],
  3613. a32 = ae[6],
  3614. a33 = ae[10],
  3615. a34 = ae[14];
  3616. var a41 = ae[3],
  3617. a42 = ae[7],
  3618. a43 = ae[11],
  3619. a44 = ae[15];
  3620. var b11 = be[0],
  3621. b12 = be[4],
  3622. b13 = be[8],
  3623. b14 = be[12];
  3624. var b21 = be[1],
  3625. b22 = be[5],
  3626. b23 = be[9],
  3627. b24 = be[13];
  3628. var b31 = be[2],
  3629. b32 = be[6],
  3630. b33 = be[10],
  3631. b34 = be[14];
  3632. var b41 = be[3],
  3633. b42 = be[7],
  3634. b43 = be[11],
  3635. b44 = be[15];
  3636. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3637. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3638. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3639. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3640. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3641. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3642. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3643. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3644. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3645. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3646. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3647. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3648. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3649. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3650. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3651. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3652. return this;
  3653. };
  3654. _proto.multiplyScalar = function multiplyScalar(s) {
  3655. var te = this.elements;
  3656. te[0] *= s;
  3657. te[4] *= s;
  3658. te[8] *= s;
  3659. te[12] *= s;
  3660. te[1] *= s;
  3661. te[5] *= s;
  3662. te[9] *= s;
  3663. te[13] *= s;
  3664. te[2] *= s;
  3665. te[6] *= s;
  3666. te[10] *= s;
  3667. te[14] *= s;
  3668. te[3] *= s;
  3669. te[7] *= s;
  3670. te[11] *= s;
  3671. te[15] *= s;
  3672. return this;
  3673. };
  3674. _proto.determinant = function determinant() {
  3675. var te = this.elements;
  3676. var n11 = te[0],
  3677. n12 = te[4],
  3678. n13 = te[8],
  3679. n14 = te[12];
  3680. var n21 = te[1],
  3681. n22 = te[5],
  3682. n23 = te[9],
  3683. n24 = te[13];
  3684. var n31 = te[2],
  3685. n32 = te[6],
  3686. n33 = te[10],
  3687. n34 = te[14];
  3688. var n41 = te[3],
  3689. n42 = te[7],
  3690. n43 = te[11],
  3691. n44 = te[15]; //TODO: make this more efficient
  3692. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3693. return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);
  3694. };
  3695. _proto.transpose = function transpose() {
  3696. var te = this.elements;
  3697. var tmp;
  3698. tmp = te[1];
  3699. te[1] = te[4];
  3700. te[4] = tmp;
  3701. tmp = te[2];
  3702. te[2] = te[8];
  3703. te[8] = tmp;
  3704. tmp = te[6];
  3705. te[6] = te[9];
  3706. te[9] = tmp;
  3707. tmp = te[3];
  3708. te[3] = te[12];
  3709. te[12] = tmp;
  3710. tmp = te[7];
  3711. te[7] = te[13];
  3712. te[13] = tmp;
  3713. tmp = te[11];
  3714. te[11] = te[14];
  3715. te[14] = tmp;
  3716. return this;
  3717. };
  3718. _proto.setPosition = function setPosition(x, y, z) {
  3719. var te = this.elements;
  3720. if (x.isVector3) {
  3721. te[12] = x.x;
  3722. te[13] = x.y;
  3723. te[14] = x.z;
  3724. } else {
  3725. te[12] = x;
  3726. te[13] = y;
  3727. te[14] = z;
  3728. }
  3729. return this;
  3730. };
  3731. _proto.invert = function invert() {
  3732. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3733. var te = this.elements,
  3734. n11 = te[0],
  3735. n21 = te[1],
  3736. n31 = te[2],
  3737. n41 = te[3],
  3738. n12 = te[4],
  3739. n22 = te[5],
  3740. n32 = te[6],
  3741. n42 = te[7],
  3742. n13 = te[8],
  3743. n23 = te[9],
  3744. n33 = te[10],
  3745. n43 = te[11],
  3746. n14 = te[12],
  3747. n24 = te[13],
  3748. n34 = te[14],
  3749. n44 = te[15],
  3750. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3751. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3752. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3753. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3754. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3755. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  3756. var detInv = 1 / det;
  3757. te[0] = t11 * detInv;
  3758. te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
  3759. te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
  3760. te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
  3761. te[4] = t12 * detInv;
  3762. te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
  3763. te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
  3764. te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
  3765. te[8] = t13 * detInv;
  3766. te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
  3767. te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
  3768. te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
  3769. te[12] = t14 * detInv;
  3770. te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
  3771. te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
  3772. te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
  3773. return this;
  3774. };
  3775. _proto.scale = function scale(v) {
  3776. var te = this.elements;
  3777. var x = v.x,
  3778. y = v.y,
  3779. z = v.z;
  3780. te[0] *= x;
  3781. te[4] *= y;
  3782. te[8] *= z;
  3783. te[1] *= x;
  3784. te[5] *= y;
  3785. te[9] *= z;
  3786. te[2] *= x;
  3787. te[6] *= y;
  3788. te[10] *= z;
  3789. te[3] *= x;
  3790. te[7] *= y;
  3791. te[11] *= z;
  3792. return this;
  3793. };
  3794. _proto.getMaxScaleOnAxis = function getMaxScaleOnAxis() {
  3795. var te = this.elements;
  3796. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  3797. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  3798. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  3799. return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
  3800. };
  3801. _proto.makeTranslation = function makeTranslation(x, y, z) {
  3802. this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
  3803. return this;
  3804. };
  3805. _proto.makeRotationX = function makeRotationX(theta) {
  3806. var c = Math.cos(theta),
  3807. s = Math.sin(theta);
  3808. this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
  3809. return this;
  3810. };
  3811. _proto.makeRotationY = function makeRotationY(theta) {
  3812. var c = Math.cos(theta),
  3813. s = Math.sin(theta);
  3814. this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
  3815. return this;
  3816. };
  3817. _proto.makeRotationZ = function makeRotationZ(theta) {
  3818. var c = Math.cos(theta),
  3819. s = Math.sin(theta);
  3820. this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3821. return this;
  3822. };
  3823. _proto.makeRotationAxis = function makeRotationAxis(axis, angle) {
  3824. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3825. var c = Math.cos(angle);
  3826. var s = Math.sin(angle);
  3827. var t = 1 - c;
  3828. var x = axis.x,
  3829. y = axis.y,
  3830. z = axis.z;
  3831. var tx = t * x,
  3832. ty = t * y;
  3833. this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);
  3834. return this;
  3835. };
  3836. _proto.makeScale = function makeScale(x, y, z) {
  3837. this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
  3838. return this;
  3839. };
  3840. _proto.makeShear = function makeShear(x, y, z) {
  3841. this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);
  3842. return this;
  3843. };
  3844. _proto.compose = function compose(position, quaternion, scale) {
  3845. var te = this.elements;
  3846. var x = quaternion._x,
  3847. y = quaternion._y,
  3848. z = quaternion._z,
  3849. w = quaternion._w;
  3850. var x2 = x + x,
  3851. y2 = y + y,
  3852. z2 = z + z;
  3853. var xx = x * x2,
  3854. xy = x * y2,
  3855. xz = x * z2;
  3856. var yy = y * y2,
  3857. yz = y * z2,
  3858. zz = z * z2;
  3859. var wx = w * x2,
  3860. wy = w * y2,
  3861. wz = w * z2;
  3862. var sx = scale.x,
  3863. sy = scale.y,
  3864. sz = scale.z;
  3865. te[0] = (1 - (yy + zz)) * sx;
  3866. te[1] = (xy + wz) * sx;
  3867. te[2] = (xz - wy) * sx;
  3868. te[3] = 0;
  3869. te[4] = (xy - wz) * sy;
  3870. te[5] = (1 - (xx + zz)) * sy;
  3871. te[6] = (yz + wx) * sy;
  3872. te[7] = 0;
  3873. te[8] = (xz + wy) * sz;
  3874. te[9] = (yz - wx) * sz;
  3875. te[10] = (1 - (xx + yy)) * sz;
  3876. te[11] = 0;
  3877. te[12] = position.x;
  3878. te[13] = position.y;
  3879. te[14] = position.z;
  3880. te[15] = 1;
  3881. return this;
  3882. };
  3883. _proto.decompose = function decompose(position, quaternion, scale) {
  3884. var te = this.elements;
  3885. var sx = _v1$1.set(te[0], te[1], te[2]).length();
  3886. var sy = _v1$1.set(te[4], te[5], te[6]).length();
  3887. var sz = _v1$1.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
  3888. var det = this.determinant();
  3889. if (det < 0) sx = -sx;
  3890. position.x = te[12];
  3891. position.y = te[13];
  3892. position.z = te[14]; // scale the rotation part
  3893. _m1.copy(this);
  3894. var invSX = 1 / sx;
  3895. var invSY = 1 / sy;
  3896. var invSZ = 1 / sz;
  3897. _m1.elements[0] *= invSX;
  3898. _m1.elements[1] *= invSX;
  3899. _m1.elements[2] *= invSX;
  3900. _m1.elements[4] *= invSY;
  3901. _m1.elements[5] *= invSY;
  3902. _m1.elements[6] *= invSY;
  3903. _m1.elements[8] *= invSZ;
  3904. _m1.elements[9] *= invSZ;
  3905. _m1.elements[10] *= invSZ;
  3906. quaternion.setFromRotationMatrix(_m1);
  3907. scale.x = sx;
  3908. scale.y = sy;
  3909. scale.z = sz;
  3910. return this;
  3911. };
  3912. _proto.makePerspective = function makePerspective(left, right, top, bottom, near, far) {
  3913. if (far === undefined) {
  3914. console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');
  3915. }
  3916. var te = this.elements;
  3917. var x = 2 * near / (right - left);
  3918. var y = 2 * near / (top - bottom);
  3919. var a = (right + left) / (right - left);
  3920. var b = (top + bottom) / (top - bottom);
  3921. var c = -(far + near) / (far - near);
  3922. var d = -2 * far * near / (far - near);
  3923. te[0] = x;
  3924. te[4] = 0;
  3925. te[8] = a;
  3926. te[12] = 0;
  3927. te[1] = 0;
  3928. te[5] = y;
  3929. te[9] = b;
  3930. te[13] = 0;
  3931. te[2] = 0;
  3932. te[6] = 0;
  3933. te[10] = c;
  3934. te[14] = d;
  3935. te[3] = 0;
  3936. te[7] = 0;
  3937. te[11] = -1;
  3938. te[15] = 0;
  3939. return this;
  3940. };
  3941. _proto.makeOrthographic = function makeOrthographic(left, right, top, bottom, near, far) {
  3942. var te = this.elements;
  3943. var w = 1.0 / (right - left);
  3944. var h = 1.0 / (top - bottom);
  3945. var p = 1.0 / (far - near);
  3946. var x = (right + left) * w;
  3947. var y = (top + bottom) * h;
  3948. var z = (far + near) * p;
  3949. te[0] = 2 * w;
  3950. te[4] = 0;
  3951. te[8] = 0;
  3952. te[12] = -x;
  3953. te[1] = 0;
  3954. te[5] = 2 * h;
  3955. te[9] = 0;
  3956. te[13] = -y;
  3957. te[2] = 0;
  3958. te[6] = 0;
  3959. te[10] = -2 * p;
  3960. te[14] = -z;
  3961. te[3] = 0;
  3962. te[7] = 0;
  3963. te[11] = 0;
  3964. te[15] = 1;
  3965. return this;
  3966. };
  3967. _proto.equals = function equals(matrix) {
  3968. var te = this.elements;
  3969. var me = matrix.elements;
  3970. for (var i = 0; i < 16; i++) {
  3971. if (te[i] !== me[i]) return false;
  3972. }
  3973. return true;
  3974. };
  3975. _proto.fromArray = function fromArray(array, offset) {
  3976. if (offset === void 0) {
  3977. offset = 0;
  3978. }
  3979. for (var i = 0; i < 16; i++) {
  3980. this.elements[i] = array[i + offset];
  3981. }
  3982. return this;
  3983. };
  3984. _proto.toArray = function toArray(array, offset) {
  3985. if (array === void 0) {
  3986. array = [];
  3987. }
  3988. if (offset === void 0) {
  3989. offset = 0;
  3990. }
  3991. var te = this.elements;
  3992. array[offset] = te[0];
  3993. array[offset + 1] = te[1];
  3994. array[offset + 2] = te[2];
  3995. array[offset + 3] = te[3];
  3996. array[offset + 4] = te[4];
  3997. array[offset + 5] = te[5];
  3998. array[offset + 6] = te[6];
  3999. array[offset + 7] = te[7];
  4000. array[offset + 8] = te[8];
  4001. array[offset + 9] = te[9];
  4002. array[offset + 10] = te[10];
  4003. array[offset + 11] = te[11];
  4004. array[offset + 12] = te[12];
  4005. array[offset + 13] = te[13];
  4006. array[offset + 14] = te[14];
  4007. array[offset + 15] = te[15];
  4008. return array;
  4009. };
  4010. return Matrix4;
  4011. }();
  4012. var _v1$1 = /*@__PURE__*/new Vector3();
  4013. var _m1 = /*@__PURE__*/new Matrix4();
  4014. var _zero = /*@__PURE__*/new Vector3(0, 0, 0);
  4015. var _one = /*@__PURE__*/new Vector3(1, 1, 1);
  4016. var _x = /*@__PURE__*/new Vector3();
  4017. var _y = /*@__PURE__*/new Vector3();
  4018. var _z = /*@__PURE__*/new Vector3();
  4019. var Euler = /*#__PURE__*/function () {
  4020. function Euler(x, y, z, order) {
  4021. if (x === void 0) {
  4022. x = 0;
  4023. }
  4024. if (y === void 0) {
  4025. y = 0;
  4026. }
  4027. if (z === void 0) {
  4028. z = 0;
  4029. }
  4030. if (order === void 0) {
  4031. order = Euler.DefaultOrder;
  4032. }
  4033. Object.defineProperty(this, 'isEuler', {
  4034. value: true
  4035. });
  4036. this._x = x;
  4037. this._y = y;
  4038. this._z = z;
  4039. this._order = order;
  4040. }
  4041. var _proto = Euler.prototype;
  4042. _proto.set = function set(x, y, z, order) {
  4043. this._x = x;
  4044. this._y = y;
  4045. this._z = z;
  4046. this._order = order || this._order;
  4047. this._onChangeCallback();
  4048. return this;
  4049. };
  4050. _proto.clone = function clone() {
  4051. return new this.constructor(this._x, this._y, this._z, this._order);
  4052. };
  4053. _proto.copy = function copy(euler) {
  4054. this._x = euler._x;
  4055. this._y = euler._y;
  4056. this._z = euler._z;
  4057. this._order = euler._order;
  4058. this._onChangeCallback();
  4059. return this;
  4060. };
  4061. _proto.setFromRotationMatrix = function setFromRotationMatrix(m, order, update) {
  4062. var clamp = MathUtils.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4063. var te = m.elements;
  4064. var m11 = te[0],
  4065. m12 = te[4],
  4066. m13 = te[8];
  4067. var m21 = te[1],
  4068. m22 = te[5],
  4069. m23 = te[9];
  4070. var m31 = te[2],
  4071. m32 = te[6],
  4072. m33 = te[10];
  4073. order = order || this._order;
  4074. switch (order) {
  4075. case 'XYZ':
  4076. this._y = Math.asin(clamp(m13, -1, 1));
  4077. if (Math.abs(m13) < 0.9999999) {
  4078. this._x = Math.atan2(-m23, m33);
  4079. this._z = Math.atan2(-m12, m11);
  4080. } else {
  4081. this._x = Math.atan2(m32, m22);
  4082. this._z = 0;
  4083. }
  4084. break;
  4085. case 'YXZ':
  4086. this._x = Math.asin(-clamp(m23, -1, 1));
  4087. if (Math.abs(m23) < 0.9999999) {
  4088. this._y = Math.atan2(m13, m33);
  4089. this._z = Math.atan2(m21, m22);
  4090. } else {
  4091. this._y = Math.atan2(-m31, m11);
  4092. this._z = 0;
  4093. }
  4094. break;
  4095. case 'ZXY':
  4096. this._x = Math.asin(clamp(m32, -1, 1));
  4097. if (Math.abs(m32) < 0.9999999) {
  4098. this._y = Math.atan2(-m31, m33);
  4099. this._z = Math.atan2(-m12, m22);
  4100. } else {
  4101. this._y = 0;
  4102. this._z = Math.atan2(m21, m11);
  4103. }
  4104. break;
  4105. case 'ZYX':
  4106. this._y = Math.asin(-clamp(m31, -1, 1));
  4107. if (Math.abs(m31) < 0.9999999) {
  4108. this._x = Math.atan2(m32, m33);
  4109. this._z = Math.atan2(m21, m11);
  4110. } else {
  4111. this._x = 0;
  4112. this._z = Math.atan2(-m12, m22);
  4113. }
  4114. break;
  4115. case 'YZX':
  4116. this._z = Math.asin(clamp(m21, -1, 1));
  4117. if (Math.abs(m21) < 0.9999999) {
  4118. this._x = Math.atan2(-m23, m22);
  4119. this._y = Math.atan2(-m31, m11);
  4120. } else {
  4121. this._x = 0;
  4122. this._y = Math.atan2(m13, m33);
  4123. }
  4124. break;
  4125. case 'XZY':
  4126. this._z = Math.asin(-clamp(m12, -1, 1));
  4127. if (Math.abs(m12) < 0.9999999) {
  4128. this._x = Math.atan2(m32, m22);
  4129. this._y = Math.atan2(m13, m11);
  4130. } else {
  4131. this._x = Math.atan2(-m23, m33);
  4132. this._y = 0;
  4133. }
  4134. break;
  4135. default:
  4136. console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
  4137. }
  4138. this._order = order;
  4139. if (update !== false) this._onChangeCallback();
  4140. return this;
  4141. };
  4142. _proto.setFromQuaternion = function setFromQuaternion(q, order, update) {
  4143. _matrix.makeRotationFromQuaternion(q);
  4144. return this.setFromRotationMatrix(_matrix, order, update);
  4145. };
  4146. _proto.setFromVector3 = function setFromVector3(v, order) {
  4147. return this.set(v.x, v.y, v.z, order || this._order);
  4148. };
  4149. _proto.reorder = function reorder(newOrder) {
  4150. // WARNING: this discards revolution information -bhouston
  4151. _quaternion$1.setFromEuler(this);
  4152. return this.setFromQuaternion(_quaternion$1, newOrder);
  4153. };
  4154. _proto.equals = function equals(euler) {
  4155. return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
  4156. };
  4157. _proto.fromArray = function fromArray(array) {
  4158. this._x = array[0];
  4159. this._y = array[1];
  4160. this._z = array[2];
  4161. if (array[3] !== undefined) this._order = array[3];
  4162. this._onChangeCallback();
  4163. return this;
  4164. };
  4165. _proto.toArray = function toArray(array, offset) {
  4166. if (array === void 0) {
  4167. array = [];
  4168. }
  4169. if (offset === void 0) {
  4170. offset = 0;
  4171. }
  4172. array[offset] = this._x;
  4173. array[offset + 1] = this._y;
  4174. array[offset + 2] = this._z;
  4175. array[offset + 3] = this._order;
  4176. return array;
  4177. };
  4178. _proto.toVector3 = function toVector3(optionalResult) {
  4179. if (optionalResult) {
  4180. return optionalResult.set(this._x, this._y, this._z);
  4181. } else {
  4182. return new Vector3(this._x, this._y, this._z);
  4183. }
  4184. };
  4185. _proto._onChange = function _onChange(callback) {
  4186. this._onChangeCallback = callback;
  4187. return this;
  4188. };
  4189. _proto._onChangeCallback = function _onChangeCallback() {};
  4190. _createClass(Euler, [{
  4191. key: "x",
  4192. get: function get() {
  4193. return this._x;
  4194. },
  4195. set: function set(value) {
  4196. this._x = value;
  4197. this._onChangeCallback();
  4198. }
  4199. }, {
  4200. key: "y",
  4201. get: function get() {
  4202. return this._y;
  4203. },
  4204. set: function set(value) {
  4205. this._y = value;
  4206. this._onChangeCallback();
  4207. }
  4208. }, {
  4209. key: "z",
  4210. get: function get() {
  4211. return this._z;
  4212. },
  4213. set: function set(value) {
  4214. this._z = value;
  4215. this._onChangeCallback();
  4216. }
  4217. }, {
  4218. key: "order",
  4219. get: function get() {
  4220. return this._order;
  4221. },
  4222. set: function set(value) {
  4223. this._order = value;
  4224. this._onChangeCallback();
  4225. }
  4226. }]);
  4227. return Euler;
  4228. }();
  4229. Euler.DefaultOrder = 'XYZ';
  4230. Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
  4231. var _matrix = /*@__PURE__*/new Matrix4();
  4232. var _quaternion$1 = /*@__PURE__*/new Quaternion();
  4233. var Layers = /*#__PURE__*/function () {
  4234. function Layers() {
  4235. this.mask = 1 | 0;
  4236. }
  4237. var _proto = Layers.prototype;
  4238. _proto.set = function set(channel) {
  4239. this.mask = 1 << channel | 0;
  4240. };
  4241. _proto.enable = function enable(channel) {
  4242. this.mask |= 1 << channel | 0;
  4243. };
  4244. _proto.enableAll = function enableAll() {
  4245. this.mask = 0xffffffff | 0;
  4246. };
  4247. _proto.toggle = function toggle(channel) {
  4248. this.mask ^= 1 << channel | 0;
  4249. };
  4250. _proto.disable = function disable(channel) {
  4251. this.mask &= ~(1 << channel | 0);
  4252. };
  4253. _proto.disableAll = function disableAll() {
  4254. this.mask = 0;
  4255. };
  4256. _proto.test = function test(layers) {
  4257. return (this.mask & layers.mask) !== 0;
  4258. };
  4259. return Layers;
  4260. }();
  4261. var _object3DId = 0;
  4262. var _v1$2 = new Vector3();
  4263. var _q1 = new Quaternion();
  4264. var _m1$1 = new Matrix4();
  4265. var _target = new Vector3();
  4266. var _position = new Vector3();
  4267. var _scale = new Vector3();
  4268. var _quaternion$2 = new Quaternion();
  4269. var _xAxis = new Vector3(1, 0, 0);
  4270. var _yAxis = new Vector3(0, 1, 0);
  4271. var _zAxis = new Vector3(0, 0, 1);
  4272. var _addedEvent = {
  4273. type: 'added'
  4274. };
  4275. var _removedEvent = {
  4276. type: 'removed'
  4277. };
  4278. function Object3D() {
  4279. Object.defineProperty(this, 'id', {
  4280. value: _object3DId++
  4281. });
  4282. this.uuid = MathUtils.generateUUID();
  4283. this.name = '';
  4284. this.type = 'Object3D';
  4285. this.parent = null;
  4286. this.children = [];
  4287. this.up = Object3D.DefaultUp.clone();
  4288. var position = new Vector3();
  4289. var rotation = new Euler();
  4290. var quaternion = new Quaternion();
  4291. var scale = new Vector3(1, 1, 1);
  4292. function onRotationChange() {
  4293. quaternion.setFromEuler(rotation, false);
  4294. }
  4295. function onQuaternionChange() {
  4296. rotation.setFromQuaternion(quaternion, undefined, false);
  4297. }
  4298. rotation._onChange(onRotationChange);
  4299. quaternion._onChange(onQuaternionChange);
  4300. Object.defineProperties(this, {
  4301. position: {
  4302. configurable: true,
  4303. enumerable: true,
  4304. value: position
  4305. },
  4306. rotation: {
  4307. configurable: true,
  4308. enumerable: true,
  4309. value: rotation
  4310. },
  4311. quaternion: {
  4312. configurable: true,
  4313. enumerable: true,
  4314. value: quaternion
  4315. },
  4316. scale: {
  4317. configurable: true,
  4318. enumerable: true,
  4319. value: scale
  4320. },
  4321. modelViewMatrix: {
  4322. value: new Matrix4()
  4323. },
  4324. normalMatrix: {
  4325. value: new Matrix3()
  4326. }
  4327. });
  4328. this.matrix = new Matrix4();
  4329. this.matrixWorld = new Matrix4();
  4330. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  4331. this.matrixWorldNeedsUpdate = false;
  4332. this.layers = new Layers();
  4333. this.visible = true;
  4334. this.castShadow = false;
  4335. this.receiveShadow = false;
  4336. this.frustumCulled = true;
  4337. this.renderOrder = 0;
  4338. this.animations = [];
  4339. this.userData = {};
  4340. }
  4341. Object3D.DefaultUp = new Vector3(0, 1, 0);
  4342. Object3D.DefaultMatrixAutoUpdate = true;
  4343. Object3D.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  4344. constructor: Object3D,
  4345. isObject3D: true,
  4346. onBeforeRender: function onBeforeRender() {},
  4347. onAfterRender: function onAfterRender() {},
  4348. applyMatrix4: function applyMatrix4(matrix) {
  4349. if (this.matrixAutoUpdate) this.updateMatrix();
  4350. this.matrix.premultiply(matrix);
  4351. this.matrix.decompose(this.position, this.quaternion, this.scale);
  4352. },
  4353. applyQuaternion: function applyQuaternion(q) {
  4354. this.quaternion.premultiply(q);
  4355. return this;
  4356. },
  4357. setRotationFromAxisAngle: function setRotationFromAxisAngle(axis, angle) {
  4358. // assumes axis is normalized
  4359. this.quaternion.setFromAxisAngle(axis, angle);
  4360. },
  4361. setRotationFromEuler: function setRotationFromEuler(euler) {
  4362. this.quaternion.setFromEuler(euler, true);
  4363. },
  4364. setRotationFromMatrix: function setRotationFromMatrix(m) {
  4365. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4366. this.quaternion.setFromRotationMatrix(m);
  4367. },
  4368. setRotationFromQuaternion: function setRotationFromQuaternion(q) {
  4369. // assumes q is normalized
  4370. this.quaternion.copy(q);
  4371. },
  4372. rotateOnAxis: function rotateOnAxis(axis, angle) {
  4373. // rotate object on axis in object space
  4374. // axis is assumed to be normalized
  4375. _q1.setFromAxisAngle(axis, angle);
  4376. this.quaternion.multiply(_q1);
  4377. return this;
  4378. },
  4379. rotateOnWorldAxis: function rotateOnWorldAxis(axis, angle) {
  4380. // rotate object on axis in world space
  4381. // axis is assumed to be normalized
  4382. // method assumes no rotated parent
  4383. _q1.setFromAxisAngle(axis, angle);
  4384. this.quaternion.premultiply(_q1);
  4385. return this;
  4386. },
  4387. rotateX: function rotateX(angle) {
  4388. return this.rotateOnAxis(_xAxis, angle);
  4389. },
  4390. rotateY: function rotateY(angle) {
  4391. return this.rotateOnAxis(_yAxis, angle);
  4392. },
  4393. rotateZ: function rotateZ(angle) {
  4394. return this.rotateOnAxis(_zAxis, angle);
  4395. },
  4396. translateOnAxis: function translateOnAxis(axis, distance) {
  4397. // translate object by distance along axis in object space
  4398. // axis is assumed to be normalized
  4399. _v1$2.copy(axis).applyQuaternion(this.quaternion);
  4400. this.position.add(_v1$2.multiplyScalar(distance));
  4401. return this;
  4402. },
  4403. translateX: function translateX(distance) {
  4404. return this.translateOnAxis(_xAxis, distance);
  4405. },
  4406. translateY: function translateY(distance) {
  4407. return this.translateOnAxis(_yAxis, distance);
  4408. },
  4409. translateZ: function translateZ(distance) {
  4410. return this.translateOnAxis(_zAxis, distance);
  4411. },
  4412. localToWorld: function localToWorld(vector) {
  4413. return vector.applyMatrix4(this.matrixWorld);
  4414. },
  4415. worldToLocal: function worldToLocal(vector) {
  4416. return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
  4417. },
  4418. lookAt: function lookAt(x, y, z) {
  4419. // This method does not support objects having non-uniformly-scaled parent(s)
  4420. if (x.isVector3) {
  4421. _target.copy(x);
  4422. } else {
  4423. _target.set(x, y, z);
  4424. }
  4425. var parent = this.parent;
  4426. this.updateWorldMatrix(true, false);
  4427. _position.setFromMatrixPosition(this.matrixWorld);
  4428. if (this.isCamera || this.isLight) {
  4429. _m1$1.lookAt(_position, _target, this.up);
  4430. } else {
  4431. _m1$1.lookAt(_target, _position, this.up);
  4432. }
  4433. this.quaternion.setFromRotationMatrix(_m1$1);
  4434. if (parent) {
  4435. _m1$1.extractRotation(parent.matrixWorld);
  4436. _q1.setFromRotationMatrix(_m1$1);
  4437. this.quaternion.premultiply(_q1.invert());
  4438. }
  4439. },
  4440. add: function add(object) {
  4441. if (arguments.length > 1) {
  4442. for (var i = 0; i < arguments.length; i++) {
  4443. this.add(arguments[i]);
  4444. }
  4445. return this;
  4446. }
  4447. if (object === this) {
  4448. console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
  4449. return this;
  4450. }
  4451. if (object && object.isObject3D) {
  4452. if (object.parent !== null) {
  4453. object.parent.remove(object);
  4454. }
  4455. object.parent = this;
  4456. this.children.push(object);
  4457. object.dispatchEvent(_addedEvent);
  4458. } else {
  4459. console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
  4460. }
  4461. return this;
  4462. },
  4463. remove: function remove(object) {
  4464. if (arguments.length > 1) {
  4465. for (var i = 0; i < arguments.length; i++) {
  4466. this.remove(arguments[i]);
  4467. }
  4468. return this;
  4469. }
  4470. var index = this.children.indexOf(object);
  4471. if (index !== -1) {
  4472. object.parent = null;
  4473. this.children.splice(index, 1);
  4474. object.dispatchEvent(_removedEvent);
  4475. }
  4476. return this;
  4477. },
  4478. clear: function clear() {
  4479. for (var i = 0; i < this.children.length; i++) {
  4480. var object = this.children[i];
  4481. object.parent = null;
  4482. object.dispatchEvent(_removedEvent);
  4483. }
  4484. this.children.length = 0;
  4485. return this;
  4486. },
  4487. attach: function attach(object) {
  4488. // adds object as a child of this, while maintaining the object's world transform
  4489. this.updateWorldMatrix(true, false);
  4490. _m1$1.copy(this.matrixWorld).invert();
  4491. if (object.parent !== null) {
  4492. object.parent.updateWorldMatrix(true, false);
  4493. _m1$1.multiply(object.parent.matrixWorld);
  4494. }
  4495. object.applyMatrix4(_m1$1);
  4496. object.updateWorldMatrix(false, false);
  4497. this.add(object);
  4498. return this;
  4499. },
  4500. getObjectById: function getObjectById(id) {
  4501. return this.getObjectByProperty('id', id);
  4502. },
  4503. getObjectByName: function getObjectByName(name) {
  4504. return this.getObjectByProperty('name', name);
  4505. },
  4506. getObjectByProperty: function getObjectByProperty(name, value) {
  4507. if (this[name] === value) return this;
  4508. for (var i = 0, l = this.children.length; i < l; i++) {
  4509. var child = this.children[i];
  4510. var object = child.getObjectByProperty(name, value);
  4511. if (object !== undefined) {
  4512. return object;
  4513. }
  4514. }
  4515. return undefined;
  4516. },
  4517. getWorldPosition: function getWorldPosition(target) {
  4518. if (target === undefined) {
  4519. console.warn('THREE.Object3D: .getWorldPosition() target is now required');
  4520. target = new Vector3();
  4521. }
  4522. this.updateWorldMatrix(true, false);
  4523. return target.setFromMatrixPosition(this.matrixWorld);
  4524. },
  4525. getWorldQuaternion: function getWorldQuaternion(target) {
  4526. if (target === undefined) {
  4527. console.warn('THREE.Object3D: .getWorldQuaternion() target is now required');
  4528. target = new Quaternion();
  4529. }
  4530. this.updateWorldMatrix(true, false);
  4531. this.matrixWorld.decompose(_position, target, _scale);
  4532. return target;
  4533. },
  4534. getWorldScale: function getWorldScale(target) {
  4535. if (target === undefined) {
  4536. console.warn('THREE.Object3D: .getWorldScale() target is now required');
  4537. target = new Vector3();
  4538. }
  4539. this.updateWorldMatrix(true, false);
  4540. this.matrixWorld.decompose(_position, _quaternion$2, target);
  4541. return target;
  4542. },
  4543. getWorldDirection: function getWorldDirection(target) {
  4544. if (target === undefined) {
  4545. console.warn('THREE.Object3D: .getWorldDirection() target is now required');
  4546. target = new Vector3();
  4547. }
  4548. this.updateWorldMatrix(true, false);
  4549. var e = this.matrixWorld.elements;
  4550. return target.set(e[8], e[9], e[10]).normalize();
  4551. },
  4552. raycast: function raycast() {},
  4553. traverse: function traverse(callback) {
  4554. callback(this);
  4555. var children = this.children;
  4556. for (var i = 0, l = children.length; i < l; i++) {
  4557. children[i].traverse(callback);
  4558. }
  4559. },
  4560. traverseVisible: function traverseVisible(callback) {
  4561. if (this.visible === false) return;
  4562. callback(this);
  4563. var children = this.children;
  4564. for (var i = 0, l = children.length; i < l; i++) {
  4565. children[i].traverseVisible(callback);
  4566. }
  4567. },
  4568. traverseAncestors: function traverseAncestors(callback) {
  4569. var parent = this.parent;
  4570. if (parent !== null) {
  4571. callback(parent);
  4572. parent.traverseAncestors(callback);
  4573. }
  4574. },
  4575. updateMatrix: function updateMatrix() {
  4576. this.matrix.compose(this.position, this.quaternion, this.scale);
  4577. this.matrixWorldNeedsUpdate = true;
  4578. },
  4579. updateMatrixWorld: function updateMatrixWorld(force) {
  4580. if (this.matrixAutoUpdate) this.updateMatrix();
  4581. if (this.matrixWorldNeedsUpdate || force) {
  4582. if (this.parent === null) {
  4583. this.matrixWorld.copy(this.matrix);
  4584. } else {
  4585. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4586. }
  4587. this.matrixWorldNeedsUpdate = false;
  4588. force = true;
  4589. } // update children
  4590. var children = this.children;
  4591. for (var i = 0, l = children.length; i < l; i++) {
  4592. children[i].updateMatrixWorld(force);
  4593. }
  4594. },
  4595. updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {
  4596. var parent = this.parent;
  4597. if (updateParents === true && parent !== null) {
  4598. parent.updateWorldMatrix(true, false);
  4599. }
  4600. if (this.matrixAutoUpdate) this.updateMatrix();
  4601. if (this.parent === null) {
  4602. this.matrixWorld.copy(this.matrix);
  4603. } else {
  4604. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4605. } // update children
  4606. if (updateChildren === true) {
  4607. var children = this.children;
  4608. for (var i = 0, l = children.length; i < l; i++) {
  4609. children[i].updateWorldMatrix(false, true);
  4610. }
  4611. }
  4612. },
  4613. toJSON: function toJSON(meta) {
  4614. // meta is a string when called from JSON.stringify
  4615. var isRootObject = meta === undefined || typeof meta === 'string';
  4616. var output = {}; // meta is a hash used to collect geometries, materials.
  4617. // not providing it implies that this is the root object
  4618. // being serialized.
  4619. if (isRootObject) {
  4620. // initialize meta obj
  4621. meta = {
  4622. geometries: {},
  4623. materials: {},
  4624. textures: {},
  4625. images: {},
  4626. shapes: {},
  4627. skeletons: {},
  4628. animations: {}
  4629. };
  4630. output.metadata = {
  4631. version: 4.5,
  4632. type: 'Object',
  4633. generator: 'Object3D.toJSON'
  4634. };
  4635. } // standard Object3D serialization
  4636. var object = {};
  4637. object.uuid = this.uuid;
  4638. object.type = this.type;
  4639. if (this.name !== '') object.name = this.name;
  4640. if (this.castShadow === true) object.castShadow = true;
  4641. if (this.receiveShadow === true) object.receiveShadow = true;
  4642. if (this.visible === false) object.visible = false;
  4643. if (this.frustumCulled === false) object.frustumCulled = false;
  4644. if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
  4645. if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;
  4646. object.layers = this.layers.mask;
  4647. object.matrix = this.matrix.toArray();
  4648. if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties
  4649. if (this.isInstancedMesh) {
  4650. object.type = 'InstancedMesh';
  4651. object.count = this.count;
  4652. object.instanceMatrix = this.instanceMatrix.toJSON();
  4653. } //
  4654. function serialize(library, element) {
  4655. if (library[element.uuid] === undefined) {
  4656. library[element.uuid] = element.toJSON(meta);
  4657. }
  4658. return element.uuid;
  4659. }
  4660. if (this.isMesh || this.isLine || this.isPoints) {
  4661. object.geometry = serialize(meta.geometries, this.geometry);
  4662. var parameters = this.geometry.parameters;
  4663. if (parameters !== undefined && parameters.shapes !== undefined) {
  4664. var shapes = parameters.shapes;
  4665. if (Array.isArray(shapes)) {
  4666. for (var i = 0, l = shapes.length; i < l; i++) {
  4667. var shape = shapes[i];
  4668. serialize(meta.shapes, shape);
  4669. }
  4670. } else {
  4671. serialize(meta.shapes, shapes);
  4672. }
  4673. }
  4674. }
  4675. if (this.isSkinnedMesh) {
  4676. object.bindMode = this.bindMode;
  4677. object.bindMatrix = this.bindMatrix.toArray();
  4678. if (this.skeleton !== undefined) {
  4679. serialize(meta.skeletons, this.skeleton);
  4680. object.skeleton = this.skeleton.uuid;
  4681. }
  4682. }
  4683. if (this.material !== undefined) {
  4684. if (Array.isArray(this.material)) {
  4685. var uuids = [];
  4686. for (var _i = 0, _l = this.material.length; _i < _l; _i++) {
  4687. uuids.push(serialize(meta.materials, this.material[_i]));
  4688. }
  4689. object.material = uuids;
  4690. } else {
  4691. object.material = serialize(meta.materials, this.material);
  4692. }
  4693. } //
  4694. if (this.children.length > 0) {
  4695. object.children = [];
  4696. for (var _i2 = 0; _i2 < this.children.length; _i2++) {
  4697. object.children.push(this.children[_i2].toJSON(meta).object);
  4698. }
  4699. } //
  4700. if (this.animations.length > 0) {
  4701. object.animations = [];
  4702. for (var _i3 = 0; _i3 < this.animations.length; _i3++) {
  4703. var animation = this.animations[_i3];
  4704. object.animations.push(serialize(meta.animations, animation));
  4705. }
  4706. }
  4707. if (isRootObject) {
  4708. var geometries = extractFromCache(meta.geometries);
  4709. var materials = extractFromCache(meta.materials);
  4710. var textures = extractFromCache(meta.textures);
  4711. var images = extractFromCache(meta.images);
  4712. var _shapes = extractFromCache(meta.shapes);
  4713. var skeletons = extractFromCache(meta.skeletons);
  4714. var animations = extractFromCache(meta.animations);
  4715. if (geometries.length > 0) output.geometries = geometries;
  4716. if (materials.length > 0) output.materials = materials;
  4717. if (textures.length > 0) output.textures = textures;
  4718. if (images.length > 0) output.images = images;
  4719. if (_shapes.length > 0) output.shapes = _shapes;
  4720. if (skeletons.length > 0) output.skeletons = skeletons;
  4721. if (animations.length > 0) output.animations = animations;
  4722. }
  4723. output.object = object;
  4724. return output; // extract data from the cache hash
  4725. // remove metadata on each item
  4726. // and return as array
  4727. function extractFromCache(cache) {
  4728. var values = [];
  4729. for (var key in cache) {
  4730. var data = cache[key];
  4731. delete data.metadata;
  4732. values.push(data);
  4733. }
  4734. return values;
  4735. }
  4736. },
  4737. clone: function clone(recursive) {
  4738. return new this.constructor().copy(this, recursive);
  4739. },
  4740. copy: function copy(source, recursive) {
  4741. if (recursive === void 0) {
  4742. recursive = true;
  4743. }
  4744. this.name = source.name;
  4745. this.up.copy(source.up);
  4746. this.position.copy(source.position);
  4747. this.rotation.order = source.rotation.order;
  4748. this.quaternion.copy(source.quaternion);
  4749. this.scale.copy(source.scale);
  4750. this.matrix.copy(source.matrix);
  4751. this.matrixWorld.copy(source.matrixWorld);
  4752. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4753. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4754. this.layers.mask = source.layers.mask;
  4755. this.visible = source.visible;
  4756. this.castShadow = source.castShadow;
  4757. this.receiveShadow = source.receiveShadow;
  4758. this.frustumCulled = source.frustumCulled;
  4759. this.renderOrder = source.renderOrder;
  4760. this.userData = JSON.parse(JSON.stringify(source.userData));
  4761. if (recursive === true) {
  4762. for (var i = 0; i < source.children.length; i++) {
  4763. var child = source.children[i];
  4764. this.add(child.clone());
  4765. }
  4766. }
  4767. return this;
  4768. }
  4769. });
  4770. var _vector1 = /*@__PURE__*/new Vector3();
  4771. var _vector2 = /*@__PURE__*/new Vector3();
  4772. var _normalMatrix = /*@__PURE__*/new Matrix3();
  4773. var Plane = /*#__PURE__*/function () {
  4774. function Plane(normal, constant) {
  4775. Object.defineProperty(this, 'isPlane', {
  4776. value: true
  4777. }); // normal is assumed to be normalized
  4778. this.normal = normal !== undefined ? normal : new Vector3(1, 0, 0);
  4779. this.constant = constant !== undefined ? constant : 0;
  4780. }
  4781. var _proto = Plane.prototype;
  4782. _proto.set = function set(normal, constant) {
  4783. this.normal.copy(normal);
  4784. this.constant = constant;
  4785. return this;
  4786. };
  4787. _proto.setComponents = function setComponents(x, y, z, w) {
  4788. this.normal.set(x, y, z);
  4789. this.constant = w;
  4790. return this;
  4791. };
  4792. _proto.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint(normal, point) {
  4793. this.normal.copy(normal);
  4794. this.constant = -point.dot(this.normal);
  4795. return this;
  4796. };
  4797. _proto.setFromCoplanarPoints = function setFromCoplanarPoints(a, b, c) {
  4798. var normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4799. this.setFromNormalAndCoplanarPoint(normal, a);
  4800. return this;
  4801. };
  4802. _proto.clone = function clone() {
  4803. return new this.constructor().copy(this);
  4804. };
  4805. _proto.copy = function copy(plane) {
  4806. this.normal.copy(plane.normal);
  4807. this.constant = plane.constant;
  4808. return this;
  4809. };
  4810. _proto.normalize = function normalize() {
  4811. // Note: will lead to a divide by zero if the plane is invalid.
  4812. var inverseNormalLength = 1.0 / this.normal.length();
  4813. this.normal.multiplyScalar(inverseNormalLength);
  4814. this.constant *= inverseNormalLength;
  4815. return this;
  4816. };
  4817. _proto.negate = function negate() {
  4818. this.constant *= -1;
  4819. this.normal.negate();
  4820. return this;
  4821. };
  4822. _proto.distanceToPoint = function distanceToPoint(point) {
  4823. return this.normal.dot(point) + this.constant;
  4824. };
  4825. _proto.distanceToSphere = function distanceToSphere(sphere) {
  4826. return this.distanceToPoint(sphere.center) - sphere.radius;
  4827. };
  4828. _proto.projectPoint = function projectPoint(point, target) {
  4829. if (target === undefined) {
  4830. console.warn('THREE.Plane: .projectPoint() target is now required');
  4831. target = new Vector3();
  4832. }
  4833. return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
  4834. };
  4835. _proto.intersectLine = function intersectLine(line, target) {
  4836. if (target === undefined) {
  4837. console.warn('THREE.Plane: .intersectLine() target is now required');
  4838. target = new Vector3();
  4839. }
  4840. var direction = line.delta(_vector1);
  4841. var denominator = this.normal.dot(direction);
  4842. if (denominator === 0) {
  4843. // line is coplanar, return origin
  4844. if (this.distanceToPoint(line.start) === 0) {
  4845. return target.copy(line.start);
  4846. } // Unsure if this is the correct method to handle this case.
  4847. return undefined;
  4848. }
  4849. var t = -(line.start.dot(this.normal) + this.constant) / denominator;
  4850. if (t < 0 || t > 1) {
  4851. return undefined;
  4852. }
  4853. return target.copy(direction).multiplyScalar(t).add(line.start);
  4854. };
  4855. _proto.intersectsLine = function intersectsLine(line) {
  4856. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4857. var startSign = this.distanceToPoint(line.start);
  4858. var endSign = this.distanceToPoint(line.end);
  4859. return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
  4860. };
  4861. _proto.intersectsBox = function intersectsBox(box) {
  4862. return box.intersectsPlane(this);
  4863. };
  4864. _proto.intersectsSphere = function intersectsSphere(sphere) {
  4865. return sphere.intersectsPlane(this);
  4866. };
  4867. _proto.coplanarPoint = function coplanarPoint(target) {
  4868. if (target === undefined) {
  4869. console.warn('THREE.Plane: .coplanarPoint() target is now required');
  4870. target = new Vector3();
  4871. }
  4872. return target.copy(this.normal).multiplyScalar(-this.constant);
  4873. };
  4874. _proto.applyMatrix4 = function applyMatrix4(matrix, optionalNormalMatrix) {
  4875. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
  4876. var referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
  4877. var normal = this.normal.applyMatrix3(normalMatrix).normalize();
  4878. this.constant = -referencePoint.dot(normal);
  4879. return this;
  4880. };
  4881. _proto.translate = function translate(offset) {
  4882. this.constant -= offset.dot(this.normal);
  4883. return this;
  4884. };
  4885. _proto.equals = function equals(plane) {
  4886. return plane.normal.equals(this.normal) && plane.constant === this.constant;
  4887. };
  4888. return Plane;
  4889. }();
  4890. var _v0$1 = /*@__PURE__*/new Vector3();
  4891. var _v1$3 = /*@__PURE__*/new Vector3();
  4892. var _v2$1 = /*@__PURE__*/new Vector3();
  4893. var _v3 = /*@__PURE__*/new Vector3();
  4894. var _vab = /*@__PURE__*/new Vector3();
  4895. var _vac = /*@__PURE__*/new Vector3();
  4896. var _vbc = /*@__PURE__*/new Vector3();
  4897. var _vap = /*@__PURE__*/new Vector3();
  4898. var _vbp = /*@__PURE__*/new Vector3();
  4899. var _vcp = /*@__PURE__*/new Vector3();
  4900. var Triangle = /*#__PURE__*/function () {
  4901. function Triangle(a, b, c) {
  4902. this.a = a !== undefined ? a : new Vector3();
  4903. this.b = b !== undefined ? b : new Vector3();
  4904. this.c = c !== undefined ? c : new Vector3();
  4905. }
  4906. Triangle.getNormal = function getNormal(a, b, c, target) {
  4907. if (target === undefined) {
  4908. console.warn('THREE.Triangle: .getNormal() target is now required');
  4909. target = new Vector3();
  4910. }
  4911. target.subVectors(c, b);
  4912. _v0$1.subVectors(a, b);
  4913. target.cross(_v0$1);
  4914. var targetLengthSq = target.lengthSq();
  4915. if (targetLengthSq > 0) {
  4916. return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
  4917. }
  4918. return target.set(0, 0, 0);
  4919. } // static/instance method to calculate barycentric coordinates
  4920. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4921. ;
  4922. Triangle.getBarycoord = function getBarycoord(point, a, b, c, target) {
  4923. _v0$1.subVectors(c, a);
  4924. _v1$3.subVectors(b, a);
  4925. _v2$1.subVectors(point, a);
  4926. var dot00 = _v0$1.dot(_v0$1);
  4927. var dot01 = _v0$1.dot(_v1$3);
  4928. var dot02 = _v0$1.dot(_v2$1);
  4929. var dot11 = _v1$3.dot(_v1$3);
  4930. var dot12 = _v1$3.dot(_v2$1);
  4931. var denom = dot00 * dot11 - dot01 * dot01;
  4932. if (target === undefined) {
  4933. console.warn('THREE.Triangle: .getBarycoord() target is now required');
  4934. target = new Vector3();
  4935. } // collinear or singular triangle
  4936. if (denom === 0) {
  4937. // arbitrary location outside of triangle?
  4938. // not sure if this is the best idea, maybe should be returning undefined
  4939. return target.set(-2, -1, -1);
  4940. }
  4941. var invDenom = 1 / denom;
  4942. var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
  4943. var v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
  4944. return target.set(1 - u - v, v, u);
  4945. };
  4946. Triangle.containsPoint = function containsPoint(point, a, b, c) {
  4947. this.getBarycoord(point, a, b, c, _v3);
  4948. return _v3.x >= 0 && _v3.y >= 0 && _v3.x + _v3.y <= 1;
  4949. };
  4950. Triangle.getUV = function getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
  4951. this.getBarycoord(point, p1, p2, p3, _v3);
  4952. target.set(0, 0);
  4953. target.addScaledVector(uv1, _v3.x);
  4954. target.addScaledVector(uv2, _v3.y);
  4955. target.addScaledVector(uv3, _v3.z);
  4956. return target;
  4957. };
  4958. Triangle.isFrontFacing = function isFrontFacing(a, b, c, direction) {
  4959. _v0$1.subVectors(c, b);
  4960. _v1$3.subVectors(a, b); // strictly front facing
  4961. return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
  4962. };
  4963. var _proto = Triangle.prototype;
  4964. _proto.set = function set(a, b, c) {
  4965. this.a.copy(a);
  4966. this.b.copy(b);
  4967. this.c.copy(c);
  4968. return this;
  4969. };
  4970. _proto.setFromPointsAndIndices = function setFromPointsAndIndices(points, i0, i1, i2) {
  4971. this.a.copy(points[i0]);
  4972. this.b.copy(points[i1]);
  4973. this.c.copy(points[i2]);
  4974. return this;
  4975. };
  4976. _proto.clone = function clone() {
  4977. return new this.constructor().copy(this);
  4978. };
  4979. _proto.copy = function copy(triangle) {
  4980. this.a.copy(triangle.a);
  4981. this.b.copy(triangle.b);
  4982. this.c.copy(triangle.c);
  4983. return this;
  4984. };
  4985. _proto.getArea = function getArea() {
  4986. _v0$1.subVectors(this.c, this.b);
  4987. _v1$3.subVectors(this.a, this.b);
  4988. return _v0$1.cross(_v1$3).length() * 0.5;
  4989. };
  4990. _proto.getMidpoint = function getMidpoint(target) {
  4991. if (target === undefined) {
  4992. console.warn('THREE.Triangle: .getMidpoint() target is now required');
  4993. target = new Vector3();
  4994. }
  4995. return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
  4996. };
  4997. _proto.getNormal = function getNormal(target) {
  4998. return Triangle.getNormal(this.a, this.b, this.c, target);
  4999. };
  5000. _proto.getPlane = function getPlane(target) {
  5001. if (target === undefined) {
  5002. console.warn('THREE.Triangle: .getPlane() target is now required');
  5003. target = new Plane();
  5004. }
  5005. return target.setFromCoplanarPoints(this.a, this.b, this.c);
  5006. };
  5007. _proto.getBarycoord = function getBarycoord(point, target) {
  5008. return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
  5009. };
  5010. _proto.getUV = function getUV(point, uv1, uv2, uv3, target) {
  5011. return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
  5012. };
  5013. _proto.containsPoint = function containsPoint(point) {
  5014. return Triangle.containsPoint(point, this.a, this.b, this.c);
  5015. };
  5016. _proto.isFrontFacing = function isFrontFacing(direction) {
  5017. return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
  5018. };
  5019. _proto.intersectsBox = function intersectsBox(box) {
  5020. return box.intersectsTriangle(this);
  5021. };
  5022. _proto.closestPointToPoint = function closestPointToPoint(p, target) {
  5023. if (target === undefined) {
  5024. console.warn('THREE.Triangle: .closestPointToPoint() target is now required');
  5025. target = new Vector3();
  5026. }
  5027. var a = this.a,
  5028. b = this.b,
  5029. c = this.c;
  5030. var v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  5031. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  5032. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  5033. // basically, we're distinguishing which of the voronoi regions of the triangle
  5034. // the point lies in with the minimum amount of redundant computation.
  5035. _vab.subVectors(b, a);
  5036. _vac.subVectors(c, a);
  5037. _vap.subVectors(p, a);
  5038. var d1 = _vab.dot(_vap);
  5039. var d2 = _vac.dot(_vap);
  5040. if (d1 <= 0 && d2 <= 0) {
  5041. // vertex region of A; barycentric coords (1, 0, 0)
  5042. return target.copy(a);
  5043. }
  5044. _vbp.subVectors(p, b);
  5045. var d3 = _vab.dot(_vbp);
  5046. var d4 = _vac.dot(_vbp);
  5047. if (d3 >= 0 && d4 <= d3) {
  5048. // vertex region of B; barycentric coords (0, 1, 0)
  5049. return target.copy(b);
  5050. }
  5051. var vc = d1 * d4 - d3 * d2;
  5052. if (vc <= 0 && d1 >= 0 && d3 <= 0) {
  5053. v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
  5054. return target.copy(a).addScaledVector(_vab, v);
  5055. }
  5056. _vcp.subVectors(p, c);
  5057. var d5 = _vab.dot(_vcp);
  5058. var d6 = _vac.dot(_vcp);
  5059. if (d6 >= 0 && d5 <= d6) {
  5060. // vertex region of C; barycentric coords (0, 0, 1)
  5061. return target.copy(c);
  5062. }
  5063. var vb = d5 * d2 - d1 * d6;
  5064. if (vb <= 0 && d2 >= 0 && d6 <= 0) {
  5065. w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
  5066. return target.copy(a).addScaledVector(_vac, w);
  5067. }
  5068. var va = d3 * d6 - d5 * d4;
  5069. if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
  5070. _vbc.subVectors(c, b);
  5071. w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
  5072. return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
  5073. } // face region
  5074. var denom = 1 / (va + vb + vc); // u = va * denom
  5075. v = vb * denom;
  5076. w = vc * denom;
  5077. return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
  5078. };
  5079. _proto.equals = function equals(triangle) {
  5080. return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
  5081. };
  5082. return Triangle;
  5083. }();
  5084. var _colorKeywords = {
  5085. 'aliceblue': 0xF0F8FF,
  5086. 'antiquewhite': 0xFAEBD7,
  5087. 'aqua': 0x00FFFF,
  5088. 'aquamarine': 0x7FFFD4,
  5089. 'azure': 0xF0FFFF,
  5090. 'beige': 0xF5F5DC,
  5091. 'bisque': 0xFFE4C4,
  5092. 'black': 0x000000,
  5093. 'blanchedalmond': 0xFFEBCD,
  5094. 'blue': 0x0000FF,
  5095. 'blueviolet': 0x8A2BE2,
  5096. 'brown': 0xA52A2A,
  5097. 'burlywood': 0xDEB887,
  5098. 'cadetblue': 0x5F9EA0,
  5099. 'chartreuse': 0x7FFF00,
  5100. 'chocolate': 0xD2691E,
  5101. 'coral': 0xFF7F50,
  5102. 'cornflowerblue': 0x6495ED,
  5103. 'cornsilk': 0xFFF8DC,
  5104. 'crimson': 0xDC143C,
  5105. 'cyan': 0x00FFFF,
  5106. 'darkblue': 0x00008B,
  5107. 'darkcyan': 0x008B8B,
  5108. 'darkgoldenrod': 0xB8860B,
  5109. 'darkgray': 0xA9A9A9,
  5110. 'darkgreen': 0x006400,
  5111. 'darkgrey': 0xA9A9A9,
  5112. 'darkkhaki': 0xBDB76B,
  5113. 'darkmagenta': 0x8B008B,
  5114. 'darkolivegreen': 0x556B2F,
  5115. 'darkorange': 0xFF8C00,
  5116. 'darkorchid': 0x9932CC,
  5117. 'darkred': 0x8B0000,
  5118. 'darksalmon': 0xE9967A,
  5119. 'darkseagreen': 0x8FBC8F,
  5120. 'darkslateblue': 0x483D8B,
  5121. 'darkslategray': 0x2F4F4F,
  5122. 'darkslategrey': 0x2F4F4F,
  5123. 'darkturquoise': 0x00CED1,
  5124. 'darkviolet': 0x9400D3,
  5125. 'deeppink': 0xFF1493,
  5126. 'deepskyblue': 0x00BFFF,
  5127. 'dimgray': 0x696969,
  5128. 'dimgrey': 0x696969,
  5129. 'dodgerblue': 0x1E90FF,
  5130. 'firebrick': 0xB22222,
  5131. 'floralwhite': 0xFFFAF0,
  5132. 'forestgreen': 0x228B22,
  5133. 'fuchsia': 0xFF00FF,
  5134. 'gainsboro': 0xDCDCDC,
  5135. 'ghostwhite': 0xF8F8FF,
  5136. 'gold': 0xFFD700,
  5137. 'goldenrod': 0xDAA520,
  5138. 'gray': 0x808080,
  5139. 'green': 0x008000,
  5140. 'greenyellow': 0xADFF2F,
  5141. 'grey': 0x808080,
  5142. 'honeydew': 0xF0FFF0,
  5143. 'hotpink': 0xFF69B4,
  5144. 'indianred': 0xCD5C5C,
  5145. 'indigo': 0x4B0082,
  5146. 'ivory': 0xFFFFF0,
  5147. 'khaki': 0xF0E68C,
  5148. 'lavender': 0xE6E6FA,
  5149. 'lavenderblush': 0xFFF0F5,
  5150. 'lawngreen': 0x7CFC00,
  5151. 'lemonchiffon': 0xFFFACD,
  5152. 'lightblue': 0xADD8E6,
  5153. 'lightcoral': 0xF08080,
  5154. 'lightcyan': 0xE0FFFF,
  5155. 'lightgoldenrodyellow': 0xFAFAD2,
  5156. 'lightgray': 0xD3D3D3,
  5157. 'lightgreen': 0x90EE90,
  5158. 'lightgrey': 0xD3D3D3,
  5159. 'lightpink': 0xFFB6C1,
  5160. 'lightsalmon': 0xFFA07A,
  5161. 'lightseagreen': 0x20B2AA,
  5162. 'lightskyblue': 0x87CEFA,
  5163. 'lightslategray': 0x778899,
  5164. 'lightslategrey': 0x778899,
  5165. 'lightsteelblue': 0xB0C4DE,
  5166. 'lightyellow': 0xFFFFE0,
  5167. 'lime': 0x00FF00,
  5168. 'limegreen': 0x32CD32,
  5169. 'linen': 0xFAF0E6,
  5170. 'magenta': 0xFF00FF,
  5171. 'maroon': 0x800000,
  5172. 'mediumaquamarine': 0x66CDAA,
  5173. 'mediumblue': 0x0000CD,
  5174. 'mediumorchid': 0xBA55D3,
  5175. 'mediumpurple': 0x9370DB,
  5176. 'mediumseagreen': 0x3CB371,
  5177. 'mediumslateblue': 0x7B68EE,
  5178. 'mediumspringgreen': 0x00FA9A,
  5179. 'mediumturquoise': 0x48D1CC,
  5180. 'mediumvioletred': 0xC71585,
  5181. 'midnightblue': 0x191970,
  5182. 'mintcream': 0xF5FFFA,
  5183. 'mistyrose': 0xFFE4E1,
  5184. 'moccasin': 0xFFE4B5,
  5185. 'navajowhite': 0xFFDEAD,
  5186. 'navy': 0x000080,
  5187. 'oldlace': 0xFDF5E6,
  5188. 'olive': 0x808000,
  5189. 'olivedrab': 0x6B8E23,
  5190. 'orange': 0xFFA500,
  5191. 'orangered': 0xFF4500,
  5192. 'orchid': 0xDA70D6,
  5193. 'palegoldenrod': 0xEEE8AA,
  5194. 'palegreen': 0x98FB98,
  5195. 'paleturquoise': 0xAFEEEE,
  5196. 'palevioletred': 0xDB7093,
  5197. 'papayawhip': 0xFFEFD5,
  5198. 'peachpuff': 0xFFDAB9,
  5199. 'peru': 0xCD853F,
  5200. 'pink': 0xFFC0CB,
  5201. 'plum': 0xDDA0DD,
  5202. 'powderblue': 0xB0E0E6,
  5203. 'purple': 0x800080,
  5204. 'rebeccapurple': 0x663399,
  5205. 'red': 0xFF0000,
  5206. 'rosybrown': 0xBC8F8F,
  5207. 'royalblue': 0x4169E1,
  5208. 'saddlebrown': 0x8B4513,
  5209. 'salmon': 0xFA8072,
  5210. 'sandybrown': 0xF4A460,
  5211. 'seagreen': 0x2E8B57,
  5212. 'seashell': 0xFFF5EE,
  5213. 'sienna': 0xA0522D,
  5214. 'silver': 0xC0C0C0,
  5215. 'skyblue': 0x87CEEB,
  5216. 'slateblue': 0x6A5ACD,
  5217. 'slategray': 0x708090,
  5218. 'slategrey': 0x708090,
  5219. 'snow': 0xFFFAFA,
  5220. 'springgreen': 0x00FF7F,
  5221. 'steelblue': 0x4682B4,
  5222. 'tan': 0xD2B48C,
  5223. 'teal': 0x008080,
  5224. 'thistle': 0xD8BFD8,
  5225. 'tomato': 0xFF6347,
  5226. 'turquoise': 0x40E0D0,
  5227. 'violet': 0xEE82EE,
  5228. 'wheat': 0xF5DEB3,
  5229. 'white': 0xFFFFFF,
  5230. 'whitesmoke': 0xF5F5F5,
  5231. 'yellow': 0xFFFF00,
  5232. 'yellowgreen': 0x9ACD32
  5233. };
  5234. var _hslA = {
  5235. h: 0,
  5236. s: 0,
  5237. l: 0
  5238. };
  5239. var _hslB = {
  5240. h: 0,
  5241. s: 0,
  5242. l: 0
  5243. };
  5244. function hue2rgb(p, q, t) {
  5245. if (t < 0) t += 1;
  5246. if (t > 1) t -= 1;
  5247. if (t < 1 / 6) return p + (q - p) * 6 * t;
  5248. if (t < 1 / 2) return q;
  5249. if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  5250. return p;
  5251. }
  5252. function SRGBToLinear(c) {
  5253. return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
  5254. }
  5255. function LinearToSRGB(c) {
  5256. return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
  5257. }
  5258. var Color = /*#__PURE__*/function () {
  5259. function Color(r, g, b) {
  5260. Object.defineProperty(this, 'isColor', {
  5261. value: true
  5262. });
  5263. if (g === undefined && b === undefined) {
  5264. // r is THREE.Color, hex or string
  5265. return this.set(r);
  5266. }
  5267. return this.setRGB(r, g, b);
  5268. }
  5269. var _proto = Color.prototype;
  5270. _proto.set = function set(value) {
  5271. if (value && value.isColor) {
  5272. this.copy(value);
  5273. } else if (typeof value === 'number') {
  5274. this.setHex(value);
  5275. } else if (typeof value === 'string') {
  5276. this.setStyle(value);
  5277. }
  5278. return this;
  5279. };
  5280. _proto.setScalar = function setScalar(scalar) {
  5281. this.r = scalar;
  5282. this.g = scalar;
  5283. this.b = scalar;
  5284. return this;
  5285. };
  5286. _proto.setHex = function setHex(hex) {
  5287. hex = Math.floor(hex);
  5288. this.r = (hex >> 16 & 255) / 255;
  5289. this.g = (hex >> 8 & 255) / 255;
  5290. this.b = (hex & 255) / 255;
  5291. return this;
  5292. };
  5293. _proto.setRGB = function setRGB(r, g, b) {
  5294. this.r = r;
  5295. this.g = g;
  5296. this.b = b;
  5297. return this;
  5298. };
  5299. _proto.setHSL = function setHSL(h, s, l) {
  5300. // h,s,l ranges are in 0.0 - 1.0
  5301. h = MathUtils.euclideanModulo(h, 1);
  5302. s = MathUtils.clamp(s, 0, 1);
  5303. l = MathUtils.clamp(l, 0, 1);
  5304. if (s === 0) {
  5305. this.r = this.g = this.b = l;
  5306. } else {
  5307. var p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
  5308. var q = 2 * l - p;
  5309. this.r = hue2rgb(q, p, h + 1 / 3);
  5310. this.g = hue2rgb(q, p, h);
  5311. this.b = hue2rgb(q, p, h - 1 / 3);
  5312. }
  5313. return this;
  5314. };
  5315. _proto.setStyle = function setStyle(style) {
  5316. function handleAlpha(string) {
  5317. if (string === undefined) return;
  5318. if (parseFloat(string) < 1) {
  5319. console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
  5320. }
  5321. }
  5322. var m;
  5323. if (m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(style)) {
  5324. // rgb / hsl
  5325. var color;
  5326. var name = m[1];
  5327. var components = m[2];
  5328. switch (name) {
  5329. case 'rgb':
  5330. case 'rgba':
  5331. if (color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)) {
  5332. // rgb(255,0,0) rgba(255,0,0,0.5)
  5333. this.r = Math.min(255, parseInt(color[1], 10)) / 255;
  5334. this.g = Math.min(255, parseInt(color[2], 10)) / 255;
  5335. this.b = Math.min(255, parseInt(color[3], 10)) / 255;
  5336. handleAlpha(color[5]);
  5337. return this;
  5338. }
  5339. if (color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)) {
  5340. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5341. this.r = Math.min(100, parseInt(color[1], 10)) / 100;
  5342. this.g = Math.min(100, parseInt(color[2], 10)) / 100;
  5343. this.b = Math.min(100, parseInt(color[3], 10)) / 100;
  5344. handleAlpha(color[5]);
  5345. return this;
  5346. }
  5347. break;
  5348. case 'hsl':
  5349. case 'hsla':
  5350. if (color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)) {
  5351. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5352. var h = parseFloat(color[1]) / 360;
  5353. var s = parseInt(color[2], 10) / 100;
  5354. var l = parseInt(color[3], 10) / 100;
  5355. handleAlpha(color[5]);
  5356. return this.setHSL(h, s, l);
  5357. }
  5358. break;
  5359. }
  5360. } else if (m = /^\#([A-Fa-f0-9]+)$/.exec(style)) {
  5361. // hex color
  5362. var hex = m[1];
  5363. var size = hex.length;
  5364. if (size === 3) {
  5365. // #ff0
  5366. this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;
  5367. this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;
  5368. this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;
  5369. return this;
  5370. } else if (size === 6) {
  5371. // #ff0000
  5372. this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;
  5373. this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;
  5374. this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;
  5375. return this;
  5376. }
  5377. }
  5378. if (style && style.length > 0) {
  5379. return this.setColorName(style);
  5380. }
  5381. return this;
  5382. };
  5383. _proto.setColorName = function setColorName(style) {
  5384. // color keywords
  5385. var hex = _colorKeywords[style];
  5386. if (hex !== undefined) {
  5387. // red
  5388. this.setHex(hex);
  5389. } else {
  5390. // unknown color
  5391. console.warn('THREE.Color: Unknown color ' + style);
  5392. }
  5393. return this;
  5394. };
  5395. _proto.clone = function clone() {
  5396. return new this.constructor(this.r, this.g, this.b);
  5397. };
  5398. _proto.copy = function copy(color) {
  5399. this.r = color.r;
  5400. this.g = color.g;
  5401. this.b = color.b;
  5402. return this;
  5403. };
  5404. _proto.copyGammaToLinear = function copyGammaToLinear(color, gammaFactor) {
  5405. if (gammaFactor === void 0) {
  5406. gammaFactor = 2.0;
  5407. }
  5408. this.r = Math.pow(color.r, gammaFactor);
  5409. this.g = Math.pow(color.g, gammaFactor);
  5410. this.b = Math.pow(color.b, gammaFactor);
  5411. return this;
  5412. };
  5413. _proto.copyLinearToGamma = function copyLinearToGamma(color, gammaFactor) {
  5414. if (gammaFactor === void 0) {
  5415. gammaFactor = 2.0;
  5416. }
  5417. var safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;
  5418. this.r = Math.pow(color.r, safeInverse);
  5419. this.g = Math.pow(color.g, safeInverse);
  5420. this.b = Math.pow(color.b, safeInverse);
  5421. return this;
  5422. };
  5423. _proto.convertGammaToLinear = function convertGammaToLinear(gammaFactor) {
  5424. this.copyGammaToLinear(this, gammaFactor);
  5425. return this;
  5426. };
  5427. _proto.convertLinearToGamma = function convertLinearToGamma(gammaFactor) {
  5428. this.copyLinearToGamma(this, gammaFactor);
  5429. return this;
  5430. };
  5431. _proto.copySRGBToLinear = function copySRGBToLinear(color) {
  5432. this.r = SRGBToLinear(color.r);
  5433. this.g = SRGBToLinear(color.g);
  5434. this.b = SRGBToLinear(color.b);
  5435. return this;
  5436. };
  5437. _proto.copyLinearToSRGB = function copyLinearToSRGB(color) {
  5438. this.r = LinearToSRGB(color.r);
  5439. this.g = LinearToSRGB(color.g);
  5440. this.b = LinearToSRGB(color.b);
  5441. return this;
  5442. };
  5443. _proto.convertSRGBToLinear = function convertSRGBToLinear() {
  5444. this.copySRGBToLinear(this);
  5445. return this;
  5446. };
  5447. _proto.convertLinearToSRGB = function convertLinearToSRGB() {
  5448. this.copyLinearToSRGB(this);
  5449. return this;
  5450. };
  5451. _proto.getHex = function getHex() {
  5452. return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
  5453. };
  5454. _proto.getHexString = function getHexString() {
  5455. return ('000000' + this.getHex().toString(16)).slice(-6);
  5456. };
  5457. _proto.getHSL = function getHSL(target) {
  5458. // h,s,l ranges are in 0.0 - 1.0
  5459. if (target === undefined) {
  5460. console.warn('THREE.Color: .getHSL() target is now required');
  5461. target = {
  5462. h: 0,
  5463. s: 0,
  5464. l: 0
  5465. };
  5466. }
  5467. var r = this.r,
  5468. g = this.g,
  5469. b = this.b;
  5470. var max = Math.max(r, g, b);
  5471. var min = Math.min(r, g, b);
  5472. var hue, saturation;
  5473. var lightness = (min + max) / 2.0;
  5474. if (min === max) {
  5475. hue = 0;
  5476. saturation = 0;
  5477. } else {
  5478. var delta = max - min;
  5479. saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
  5480. switch (max) {
  5481. case r:
  5482. hue = (g - b) / delta + (g < b ? 6 : 0);
  5483. break;
  5484. case g:
  5485. hue = (b - r) / delta + 2;
  5486. break;
  5487. case b:
  5488. hue = (r - g) / delta + 4;
  5489. break;
  5490. }
  5491. hue /= 6;
  5492. }
  5493. target.h = hue;
  5494. target.s = saturation;
  5495. target.l = lightness;
  5496. return target;
  5497. };
  5498. _proto.getStyle = function getStyle() {
  5499. return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
  5500. };
  5501. _proto.offsetHSL = function offsetHSL(h, s, l) {
  5502. this.getHSL(_hslA);
  5503. _hslA.h += h;
  5504. _hslA.s += s;
  5505. _hslA.l += l;
  5506. this.setHSL(_hslA.h, _hslA.s, _hslA.l);
  5507. return this;
  5508. };
  5509. _proto.add = function add(color) {
  5510. this.r += color.r;
  5511. this.g += color.g;
  5512. this.b += color.b;
  5513. return this;
  5514. };
  5515. _proto.addColors = function addColors(color1, color2) {
  5516. this.r = color1.r + color2.r;
  5517. this.g = color1.g + color2.g;
  5518. this.b = color1.b + color2.b;
  5519. return this;
  5520. };
  5521. _proto.addScalar = function addScalar(s) {
  5522. this.r += s;
  5523. this.g += s;
  5524. this.b += s;
  5525. return this;
  5526. };
  5527. _proto.sub = function sub(color) {
  5528. this.r = Math.max(0, this.r - color.r);
  5529. this.g = Math.max(0, this.g - color.g);
  5530. this.b = Math.max(0, this.b - color.b);
  5531. return this;
  5532. };
  5533. _proto.multiply = function multiply(color) {
  5534. this.r *= color.r;
  5535. this.g *= color.g;
  5536. this.b *= color.b;
  5537. return this;
  5538. };
  5539. _proto.multiplyScalar = function multiplyScalar(s) {
  5540. this.r *= s;
  5541. this.g *= s;
  5542. this.b *= s;
  5543. return this;
  5544. };
  5545. _proto.lerp = function lerp(color, alpha) {
  5546. this.r += (color.r - this.r) * alpha;
  5547. this.g += (color.g - this.g) * alpha;
  5548. this.b += (color.b - this.b) * alpha;
  5549. return this;
  5550. };
  5551. _proto.lerpHSL = function lerpHSL(color, alpha) {
  5552. this.getHSL(_hslA);
  5553. color.getHSL(_hslB);
  5554. var h = MathUtils.lerp(_hslA.h, _hslB.h, alpha);
  5555. var s = MathUtils.lerp(_hslA.s, _hslB.s, alpha);
  5556. var l = MathUtils.lerp(_hslA.l, _hslB.l, alpha);
  5557. this.setHSL(h, s, l);
  5558. return this;
  5559. };
  5560. _proto.equals = function equals(c) {
  5561. return c.r === this.r && c.g === this.g && c.b === this.b;
  5562. };
  5563. _proto.fromArray = function fromArray(array, offset) {
  5564. if (offset === void 0) {
  5565. offset = 0;
  5566. }
  5567. this.r = array[offset];
  5568. this.g = array[offset + 1];
  5569. this.b = array[offset + 2];
  5570. return this;
  5571. };
  5572. _proto.toArray = function toArray(array, offset) {
  5573. if (array === void 0) {
  5574. array = [];
  5575. }
  5576. if (offset === void 0) {
  5577. offset = 0;
  5578. }
  5579. array[offset] = this.r;
  5580. array[offset + 1] = this.g;
  5581. array[offset + 2] = this.b;
  5582. return array;
  5583. };
  5584. _proto.fromBufferAttribute = function fromBufferAttribute(attribute, index) {
  5585. this.r = attribute.getX(index);
  5586. this.g = attribute.getY(index);
  5587. this.b = attribute.getZ(index);
  5588. if (attribute.normalized === true) {
  5589. // assuming Uint8Array
  5590. this.r /= 255;
  5591. this.g /= 255;
  5592. this.b /= 255;
  5593. }
  5594. return this;
  5595. };
  5596. _proto.toJSON = function toJSON() {
  5597. return this.getHex();
  5598. };
  5599. return Color;
  5600. }();
  5601. Color.NAMES = _colorKeywords;
  5602. Color.prototype.r = 1;
  5603. Color.prototype.g = 1;
  5604. Color.prototype.b = 1;
  5605. var Face3 = /*#__PURE__*/function () {
  5606. function Face3(a, b, c, normal, color, materialIndex) {
  5607. if (materialIndex === void 0) {
  5608. materialIndex = 0;
  5609. }
  5610. this.a = a;
  5611. this.b = b;
  5612. this.c = c;
  5613. this.normal = normal && normal.isVector3 ? normal : new Vector3();
  5614. this.vertexNormals = Array.isArray(normal) ? normal : [];
  5615. this.color = color && color.isColor ? color : new Color();
  5616. this.vertexColors = Array.isArray(color) ? color : [];
  5617. this.materialIndex = materialIndex;
  5618. }
  5619. var _proto = Face3.prototype;
  5620. _proto.clone = function clone() {
  5621. return new this.constructor().copy(this);
  5622. };
  5623. _proto.copy = function copy(source) {
  5624. this.a = source.a;
  5625. this.b = source.b;
  5626. this.c = source.c;
  5627. this.normal.copy(source.normal);
  5628. this.color.copy(source.color);
  5629. this.materialIndex = source.materialIndex;
  5630. for (var i = 0, il = source.vertexNormals.length; i < il; i++) {
  5631. this.vertexNormals[i] = source.vertexNormals[i].clone();
  5632. }
  5633. for (var _i = 0, _il = source.vertexColors.length; _i < _il; _i++) {
  5634. this.vertexColors[_i] = source.vertexColors[_i].clone();
  5635. }
  5636. return this;
  5637. };
  5638. return Face3;
  5639. }();
  5640. var materialId = 0;
  5641. function Material() {
  5642. Object.defineProperty(this, 'id', {
  5643. value: materialId++
  5644. });
  5645. this.uuid = MathUtils.generateUUID();
  5646. this.name = '';
  5647. this.type = 'Material';
  5648. this.fog = true;
  5649. this.blending = NormalBlending;
  5650. this.side = FrontSide;
  5651. this.flatShading = false;
  5652. this.vertexColors = false;
  5653. this.opacity = 1;
  5654. this.transparent = false;
  5655. this.blendSrc = SrcAlphaFactor;
  5656. this.blendDst = OneMinusSrcAlphaFactor;
  5657. this.blendEquation = AddEquation;
  5658. this.blendSrcAlpha = null;
  5659. this.blendDstAlpha = null;
  5660. this.blendEquationAlpha = null;
  5661. this.depthFunc = LessEqualDepth;
  5662. this.depthTest = true;
  5663. this.depthWrite = true;
  5664. this.stencilWriteMask = 0xff;
  5665. this.stencilFunc = AlwaysStencilFunc;
  5666. this.stencilRef = 0;
  5667. this.stencilFuncMask = 0xff;
  5668. this.stencilFail = KeepStencilOp;
  5669. this.stencilZFail = KeepStencilOp;
  5670. this.stencilZPass = KeepStencilOp;
  5671. this.stencilWrite = false;
  5672. this.clippingPlanes = null;
  5673. this.clipIntersection = false;
  5674. this.clipShadows = false;
  5675. this.shadowSide = null;
  5676. this.colorWrite = true;
  5677. this.precision = null; // override the renderer's default precision for this material
  5678. this.polygonOffset = false;
  5679. this.polygonOffsetFactor = 0;
  5680. this.polygonOffsetUnits = 0;
  5681. this.dithering = false;
  5682. this.alphaTest = 0;
  5683. this.premultipliedAlpha = false;
  5684. this.visible = true;
  5685. this.toneMapped = true;
  5686. this.userData = {};
  5687. this.version = 0;
  5688. }
  5689. Material.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  5690. constructor: Material,
  5691. isMaterial: true,
  5692. onBeforeCompile: function onBeforeCompile()
  5693. /* shaderobject, renderer */
  5694. {},
  5695. customProgramCacheKey: function customProgramCacheKey() {
  5696. return this.onBeforeCompile.toString();
  5697. },
  5698. setValues: function setValues(values) {
  5699. if (values === undefined) return;
  5700. for (var key in values) {
  5701. var newValue = values[key];
  5702. if (newValue === undefined) {
  5703. console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
  5704. continue;
  5705. } // for backward compatability if shading is set in the constructor
  5706. if (key === 'shading') {
  5707. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  5708. this.flatShading = newValue === FlatShading ? true : false;
  5709. continue;
  5710. }
  5711. var currentValue = this[key];
  5712. if (currentValue === undefined) {
  5713. console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
  5714. continue;
  5715. }
  5716. if (currentValue && currentValue.isColor) {
  5717. currentValue.set(newValue);
  5718. } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
  5719. currentValue.copy(newValue);
  5720. } else {
  5721. this[key] = newValue;
  5722. }
  5723. }
  5724. },
  5725. toJSON: function toJSON(meta) {
  5726. var isRoot = meta === undefined || typeof meta === 'string';
  5727. if (isRoot) {
  5728. meta = {
  5729. textures: {},
  5730. images: {}
  5731. };
  5732. }
  5733. var data = {
  5734. metadata: {
  5735. version: 4.5,
  5736. type: 'Material',
  5737. generator: 'Material.toJSON'
  5738. }
  5739. }; // standard Material serialization
  5740. data.uuid = this.uuid;
  5741. data.type = this.type;
  5742. if (this.name !== '') data.name = this.name;
  5743. if (this.color && this.color.isColor) data.color = this.color.getHex();
  5744. if (this.roughness !== undefined) data.roughness = this.roughness;
  5745. if (this.metalness !== undefined) data.metalness = this.metalness;
  5746. if (this.sheen && this.sheen.isColor) data.sheen = this.sheen.getHex();
  5747. if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
  5748. if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
  5749. if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
  5750. if (this.shininess !== undefined) data.shininess = this.shininess;
  5751. if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;
  5752. if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;
  5753. if (this.clearcoatMap && this.clearcoatMap.isTexture) {
  5754. data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
  5755. }
  5756. if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
  5757. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
  5758. }
  5759. if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
  5760. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
  5761. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5762. }
  5763. if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
  5764. if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
  5765. if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
  5766. if (this.lightMap && this.lightMap.isTexture) data.lightMap = this.lightMap.toJSON(meta).uuid;
  5767. if (this.aoMap && this.aoMap.isTexture) {
  5768. data.aoMap = this.aoMap.toJSON(meta).uuid;
  5769. data.aoMapIntensity = this.aoMapIntensity;
  5770. }
  5771. if (this.bumpMap && this.bumpMap.isTexture) {
  5772. data.bumpMap = this.bumpMap.toJSON(meta).uuid;
  5773. data.bumpScale = this.bumpScale;
  5774. }
  5775. if (this.normalMap && this.normalMap.isTexture) {
  5776. data.normalMap = this.normalMap.toJSON(meta).uuid;
  5777. data.normalMapType = this.normalMapType;
  5778. data.normalScale = this.normalScale.toArray();
  5779. }
  5780. if (this.displacementMap && this.displacementMap.isTexture) {
  5781. data.displacementMap = this.displacementMap.toJSON(meta).uuid;
  5782. data.displacementScale = this.displacementScale;
  5783. data.displacementBias = this.displacementBias;
  5784. }
  5785. if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
  5786. if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
  5787. if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
  5788. if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
  5789. if (this.envMap && this.envMap.isTexture) {
  5790. data.envMap = this.envMap.toJSON(meta).uuid;
  5791. data.reflectivity = this.reflectivity; // Scale behind envMap
  5792. data.refractionRatio = this.refractionRatio;
  5793. if (this.combine !== undefined) data.combine = this.combine;
  5794. if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
  5795. }
  5796. if (this.gradientMap && this.gradientMap.isTexture) {
  5797. data.gradientMap = this.gradientMap.toJSON(meta).uuid;
  5798. }
  5799. if (this.size !== undefined) data.size = this.size;
  5800. if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
  5801. if (this.blending !== NormalBlending) data.blending = this.blending;
  5802. if (this.flatShading === true) data.flatShading = this.flatShading;
  5803. if (this.side !== FrontSide) data.side = this.side;
  5804. if (this.vertexColors) data.vertexColors = true;
  5805. if (this.opacity < 1) data.opacity = this.opacity;
  5806. if (this.transparent === true) data.transparent = this.transparent;
  5807. data.depthFunc = this.depthFunc;
  5808. data.depthTest = this.depthTest;
  5809. data.depthWrite = this.depthWrite;
  5810. data.stencilWrite = this.stencilWrite;
  5811. data.stencilWriteMask = this.stencilWriteMask;
  5812. data.stencilFunc = this.stencilFunc;
  5813. data.stencilRef = this.stencilRef;
  5814. data.stencilFuncMask = this.stencilFuncMask;
  5815. data.stencilFail = this.stencilFail;
  5816. data.stencilZFail = this.stencilZFail;
  5817. data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
  5818. if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
  5819. if (this.polygonOffset === true) data.polygonOffset = true;
  5820. if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5821. if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5822. if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;
  5823. if (this.dashSize !== undefined) data.dashSize = this.dashSize;
  5824. if (this.gapSize !== undefined) data.gapSize = this.gapSize;
  5825. if (this.scale !== undefined) data.scale = this.scale;
  5826. if (this.dithering === true) data.dithering = true;
  5827. if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
  5828. if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;
  5829. if (this.wireframe === true) data.wireframe = this.wireframe;
  5830. if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
  5831. if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;
  5832. if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;
  5833. if (this.morphTargets === true) data.morphTargets = true;
  5834. if (this.morphNormals === true) data.morphNormals = true;
  5835. if (this.skinning === true) data.skinning = true;
  5836. if (this.visible === false) data.visible = false;
  5837. if (this.toneMapped === false) data.toneMapped = false;
  5838. if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
  5839. function extractFromCache(cache) {
  5840. var values = [];
  5841. for (var key in cache) {
  5842. var _data = cache[key];
  5843. delete _data.metadata;
  5844. values.push(_data);
  5845. }
  5846. return values;
  5847. }
  5848. if (isRoot) {
  5849. var textures = extractFromCache(meta.textures);
  5850. var images = extractFromCache(meta.images);
  5851. if (textures.length > 0) data.textures = textures;
  5852. if (images.length > 0) data.images = images;
  5853. }
  5854. return data;
  5855. },
  5856. clone: function clone() {
  5857. return new this.constructor().copy(this);
  5858. },
  5859. copy: function copy(source) {
  5860. this.name = source.name;
  5861. this.fog = source.fog;
  5862. this.blending = source.blending;
  5863. this.side = source.side;
  5864. this.flatShading = source.flatShading;
  5865. this.vertexColors = source.vertexColors;
  5866. this.opacity = source.opacity;
  5867. this.transparent = source.transparent;
  5868. this.blendSrc = source.blendSrc;
  5869. this.blendDst = source.blendDst;
  5870. this.blendEquation = source.blendEquation;
  5871. this.blendSrcAlpha = source.blendSrcAlpha;
  5872. this.blendDstAlpha = source.blendDstAlpha;
  5873. this.blendEquationAlpha = source.blendEquationAlpha;
  5874. this.depthFunc = source.depthFunc;
  5875. this.depthTest = source.depthTest;
  5876. this.depthWrite = source.depthWrite;
  5877. this.stencilWriteMask = source.stencilWriteMask;
  5878. this.stencilFunc = source.stencilFunc;
  5879. this.stencilRef = source.stencilRef;
  5880. this.stencilFuncMask = source.stencilFuncMask;
  5881. this.stencilFail = source.stencilFail;
  5882. this.stencilZFail = source.stencilZFail;
  5883. this.stencilZPass = source.stencilZPass;
  5884. this.stencilWrite = source.stencilWrite;
  5885. var srcPlanes = source.clippingPlanes;
  5886. var dstPlanes = null;
  5887. if (srcPlanes !== null) {
  5888. var n = srcPlanes.length;
  5889. dstPlanes = new Array(n);
  5890. for (var i = 0; i !== n; ++i) {
  5891. dstPlanes[i] = srcPlanes[i].clone();
  5892. }
  5893. }
  5894. this.clippingPlanes = dstPlanes;
  5895. this.clipIntersection = source.clipIntersection;
  5896. this.clipShadows = source.clipShadows;
  5897. this.shadowSide = source.shadowSide;
  5898. this.colorWrite = source.colorWrite;
  5899. this.precision = source.precision;
  5900. this.polygonOffset = source.polygonOffset;
  5901. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5902. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5903. this.dithering = source.dithering;
  5904. this.alphaTest = source.alphaTest;
  5905. this.premultipliedAlpha = source.premultipliedAlpha;
  5906. this.visible = source.visible;
  5907. this.toneMapped = source.toneMapped;
  5908. this.userData = JSON.parse(JSON.stringify(source.userData));
  5909. return this;
  5910. },
  5911. dispose: function dispose() {
  5912. this.dispatchEvent({
  5913. type: 'dispose'
  5914. });
  5915. }
  5916. });
  5917. Object.defineProperty(Material.prototype, 'needsUpdate', {
  5918. set: function set(value) {
  5919. if (value === true) this.version++;
  5920. }
  5921. });
  5922. /**
  5923. * parameters = {
  5924. * color: <hex>,
  5925. * opacity: <float>,
  5926. * map: new THREE.Texture( <Image> ),
  5927. *
  5928. * lightMap: new THREE.Texture( <Image> ),
  5929. * lightMapIntensity: <float>
  5930. *
  5931. * aoMap: new THREE.Texture( <Image> ),
  5932. * aoMapIntensity: <float>
  5933. *
  5934. * specularMap: new THREE.Texture( <Image> ),
  5935. *
  5936. * alphaMap: new THREE.Texture( <Image> ),
  5937. *
  5938. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5939. * combine: THREE.Multiply,
  5940. * reflectivity: <float>,
  5941. * refractionRatio: <float>,
  5942. *
  5943. * depthTest: <bool>,
  5944. * depthWrite: <bool>,
  5945. *
  5946. * wireframe: <boolean>,
  5947. * wireframeLinewidth: <float>,
  5948. *
  5949. * skinning: <bool>,
  5950. * morphTargets: <bool>
  5951. * }
  5952. */
  5953. function MeshBasicMaterial(parameters) {
  5954. Material.call(this);
  5955. this.type = 'MeshBasicMaterial';
  5956. this.color = new Color(0xffffff); // emissive
  5957. this.map = null;
  5958. this.lightMap = null;
  5959. this.lightMapIntensity = 1.0;
  5960. this.aoMap = null;
  5961. this.aoMapIntensity = 1.0;
  5962. this.specularMap = null;
  5963. this.alphaMap = null;
  5964. this.envMap = null;
  5965. this.combine = MultiplyOperation;
  5966. this.reflectivity = 1;
  5967. this.refractionRatio = 0.98;
  5968. this.wireframe = false;
  5969. this.wireframeLinewidth = 1;
  5970. this.wireframeLinecap = 'round';
  5971. this.wireframeLinejoin = 'round';
  5972. this.skinning = false;
  5973. this.morphTargets = false;
  5974. this.setValues(parameters);
  5975. }
  5976. MeshBasicMaterial.prototype = Object.create(Material.prototype);
  5977. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5978. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5979. MeshBasicMaterial.prototype.copy = function (source) {
  5980. Material.prototype.copy.call(this, source);
  5981. this.color.copy(source.color);
  5982. this.map = source.map;
  5983. this.lightMap = source.lightMap;
  5984. this.lightMapIntensity = source.lightMapIntensity;
  5985. this.aoMap = source.aoMap;
  5986. this.aoMapIntensity = source.aoMapIntensity;
  5987. this.specularMap = source.specularMap;
  5988. this.alphaMap = source.alphaMap;
  5989. this.envMap = source.envMap;
  5990. this.combine = source.combine;
  5991. this.reflectivity = source.reflectivity;
  5992. this.refractionRatio = source.refractionRatio;
  5993. this.wireframe = source.wireframe;
  5994. this.wireframeLinewidth = source.wireframeLinewidth;
  5995. this.wireframeLinecap = source.wireframeLinecap;
  5996. this.wireframeLinejoin = source.wireframeLinejoin;
  5997. this.skinning = source.skinning;
  5998. this.morphTargets = source.morphTargets;
  5999. return this;
  6000. };
  6001. var _vector$3 = new Vector3();
  6002. var _vector2$1 = new Vector2();
  6003. function BufferAttribute(array, itemSize, normalized) {
  6004. if (Array.isArray(array)) {
  6005. throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
  6006. }
  6007. this.name = '';
  6008. this.array = array;
  6009. this.itemSize = itemSize;
  6010. this.count = array !== undefined ? array.length / itemSize : 0;
  6011. this.normalized = normalized === true;
  6012. this.usage = StaticDrawUsage;
  6013. this.updateRange = {
  6014. offset: 0,
  6015. count: -1
  6016. };
  6017. this.version = 0;
  6018. }
  6019. Object.defineProperty(BufferAttribute.prototype, 'needsUpdate', {
  6020. set: function set(value) {
  6021. if (value === true) this.version++;
  6022. }
  6023. });
  6024. Object.assign(BufferAttribute.prototype, {
  6025. isBufferAttribute: true,
  6026. onUploadCallback: function onUploadCallback() {},
  6027. setUsage: function setUsage(value) {
  6028. this.usage = value;
  6029. return this;
  6030. },
  6031. copy: function copy(source) {
  6032. this.name = source.name;
  6033. this.array = new source.array.constructor(source.array);
  6034. this.itemSize = source.itemSize;
  6035. this.count = source.count;
  6036. this.normalized = source.normalized;
  6037. this.usage = source.usage;
  6038. return this;
  6039. },
  6040. copyAt: function copyAt(index1, attribute, index2) {
  6041. index1 *= this.itemSize;
  6042. index2 *= attribute.itemSize;
  6043. for (var i = 0, l = this.itemSize; i < l; i++) {
  6044. this.array[index1 + i] = attribute.array[index2 + i];
  6045. }
  6046. return this;
  6047. },
  6048. copyArray: function copyArray(array) {
  6049. this.array.set(array);
  6050. return this;
  6051. },
  6052. copyColorsArray: function copyColorsArray(colors) {
  6053. var array = this.array;
  6054. var offset = 0;
  6055. for (var i = 0, l = colors.length; i < l; i++) {
  6056. var color = colors[i];
  6057. if (color === undefined) {
  6058. console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
  6059. color = new Color();
  6060. }
  6061. array[offset++] = color.r;
  6062. array[offset++] = color.g;
  6063. array[offset++] = color.b;
  6064. }
  6065. return this;
  6066. },
  6067. copyVector2sArray: function copyVector2sArray(vectors) {
  6068. var array = this.array;
  6069. var offset = 0;
  6070. for (var i = 0, l = vectors.length; i < l; i++) {
  6071. var vector = vectors[i];
  6072. if (vector === undefined) {
  6073. console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
  6074. vector = new Vector2();
  6075. }
  6076. array[offset++] = vector.x;
  6077. array[offset++] = vector.y;
  6078. }
  6079. return this;
  6080. },
  6081. copyVector3sArray: function copyVector3sArray(vectors) {
  6082. var array = this.array;
  6083. var offset = 0;
  6084. for (var i = 0, l = vectors.length; i < l; i++) {
  6085. var vector = vectors[i];
  6086. if (vector === undefined) {
  6087. console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
  6088. vector = new Vector3();
  6089. }
  6090. array[offset++] = vector.x;
  6091. array[offset++] = vector.y;
  6092. array[offset++] = vector.z;
  6093. }
  6094. return this;
  6095. },
  6096. copyVector4sArray: function copyVector4sArray(vectors) {
  6097. var array = this.array;
  6098. var offset = 0;
  6099. for (var i = 0, l = vectors.length; i < l; i++) {
  6100. var vector = vectors[i];
  6101. if (vector === undefined) {
  6102. console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
  6103. vector = new Vector4();
  6104. }
  6105. array[offset++] = vector.x;
  6106. array[offset++] = vector.y;
  6107. array[offset++] = vector.z;
  6108. array[offset++] = vector.w;
  6109. }
  6110. return this;
  6111. },
  6112. applyMatrix3: function applyMatrix3(m) {
  6113. if (this.itemSize === 2) {
  6114. for (var i = 0, l = this.count; i < l; i++) {
  6115. _vector2$1.fromBufferAttribute(this, i);
  6116. _vector2$1.applyMatrix3(m);
  6117. this.setXY(i, _vector2$1.x, _vector2$1.y);
  6118. }
  6119. } else if (this.itemSize === 3) {
  6120. for (var _i = 0, _l = this.count; _i < _l; _i++) {
  6121. _vector$3.fromBufferAttribute(this, _i);
  6122. _vector$3.applyMatrix3(m);
  6123. this.setXYZ(_i, _vector$3.x, _vector$3.y, _vector$3.z);
  6124. }
  6125. }
  6126. return this;
  6127. },
  6128. applyMatrix4: function applyMatrix4(m) {
  6129. for (var i = 0, l = this.count; i < l; i++) {
  6130. _vector$3.x = this.getX(i);
  6131. _vector$3.y = this.getY(i);
  6132. _vector$3.z = this.getZ(i);
  6133. _vector$3.applyMatrix4(m);
  6134. this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z);
  6135. }
  6136. return this;
  6137. },
  6138. applyNormalMatrix: function applyNormalMatrix(m) {
  6139. for (var i = 0, l = this.count; i < l; i++) {
  6140. _vector$3.x = this.getX(i);
  6141. _vector$3.y = this.getY(i);
  6142. _vector$3.z = this.getZ(i);
  6143. _vector$3.applyNormalMatrix(m);
  6144. this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z);
  6145. }
  6146. return this;
  6147. },
  6148. transformDirection: function transformDirection(m) {
  6149. for (var i = 0, l = this.count; i < l; i++) {
  6150. _vector$3.x = this.getX(i);
  6151. _vector$3.y = this.getY(i);
  6152. _vector$3.z = this.getZ(i);
  6153. _vector$3.transformDirection(m);
  6154. this.setXYZ(i, _vector$3.x, _vector$3.y, _vector$3.z);
  6155. }
  6156. return this;
  6157. },
  6158. set: function set(value, offset) {
  6159. if (offset === void 0) {
  6160. offset = 0;
  6161. }
  6162. this.array.set(value, offset);
  6163. return this;
  6164. },
  6165. getX: function getX(index) {
  6166. return this.array[index * this.itemSize];
  6167. },
  6168. setX: function setX(index, x) {
  6169. this.array[index * this.itemSize] = x;
  6170. return this;
  6171. },
  6172. getY: function getY(index) {
  6173. return this.array[index * this.itemSize + 1];
  6174. },
  6175. setY: function setY(index, y) {
  6176. this.array[index * this.itemSize + 1] = y;
  6177. return this;
  6178. },
  6179. getZ: function getZ(index) {
  6180. return this.array[index * this.itemSize + 2];
  6181. },
  6182. setZ: function setZ(index, z) {
  6183. this.array[index * this.itemSize + 2] = z;
  6184. return this;
  6185. },
  6186. getW: function getW(index) {
  6187. return this.array[index * this.itemSize + 3];
  6188. },
  6189. setW: function setW(index, w) {
  6190. this.array[index * this.itemSize + 3] = w;
  6191. return this;
  6192. },
  6193. setXY: function setXY(index, x, y) {
  6194. index *= this.itemSize;
  6195. this.array[index + 0] = x;
  6196. this.array[index + 1] = y;
  6197. return this;
  6198. },
  6199. setXYZ: function setXYZ(index, x, y, z) {
  6200. index *= this.itemSize;
  6201. this.array[index + 0] = x;
  6202. this.array[index + 1] = y;
  6203. this.array[index + 2] = z;
  6204. return this;
  6205. },
  6206. setXYZW: function setXYZW(index, x, y, z, w) {
  6207. index *= this.itemSize;
  6208. this.array[index + 0] = x;
  6209. this.array[index + 1] = y;
  6210. this.array[index + 2] = z;
  6211. this.array[index + 3] = w;
  6212. return this;
  6213. },
  6214. onUpload: function onUpload(callback) {
  6215. this.onUploadCallback = callback;
  6216. return this;
  6217. },
  6218. clone: function clone() {
  6219. return new this.constructor(this.array, this.itemSize).copy(this);
  6220. },
  6221. toJSON: function toJSON() {
  6222. return {
  6223. itemSize: this.itemSize,
  6224. type: this.array.constructor.name,
  6225. array: Array.prototype.slice.call(this.array),
  6226. normalized: this.normalized
  6227. };
  6228. }
  6229. }); //
  6230. function Int8BufferAttribute(array, itemSize, normalized) {
  6231. BufferAttribute.call(this, new Int8Array(array), itemSize, normalized);
  6232. }
  6233. Int8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6234. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6235. function Uint8BufferAttribute(array, itemSize, normalized) {
  6236. BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized);
  6237. }
  6238. Uint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6239. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6240. function Uint8ClampedBufferAttribute(array, itemSize, normalized) {
  6241. BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized);
  6242. }
  6243. Uint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6244. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6245. function Int16BufferAttribute(array, itemSize, normalized) {
  6246. BufferAttribute.call(this, new Int16Array(array), itemSize, normalized);
  6247. }
  6248. Int16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6249. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6250. function Uint16BufferAttribute(array, itemSize, normalized) {
  6251. BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);
  6252. }
  6253. Uint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6254. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6255. function Int32BufferAttribute(array, itemSize, normalized) {
  6256. BufferAttribute.call(this, new Int32Array(array), itemSize, normalized);
  6257. }
  6258. Int32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6259. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6260. function Uint32BufferAttribute(array, itemSize, normalized) {
  6261. BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized);
  6262. }
  6263. Uint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6264. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6265. function Float16BufferAttribute(array, itemSize, normalized) {
  6266. BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);
  6267. }
  6268. Float16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6269. Float16BufferAttribute.prototype.constructor = Float16BufferAttribute;
  6270. Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
  6271. function Float32BufferAttribute(array, itemSize, normalized) {
  6272. BufferAttribute.call(this, new Float32Array(array), itemSize, normalized);
  6273. }
  6274. Float32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6275. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6276. function Float64BufferAttribute(array, itemSize, normalized) {
  6277. BufferAttribute.call(this, new Float64Array(array), itemSize, normalized);
  6278. }
  6279. Float64BufferAttribute.prototype = Object.create(BufferAttribute.prototype);
  6280. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; //
  6281. var DirectGeometry = /*#__PURE__*/function () {
  6282. function DirectGeometry() {
  6283. this.vertices = [];
  6284. this.normals = [];
  6285. this.colors = [];
  6286. this.uvs = [];
  6287. this.uvs2 = [];
  6288. this.groups = [];
  6289. this.morphTargets = {};
  6290. this.skinWeights = [];
  6291. this.skinIndices = []; // this.lineDistances = [];
  6292. this.boundingBox = null;
  6293. this.boundingSphere = null; // update flags
  6294. this.verticesNeedUpdate = false;
  6295. this.normalsNeedUpdate = false;
  6296. this.colorsNeedUpdate = false;
  6297. this.uvsNeedUpdate = false;
  6298. this.groupsNeedUpdate = false;
  6299. }
  6300. var _proto = DirectGeometry.prototype;
  6301. _proto.computeGroups = function computeGroups(geometry) {
  6302. var groups = [];
  6303. var group, i;
  6304. var materialIndex = undefined;
  6305. var faces = geometry.faces;
  6306. for (i = 0; i < faces.length; i++) {
  6307. var face = faces[i]; // materials
  6308. if (face.materialIndex !== materialIndex) {
  6309. materialIndex = face.materialIndex;
  6310. if (group !== undefined) {
  6311. group.count = i * 3 - group.start;
  6312. groups.push(group);
  6313. }
  6314. group = {
  6315. start: i * 3,
  6316. materialIndex: materialIndex
  6317. };
  6318. }
  6319. }
  6320. if (group !== undefined) {
  6321. group.count = i * 3 - group.start;
  6322. groups.push(group);
  6323. }
  6324. this.groups = groups;
  6325. };
  6326. _proto.fromGeometry = function fromGeometry(geometry) {
  6327. var faces = geometry.faces;
  6328. var vertices = geometry.vertices;
  6329. var faceVertexUvs = geometry.faceVertexUvs;
  6330. var hasFaceVertexUv = faceVertexUvs[0] && faceVertexUvs[0].length > 0;
  6331. var hasFaceVertexUv2 = faceVertexUvs[1] && faceVertexUvs[1].length > 0; // morphs
  6332. var morphTargets = geometry.morphTargets;
  6333. var morphTargetsLength = morphTargets.length;
  6334. var morphTargetsPosition;
  6335. if (morphTargetsLength > 0) {
  6336. morphTargetsPosition = [];
  6337. for (var i = 0; i < morphTargetsLength; i++) {
  6338. morphTargetsPosition[i] = {
  6339. name: morphTargets[i].name,
  6340. data: []
  6341. };
  6342. }
  6343. this.morphTargets.position = morphTargetsPosition;
  6344. }
  6345. var morphNormals = geometry.morphNormals;
  6346. var morphNormalsLength = morphNormals.length;
  6347. var morphTargetsNormal;
  6348. if (morphNormalsLength > 0) {
  6349. morphTargetsNormal = [];
  6350. for (var _i = 0; _i < morphNormalsLength; _i++) {
  6351. morphTargetsNormal[_i] = {
  6352. name: morphNormals[_i].name,
  6353. data: []
  6354. };
  6355. }
  6356. this.morphTargets.normal = morphTargetsNormal;
  6357. } // skins
  6358. var skinIndices = geometry.skinIndices;
  6359. var skinWeights = geometry.skinWeights;
  6360. var hasSkinIndices = skinIndices.length === vertices.length;
  6361. var hasSkinWeights = skinWeights.length === vertices.length; //
  6362. if (vertices.length > 0 && faces.length === 0) {
  6363. console.error('THREE.DirectGeometry: Faceless geometries are not supported.');
  6364. }
  6365. for (var _i2 = 0; _i2 < faces.length; _i2++) {
  6366. var face = faces[_i2];
  6367. this.vertices.push(vertices[face.a], vertices[face.b], vertices[face.c]);
  6368. var vertexNormals = face.vertexNormals;
  6369. if (vertexNormals.length === 3) {
  6370. this.normals.push(vertexNormals[0], vertexNormals[1], vertexNormals[2]);
  6371. } else {
  6372. var normal = face.normal;
  6373. this.normals.push(normal, normal, normal);
  6374. }
  6375. var vertexColors = face.vertexColors;
  6376. if (vertexColors.length === 3) {
  6377. this.colors.push(vertexColors[0], vertexColors[1], vertexColors[2]);
  6378. } else {
  6379. var color = face.color;
  6380. this.colors.push(color, color, color);
  6381. }
  6382. if (hasFaceVertexUv === true) {
  6383. var vertexUvs = faceVertexUvs[0][_i2];
  6384. if (vertexUvs !== undefined) {
  6385. this.uvs.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]);
  6386. } else {
  6387. console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', _i2);
  6388. this.uvs.push(new Vector2(), new Vector2(), new Vector2());
  6389. }
  6390. }
  6391. if (hasFaceVertexUv2 === true) {
  6392. var _vertexUvs = faceVertexUvs[1][_i2];
  6393. if (_vertexUvs !== undefined) {
  6394. this.uvs2.push(_vertexUvs[0], _vertexUvs[1], _vertexUvs[2]);
  6395. } else {
  6396. console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', _i2);
  6397. this.uvs2.push(new Vector2(), new Vector2(), new Vector2());
  6398. }
  6399. } // morphs
  6400. for (var j = 0; j < morphTargetsLength; j++) {
  6401. var morphTarget = morphTargets[j].vertices;
  6402. morphTargetsPosition[j].data.push(morphTarget[face.a], morphTarget[face.b], morphTarget[face.c]);
  6403. }
  6404. for (var _j = 0; _j < morphNormalsLength; _j++) {
  6405. var morphNormal = morphNormals[_j].vertexNormals[_i2];
  6406. morphTargetsNormal[_j].data.push(morphNormal.a, morphNormal.b, morphNormal.c);
  6407. } // skins
  6408. if (hasSkinIndices) {
  6409. this.skinIndices.push(skinIndices[face.a], skinIndices[face.b], skinIndices[face.c]);
  6410. }
  6411. if (hasSkinWeights) {
  6412. this.skinWeights.push(skinWeights[face.a], skinWeights[face.b], skinWeights[face.c]);
  6413. }
  6414. }
  6415. this.computeGroups(geometry);
  6416. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6417. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6418. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6419. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6420. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6421. if (geometry.boundingSphere !== null) {
  6422. this.boundingSphere = geometry.boundingSphere.clone();
  6423. }
  6424. if (geometry.boundingBox !== null) {
  6425. this.boundingBox = geometry.boundingBox.clone();
  6426. }
  6427. return this;
  6428. };
  6429. return DirectGeometry;
  6430. }();
  6431. function arrayMax(array) {
  6432. if (array.length === 0) return -Infinity;
  6433. var max = array[0];
  6434. for (var i = 1, l = array.length; i < l; ++i) {
  6435. if (array[i] > max) max = array[i];
  6436. }
  6437. return max;
  6438. }
  6439. var TYPED_ARRAYS = {
  6440. Int8Array: Int8Array,
  6441. Uint8Array: Uint8Array,
  6442. // Workaround for IE11 pre KB2929437. See #11440
  6443. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  6444. Int16Array: Int16Array,
  6445. Uint16Array: Uint16Array,
  6446. Int32Array: Int32Array,
  6447. Uint32Array: Uint32Array,
  6448. Float32Array: Float32Array,
  6449. Float64Array: Float64Array
  6450. };
  6451. function getTypedArray(type, buffer) {
  6452. return new TYPED_ARRAYS[type](buffer);
  6453. }
  6454. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6455. var _m1$2 = new Matrix4();
  6456. var _obj = new Object3D();
  6457. var _offset = new Vector3();
  6458. var _box$2 = new Box3();
  6459. var _boxMorphTargets = new Box3();
  6460. var _vector$4 = new Vector3();
  6461. function BufferGeometry() {
  6462. Object.defineProperty(this, 'id', {
  6463. value: _bufferGeometryId += 2
  6464. });
  6465. this.uuid = MathUtils.generateUUID();
  6466. this.name = '';
  6467. this.type = 'BufferGeometry';
  6468. this.index = null;
  6469. this.attributes = {};
  6470. this.morphAttributes = {};
  6471. this.morphTargetsRelative = false;
  6472. this.groups = [];
  6473. this.boundingBox = null;
  6474. this.boundingSphere = null;
  6475. this.drawRange = {
  6476. start: 0,
  6477. count: Infinity
  6478. };
  6479. this.userData = {};
  6480. }
  6481. BufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  6482. constructor: BufferGeometry,
  6483. isBufferGeometry: true,
  6484. getIndex: function getIndex() {
  6485. return this.index;
  6486. },
  6487. setIndex: function setIndex(index) {
  6488. if (Array.isArray(index)) {
  6489. this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
  6490. } else {
  6491. this.index = index;
  6492. }
  6493. return this;
  6494. },
  6495. getAttribute: function getAttribute(name) {
  6496. return this.attributes[name];
  6497. },
  6498. setAttribute: function setAttribute(name, attribute) {
  6499. this.attributes[name] = attribute;
  6500. return this;
  6501. },
  6502. deleteAttribute: function deleteAttribute(name) {
  6503. delete this.attributes[name];
  6504. return this;
  6505. },
  6506. hasAttribute: function hasAttribute(name) {
  6507. return this.attributes[name] !== undefined;
  6508. },
  6509. addGroup: function addGroup(start, count, materialIndex) {
  6510. if (materialIndex === void 0) {
  6511. materialIndex = 0;
  6512. }
  6513. this.groups.push({
  6514. start: start,
  6515. count: count,
  6516. materialIndex: materialIndex
  6517. });
  6518. },
  6519. clearGroups: function clearGroups() {
  6520. this.groups = [];
  6521. },
  6522. setDrawRange: function setDrawRange(start, count) {
  6523. this.drawRange.start = start;
  6524. this.drawRange.count = count;
  6525. },
  6526. applyMatrix4: function applyMatrix4(matrix) {
  6527. var position = this.attributes.position;
  6528. if (position !== undefined) {
  6529. position.applyMatrix4(matrix);
  6530. position.needsUpdate = true;
  6531. }
  6532. var normal = this.attributes.normal;
  6533. if (normal !== undefined) {
  6534. var normalMatrix = new Matrix3().getNormalMatrix(matrix);
  6535. normal.applyNormalMatrix(normalMatrix);
  6536. normal.needsUpdate = true;
  6537. }
  6538. var tangent = this.attributes.tangent;
  6539. if (tangent !== undefined) {
  6540. tangent.transformDirection(matrix);
  6541. tangent.needsUpdate = true;
  6542. }
  6543. if (this.boundingBox !== null) {
  6544. this.computeBoundingBox();
  6545. }
  6546. if (this.boundingSphere !== null) {
  6547. this.computeBoundingSphere();
  6548. }
  6549. return this;
  6550. },
  6551. rotateX: function rotateX(angle) {
  6552. // rotate geometry around world x-axis
  6553. _m1$2.makeRotationX(angle);
  6554. this.applyMatrix4(_m1$2);
  6555. return this;
  6556. },
  6557. rotateY: function rotateY(angle) {
  6558. // rotate geometry around world y-axis
  6559. _m1$2.makeRotationY(angle);
  6560. this.applyMatrix4(_m1$2);
  6561. return this;
  6562. },
  6563. rotateZ: function rotateZ(angle) {
  6564. // rotate geometry around world z-axis
  6565. _m1$2.makeRotationZ(angle);
  6566. this.applyMatrix4(_m1$2);
  6567. return this;
  6568. },
  6569. translate: function translate(x, y, z) {
  6570. // translate geometry
  6571. _m1$2.makeTranslation(x, y, z);
  6572. this.applyMatrix4(_m1$2);
  6573. return this;
  6574. },
  6575. scale: function scale(x, y, z) {
  6576. // scale geometry
  6577. _m1$2.makeScale(x, y, z);
  6578. this.applyMatrix4(_m1$2);
  6579. return this;
  6580. },
  6581. lookAt: function lookAt(vector) {
  6582. _obj.lookAt(vector);
  6583. _obj.updateMatrix();
  6584. this.applyMatrix4(_obj.matrix);
  6585. return this;
  6586. },
  6587. center: function center() {
  6588. this.computeBoundingBox();
  6589. this.boundingBox.getCenter(_offset).negate();
  6590. this.translate(_offset.x, _offset.y, _offset.z);
  6591. return this;
  6592. },
  6593. setFromObject: function setFromObject(object) {
  6594. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6595. var geometry = object.geometry;
  6596. if (object.isPoints || object.isLine) {
  6597. var positions = new Float32BufferAttribute(geometry.vertices.length * 3, 3);
  6598. var colors = new Float32BufferAttribute(geometry.colors.length * 3, 3);
  6599. this.setAttribute('position', positions.copyVector3sArray(geometry.vertices));
  6600. this.setAttribute('color', colors.copyColorsArray(geometry.colors));
  6601. if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) {
  6602. var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1);
  6603. this.setAttribute('lineDistance', lineDistances.copyArray(geometry.lineDistances));
  6604. }
  6605. if (geometry.boundingSphere !== null) {
  6606. this.boundingSphere = geometry.boundingSphere.clone();
  6607. }
  6608. if (geometry.boundingBox !== null) {
  6609. this.boundingBox = geometry.boundingBox.clone();
  6610. }
  6611. } else if (object.isMesh) {
  6612. if (geometry && geometry.isGeometry) {
  6613. this.fromGeometry(geometry);
  6614. }
  6615. }
  6616. return this;
  6617. },
  6618. setFromPoints: function setFromPoints(points) {
  6619. var position = [];
  6620. for (var i = 0, l = points.length; i < l; i++) {
  6621. var point = points[i];
  6622. position.push(point.x, point.y, point.z || 0);
  6623. }
  6624. this.setAttribute('position', new Float32BufferAttribute(position, 3));
  6625. return this;
  6626. },
  6627. updateFromObject: function updateFromObject(object) {
  6628. var geometry = object.geometry;
  6629. if (object.isMesh) {
  6630. var direct = geometry.__directGeometry;
  6631. if (geometry.elementsNeedUpdate === true) {
  6632. direct = undefined;
  6633. geometry.elementsNeedUpdate = false;
  6634. }
  6635. if (direct === undefined) {
  6636. return this.fromGeometry(geometry);
  6637. }
  6638. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6639. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6640. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6641. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6642. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6643. geometry.verticesNeedUpdate = false;
  6644. geometry.normalsNeedUpdate = false;
  6645. geometry.colorsNeedUpdate = false;
  6646. geometry.uvsNeedUpdate = false;
  6647. geometry.groupsNeedUpdate = false;
  6648. geometry = direct;
  6649. }
  6650. if (geometry.verticesNeedUpdate === true) {
  6651. var attribute = this.attributes.position;
  6652. if (attribute !== undefined) {
  6653. attribute.copyVector3sArray(geometry.vertices);
  6654. attribute.needsUpdate = true;
  6655. }
  6656. geometry.verticesNeedUpdate = false;
  6657. }
  6658. if (geometry.normalsNeedUpdate === true) {
  6659. var _attribute = this.attributes.normal;
  6660. if (_attribute !== undefined) {
  6661. _attribute.copyVector3sArray(geometry.normals);
  6662. _attribute.needsUpdate = true;
  6663. }
  6664. geometry.normalsNeedUpdate = false;
  6665. }
  6666. if (geometry.colorsNeedUpdate === true) {
  6667. var _attribute2 = this.attributes.color;
  6668. if (_attribute2 !== undefined) {
  6669. _attribute2.copyColorsArray(geometry.colors);
  6670. _attribute2.needsUpdate = true;
  6671. }
  6672. geometry.colorsNeedUpdate = false;
  6673. }
  6674. if (geometry.uvsNeedUpdate) {
  6675. var _attribute3 = this.attributes.uv;
  6676. if (_attribute3 !== undefined) {
  6677. _attribute3.copyVector2sArray(geometry.uvs);
  6678. _attribute3.needsUpdate = true;
  6679. }
  6680. geometry.uvsNeedUpdate = false;
  6681. }
  6682. if (geometry.lineDistancesNeedUpdate) {
  6683. var _attribute4 = this.attributes.lineDistance;
  6684. if (_attribute4 !== undefined) {
  6685. _attribute4.copyArray(geometry.lineDistances);
  6686. _attribute4.needsUpdate = true;
  6687. }
  6688. geometry.lineDistancesNeedUpdate = false;
  6689. }
  6690. if (geometry.groupsNeedUpdate) {
  6691. geometry.computeGroups(object.geometry);
  6692. this.groups = geometry.groups;
  6693. geometry.groupsNeedUpdate = false;
  6694. }
  6695. return this;
  6696. },
  6697. fromGeometry: function fromGeometry(geometry) {
  6698. geometry.__directGeometry = new DirectGeometry().fromGeometry(geometry);
  6699. return this.fromDirectGeometry(geometry.__directGeometry);
  6700. },
  6701. fromDirectGeometry: function fromDirectGeometry(geometry) {
  6702. var positions = new Float32Array(geometry.vertices.length * 3);
  6703. this.setAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));
  6704. if (geometry.normals.length > 0) {
  6705. var normals = new Float32Array(geometry.normals.length * 3);
  6706. this.setAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals));
  6707. }
  6708. if (geometry.colors.length > 0) {
  6709. var colors = new Float32Array(geometry.colors.length * 3);
  6710. this.setAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors));
  6711. }
  6712. if (geometry.uvs.length > 0) {
  6713. var uvs = new Float32Array(geometry.uvs.length * 2);
  6714. this.setAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs));
  6715. }
  6716. if (geometry.uvs2.length > 0) {
  6717. var uvs2 = new Float32Array(geometry.uvs2.length * 2);
  6718. this.setAttribute('uv2', new BufferAttribute(uvs2, 2).copyVector2sArray(geometry.uvs2));
  6719. } // groups
  6720. this.groups = geometry.groups; // morphs
  6721. for (var name in geometry.morphTargets) {
  6722. var array = [];
  6723. var morphTargets = geometry.morphTargets[name];
  6724. for (var i = 0, l = morphTargets.length; i < l; i++) {
  6725. var morphTarget = morphTargets[i];
  6726. var attribute = new Float32BufferAttribute(morphTarget.data.length * 3, 3);
  6727. attribute.name = morphTarget.name;
  6728. array.push(attribute.copyVector3sArray(morphTarget.data));
  6729. }
  6730. this.morphAttributes[name] = array;
  6731. } // skinning
  6732. if (geometry.skinIndices.length > 0) {
  6733. var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4);
  6734. this.setAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices));
  6735. }
  6736. if (geometry.skinWeights.length > 0) {
  6737. var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4);
  6738. this.setAttribute('skinWeight', skinWeights.copyVector4sArray(geometry.skinWeights));
  6739. } //
  6740. if (geometry.boundingSphere !== null) {
  6741. this.boundingSphere = geometry.boundingSphere.clone();
  6742. }
  6743. if (geometry.boundingBox !== null) {
  6744. this.boundingBox = geometry.boundingBox.clone();
  6745. }
  6746. return this;
  6747. },
  6748. computeBoundingBox: function computeBoundingBox() {
  6749. if (this.boundingBox === null) {
  6750. this.boundingBox = new Box3();
  6751. }
  6752. var position = this.attributes.position;
  6753. var morphAttributesPosition = this.morphAttributes.position;
  6754. if (position && position.isGLBufferAttribute) {
  6755. console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
  6756. this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
  6757. return;
  6758. }
  6759. if (position !== undefined) {
  6760. this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
  6761. if (morphAttributesPosition) {
  6762. for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6763. var morphAttribute = morphAttributesPosition[i];
  6764. _box$2.setFromBufferAttribute(morphAttribute);
  6765. if (this.morphTargetsRelative) {
  6766. _vector$4.addVectors(this.boundingBox.min, _box$2.min);
  6767. this.boundingBox.expandByPoint(_vector$4);
  6768. _vector$4.addVectors(this.boundingBox.max, _box$2.max);
  6769. this.boundingBox.expandByPoint(_vector$4);
  6770. } else {
  6771. this.boundingBox.expandByPoint(_box$2.min);
  6772. this.boundingBox.expandByPoint(_box$2.max);
  6773. }
  6774. }
  6775. }
  6776. } else {
  6777. this.boundingBox.makeEmpty();
  6778. }
  6779. if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
  6780. console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
  6781. }
  6782. },
  6783. computeBoundingSphere: function computeBoundingSphere() {
  6784. if (this.boundingSphere === null) {
  6785. this.boundingSphere = new Sphere();
  6786. }
  6787. var position = this.attributes.position;
  6788. var morphAttributesPosition = this.morphAttributes.position;
  6789. if (position && position.isGLBufferAttribute) {
  6790. console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
  6791. this.boundingSphere.set(new Vector3(), Infinity);
  6792. return;
  6793. }
  6794. if (position) {
  6795. // first, find the center of the bounding sphere
  6796. var center = this.boundingSphere.center;
  6797. _box$2.setFromBufferAttribute(position); // process morph attributes if present
  6798. if (morphAttributesPosition) {
  6799. for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6800. var morphAttribute = morphAttributesPosition[i];
  6801. _boxMorphTargets.setFromBufferAttribute(morphAttribute);
  6802. if (this.morphTargetsRelative) {
  6803. _vector$4.addVectors(_box$2.min, _boxMorphTargets.min);
  6804. _box$2.expandByPoint(_vector$4);
  6805. _vector$4.addVectors(_box$2.max, _boxMorphTargets.max);
  6806. _box$2.expandByPoint(_vector$4);
  6807. } else {
  6808. _box$2.expandByPoint(_boxMorphTargets.min);
  6809. _box$2.expandByPoint(_boxMorphTargets.max);
  6810. }
  6811. }
  6812. }
  6813. _box$2.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
  6814. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6815. var maxRadiusSq = 0;
  6816. for (var _i = 0, _il = position.count; _i < _il; _i++) {
  6817. _vector$4.fromBufferAttribute(position, _i);
  6818. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));
  6819. } // process morph attributes if present
  6820. if (morphAttributesPosition) {
  6821. for (var _i2 = 0, _il2 = morphAttributesPosition.length; _i2 < _il2; _i2++) {
  6822. var _morphAttribute = morphAttributesPosition[_i2];
  6823. var morphTargetsRelative = this.morphTargetsRelative;
  6824. for (var j = 0, jl = _morphAttribute.count; j < jl; j++) {
  6825. _vector$4.fromBufferAttribute(_morphAttribute, j);
  6826. if (morphTargetsRelative) {
  6827. _offset.fromBufferAttribute(position, j);
  6828. _vector$4.add(_offset);
  6829. }
  6830. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));
  6831. }
  6832. }
  6833. }
  6834. this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
  6835. if (isNaN(this.boundingSphere.radius)) {
  6836. console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
  6837. }
  6838. }
  6839. },
  6840. computeFaceNormals: function computeFaceNormals() {// backwards compatibility
  6841. },
  6842. computeVertexNormals: function computeVertexNormals() {
  6843. var index = this.index;
  6844. var positionAttribute = this.getAttribute('position');
  6845. if (positionAttribute !== undefined) {
  6846. var normalAttribute = this.getAttribute('normal');
  6847. if (normalAttribute === undefined) {
  6848. normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
  6849. this.setAttribute('normal', normalAttribute);
  6850. } else {
  6851. // reset existing normals to zero
  6852. for (var i = 0, il = normalAttribute.count; i < il; i++) {
  6853. normalAttribute.setXYZ(i, 0, 0, 0);
  6854. }
  6855. }
  6856. var pA = new Vector3(),
  6857. pB = new Vector3(),
  6858. pC = new Vector3();
  6859. var nA = new Vector3(),
  6860. nB = new Vector3(),
  6861. nC = new Vector3();
  6862. var cb = new Vector3(),
  6863. ab = new Vector3(); // indexed elements
  6864. if (index) {
  6865. for (var _i3 = 0, _il3 = index.count; _i3 < _il3; _i3 += 3) {
  6866. var vA = index.getX(_i3 + 0);
  6867. var vB = index.getX(_i3 + 1);
  6868. var vC = index.getX(_i3 + 2);
  6869. pA.fromBufferAttribute(positionAttribute, vA);
  6870. pB.fromBufferAttribute(positionAttribute, vB);
  6871. pC.fromBufferAttribute(positionAttribute, vC);
  6872. cb.subVectors(pC, pB);
  6873. ab.subVectors(pA, pB);
  6874. cb.cross(ab);
  6875. nA.fromBufferAttribute(normalAttribute, vA);
  6876. nB.fromBufferAttribute(normalAttribute, vB);
  6877. nC.fromBufferAttribute(normalAttribute, vC);
  6878. nA.add(cb);
  6879. nB.add(cb);
  6880. nC.add(cb);
  6881. normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
  6882. normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
  6883. normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
  6884. }
  6885. } else {
  6886. // non-indexed elements (unconnected triangle soup)
  6887. for (var _i4 = 0, _il4 = positionAttribute.count; _i4 < _il4; _i4 += 3) {
  6888. pA.fromBufferAttribute(positionAttribute, _i4 + 0);
  6889. pB.fromBufferAttribute(positionAttribute, _i4 + 1);
  6890. pC.fromBufferAttribute(positionAttribute, _i4 + 2);
  6891. cb.subVectors(pC, pB);
  6892. ab.subVectors(pA, pB);
  6893. cb.cross(ab);
  6894. normalAttribute.setXYZ(_i4 + 0, cb.x, cb.y, cb.z);
  6895. normalAttribute.setXYZ(_i4 + 1, cb.x, cb.y, cb.z);
  6896. normalAttribute.setXYZ(_i4 + 2, cb.x, cb.y, cb.z);
  6897. }
  6898. }
  6899. this.normalizeNormals();
  6900. normalAttribute.needsUpdate = true;
  6901. }
  6902. },
  6903. merge: function merge(geometry, offset) {
  6904. if (!(geometry && geometry.isBufferGeometry)) {
  6905. console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
  6906. return;
  6907. }
  6908. if (offset === undefined) {
  6909. offset = 0;
  6910. console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
  6911. }
  6912. var attributes = this.attributes;
  6913. for (var key in attributes) {
  6914. if (geometry.attributes[key] === undefined) continue;
  6915. var attribute1 = attributes[key];
  6916. var attributeArray1 = attribute1.array;
  6917. var attribute2 = geometry.attributes[key];
  6918. var attributeArray2 = attribute2.array;
  6919. var attributeOffset = attribute2.itemSize * offset;
  6920. var length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
  6921. for (var i = 0, j = attributeOffset; i < length; i++, j++) {
  6922. attributeArray1[j] = attributeArray2[i];
  6923. }
  6924. }
  6925. return this;
  6926. },
  6927. normalizeNormals: function normalizeNormals() {
  6928. var normals = this.attributes.normal;
  6929. for (var i = 0, il = normals.count; i < il; i++) {
  6930. _vector$4.fromBufferAttribute(normals, i);
  6931. _vector$4.normalize();
  6932. normals.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
  6933. }
  6934. },
  6935. toNonIndexed: function toNonIndexed() {
  6936. function convertBufferAttribute(attribute, indices) {
  6937. var array = attribute.array;
  6938. var itemSize = attribute.itemSize;
  6939. var normalized = attribute.normalized;
  6940. var array2 = new array.constructor(indices.length * itemSize);
  6941. var index = 0,
  6942. index2 = 0;
  6943. for (var i = 0, l = indices.length; i < l; i++) {
  6944. index = indices[i] * itemSize;
  6945. for (var j = 0; j < itemSize; j++) {
  6946. array2[index2++] = array[index++];
  6947. }
  6948. }
  6949. return new BufferAttribute(array2, itemSize, normalized);
  6950. } //
  6951. if (this.index === null) {
  6952. console.warn('THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.');
  6953. return this;
  6954. }
  6955. var geometry2 = new BufferGeometry();
  6956. var indices = this.index.array;
  6957. var attributes = this.attributes; // attributes
  6958. for (var name in attributes) {
  6959. var attribute = attributes[name];
  6960. var newAttribute = convertBufferAttribute(attribute, indices);
  6961. geometry2.setAttribute(name, newAttribute);
  6962. } // morph attributes
  6963. var morphAttributes = this.morphAttributes;
  6964. for (var _name in morphAttributes) {
  6965. var morphArray = [];
  6966. var morphAttribute = morphAttributes[_name]; // morphAttribute: array of Float32BufferAttributes
  6967. for (var i = 0, il = morphAttribute.length; i < il; i++) {
  6968. var _attribute5 = morphAttribute[i];
  6969. var _newAttribute = convertBufferAttribute(_attribute5, indices);
  6970. morphArray.push(_newAttribute);
  6971. }
  6972. geometry2.morphAttributes[_name] = morphArray;
  6973. }
  6974. geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
  6975. var groups = this.groups;
  6976. for (var _i5 = 0, l = groups.length; _i5 < l; _i5++) {
  6977. var group = groups[_i5];
  6978. geometry2.addGroup(group.start, group.count, group.materialIndex);
  6979. }
  6980. return geometry2;
  6981. },
  6982. toJSON: function toJSON() {
  6983. var data = {
  6984. metadata: {
  6985. version: 4.5,
  6986. type: 'BufferGeometry',
  6987. generator: 'BufferGeometry.toJSON'
  6988. }
  6989. }; // standard BufferGeometry serialization
  6990. data.uuid = this.uuid;
  6991. data.type = this.type;
  6992. if (this.name !== '') data.name = this.name;
  6993. if (Object.keys(this.userData).length > 0) data.userData = this.userData;
  6994. if (this.parameters !== undefined) {
  6995. var parameters = this.parameters;
  6996. for (var key in parameters) {
  6997. if (parameters[key] !== undefined) data[key] = parameters[key];
  6998. }
  6999. return data;
  7000. }
  7001. data.data = {
  7002. attributes: {}
  7003. };
  7004. var index = this.index;
  7005. if (index !== null) {
  7006. data.data.index = {
  7007. type: index.array.constructor.name,
  7008. array: Array.prototype.slice.call(index.array)
  7009. };
  7010. }
  7011. var attributes = this.attributes;
  7012. for (var _key in attributes) {
  7013. var attribute = attributes[_key];
  7014. var attributeData = attribute.toJSON(data.data);
  7015. if (attribute.name !== '') attributeData.name = attribute.name;
  7016. data.data.attributes[_key] = attributeData;
  7017. }
  7018. var morphAttributes = {};
  7019. var hasMorphAttributes = false;
  7020. for (var _key2 in this.morphAttributes) {
  7021. var attributeArray = this.morphAttributes[_key2];
  7022. var array = [];
  7023. for (var i = 0, il = attributeArray.length; i < il; i++) {
  7024. var _attribute6 = attributeArray[i];
  7025. var _attributeData = _attribute6.toJSON(data.data);
  7026. if (_attribute6.name !== '') _attributeData.name = _attribute6.name;
  7027. array.push(_attributeData);
  7028. }
  7029. if (array.length > 0) {
  7030. morphAttributes[_key2] = array;
  7031. hasMorphAttributes = true;
  7032. }
  7033. }
  7034. if (hasMorphAttributes) {
  7035. data.data.morphAttributes = morphAttributes;
  7036. data.data.morphTargetsRelative = this.morphTargetsRelative;
  7037. }
  7038. var groups = this.groups;
  7039. if (groups.length > 0) {
  7040. data.data.groups = JSON.parse(JSON.stringify(groups));
  7041. }
  7042. var boundingSphere = this.boundingSphere;
  7043. if (boundingSphere !== null) {
  7044. data.data.boundingSphere = {
  7045. center: boundingSphere.center.toArray(),
  7046. radius: boundingSphere.radius
  7047. };
  7048. }
  7049. return data;
  7050. },
  7051. clone: function clone() {
  7052. /*
  7053. // Handle primitives
  7054. const parameters = this.parameters;
  7055. if ( parameters !== undefined ) {
  7056. const values = [];
  7057. for ( const key in parameters ) {
  7058. values.push( parameters[ key ] );
  7059. }
  7060. const geometry = Object.create( this.constructor.prototype );
  7061. this.constructor.apply( geometry, values );
  7062. return geometry;
  7063. }
  7064. return new this.constructor().copy( this );
  7065. */
  7066. return new BufferGeometry().copy(this);
  7067. },
  7068. copy: function copy(source) {
  7069. // reset
  7070. this.index = null;
  7071. this.attributes = {};
  7072. this.morphAttributes = {};
  7073. this.groups = [];
  7074. this.boundingBox = null;
  7075. this.boundingSphere = null; // used for storing cloned, shared data
  7076. var data = {}; // name
  7077. this.name = source.name; // index
  7078. var index = source.index;
  7079. if (index !== null) {
  7080. this.setIndex(index.clone(data));
  7081. } // attributes
  7082. var attributes = source.attributes;
  7083. for (var name in attributes) {
  7084. var attribute = attributes[name];
  7085. this.setAttribute(name, attribute.clone(data));
  7086. } // morph attributes
  7087. var morphAttributes = source.morphAttributes;
  7088. for (var _name2 in morphAttributes) {
  7089. var array = [];
  7090. var morphAttribute = morphAttributes[_name2]; // morphAttribute: array of Float32BufferAttributes
  7091. for (var i = 0, l = morphAttribute.length; i < l; i++) {
  7092. array.push(morphAttribute[i].clone(data));
  7093. }
  7094. this.morphAttributes[_name2] = array;
  7095. }
  7096. this.morphTargetsRelative = source.morphTargetsRelative; // groups
  7097. var groups = source.groups;
  7098. for (var _i6 = 0, _l = groups.length; _i6 < _l; _i6++) {
  7099. var group = groups[_i6];
  7100. this.addGroup(group.start, group.count, group.materialIndex);
  7101. } // bounding box
  7102. var boundingBox = source.boundingBox;
  7103. if (boundingBox !== null) {
  7104. this.boundingBox = boundingBox.clone();
  7105. } // bounding sphere
  7106. var boundingSphere = source.boundingSphere;
  7107. if (boundingSphere !== null) {
  7108. this.boundingSphere = boundingSphere.clone();
  7109. } // draw range
  7110. this.drawRange.start = source.drawRange.start;
  7111. this.drawRange.count = source.drawRange.count; // user data
  7112. this.userData = source.userData;
  7113. return this;
  7114. },
  7115. dispose: function dispose() {
  7116. this.dispatchEvent({
  7117. type: 'dispose'
  7118. });
  7119. }
  7120. });
  7121. var _inverseMatrix = new Matrix4();
  7122. var _ray = new Ray();
  7123. var _sphere = new Sphere();
  7124. var _vA = new Vector3();
  7125. var _vB = new Vector3();
  7126. var _vC = new Vector3();
  7127. var _tempA = new Vector3();
  7128. var _tempB = new Vector3();
  7129. var _tempC = new Vector3();
  7130. var _morphA = new Vector3();
  7131. var _morphB = new Vector3();
  7132. var _morphC = new Vector3();
  7133. var _uvA = new Vector2();
  7134. var _uvB = new Vector2();
  7135. var _uvC = new Vector2();
  7136. var _intersectionPoint = new Vector3();
  7137. var _intersectionPointWorld = new Vector3();
  7138. function Mesh(geometry, material) {
  7139. Object3D.call(this);
  7140. this.type = 'Mesh';
  7141. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  7142. this.material = material !== undefined ? material : new MeshBasicMaterial();
  7143. this.updateMorphTargets();
  7144. }
  7145. Mesh.prototype = Object.assign(Object.create(Object3D.prototype), {
  7146. constructor: Mesh,
  7147. isMesh: true,
  7148. copy: function copy(source) {
  7149. Object3D.prototype.copy.call(this, source);
  7150. if (source.morphTargetInfluences !== undefined) {
  7151. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  7152. }
  7153. if (source.morphTargetDictionary !== undefined) {
  7154. this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
  7155. }
  7156. this.material = source.material;
  7157. this.geometry = source.geometry;
  7158. return this;
  7159. },
  7160. updateMorphTargets: function updateMorphTargets() {
  7161. var geometry = this.geometry;
  7162. if (geometry.isBufferGeometry) {
  7163. var morphAttributes = geometry.morphAttributes;
  7164. var keys = Object.keys(morphAttributes);
  7165. if (keys.length > 0) {
  7166. var morphAttribute = morphAttributes[keys[0]];
  7167. if (morphAttribute !== undefined) {
  7168. this.morphTargetInfluences = [];
  7169. this.morphTargetDictionary = {};
  7170. for (var m = 0, ml = morphAttribute.length; m < ml; m++) {
  7171. var name = morphAttribute[m].name || String(m);
  7172. this.morphTargetInfluences.push(0);
  7173. this.morphTargetDictionary[name] = m;
  7174. }
  7175. }
  7176. }
  7177. } else {
  7178. var morphTargets = geometry.morphTargets;
  7179. if (morphTargets !== undefined && morphTargets.length > 0) {
  7180. console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  7181. }
  7182. }
  7183. },
  7184. raycast: function raycast(raycaster, intersects) {
  7185. var geometry = this.geometry;
  7186. var material = this.material;
  7187. var matrixWorld = this.matrixWorld;
  7188. if (material === undefined) return; // Checking boundingSphere distance to ray
  7189. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  7190. _sphere.copy(geometry.boundingSphere);
  7191. _sphere.applyMatrix4(matrixWorld);
  7192. if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
  7193. _inverseMatrix.copy(matrixWorld).invert();
  7194. _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix); // Check boundingBox before continuing
  7195. if (geometry.boundingBox !== null) {
  7196. if (_ray.intersectsBox(geometry.boundingBox) === false) return;
  7197. }
  7198. var intersection;
  7199. if (geometry.isBufferGeometry) {
  7200. var index = geometry.index;
  7201. var position = geometry.attributes.position;
  7202. var morphPosition = geometry.morphAttributes.position;
  7203. var morphTargetsRelative = geometry.morphTargetsRelative;
  7204. var uv = geometry.attributes.uv;
  7205. var uv2 = geometry.attributes.uv2;
  7206. var groups = geometry.groups;
  7207. var drawRange = geometry.drawRange;
  7208. if (index !== null) {
  7209. // indexed buffer geometry
  7210. if (Array.isArray(material)) {
  7211. for (var i = 0, il = groups.length; i < il; i++) {
  7212. var group = groups[i];
  7213. var groupMaterial = material[group.materialIndex];
  7214. var start = Math.max(group.start, drawRange.start);
  7215. var end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
  7216. for (var j = start, jl = end; j < jl; j += 3) {
  7217. var a = index.getX(j);
  7218. var b = index.getX(j + 1);
  7219. var c = index.getX(j + 2);
  7220. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  7221. if (intersection) {
  7222. intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
  7223. intersection.face.materialIndex = group.materialIndex;
  7224. intersects.push(intersection);
  7225. }
  7226. }
  7227. }
  7228. } else {
  7229. var _start = Math.max(0, drawRange.start);
  7230. var _end = Math.min(index.count, drawRange.start + drawRange.count);
  7231. for (var _i = _start, _il = _end; _i < _il; _i += 3) {
  7232. var _a = index.getX(_i);
  7233. var _b = index.getX(_i + 1);
  7234. var _c = index.getX(_i + 2);
  7235. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a, _b, _c);
  7236. if (intersection) {
  7237. intersection.faceIndex = Math.floor(_i / 3); // triangle number in indexed buffer semantics
  7238. intersects.push(intersection);
  7239. }
  7240. }
  7241. }
  7242. } else if (position !== undefined) {
  7243. // non-indexed buffer geometry
  7244. if (Array.isArray(material)) {
  7245. for (var _i2 = 0, _il2 = groups.length; _i2 < _il2; _i2++) {
  7246. var _group = groups[_i2];
  7247. var _groupMaterial = material[_group.materialIndex];
  7248. var _start2 = Math.max(_group.start, drawRange.start);
  7249. var _end2 = Math.min(_group.start + _group.count, drawRange.start + drawRange.count);
  7250. for (var _j = _start2, _jl = _end2; _j < _jl; _j += 3) {
  7251. var _a2 = _j;
  7252. var _b2 = _j + 1;
  7253. var _c2 = _j + 2;
  7254. intersection = checkBufferGeometryIntersection(this, _groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a2, _b2, _c2);
  7255. if (intersection) {
  7256. intersection.faceIndex = Math.floor(_j / 3); // triangle number in non-indexed buffer semantics
  7257. intersection.face.materialIndex = _group.materialIndex;
  7258. intersects.push(intersection);
  7259. }
  7260. }
  7261. }
  7262. } else {
  7263. var _start3 = Math.max(0, drawRange.start);
  7264. var _end3 = Math.min(position.count, drawRange.start + drawRange.count);
  7265. for (var _i3 = _start3, _il3 = _end3; _i3 < _il3; _i3 += 3) {
  7266. var _a3 = _i3;
  7267. var _b3 = _i3 + 1;
  7268. var _c3 = _i3 + 2;
  7269. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a3, _b3, _c3);
  7270. if (intersection) {
  7271. intersection.faceIndex = Math.floor(_i3 / 3); // triangle number in non-indexed buffer semantics
  7272. intersects.push(intersection);
  7273. }
  7274. }
  7275. }
  7276. }
  7277. } else if (geometry.isGeometry) {
  7278. var isMultiMaterial = Array.isArray(material);
  7279. var vertices = geometry.vertices;
  7280. var faces = geometry.faces;
  7281. var uvs;
  7282. var faceVertexUvs = geometry.faceVertexUvs[0];
  7283. if (faceVertexUvs.length > 0) uvs = faceVertexUvs;
  7284. for (var f = 0, fl = faces.length; f < fl; f++) {
  7285. var face = faces[f];
  7286. var faceMaterial = isMultiMaterial ? material[face.materialIndex] : material;
  7287. if (faceMaterial === undefined) continue;
  7288. var fvA = vertices[face.a];
  7289. var fvB = vertices[face.b];
  7290. var fvC = vertices[face.c];
  7291. intersection = checkIntersection(this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint);
  7292. if (intersection) {
  7293. if (uvs && uvs[f]) {
  7294. var uvs_f = uvs[f];
  7295. _uvA.copy(uvs_f[0]);
  7296. _uvB.copy(uvs_f[1]);
  7297. _uvC.copy(uvs_f[2]);
  7298. intersection.uv = Triangle.getUV(_intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2());
  7299. }
  7300. intersection.face = face;
  7301. intersection.faceIndex = f;
  7302. intersects.push(intersection);
  7303. }
  7304. }
  7305. }
  7306. }
  7307. });
  7308. function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
  7309. var intersect;
  7310. if (material.side === BackSide) {
  7311. intersect = ray.intersectTriangle(pC, pB, pA, true, point);
  7312. } else {
  7313. intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
  7314. }
  7315. if (intersect === null) return null;
  7316. _intersectionPointWorld.copy(point);
  7317. _intersectionPointWorld.applyMatrix4(object.matrixWorld);
  7318. var distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
  7319. if (distance < raycaster.near || distance > raycaster.far) return null;
  7320. return {
  7321. distance: distance,
  7322. point: _intersectionPointWorld.clone(),
  7323. object: object
  7324. };
  7325. }
  7326. function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
  7327. _vA.fromBufferAttribute(position, a);
  7328. _vB.fromBufferAttribute(position, b);
  7329. _vC.fromBufferAttribute(position, c);
  7330. var morphInfluences = object.morphTargetInfluences;
  7331. if (material.morphTargets && morphPosition && morphInfluences) {
  7332. _morphA.set(0, 0, 0);
  7333. _morphB.set(0, 0, 0);
  7334. _morphC.set(0, 0, 0);
  7335. for (var i = 0, il = morphPosition.length; i < il; i++) {
  7336. var influence = morphInfluences[i];
  7337. var morphAttribute = morphPosition[i];
  7338. if (influence === 0) continue;
  7339. _tempA.fromBufferAttribute(morphAttribute, a);
  7340. _tempB.fromBufferAttribute(morphAttribute, b);
  7341. _tempC.fromBufferAttribute(morphAttribute, c);
  7342. if (morphTargetsRelative) {
  7343. _morphA.addScaledVector(_tempA, influence);
  7344. _morphB.addScaledVector(_tempB, influence);
  7345. _morphC.addScaledVector(_tempC, influence);
  7346. } else {
  7347. _morphA.addScaledVector(_tempA.sub(_vA), influence);
  7348. _morphB.addScaledVector(_tempB.sub(_vB), influence);
  7349. _morphC.addScaledVector(_tempC.sub(_vC), influence);
  7350. }
  7351. }
  7352. _vA.add(_morphA);
  7353. _vB.add(_morphB);
  7354. _vC.add(_morphC);
  7355. }
  7356. if (object.isSkinnedMesh) {
  7357. object.boneTransform(a, _vA);
  7358. object.boneTransform(b, _vB);
  7359. object.boneTransform(c, _vC);
  7360. }
  7361. var intersection = checkIntersection(object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint);
  7362. if (intersection) {
  7363. if (uv) {
  7364. _uvA.fromBufferAttribute(uv, a);
  7365. _uvB.fromBufferAttribute(uv, b);
  7366. _uvC.fromBufferAttribute(uv, c);
  7367. intersection.uv = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
  7368. }
  7369. if (uv2) {
  7370. _uvA.fromBufferAttribute(uv2, a);
  7371. _uvB.fromBufferAttribute(uv2, b);
  7372. _uvC.fromBufferAttribute(uv2, c);
  7373. intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
  7374. }
  7375. var face = new Face3(a, b, c);
  7376. Triangle.getNormal(_vA, _vB, _vC, face.normal);
  7377. intersection.face = face;
  7378. }
  7379. return intersection;
  7380. }
  7381. var BoxBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  7382. _inheritsLoose(BoxBufferGeometry, _BufferGeometry);
  7383. function BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) {
  7384. var _this;
  7385. if (width === void 0) {
  7386. width = 1;
  7387. }
  7388. if (height === void 0) {
  7389. height = 1;
  7390. }
  7391. if (depth === void 0) {
  7392. depth = 1;
  7393. }
  7394. if (widthSegments === void 0) {
  7395. widthSegments = 1;
  7396. }
  7397. if (heightSegments === void 0) {
  7398. heightSegments = 1;
  7399. }
  7400. if (depthSegments === void 0) {
  7401. depthSegments = 1;
  7402. }
  7403. _this = _BufferGeometry.call(this) || this;
  7404. _this.type = 'BoxBufferGeometry';
  7405. _this.parameters = {
  7406. width: width,
  7407. height: height,
  7408. depth: depth,
  7409. widthSegments: widthSegments,
  7410. heightSegments: heightSegments,
  7411. depthSegments: depthSegments
  7412. };
  7413. var scope = _assertThisInitialized(_this); // segments
  7414. widthSegments = Math.floor(widthSegments);
  7415. heightSegments = Math.floor(heightSegments);
  7416. depthSegments = Math.floor(depthSegments); // buffers
  7417. var indices = [];
  7418. var vertices = [];
  7419. var normals = [];
  7420. var uvs = []; // helper variables
  7421. var numberOfVertices = 0;
  7422. var groupStart = 0; // build each side of the box geometry
  7423. buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
  7424. buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
  7425. buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
  7426. buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
  7427. buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
  7428. buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
  7429. // build geometry
  7430. _this.setIndex(indices);
  7431. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  7432. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  7433. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  7434. function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
  7435. var segmentWidth = width / gridX;
  7436. var segmentHeight = height / gridY;
  7437. var widthHalf = width / 2;
  7438. var heightHalf = height / 2;
  7439. var depthHalf = depth / 2;
  7440. var gridX1 = gridX + 1;
  7441. var gridY1 = gridY + 1;
  7442. var vertexCounter = 0;
  7443. var groupCount = 0;
  7444. var vector = new Vector3(); // generate vertices, normals and uvs
  7445. for (var iy = 0; iy < gridY1; iy++) {
  7446. var y = iy * segmentHeight - heightHalf;
  7447. for (var ix = 0; ix < gridX1; ix++) {
  7448. var x = ix * segmentWidth - widthHalf; // set values to correct vector component
  7449. vector[u] = x * udir;
  7450. vector[v] = y * vdir;
  7451. vector[w] = depthHalf; // now apply vector to vertex buffer
  7452. vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
  7453. vector[u] = 0;
  7454. vector[v] = 0;
  7455. vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
  7456. normals.push(vector.x, vector.y, vector.z); // uvs
  7457. uvs.push(ix / gridX);
  7458. uvs.push(1 - iy / gridY); // counters
  7459. vertexCounter += 1;
  7460. }
  7461. } // indices
  7462. // 1. you need three indices to draw a single face
  7463. // 2. a single segment consists of two faces
  7464. // 3. so we need to generate six (2*3) indices per segment
  7465. for (var _iy = 0; _iy < gridY; _iy++) {
  7466. for (var _ix = 0; _ix < gridX; _ix++) {
  7467. var a = numberOfVertices + _ix + gridX1 * _iy;
  7468. var b = numberOfVertices + _ix + gridX1 * (_iy + 1);
  7469. var c = numberOfVertices + (_ix + 1) + gridX1 * (_iy + 1);
  7470. var d = numberOfVertices + (_ix + 1) + gridX1 * _iy; // faces
  7471. indices.push(a, b, d);
  7472. indices.push(b, c, d); // increase counter
  7473. groupCount += 6;
  7474. }
  7475. } // add a group to the geometry. this will ensure multi material support
  7476. scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups
  7477. groupStart += groupCount; // update total number of vertices
  7478. numberOfVertices += vertexCounter;
  7479. }
  7480. return _this;
  7481. }
  7482. return BoxBufferGeometry;
  7483. }(BufferGeometry);
  7484. /**
  7485. * Uniform Utilities
  7486. */
  7487. function cloneUniforms(src) {
  7488. var dst = {};
  7489. for (var u in src) {
  7490. dst[u] = {};
  7491. for (var p in src[u]) {
  7492. var property = src[u][p];
  7493. if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture)) {
  7494. dst[u][p] = property.clone();
  7495. } else if (Array.isArray(property)) {
  7496. dst[u][p] = property.slice();
  7497. } else {
  7498. dst[u][p] = property;
  7499. }
  7500. }
  7501. }
  7502. return dst;
  7503. }
  7504. function mergeUniforms(uniforms) {
  7505. var merged = {};
  7506. for (var u = 0; u < uniforms.length; u++) {
  7507. var tmp = cloneUniforms(uniforms[u]);
  7508. for (var p in tmp) {
  7509. merged[p] = tmp[p];
  7510. }
  7511. }
  7512. return merged;
  7513. } // Legacy
  7514. var UniformsUtils = {
  7515. clone: cloneUniforms,
  7516. merge: mergeUniforms
  7517. };
  7518. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7519. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7520. /**
  7521. * parameters = {
  7522. * defines: { "label" : "value" },
  7523. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7524. *
  7525. * fragmentShader: <string>,
  7526. * vertexShader: <string>,
  7527. *
  7528. * wireframe: <boolean>,
  7529. * wireframeLinewidth: <float>,
  7530. *
  7531. * lights: <bool>,
  7532. *
  7533. * skinning: <bool>,
  7534. * morphTargets: <bool>,
  7535. * morphNormals: <bool>
  7536. * }
  7537. */
  7538. function ShaderMaterial(parameters) {
  7539. Material.call(this);
  7540. this.type = 'ShaderMaterial';
  7541. this.defines = {};
  7542. this.uniforms = {};
  7543. this.vertexShader = default_vertex;
  7544. this.fragmentShader = default_fragment;
  7545. this.linewidth = 1;
  7546. this.wireframe = false;
  7547. this.wireframeLinewidth = 1;
  7548. this.fog = false; // set to use scene fog
  7549. this.lights = false; // set to use scene lights
  7550. this.clipping = false; // set to use user-defined clipping planes
  7551. this.skinning = false; // set to use skinning attribute streams
  7552. this.morphTargets = false; // set to use morph targets
  7553. this.morphNormals = false; // set to use morph normals
  7554. this.extensions = {
  7555. derivatives: false,
  7556. // set to use derivatives
  7557. fragDepth: false,
  7558. // set to use fragment depth values
  7559. drawBuffers: false,
  7560. // set to use draw buffers
  7561. shaderTextureLOD: false // set to use shader texture LOD
  7562. }; // When rendered geometry doesn't include these attributes but the material does,
  7563. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7564. this.defaultAttributeValues = {
  7565. 'color': [1, 1, 1],
  7566. 'uv': [0, 0],
  7567. 'uv2': [0, 0]
  7568. };
  7569. this.index0AttributeName = undefined;
  7570. this.uniformsNeedUpdate = false;
  7571. this.glslVersion = null;
  7572. if (parameters !== undefined) {
  7573. if (parameters.attributes !== undefined) {
  7574. console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
  7575. }
  7576. this.setValues(parameters);
  7577. }
  7578. }
  7579. ShaderMaterial.prototype = Object.create(Material.prototype);
  7580. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7581. ShaderMaterial.prototype.isShaderMaterial = true;
  7582. ShaderMaterial.prototype.copy = function (source) {
  7583. Material.prototype.copy.call(this, source);
  7584. this.fragmentShader = source.fragmentShader;
  7585. this.vertexShader = source.vertexShader;
  7586. this.uniforms = cloneUniforms(source.uniforms);
  7587. this.defines = Object.assign({}, source.defines);
  7588. this.wireframe = source.wireframe;
  7589. this.wireframeLinewidth = source.wireframeLinewidth;
  7590. this.lights = source.lights;
  7591. this.clipping = source.clipping;
  7592. this.skinning = source.skinning;
  7593. this.morphTargets = source.morphTargets;
  7594. this.morphNormals = source.morphNormals;
  7595. this.extensions = Object.assign({}, source.extensions);
  7596. this.glslVersion = source.glslVersion;
  7597. return this;
  7598. };
  7599. ShaderMaterial.prototype.toJSON = function (meta) {
  7600. var data = Material.prototype.toJSON.call(this, meta);
  7601. data.glslVersion = this.glslVersion;
  7602. data.uniforms = {};
  7603. for (var name in this.uniforms) {
  7604. var uniform = this.uniforms[name];
  7605. var value = uniform.value;
  7606. if (value && value.isTexture) {
  7607. data.uniforms[name] = {
  7608. type: 't',
  7609. value: value.toJSON(meta).uuid
  7610. };
  7611. } else if (value && value.isColor) {
  7612. data.uniforms[name] = {
  7613. type: 'c',
  7614. value: value.getHex()
  7615. };
  7616. } else if (value && value.isVector2) {
  7617. data.uniforms[name] = {
  7618. type: 'v2',
  7619. value: value.toArray()
  7620. };
  7621. } else if (value && value.isVector3) {
  7622. data.uniforms[name] = {
  7623. type: 'v3',
  7624. value: value.toArray()
  7625. };
  7626. } else if (value && value.isVector4) {
  7627. data.uniforms[name] = {
  7628. type: 'v4',
  7629. value: value.toArray()
  7630. };
  7631. } else if (value && value.isMatrix3) {
  7632. data.uniforms[name] = {
  7633. type: 'm3',
  7634. value: value.toArray()
  7635. };
  7636. } else if (value && value.isMatrix4) {
  7637. data.uniforms[name] = {
  7638. type: 'm4',
  7639. value: value.toArray()
  7640. };
  7641. } else {
  7642. data.uniforms[name] = {
  7643. value: value
  7644. }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7645. }
  7646. }
  7647. if (Object.keys(this.defines).length > 0) data.defines = this.defines;
  7648. data.vertexShader = this.vertexShader;
  7649. data.fragmentShader = this.fragmentShader;
  7650. var extensions = {};
  7651. for (var key in this.extensions) {
  7652. if (this.extensions[key] === true) extensions[key] = true;
  7653. }
  7654. if (Object.keys(extensions).length > 0) data.extensions = extensions;
  7655. return data;
  7656. };
  7657. function Camera() {
  7658. Object3D.call(this);
  7659. this.type = 'Camera';
  7660. this.matrixWorldInverse = new Matrix4();
  7661. this.projectionMatrix = new Matrix4();
  7662. this.projectionMatrixInverse = new Matrix4();
  7663. }
  7664. Camera.prototype = Object.assign(Object.create(Object3D.prototype), {
  7665. constructor: Camera,
  7666. isCamera: true,
  7667. copy: function copy(source, recursive) {
  7668. Object3D.prototype.copy.call(this, source, recursive);
  7669. this.matrixWorldInverse.copy(source.matrixWorldInverse);
  7670. this.projectionMatrix.copy(source.projectionMatrix);
  7671. this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
  7672. return this;
  7673. },
  7674. getWorldDirection: function getWorldDirection(target) {
  7675. if (target === undefined) {
  7676. console.warn('THREE.Camera: .getWorldDirection() target is now required');
  7677. target = new Vector3();
  7678. }
  7679. this.updateWorldMatrix(true, false);
  7680. var e = this.matrixWorld.elements;
  7681. return target.set(-e[8], -e[9], -e[10]).normalize();
  7682. },
  7683. updateMatrixWorld: function updateMatrixWorld(force) {
  7684. Object3D.prototype.updateMatrixWorld.call(this, force);
  7685. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7686. },
  7687. updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {
  7688. Object3D.prototype.updateWorldMatrix.call(this, updateParents, updateChildren);
  7689. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7690. },
  7691. clone: function clone() {
  7692. return new this.constructor().copy(this);
  7693. }
  7694. });
  7695. function PerspectiveCamera(fov, aspect, near, far) {
  7696. if (fov === void 0) {
  7697. fov = 50;
  7698. }
  7699. if (aspect === void 0) {
  7700. aspect = 1;
  7701. }
  7702. if (near === void 0) {
  7703. near = 0.1;
  7704. }
  7705. if (far === void 0) {
  7706. far = 2000;
  7707. }
  7708. Camera.call(this);
  7709. this.type = 'PerspectiveCamera';
  7710. this.fov = fov;
  7711. this.zoom = 1;
  7712. this.near = near;
  7713. this.far = far;
  7714. this.focus = 10;
  7715. this.aspect = aspect;
  7716. this.view = null;
  7717. this.filmGauge = 35; // width of the film (default in millimeters)
  7718. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7719. this.updateProjectionMatrix();
  7720. }
  7721. PerspectiveCamera.prototype = Object.assign(Object.create(Camera.prototype), {
  7722. constructor: PerspectiveCamera,
  7723. isPerspectiveCamera: true,
  7724. copy: function copy(source, recursive) {
  7725. Camera.prototype.copy.call(this, source, recursive);
  7726. this.fov = source.fov;
  7727. this.zoom = source.zoom;
  7728. this.near = source.near;
  7729. this.far = source.far;
  7730. this.focus = source.focus;
  7731. this.aspect = source.aspect;
  7732. this.view = source.view === null ? null : Object.assign({}, source.view);
  7733. this.filmGauge = source.filmGauge;
  7734. this.filmOffset = source.filmOffset;
  7735. return this;
  7736. },
  7737. /**
  7738. * Sets the FOV by focal length in respect to the current .filmGauge.
  7739. *
  7740. * The default film gauge is 35, so that the focal length can be specified for
  7741. * a 35mm (full frame) camera.
  7742. *
  7743. * Values for focal length and film gauge must have the same unit.
  7744. */
  7745. setFocalLength: function setFocalLength(focalLength) {
  7746. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7747. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7748. this.fov = MathUtils.RAD2DEG * 2 * Math.atan(vExtentSlope);
  7749. this.updateProjectionMatrix();
  7750. },
  7751. /**
  7752. * Calculates the focal length from the current .fov and .filmGauge.
  7753. */
  7754. getFocalLength: function getFocalLength() {
  7755. var vExtentSlope = Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov);
  7756. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7757. },
  7758. getEffectiveFOV: function getEffectiveFOV() {
  7759. return MathUtils.RAD2DEG * 2 * Math.atan(Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom);
  7760. },
  7761. getFilmWidth: function getFilmWidth() {
  7762. // film not completely covered in portrait format (aspect < 1)
  7763. return this.filmGauge * Math.min(this.aspect, 1);
  7764. },
  7765. getFilmHeight: function getFilmHeight() {
  7766. // film not completely covered in landscape format (aspect > 1)
  7767. return this.filmGauge / Math.max(this.aspect, 1);
  7768. },
  7769. /**
  7770. * Sets an offset in a larger frustum. This is useful for multi-window or
  7771. * multi-monitor/multi-machine setups.
  7772. *
  7773. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7774. * the monitors are in grid like this
  7775. *
  7776. * +---+---+---+
  7777. * | A | B | C |
  7778. * +---+---+---+
  7779. * | D | E | F |
  7780. * +---+---+---+
  7781. *
  7782. * then for each monitor you would call it like this
  7783. *
  7784. * const w = 1920;
  7785. * const h = 1080;
  7786. * const fullWidth = w * 3;
  7787. * const fullHeight = h * 2;
  7788. *
  7789. * --A--
  7790. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7791. * --B--
  7792. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7793. * --C--
  7794. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7795. * --D--
  7796. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7797. * --E--
  7798. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7799. * --F--
  7800. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7801. *
  7802. * Note there is no reason monitors have to be the same size or in a grid.
  7803. */
  7804. setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  7805. this.aspect = fullWidth / fullHeight;
  7806. if (this.view === null) {
  7807. this.view = {
  7808. enabled: true,
  7809. fullWidth: 1,
  7810. fullHeight: 1,
  7811. offsetX: 0,
  7812. offsetY: 0,
  7813. width: 1,
  7814. height: 1
  7815. };
  7816. }
  7817. this.view.enabled = true;
  7818. this.view.fullWidth = fullWidth;
  7819. this.view.fullHeight = fullHeight;
  7820. this.view.offsetX = x;
  7821. this.view.offsetY = y;
  7822. this.view.width = width;
  7823. this.view.height = height;
  7824. this.updateProjectionMatrix();
  7825. },
  7826. clearViewOffset: function clearViewOffset() {
  7827. if (this.view !== null) {
  7828. this.view.enabled = false;
  7829. }
  7830. this.updateProjectionMatrix();
  7831. },
  7832. updateProjectionMatrix: function updateProjectionMatrix() {
  7833. var near = this.near;
  7834. var top = near * Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom;
  7835. var height = 2 * top;
  7836. var width = this.aspect * height;
  7837. var left = -0.5 * width;
  7838. var view = this.view;
  7839. if (this.view !== null && this.view.enabled) {
  7840. var fullWidth = view.fullWidth,
  7841. fullHeight = view.fullHeight;
  7842. left += view.offsetX * width / fullWidth;
  7843. top -= view.offsetY * height / fullHeight;
  7844. width *= view.width / fullWidth;
  7845. height *= view.height / fullHeight;
  7846. }
  7847. var skew = this.filmOffset;
  7848. if (skew !== 0) left += near * skew / this.getFilmWidth();
  7849. this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
  7850. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  7851. },
  7852. toJSON: function toJSON(meta) {
  7853. var data = Object3D.prototype.toJSON.call(this, meta);
  7854. data.object.fov = this.fov;
  7855. data.object.zoom = this.zoom;
  7856. data.object.near = this.near;
  7857. data.object.far = this.far;
  7858. data.object.focus = this.focus;
  7859. data.object.aspect = this.aspect;
  7860. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  7861. data.object.filmGauge = this.filmGauge;
  7862. data.object.filmOffset = this.filmOffset;
  7863. return data;
  7864. }
  7865. });
  7866. var fov = 90,
  7867. aspect = 1;
  7868. function CubeCamera(near, far, renderTarget) {
  7869. Object3D.call(this);
  7870. this.type = 'CubeCamera';
  7871. if (renderTarget.isWebGLCubeRenderTarget !== true) {
  7872. console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
  7873. return;
  7874. }
  7875. this.renderTarget = renderTarget;
  7876. var cameraPX = new PerspectiveCamera(fov, aspect, near, far);
  7877. cameraPX.layers = this.layers;
  7878. cameraPX.up.set(0, -1, 0);
  7879. cameraPX.lookAt(new Vector3(1, 0, 0));
  7880. this.add(cameraPX);
  7881. var cameraNX = new PerspectiveCamera(fov, aspect, near, far);
  7882. cameraNX.layers = this.layers;
  7883. cameraNX.up.set(0, -1, 0);
  7884. cameraNX.lookAt(new Vector3(-1, 0, 0));
  7885. this.add(cameraNX);
  7886. var cameraPY = new PerspectiveCamera(fov, aspect, near, far);
  7887. cameraPY.layers = this.layers;
  7888. cameraPY.up.set(0, 0, 1);
  7889. cameraPY.lookAt(new Vector3(0, 1, 0));
  7890. this.add(cameraPY);
  7891. var cameraNY = new PerspectiveCamera(fov, aspect, near, far);
  7892. cameraNY.layers = this.layers;
  7893. cameraNY.up.set(0, 0, -1);
  7894. cameraNY.lookAt(new Vector3(0, -1, 0));
  7895. this.add(cameraNY);
  7896. var cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
  7897. cameraPZ.layers = this.layers;
  7898. cameraPZ.up.set(0, -1, 0);
  7899. cameraPZ.lookAt(new Vector3(0, 0, 1));
  7900. this.add(cameraPZ);
  7901. var cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
  7902. cameraNZ.layers = this.layers;
  7903. cameraNZ.up.set(0, -1, 0);
  7904. cameraNZ.lookAt(new Vector3(0, 0, -1));
  7905. this.add(cameraNZ);
  7906. this.update = function (renderer, scene) {
  7907. if (this.parent === null) this.updateMatrixWorld();
  7908. var currentXrEnabled = renderer.xr.enabled;
  7909. var currentRenderTarget = renderer.getRenderTarget();
  7910. renderer.xr.enabled = false;
  7911. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7912. renderTarget.texture.generateMipmaps = false;
  7913. renderer.setRenderTarget(renderTarget, 0);
  7914. renderer.render(scene, cameraPX);
  7915. renderer.setRenderTarget(renderTarget, 1);
  7916. renderer.render(scene, cameraNX);
  7917. renderer.setRenderTarget(renderTarget, 2);
  7918. renderer.render(scene, cameraPY);
  7919. renderer.setRenderTarget(renderTarget, 3);
  7920. renderer.render(scene, cameraNY);
  7921. renderer.setRenderTarget(renderTarget, 4);
  7922. renderer.render(scene, cameraPZ);
  7923. renderTarget.texture.generateMipmaps = generateMipmaps;
  7924. renderer.setRenderTarget(renderTarget, 5);
  7925. renderer.render(scene, cameraNZ);
  7926. renderer.setRenderTarget(currentRenderTarget);
  7927. renderer.xr.enabled = currentXrEnabled;
  7928. };
  7929. }
  7930. CubeCamera.prototype = Object.create(Object3D.prototype);
  7931. CubeCamera.prototype.constructor = CubeCamera;
  7932. function CubeTexture(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  7933. images = images !== undefined ? images : [];
  7934. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7935. format = format !== undefined ? format : RGBFormat;
  7936. Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  7937. this.flipY = false; // Why CubeTexture._needsFlipEnvMap is necessary:
  7938. //
  7939. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7940. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7941. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7942. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7943. // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
  7944. // when using WebGLCubeRenderTarget.texture as a cube texture.
  7945. this._needsFlipEnvMap = true;
  7946. }
  7947. CubeTexture.prototype = Object.create(Texture.prototype);
  7948. CubeTexture.prototype.constructor = CubeTexture;
  7949. CubeTexture.prototype.isCubeTexture = true;
  7950. Object.defineProperty(CubeTexture.prototype, 'images', {
  7951. get: function get() {
  7952. return this.image;
  7953. },
  7954. set: function set(value) {
  7955. this.image = value;
  7956. }
  7957. });
  7958. function WebGLCubeRenderTarget(size, options, dummy) {
  7959. if (Number.isInteger(options)) {
  7960. console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
  7961. options = dummy;
  7962. }
  7963. WebGLRenderTarget.call(this, size, size, options);
  7964. options = options || {};
  7965. this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  7966. this.texture._needsFlipEnvMap = false;
  7967. }
  7968. WebGLCubeRenderTarget.prototype = Object.create(WebGLRenderTarget.prototype);
  7969. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  7970. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  7971. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function (renderer, texture) {
  7972. this.texture.type = texture.type;
  7973. this.texture.format = RGBAFormat; // see #18859
  7974. this.texture.encoding = texture.encoding;
  7975. this.texture.generateMipmaps = texture.generateMipmaps;
  7976. this.texture.minFilter = texture.minFilter;
  7977. this.texture.magFilter = texture.magFilter;
  7978. var shader = {
  7979. uniforms: {
  7980. tEquirect: {
  7981. value: null
  7982. }
  7983. },
  7984. vertexShader:
  7985. /* glsl */
  7986. "\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",
  7987. fragmentShader:
  7988. /* glsl */
  7989. "\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"
  7990. };
  7991. var geometry = new BoxBufferGeometry(5, 5, 5);
  7992. var material = new ShaderMaterial({
  7993. name: 'CubemapFromEquirect',
  7994. uniforms: cloneUniforms(shader.uniforms),
  7995. vertexShader: shader.vertexShader,
  7996. fragmentShader: shader.fragmentShader,
  7997. side: BackSide,
  7998. blending: NoBlending
  7999. });
  8000. material.uniforms.tEquirect.value = texture;
  8001. var mesh = new Mesh(geometry, material);
  8002. var currentMinFilter = texture.minFilter; // Avoid blurred poles
  8003. if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
  8004. var camera = new CubeCamera(1, 10, this);
  8005. camera.update(renderer, mesh);
  8006. texture.minFilter = currentMinFilter;
  8007. mesh.geometry.dispose();
  8008. mesh.material.dispose();
  8009. return this;
  8010. };
  8011. WebGLCubeRenderTarget.prototype.clear = function (renderer, color, depth, stencil) {
  8012. var currentRenderTarget = renderer.getRenderTarget();
  8013. for (var i = 0; i < 6; i++) {
  8014. renderer.setRenderTarget(this, i);
  8015. renderer.clear(color, depth, stencil);
  8016. }
  8017. renderer.setRenderTarget(currentRenderTarget);
  8018. };
  8019. function DataTexture(data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  8020. Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  8021. this.image = {
  8022. data: data || null,
  8023. width: width || 1,
  8024. height: height || 1
  8025. };
  8026. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8027. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8028. this.generateMipmaps = false;
  8029. this.flipY = false;
  8030. this.unpackAlignment = 1;
  8031. this.needsUpdate = true;
  8032. }
  8033. DataTexture.prototype = Object.create(Texture.prototype);
  8034. DataTexture.prototype.constructor = DataTexture;
  8035. DataTexture.prototype.isDataTexture = true;
  8036. var _sphere$1 = /*@__PURE__*/new Sphere();
  8037. var _vector$5 = /*@__PURE__*/new Vector3();
  8038. var Frustum = /*#__PURE__*/function () {
  8039. function Frustum(p0, p1, p2, p3, p4, p5) {
  8040. this.planes = [p0 !== undefined ? p0 : new Plane(), p1 !== undefined ? p1 : new Plane(), p2 !== undefined ? p2 : new Plane(), p3 !== undefined ? p3 : new Plane(), p4 !== undefined ? p4 : new Plane(), p5 !== undefined ? p5 : new Plane()];
  8041. }
  8042. var _proto = Frustum.prototype;
  8043. _proto.set = function set(p0, p1, p2, p3, p4, p5) {
  8044. var planes = this.planes;
  8045. planes[0].copy(p0);
  8046. planes[1].copy(p1);
  8047. planes[2].copy(p2);
  8048. planes[3].copy(p3);
  8049. planes[4].copy(p4);
  8050. planes[5].copy(p5);
  8051. return this;
  8052. };
  8053. _proto.clone = function clone() {
  8054. return new this.constructor().copy(this);
  8055. };
  8056. _proto.copy = function copy(frustum) {
  8057. var planes = this.planes;
  8058. for (var i = 0; i < 6; i++) {
  8059. planes[i].copy(frustum.planes[i]);
  8060. }
  8061. return this;
  8062. };
  8063. _proto.setFromProjectionMatrix = function setFromProjectionMatrix(m) {
  8064. var planes = this.planes;
  8065. var me = m.elements;
  8066. var me0 = me[0],
  8067. me1 = me[1],
  8068. me2 = me[2],
  8069. me3 = me[3];
  8070. var me4 = me[4],
  8071. me5 = me[5],
  8072. me6 = me[6],
  8073. me7 = me[7];
  8074. var me8 = me[8],
  8075. me9 = me[9],
  8076. me10 = me[10],
  8077. me11 = me[11];
  8078. var me12 = me[12],
  8079. me13 = me[13],
  8080. me14 = me[14],
  8081. me15 = me[15];
  8082. planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
  8083. planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
  8084. planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
  8085. planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
  8086. planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
  8087. planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
  8088. return this;
  8089. };
  8090. _proto.intersectsObject = function intersectsObject(object) {
  8091. var geometry = object.geometry;
  8092. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  8093. _sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
  8094. return this.intersectsSphere(_sphere$1);
  8095. };
  8096. _proto.intersectsSprite = function intersectsSprite(sprite) {
  8097. _sphere$1.center.set(0, 0, 0);
  8098. _sphere$1.radius = 0.7071067811865476;
  8099. _sphere$1.applyMatrix4(sprite.matrixWorld);
  8100. return this.intersectsSphere(_sphere$1);
  8101. };
  8102. _proto.intersectsSphere = function intersectsSphere(sphere) {
  8103. var planes = this.planes;
  8104. var center = sphere.center;
  8105. var negRadius = -sphere.radius;
  8106. for (var i = 0; i < 6; i++) {
  8107. var distance = planes[i].distanceToPoint(center);
  8108. if (distance < negRadius) {
  8109. return false;
  8110. }
  8111. }
  8112. return true;
  8113. };
  8114. _proto.intersectsBox = function intersectsBox(box) {
  8115. var planes = this.planes;
  8116. for (var i = 0; i < 6; i++) {
  8117. var plane = planes[i]; // corner at max distance
  8118. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8119. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8120. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8121. if (plane.distanceToPoint(_vector$5) < 0) {
  8122. return false;
  8123. }
  8124. }
  8125. return true;
  8126. };
  8127. _proto.containsPoint = function containsPoint(point) {
  8128. var planes = this.planes;
  8129. for (var i = 0; i < 6; i++) {
  8130. if (planes[i].distanceToPoint(point) < 0) {
  8131. return false;
  8132. }
  8133. }
  8134. return true;
  8135. };
  8136. return Frustum;
  8137. }();
  8138. function WebGLAnimation() {
  8139. var context = null;
  8140. var isAnimating = false;
  8141. var animationLoop = null;
  8142. var requestId = null;
  8143. function onAnimationFrame(time, frame) {
  8144. animationLoop(time, frame);
  8145. requestId = context.requestAnimationFrame(onAnimationFrame);
  8146. }
  8147. return {
  8148. start: function start() {
  8149. if (isAnimating === true) return;
  8150. if (animationLoop === null) return;
  8151. requestId = context.requestAnimationFrame(onAnimationFrame);
  8152. isAnimating = true;
  8153. },
  8154. stop: function stop() {
  8155. context.cancelAnimationFrame(requestId);
  8156. isAnimating = false;
  8157. },
  8158. setAnimationLoop: function setAnimationLoop(callback) {
  8159. animationLoop = callback;
  8160. },
  8161. setContext: function setContext(value) {
  8162. context = value;
  8163. }
  8164. };
  8165. }
  8166. function WebGLAttributes(gl, capabilities) {
  8167. var isWebGL2 = capabilities.isWebGL2;
  8168. var buffers = new WeakMap();
  8169. function createBuffer(attribute, bufferType) {
  8170. var array = attribute.array;
  8171. var usage = attribute.usage;
  8172. var buffer = gl.createBuffer();
  8173. gl.bindBuffer(bufferType, buffer);
  8174. gl.bufferData(bufferType, array, usage);
  8175. attribute.onUploadCallback();
  8176. var type = 5126;
  8177. if (array instanceof Float32Array) {
  8178. type = 5126;
  8179. } else if (array instanceof Float64Array) {
  8180. console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
  8181. } else if (array instanceof Uint16Array) {
  8182. if (attribute.isFloat16BufferAttribute) {
  8183. if (isWebGL2) {
  8184. type = 5131;
  8185. } else {
  8186. console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
  8187. }
  8188. } else {
  8189. type = 5123;
  8190. }
  8191. } else if (array instanceof Int16Array) {
  8192. type = 5122;
  8193. } else if (array instanceof Uint32Array) {
  8194. type = 5125;
  8195. } else if (array instanceof Int32Array) {
  8196. type = 5124;
  8197. } else if (array instanceof Int8Array) {
  8198. type = 5120;
  8199. } else if (array instanceof Uint8Array) {
  8200. type = 5121;
  8201. }
  8202. return {
  8203. buffer: buffer,
  8204. type: type,
  8205. bytesPerElement: array.BYTES_PER_ELEMENT,
  8206. version: attribute.version
  8207. };
  8208. }
  8209. function updateBuffer(buffer, attribute, bufferType) {
  8210. var array = attribute.array;
  8211. var updateRange = attribute.updateRange;
  8212. gl.bindBuffer(bufferType, buffer);
  8213. if (updateRange.count === -1) {
  8214. // Not using update ranges
  8215. gl.bufferSubData(bufferType, 0, array);
  8216. } else {
  8217. if (isWebGL2) {
  8218. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
  8219. } else {
  8220. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
  8221. }
  8222. updateRange.count = -1; // reset range
  8223. }
  8224. } //
  8225. function get(attribute) {
  8226. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  8227. return buffers.get(attribute);
  8228. }
  8229. function remove(attribute) {
  8230. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  8231. var data = buffers.get(attribute);
  8232. if (data) {
  8233. gl.deleteBuffer(data.buffer);
  8234. buffers.delete(attribute);
  8235. }
  8236. }
  8237. function update(attribute, bufferType) {
  8238. if (attribute.isGLBufferAttribute) {
  8239. var cached = buffers.get(attribute);
  8240. if (!cached || cached.version < attribute.version) {
  8241. buffers.set(attribute, {
  8242. buffer: attribute.buffer,
  8243. type: attribute.type,
  8244. bytesPerElement: attribute.elementSize,
  8245. version: attribute.version
  8246. });
  8247. }
  8248. return;
  8249. }
  8250. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  8251. var data = buffers.get(attribute);
  8252. if (data === undefined) {
  8253. buffers.set(attribute, createBuffer(attribute, bufferType));
  8254. } else if (data.version < attribute.version) {
  8255. updateBuffer(data.buffer, attribute, bufferType);
  8256. data.version = attribute.version;
  8257. }
  8258. }
  8259. return {
  8260. get: get,
  8261. remove: remove,
  8262. update: update
  8263. };
  8264. }
  8265. var PlaneBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  8266. _inheritsLoose(PlaneBufferGeometry, _BufferGeometry);
  8267. function PlaneBufferGeometry(width, height, widthSegments, heightSegments) {
  8268. var _this;
  8269. if (width === void 0) {
  8270. width = 1;
  8271. }
  8272. if (height === void 0) {
  8273. height = 1;
  8274. }
  8275. if (widthSegments === void 0) {
  8276. widthSegments = 1;
  8277. }
  8278. if (heightSegments === void 0) {
  8279. heightSegments = 1;
  8280. }
  8281. _this = _BufferGeometry.call(this) || this;
  8282. _this.type = 'PlaneBufferGeometry';
  8283. _this.parameters = {
  8284. width: width,
  8285. height: height,
  8286. widthSegments: widthSegments,
  8287. heightSegments: heightSegments
  8288. };
  8289. var width_half = width / 2;
  8290. var height_half = height / 2;
  8291. var gridX = Math.floor(widthSegments);
  8292. var gridY = Math.floor(heightSegments);
  8293. var gridX1 = gridX + 1;
  8294. var gridY1 = gridY + 1;
  8295. var segment_width = width / gridX;
  8296. var segment_height = height / gridY; //
  8297. var indices = [];
  8298. var vertices = [];
  8299. var normals = [];
  8300. var uvs = [];
  8301. for (var iy = 0; iy < gridY1; iy++) {
  8302. var y = iy * segment_height - height_half;
  8303. for (var ix = 0; ix < gridX1; ix++) {
  8304. var x = ix * segment_width - width_half;
  8305. vertices.push(x, -y, 0);
  8306. normals.push(0, 0, 1);
  8307. uvs.push(ix / gridX);
  8308. uvs.push(1 - iy / gridY);
  8309. }
  8310. }
  8311. for (var _iy = 0; _iy < gridY; _iy++) {
  8312. for (var _ix = 0; _ix < gridX; _ix++) {
  8313. var a = _ix + gridX1 * _iy;
  8314. var b = _ix + gridX1 * (_iy + 1);
  8315. var c = _ix + 1 + gridX1 * (_iy + 1);
  8316. var d = _ix + 1 + gridX1 * _iy;
  8317. indices.push(a, b, d);
  8318. indices.push(b, c, d);
  8319. }
  8320. }
  8321. _this.setIndex(indices);
  8322. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  8323. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  8324. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  8325. return _this;
  8326. }
  8327. return PlaneBufferGeometry;
  8328. }(BufferGeometry);
  8329. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8330. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8331. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8332. 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";
  8333. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8334. var begin_vertex = "vec3 transformed = vec3( position );";
  8335. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8336. 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";
  8337. 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";
  8338. 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";
  8339. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8340. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8341. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8342. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8343. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8344. var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
  8345. var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
  8346. 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}";
  8347. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
  8348. 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";
  8349. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8350. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8351. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8352. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8353. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8354. 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}";
  8355. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#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";
  8356. 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";
  8357. 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";
  8358. 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";
  8359. 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";
  8360. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8361. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8362. 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";
  8363. 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";
  8364. 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}";
  8365. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8366. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8367. 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";
  8368. 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";
  8369. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8370. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8371. 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)";
  8372. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8373. 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)";
  8374. 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";
  8375. 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}";
  8376. 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";
  8377. 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";
  8378. 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";
  8379. 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";
  8380. 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";
  8381. 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";
  8382. 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";
  8383. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8384. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8385. 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";
  8386. 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";
  8387. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8388. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8389. 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";
  8390. 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";
  8391. 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";
  8392. 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;";
  8393. 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";
  8394. 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";
  8395. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8396. 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";
  8397. 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";
  8398. 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}";
  8399. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8400. 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;";
  8401. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8402. 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";
  8403. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8404. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8405. 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";
  8406. 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";
  8407. 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";
  8408. 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}";
  8409. 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";
  8410. 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";
  8411. 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";
  8412. 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";
  8413. 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";
  8414. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8415. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8416. 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; }";
  8417. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8418. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8419. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8420. 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";
  8421. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8422. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8423. 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";
  8424. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8425. 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";
  8426. 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}";
  8427. 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}";
  8428. 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}";
  8429. 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}";
  8430. 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}";
  8431. 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}";
  8432. 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}";
  8433. 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}";
  8434. 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}";
  8435. 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}";
  8436. 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}";
  8437. 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}";
  8438. 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}";
  8439. 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}";
  8440. 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}";
  8441. 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}";
  8442. 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}";
  8443. 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}";
  8444. 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}";
  8445. 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}";
  8446. 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}";
  8447. 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}";
  8448. 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 *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\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}";
  8449. 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}";
  8450. 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}";
  8451. 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}";
  8452. 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}";
  8453. 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}";
  8454. 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}";
  8455. 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}";
  8456. 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}";
  8457. 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}";
  8458. var ShaderChunk = {
  8459. alphamap_fragment: alphamap_fragment,
  8460. alphamap_pars_fragment: alphamap_pars_fragment,
  8461. alphatest_fragment: alphatest_fragment,
  8462. aomap_fragment: aomap_fragment,
  8463. aomap_pars_fragment: aomap_pars_fragment,
  8464. begin_vertex: begin_vertex,
  8465. beginnormal_vertex: beginnormal_vertex,
  8466. bsdfs: bsdfs,
  8467. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8468. clipping_planes_fragment: clipping_planes_fragment,
  8469. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8470. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8471. clipping_planes_vertex: clipping_planes_vertex,
  8472. color_fragment: color_fragment,
  8473. color_pars_fragment: color_pars_fragment,
  8474. color_pars_vertex: color_pars_vertex,
  8475. color_vertex: color_vertex,
  8476. common: common,
  8477. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8478. defaultnormal_vertex: defaultnormal_vertex,
  8479. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8480. displacementmap_vertex: displacementmap_vertex,
  8481. emissivemap_fragment: emissivemap_fragment,
  8482. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8483. encodings_fragment: encodings_fragment,
  8484. encodings_pars_fragment: encodings_pars_fragment,
  8485. envmap_fragment: envmap_fragment,
  8486. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8487. envmap_pars_fragment: envmap_pars_fragment,
  8488. envmap_pars_vertex: envmap_pars_vertex,
  8489. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8490. envmap_vertex: envmap_vertex,
  8491. fog_vertex: fog_vertex,
  8492. fog_pars_vertex: fog_pars_vertex,
  8493. fog_fragment: fog_fragment,
  8494. fog_pars_fragment: fog_pars_fragment,
  8495. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8496. lightmap_fragment: lightmap_fragment,
  8497. lightmap_pars_fragment: lightmap_pars_fragment,
  8498. lights_lambert_vertex: lights_lambert_vertex,
  8499. lights_pars_begin: lights_pars_begin,
  8500. lights_toon_fragment: lights_toon_fragment,
  8501. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8502. lights_phong_fragment: lights_phong_fragment,
  8503. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8504. lights_physical_fragment: lights_physical_fragment,
  8505. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8506. lights_fragment_begin: lights_fragment_begin,
  8507. lights_fragment_maps: lights_fragment_maps,
  8508. lights_fragment_end: lights_fragment_end,
  8509. logdepthbuf_fragment: logdepthbuf_fragment,
  8510. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8511. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8512. logdepthbuf_vertex: logdepthbuf_vertex,
  8513. map_fragment: map_fragment,
  8514. map_pars_fragment: map_pars_fragment,
  8515. map_particle_fragment: map_particle_fragment,
  8516. map_particle_pars_fragment: map_particle_pars_fragment,
  8517. metalnessmap_fragment: metalnessmap_fragment,
  8518. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8519. morphnormal_vertex: morphnormal_vertex,
  8520. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8521. morphtarget_vertex: morphtarget_vertex,
  8522. normal_fragment_begin: normal_fragment_begin,
  8523. normal_fragment_maps: normal_fragment_maps,
  8524. normalmap_pars_fragment: normalmap_pars_fragment,
  8525. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8526. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8527. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8528. packing: packing,
  8529. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8530. project_vertex: project_vertex,
  8531. dithering_fragment: dithering_fragment,
  8532. dithering_pars_fragment: dithering_pars_fragment,
  8533. roughnessmap_fragment: roughnessmap_fragment,
  8534. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8535. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8536. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8537. shadowmap_vertex: shadowmap_vertex,
  8538. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8539. skinbase_vertex: skinbase_vertex,
  8540. skinning_pars_vertex: skinning_pars_vertex,
  8541. skinning_vertex: skinning_vertex,
  8542. skinnormal_vertex: skinnormal_vertex,
  8543. specularmap_fragment: specularmap_fragment,
  8544. specularmap_pars_fragment: specularmap_pars_fragment,
  8545. tonemapping_fragment: tonemapping_fragment,
  8546. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8547. transmissionmap_fragment: transmissionmap_fragment,
  8548. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  8549. uv_pars_fragment: uv_pars_fragment,
  8550. uv_pars_vertex: uv_pars_vertex,
  8551. uv_vertex: uv_vertex,
  8552. uv2_pars_fragment: uv2_pars_fragment,
  8553. uv2_pars_vertex: uv2_pars_vertex,
  8554. uv2_vertex: uv2_vertex,
  8555. worldpos_vertex: worldpos_vertex,
  8556. background_frag: background_frag,
  8557. background_vert: background_vert,
  8558. cube_frag: cube_frag,
  8559. cube_vert: cube_vert,
  8560. depth_frag: depth_frag,
  8561. depth_vert: depth_vert,
  8562. distanceRGBA_frag: distanceRGBA_frag,
  8563. distanceRGBA_vert: distanceRGBA_vert,
  8564. equirect_frag: equirect_frag,
  8565. equirect_vert: equirect_vert,
  8566. linedashed_frag: linedashed_frag,
  8567. linedashed_vert: linedashed_vert,
  8568. meshbasic_frag: meshbasic_frag,
  8569. meshbasic_vert: meshbasic_vert,
  8570. meshlambert_frag: meshlambert_frag,
  8571. meshlambert_vert: meshlambert_vert,
  8572. meshmatcap_frag: meshmatcap_frag,
  8573. meshmatcap_vert: meshmatcap_vert,
  8574. meshtoon_frag: meshtoon_frag,
  8575. meshtoon_vert: meshtoon_vert,
  8576. meshphong_frag: meshphong_frag,
  8577. meshphong_vert: meshphong_vert,
  8578. meshphysical_frag: meshphysical_frag,
  8579. meshphysical_vert: meshphysical_vert,
  8580. normal_frag: normal_frag,
  8581. normal_vert: normal_vert,
  8582. points_frag: points_frag,
  8583. points_vert: points_vert,
  8584. shadow_frag: shadow_frag,
  8585. shadow_vert: shadow_vert,
  8586. sprite_frag: sprite_frag,
  8587. sprite_vert: sprite_vert
  8588. };
  8589. /**
  8590. * Uniforms library for shared webgl shaders
  8591. */
  8592. var UniformsLib = {
  8593. common: {
  8594. diffuse: {
  8595. value: new Color(0xeeeeee)
  8596. },
  8597. opacity: {
  8598. value: 1.0
  8599. },
  8600. map: {
  8601. value: null
  8602. },
  8603. uvTransform: {
  8604. value: new Matrix3()
  8605. },
  8606. uv2Transform: {
  8607. value: new Matrix3()
  8608. },
  8609. alphaMap: {
  8610. value: null
  8611. }
  8612. },
  8613. specularmap: {
  8614. specularMap: {
  8615. value: null
  8616. }
  8617. },
  8618. envmap: {
  8619. envMap: {
  8620. value: null
  8621. },
  8622. flipEnvMap: {
  8623. value: -1
  8624. },
  8625. reflectivity: {
  8626. value: 1.0
  8627. },
  8628. refractionRatio: {
  8629. value: 0.98
  8630. },
  8631. maxMipLevel: {
  8632. value: 0
  8633. }
  8634. },
  8635. aomap: {
  8636. aoMap: {
  8637. value: null
  8638. },
  8639. aoMapIntensity: {
  8640. value: 1
  8641. }
  8642. },
  8643. lightmap: {
  8644. lightMap: {
  8645. value: null
  8646. },
  8647. lightMapIntensity: {
  8648. value: 1
  8649. }
  8650. },
  8651. emissivemap: {
  8652. emissiveMap: {
  8653. value: null
  8654. }
  8655. },
  8656. bumpmap: {
  8657. bumpMap: {
  8658. value: null
  8659. },
  8660. bumpScale: {
  8661. value: 1
  8662. }
  8663. },
  8664. normalmap: {
  8665. normalMap: {
  8666. value: null
  8667. },
  8668. normalScale: {
  8669. value: new Vector2(1, 1)
  8670. }
  8671. },
  8672. displacementmap: {
  8673. displacementMap: {
  8674. value: null
  8675. },
  8676. displacementScale: {
  8677. value: 1
  8678. },
  8679. displacementBias: {
  8680. value: 0
  8681. }
  8682. },
  8683. roughnessmap: {
  8684. roughnessMap: {
  8685. value: null
  8686. }
  8687. },
  8688. metalnessmap: {
  8689. metalnessMap: {
  8690. value: null
  8691. }
  8692. },
  8693. gradientmap: {
  8694. gradientMap: {
  8695. value: null
  8696. }
  8697. },
  8698. fog: {
  8699. fogDensity: {
  8700. value: 0.00025
  8701. },
  8702. fogNear: {
  8703. value: 1
  8704. },
  8705. fogFar: {
  8706. value: 2000
  8707. },
  8708. fogColor: {
  8709. value: new Color(0xffffff)
  8710. }
  8711. },
  8712. lights: {
  8713. ambientLightColor: {
  8714. value: []
  8715. },
  8716. lightProbe: {
  8717. value: []
  8718. },
  8719. directionalLights: {
  8720. value: [],
  8721. properties: {
  8722. direction: {},
  8723. color: {}
  8724. }
  8725. },
  8726. directionalLightShadows: {
  8727. value: [],
  8728. properties: {
  8729. shadowBias: {},
  8730. shadowNormalBias: {},
  8731. shadowRadius: {},
  8732. shadowMapSize: {}
  8733. }
  8734. },
  8735. directionalShadowMap: {
  8736. value: []
  8737. },
  8738. directionalShadowMatrix: {
  8739. value: []
  8740. },
  8741. spotLights: {
  8742. value: [],
  8743. properties: {
  8744. color: {},
  8745. position: {},
  8746. direction: {},
  8747. distance: {},
  8748. coneCos: {},
  8749. penumbraCos: {},
  8750. decay: {}
  8751. }
  8752. },
  8753. spotLightShadows: {
  8754. value: [],
  8755. properties: {
  8756. shadowBias: {},
  8757. shadowNormalBias: {},
  8758. shadowRadius: {},
  8759. shadowMapSize: {}
  8760. }
  8761. },
  8762. spotShadowMap: {
  8763. value: []
  8764. },
  8765. spotShadowMatrix: {
  8766. value: []
  8767. },
  8768. pointLights: {
  8769. value: [],
  8770. properties: {
  8771. color: {},
  8772. position: {},
  8773. decay: {},
  8774. distance: {}
  8775. }
  8776. },
  8777. pointLightShadows: {
  8778. value: [],
  8779. properties: {
  8780. shadowBias: {},
  8781. shadowNormalBias: {},
  8782. shadowRadius: {},
  8783. shadowMapSize: {},
  8784. shadowCameraNear: {},
  8785. shadowCameraFar: {}
  8786. }
  8787. },
  8788. pointShadowMap: {
  8789. value: []
  8790. },
  8791. pointShadowMatrix: {
  8792. value: []
  8793. },
  8794. hemisphereLights: {
  8795. value: [],
  8796. properties: {
  8797. direction: {},
  8798. skyColor: {},
  8799. groundColor: {}
  8800. }
  8801. },
  8802. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8803. rectAreaLights: {
  8804. value: [],
  8805. properties: {
  8806. color: {},
  8807. position: {},
  8808. width: {},
  8809. height: {}
  8810. }
  8811. },
  8812. ltc_1: {
  8813. value: null
  8814. },
  8815. ltc_2: {
  8816. value: null
  8817. }
  8818. },
  8819. points: {
  8820. diffuse: {
  8821. value: new Color(0xeeeeee)
  8822. },
  8823. opacity: {
  8824. value: 1.0
  8825. },
  8826. size: {
  8827. value: 1.0
  8828. },
  8829. scale: {
  8830. value: 1.0
  8831. },
  8832. map: {
  8833. value: null
  8834. },
  8835. alphaMap: {
  8836. value: null
  8837. },
  8838. uvTransform: {
  8839. value: new Matrix3()
  8840. }
  8841. },
  8842. sprite: {
  8843. diffuse: {
  8844. value: new Color(0xeeeeee)
  8845. },
  8846. opacity: {
  8847. value: 1.0
  8848. },
  8849. center: {
  8850. value: new Vector2(0.5, 0.5)
  8851. },
  8852. rotation: {
  8853. value: 0.0
  8854. },
  8855. map: {
  8856. value: null
  8857. },
  8858. alphaMap: {
  8859. value: null
  8860. },
  8861. uvTransform: {
  8862. value: new Matrix3()
  8863. }
  8864. }
  8865. };
  8866. var ShaderLib = {
  8867. basic: {
  8868. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
  8869. vertexShader: ShaderChunk.meshbasic_vert,
  8870. fragmentShader: ShaderChunk.meshbasic_frag
  8871. },
  8872. lambert: {
  8873. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
  8874. emissive: {
  8875. value: new Color(0x000000)
  8876. }
  8877. }]),
  8878. vertexShader: ShaderChunk.meshlambert_vert,
  8879. fragmentShader: ShaderChunk.meshlambert_frag
  8880. },
  8881. phong: {
  8882. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
  8883. emissive: {
  8884. value: new Color(0x000000)
  8885. },
  8886. specular: {
  8887. value: new Color(0x111111)
  8888. },
  8889. shininess: {
  8890. value: 30
  8891. }
  8892. }]),
  8893. vertexShader: ShaderChunk.meshphong_vert,
  8894. fragmentShader: ShaderChunk.meshphong_frag
  8895. },
  8896. standard: {
  8897. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {
  8898. emissive: {
  8899. value: new Color(0x000000)
  8900. },
  8901. roughness: {
  8902. value: 1.0
  8903. },
  8904. metalness: {
  8905. value: 0.0
  8906. },
  8907. envMapIntensity: {
  8908. value: 1
  8909. } // temporary
  8910. }]),
  8911. vertexShader: ShaderChunk.meshphysical_vert,
  8912. fragmentShader: ShaderChunk.meshphysical_frag
  8913. },
  8914. toon: {
  8915. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
  8916. emissive: {
  8917. value: new Color(0x000000)
  8918. }
  8919. }]),
  8920. vertexShader: ShaderChunk.meshtoon_vert,
  8921. fragmentShader: ShaderChunk.meshtoon_frag
  8922. },
  8923. matcap: {
  8924. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
  8925. matcap: {
  8926. value: null
  8927. }
  8928. }]),
  8929. vertexShader: ShaderChunk.meshmatcap_vert,
  8930. fragmentShader: ShaderChunk.meshmatcap_frag
  8931. },
  8932. points: {
  8933. uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
  8934. vertexShader: ShaderChunk.points_vert,
  8935. fragmentShader: ShaderChunk.points_frag
  8936. },
  8937. dashed: {
  8938. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
  8939. scale: {
  8940. value: 1
  8941. },
  8942. dashSize: {
  8943. value: 1
  8944. },
  8945. totalSize: {
  8946. value: 2
  8947. }
  8948. }]),
  8949. vertexShader: ShaderChunk.linedashed_vert,
  8950. fragmentShader: ShaderChunk.linedashed_frag
  8951. },
  8952. depth: {
  8953. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
  8954. vertexShader: ShaderChunk.depth_vert,
  8955. fragmentShader: ShaderChunk.depth_frag
  8956. },
  8957. normal: {
  8958. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
  8959. opacity: {
  8960. value: 1.0
  8961. }
  8962. }]),
  8963. vertexShader: ShaderChunk.normal_vert,
  8964. fragmentShader: ShaderChunk.normal_frag
  8965. },
  8966. sprite: {
  8967. uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
  8968. vertexShader: ShaderChunk.sprite_vert,
  8969. fragmentShader: ShaderChunk.sprite_frag
  8970. },
  8971. background: {
  8972. uniforms: {
  8973. uvTransform: {
  8974. value: new Matrix3()
  8975. },
  8976. t2D: {
  8977. value: null
  8978. }
  8979. },
  8980. vertexShader: ShaderChunk.background_vert,
  8981. fragmentShader: ShaderChunk.background_frag
  8982. },
  8983. /* -------------------------------------------------------------------------
  8984. // Cube map shader
  8985. ------------------------------------------------------------------------- */
  8986. cube: {
  8987. uniforms: mergeUniforms([UniformsLib.envmap, {
  8988. opacity: {
  8989. value: 1.0
  8990. }
  8991. }]),
  8992. vertexShader: ShaderChunk.cube_vert,
  8993. fragmentShader: ShaderChunk.cube_frag
  8994. },
  8995. equirect: {
  8996. uniforms: {
  8997. tEquirect: {
  8998. value: null
  8999. }
  9000. },
  9001. vertexShader: ShaderChunk.equirect_vert,
  9002. fragmentShader: ShaderChunk.equirect_frag
  9003. },
  9004. distanceRGBA: {
  9005. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
  9006. referencePosition: {
  9007. value: new Vector3()
  9008. },
  9009. nearDistance: {
  9010. value: 1
  9011. },
  9012. farDistance: {
  9013. value: 1000
  9014. }
  9015. }]),
  9016. vertexShader: ShaderChunk.distanceRGBA_vert,
  9017. fragmentShader: ShaderChunk.distanceRGBA_frag
  9018. },
  9019. shadow: {
  9020. uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
  9021. color: {
  9022. value: new Color(0x00000)
  9023. },
  9024. opacity: {
  9025. value: 1.0
  9026. }
  9027. }]),
  9028. vertexShader: ShaderChunk.shadow_vert,
  9029. fragmentShader: ShaderChunk.shadow_frag
  9030. }
  9031. };
  9032. ShaderLib.physical = {
  9033. uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
  9034. clearcoat: {
  9035. value: 0
  9036. },
  9037. clearcoatMap: {
  9038. value: null
  9039. },
  9040. clearcoatRoughness: {
  9041. value: 0
  9042. },
  9043. clearcoatRoughnessMap: {
  9044. value: null
  9045. },
  9046. clearcoatNormalScale: {
  9047. value: new Vector2(1, 1)
  9048. },
  9049. clearcoatNormalMap: {
  9050. value: null
  9051. },
  9052. sheen: {
  9053. value: new Color(0x000000)
  9054. },
  9055. transmission: {
  9056. value: 0
  9057. },
  9058. transmissionMap: {
  9059. value: null
  9060. }
  9061. }]),
  9062. vertexShader: ShaderChunk.meshphysical_vert,
  9063. fragmentShader: ShaderChunk.meshphysical_frag
  9064. };
  9065. function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
  9066. var clearColor = new Color(0x000000);
  9067. var clearAlpha = 0;
  9068. var planeMesh;
  9069. var boxMesh;
  9070. var currentBackground = null;
  9071. var currentBackgroundVersion = 0;
  9072. var currentTonemapping = null;
  9073. function render(renderList, scene, camera, forceClear) {
  9074. var background = scene.isScene === true ? scene.background : null;
  9075. if (background && background.isTexture) {
  9076. background = cubemaps.get(background);
  9077. } // Ignore background in AR
  9078. // TODO: Reconsider this.
  9079. var xr = renderer.xr;
  9080. var session = xr.getSession && xr.getSession();
  9081. if (session && session.environmentBlendMode === 'additive') {
  9082. background = null;
  9083. }
  9084. if (background === null) {
  9085. setClear(clearColor, clearAlpha);
  9086. } else if (background && background.isColor) {
  9087. setClear(background, 1);
  9088. forceClear = true;
  9089. }
  9090. if (renderer.autoClear || forceClear) {
  9091. renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
  9092. }
  9093. if (background && (background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping)) {
  9094. if (boxMesh === undefined) {
  9095. boxMesh = new Mesh(new BoxBufferGeometry(1, 1, 1), new ShaderMaterial({
  9096. name: 'BackgroundCubeMaterial',
  9097. uniforms: cloneUniforms(ShaderLib.cube.uniforms),
  9098. vertexShader: ShaderLib.cube.vertexShader,
  9099. fragmentShader: ShaderLib.cube.fragmentShader,
  9100. side: BackSide,
  9101. depthTest: false,
  9102. depthWrite: false,
  9103. fog: false
  9104. }));
  9105. boxMesh.geometry.deleteAttribute('normal');
  9106. boxMesh.geometry.deleteAttribute('uv');
  9107. boxMesh.onBeforeRender = function (renderer, scene, camera) {
  9108. this.matrixWorld.copyPosition(camera.matrixWorld);
  9109. }; // enable code injection for non-built-in material
  9110. Object.defineProperty(boxMesh.material, 'envMap', {
  9111. get: function get() {
  9112. return this.uniforms.envMap.value;
  9113. }
  9114. });
  9115. objects.update(boxMesh);
  9116. }
  9117. if (background.isWebGLCubeRenderTarget) {
  9118. // TODO Deprecate
  9119. background = background.texture;
  9120. }
  9121. boxMesh.material.uniforms.envMap.value = background;
  9122. boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1;
  9123. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  9124. boxMesh.material.needsUpdate = true;
  9125. currentBackground = background;
  9126. currentBackgroundVersion = background.version;
  9127. currentTonemapping = renderer.toneMapping;
  9128. } // push to the pre-sorted opaque render list
  9129. renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
  9130. } else if (background && background.isTexture) {
  9131. if (planeMesh === undefined) {
  9132. planeMesh = new Mesh(new PlaneBufferGeometry(2, 2), new ShaderMaterial({
  9133. name: 'BackgroundMaterial',
  9134. uniforms: cloneUniforms(ShaderLib.background.uniforms),
  9135. vertexShader: ShaderLib.background.vertexShader,
  9136. fragmentShader: ShaderLib.background.fragmentShader,
  9137. side: FrontSide,
  9138. depthTest: false,
  9139. depthWrite: false,
  9140. fog: false
  9141. }));
  9142. planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
  9143. Object.defineProperty(planeMesh.material, 'map', {
  9144. get: function get() {
  9145. return this.uniforms.t2D.value;
  9146. }
  9147. });
  9148. objects.update(planeMesh);
  9149. }
  9150. planeMesh.material.uniforms.t2D.value = background;
  9151. if (background.matrixAutoUpdate === true) {
  9152. background.updateMatrix();
  9153. }
  9154. planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
  9155. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  9156. planeMesh.material.needsUpdate = true;
  9157. currentBackground = background;
  9158. currentBackgroundVersion = background.version;
  9159. currentTonemapping = renderer.toneMapping;
  9160. } // push to the pre-sorted opaque render list
  9161. renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
  9162. }
  9163. }
  9164. function setClear(color, alpha) {
  9165. state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
  9166. }
  9167. return {
  9168. getClearColor: function getClearColor() {
  9169. return clearColor;
  9170. },
  9171. setClearColor: function setClearColor(color, alpha) {
  9172. if (alpha === void 0) {
  9173. alpha = 1;
  9174. }
  9175. clearColor.set(color);
  9176. clearAlpha = alpha;
  9177. setClear(clearColor, clearAlpha);
  9178. },
  9179. getClearAlpha: function getClearAlpha() {
  9180. return clearAlpha;
  9181. },
  9182. setClearAlpha: function setClearAlpha(alpha) {
  9183. clearAlpha = alpha;
  9184. setClear(clearColor, clearAlpha);
  9185. },
  9186. render: render
  9187. };
  9188. }
  9189. function WebGLBindingStates(gl, extensions, attributes, capabilities) {
  9190. var maxVertexAttributes = gl.getParameter(34921);
  9191. var extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
  9192. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9193. var bindingStates = {};
  9194. var defaultState = createBindingState(null);
  9195. var currentState = defaultState;
  9196. function setup(object, material, program, geometry, index) {
  9197. var updateBuffers = false;
  9198. if (vaoAvailable) {
  9199. var state = getBindingState(geometry, program, material);
  9200. if (currentState !== state) {
  9201. currentState = state;
  9202. bindVertexArrayObject(currentState.object);
  9203. }
  9204. updateBuffers = needsUpdate(geometry, index);
  9205. if (updateBuffers) saveCache(geometry, index);
  9206. } else {
  9207. var wireframe = material.wireframe === true;
  9208. if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
  9209. currentState.geometry = geometry.id;
  9210. currentState.program = program.id;
  9211. currentState.wireframe = wireframe;
  9212. updateBuffers = true;
  9213. }
  9214. }
  9215. if (object.isInstancedMesh === true) {
  9216. updateBuffers = true;
  9217. }
  9218. if (index !== null) {
  9219. attributes.update(index, 34963);
  9220. }
  9221. if (updateBuffers) {
  9222. setupVertexAttributes(object, material, program, geometry);
  9223. if (index !== null) {
  9224. gl.bindBuffer(34963, attributes.get(index).buffer);
  9225. }
  9226. }
  9227. }
  9228. function createVertexArrayObject() {
  9229. if (capabilities.isWebGL2) return gl.createVertexArray();
  9230. return extension.createVertexArrayOES();
  9231. }
  9232. function bindVertexArrayObject(vao) {
  9233. if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
  9234. return extension.bindVertexArrayOES(vao);
  9235. }
  9236. function deleteVertexArrayObject(vao) {
  9237. if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
  9238. return extension.deleteVertexArrayOES(vao);
  9239. }
  9240. function getBindingState(geometry, program, material) {
  9241. var wireframe = material.wireframe === true;
  9242. var programMap = bindingStates[geometry.id];
  9243. if (programMap === undefined) {
  9244. programMap = {};
  9245. bindingStates[geometry.id] = programMap;
  9246. }
  9247. var stateMap = programMap[program.id];
  9248. if (stateMap === undefined) {
  9249. stateMap = {};
  9250. programMap[program.id] = stateMap;
  9251. }
  9252. var state = stateMap[wireframe];
  9253. if (state === undefined) {
  9254. state = createBindingState(createVertexArrayObject());
  9255. stateMap[wireframe] = state;
  9256. }
  9257. return state;
  9258. }
  9259. function createBindingState(vao) {
  9260. var newAttributes = [];
  9261. var enabledAttributes = [];
  9262. var attributeDivisors = [];
  9263. for (var i = 0; i < maxVertexAttributes; i++) {
  9264. newAttributes[i] = 0;
  9265. enabledAttributes[i] = 0;
  9266. attributeDivisors[i] = 0;
  9267. }
  9268. return {
  9269. // for backward compatibility on non-VAO support browser
  9270. geometry: null,
  9271. program: null,
  9272. wireframe: false,
  9273. newAttributes: newAttributes,
  9274. enabledAttributes: enabledAttributes,
  9275. attributeDivisors: attributeDivisors,
  9276. object: vao,
  9277. attributes: {},
  9278. index: null
  9279. };
  9280. }
  9281. function needsUpdate(geometry, index) {
  9282. var cachedAttributes = currentState.attributes;
  9283. var geometryAttributes = geometry.attributes;
  9284. var attributesNum = 0;
  9285. for (var key in geometryAttributes) {
  9286. var cachedAttribute = cachedAttributes[key];
  9287. var geometryAttribute = geometryAttributes[key];
  9288. if (cachedAttribute === undefined) return true;
  9289. if (cachedAttribute.attribute !== geometryAttribute) return true;
  9290. if (cachedAttribute.data !== geometryAttribute.data) return true;
  9291. attributesNum++;
  9292. }
  9293. if (currentState.attributesNum !== attributesNum) return true;
  9294. if (currentState.index !== index) return true;
  9295. return false;
  9296. }
  9297. function saveCache(geometry, index) {
  9298. var cache = {};
  9299. var attributes = geometry.attributes;
  9300. var attributesNum = 0;
  9301. for (var key in attributes) {
  9302. var attribute = attributes[key];
  9303. var data = {};
  9304. data.attribute = attribute;
  9305. if (attribute.data) {
  9306. data.data = attribute.data;
  9307. }
  9308. cache[key] = data;
  9309. attributesNum++;
  9310. }
  9311. currentState.attributes = cache;
  9312. currentState.attributesNum = attributesNum;
  9313. currentState.index = index;
  9314. }
  9315. function initAttributes() {
  9316. var newAttributes = currentState.newAttributes;
  9317. for (var i = 0, il = newAttributes.length; i < il; i++) {
  9318. newAttributes[i] = 0;
  9319. }
  9320. }
  9321. function enableAttribute(attribute) {
  9322. enableAttributeAndDivisor(attribute, 0);
  9323. }
  9324. function enableAttributeAndDivisor(attribute, meshPerAttribute) {
  9325. var newAttributes = currentState.newAttributes;
  9326. var enabledAttributes = currentState.enabledAttributes;
  9327. var attributeDivisors = currentState.attributeDivisors;
  9328. newAttributes[attribute] = 1;
  9329. if (enabledAttributes[attribute] === 0) {
  9330. gl.enableVertexAttribArray(attribute);
  9331. enabledAttributes[attribute] = 1;
  9332. }
  9333. if (attributeDivisors[attribute] !== meshPerAttribute) {
  9334. var _extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
  9335. _extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
  9336. attributeDivisors[attribute] = meshPerAttribute;
  9337. }
  9338. }
  9339. function disableUnusedAttributes() {
  9340. var newAttributes = currentState.newAttributes;
  9341. var enabledAttributes = currentState.enabledAttributes;
  9342. for (var i = 0, il = enabledAttributes.length; i < il; i++) {
  9343. if (enabledAttributes[i] !== newAttributes[i]) {
  9344. gl.disableVertexAttribArray(i);
  9345. enabledAttributes[i] = 0;
  9346. }
  9347. }
  9348. }
  9349. function vertexAttribPointer(index, size, type, normalized, stride, offset) {
  9350. if (capabilities.isWebGL2 === true && (type === 5124 || type === 5125)) {
  9351. gl.vertexAttribIPointer(index, size, type, stride, offset);
  9352. } else {
  9353. gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
  9354. }
  9355. }
  9356. function setupVertexAttributes(object, material, program, geometry) {
  9357. if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
  9358. if (extensions.get('ANGLE_instanced_arrays') === null) return;
  9359. }
  9360. initAttributes();
  9361. var geometryAttributes = geometry.attributes;
  9362. var programAttributes = program.getAttributes();
  9363. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9364. for (var name in programAttributes) {
  9365. var programAttribute = programAttributes[name];
  9366. if (programAttribute >= 0) {
  9367. var geometryAttribute = geometryAttributes[name];
  9368. if (geometryAttribute !== undefined) {
  9369. var normalized = geometryAttribute.normalized;
  9370. var size = geometryAttribute.itemSize;
  9371. var attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
  9372. if (attribute === undefined) continue;
  9373. var buffer = attribute.buffer;
  9374. var type = attribute.type;
  9375. var bytesPerElement = attribute.bytesPerElement;
  9376. if (geometryAttribute.isInterleavedBufferAttribute) {
  9377. var data = geometryAttribute.data;
  9378. var stride = data.stride;
  9379. var offset = geometryAttribute.offset;
  9380. if (data && data.isInstancedInterleavedBuffer) {
  9381. enableAttributeAndDivisor(programAttribute, data.meshPerAttribute);
  9382. if (geometry._maxInstanceCount === undefined) {
  9383. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9384. }
  9385. } else {
  9386. enableAttribute(programAttribute);
  9387. }
  9388. gl.bindBuffer(34962, buffer);
  9389. vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement);
  9390. } else {
  9391. if (geometryAttribute.isInstancedBufferAttribute) {
  9392. enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute);
  9393. if (geometry._maxInstanceCount === undefined) {
  9394. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9395. }
  9396. } else {
  9397. enableAttribute(programAttribute);
  9398. }
  9399. gl.bindBuffer(34962, buffer);
  9400. vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);
  9401. }
  9402. } else if (name === 'instanceMatrix') {
  9403. var _attribute = attributes.get(object.instanceMatrix); // TODO Attribute may not be available on context restore
  9404. if (_attribute === undefined) continue;
  9405. var _buffer = _attribute.buffer;
  9406. var _type = _attribute.type;
  9407. enableAttributeAndDivisor(programAttribute + 0, 1);
  9408. enableAttributeAndDivisor(programAttribute + 1, 1);
  9409. enableAttributeAndDivisor(programAttribute + 2, 1);
  9410. enableAttributeAndDivisor(programAttribute + 3, 1);
  9411. gl.bindBuffer(34962, _buffer);
  9412. gl.vertexAttribPointer(programAttribute + 0, 4, _type, false, 64, 0);
  9413. gl.vertexAttribPointer(programAttribute + 1, 4, _type, false, 64, 16);
  9414. gl.vertexAttribPointer(programAttribute + 2, 4, _type, false, 64, 32);
  9415. gl.vertexAttribPointer(programAttribute + 3, 4, _type, false, 64, 48);
  9416. } else if (name === 'instanceColor') {
  9417. var _attribute2 = attributes.get(object.instanceColor); // TODO Attribute may not be available on context restore
  9418. if (_attribute2 === undefined) continue;
  9419. var _buffer2 = _attribute2.buffer;
  9420. var _type2 = _attribute2.type;
  9421. enableAttributeAndDivisor(programAttribute, 1);
  9422. gl.bindBuffer(34962, _buffer2);
  9423. gl.vertexAttribPointer(programAttribute, 3, _type2, false, 12, 0);
  9424. } else if (materialDefaultAttributeValues !== undefined) {
  9425. var value = materialDefaultAttributeValues[name];
  9426. if (value !== undefined) {
  9427. switch (value.length) {
  9428. case 2:
  9429. gl.vertexAttrib2fv(programAttribute, value);
  9430. break;
  9431. case 3:
  9432. gl.vertexAttrib3fv(programAttribute, value);
  9433. break;
  9434. case 4:
  9435. gl.vertexAttrib4fv(programAttribute, value);
  9436. break;
  9437. default:
  9438. gl.vertexAttrib1fv(programAttribute, value);
  9439. }
  9440. }
  9441. }
  9442. }
  9443. }
  9444. disableUnusedAttributes();
  9445. }
  9446. function dispose() {
  9447. reset();
  9448. for (var geometryId in bindingStates) {
  9449. var programMap = bindingStates[geometryId];
  9450. for (var programId in programMap) {
  9451. var stateMap = programMap[programId];
  9452. for (var wireframe in stateMap) {
  9453. deleteVertexArrayObject(stateMap[wireframe].object);
  9454. delete stateMap[wireframe];
  9455. }
  9456. delete programMap[programId];
  9457. }
  9458. delete bindingStates[geometryId];
  9459. }
  9460. }
  9461. function releaseStatesOfGeometry(geometry) {
  9462. if (bindingStates[geometry.id] === undefined) return;
  9463. var programMap = bindingStates[geometry.id];
  9464. for (var programId in programMap) {
  9465. var stateMap = programMap[programId];
  9466. for (var wireframe in stateMap) {
  9467. deleteVertexArrayObject(stateMap[wireframe].object);
  9468. delete stateMap[wireframe];
  9469. }
  9470. delete programMap[programId];
  9471. }
  9472. delete bindingStates[geometry.id];
  9473. }
  9474. function releaseStatesOfProgram(program) {
  9475. for (var geometryId in bindingStates) {
  9476. var programMap = bindingStates[geometryId];
  9477. if (programMap[program.id] === undefined) continue;
  9478. var stateMap = programMap[program.id];
  9479. for (var wireframe in stateMap) {
  9480. deleteVertexArrayObject(stateMap[wireframe].object);
  9481. delete stateMap[wireframe];
  9482. }
  9483. delete programMap[program.id];
  9484. }
  9485. }
  9486. function reset() {
  9487. resetDefaultState();
  9488. if (currentState === defaultState) return;
  9489. currentState = defaultState;
  9490. bindVertexArrayObject(currentState.object);
  9491. } // for backward-compatilibity
  9492. function resetDefaultState() {
  9493. defaultState.geometry = null;
  9494. defaultState.program = null;
  9495. defaultState.wireframe = false;
  9496. }
  9497. return {
  9498. setup: setup,
  9499. reset: reset,
  9500. resetDefaultState: resetDefaultState,
  9501. dispose: dispose,
  9502. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9503. releaseStatesOfProgram: releaseStatesOfProgram,
  9504. initAttributes: initAttributes,
  9505. enableAttribute: enableAttribute,
  9506. disableUnusedAttributes: disableUnusedAttributes
  9507. };
  9508. }
  9509. function WebGLBufferRenderer(gl, extensions, info, capabilities) {
  9510. var isWebGL2 = capabilities.isWebGL2;
  9511. var mode;
  9512. function setMode(value) {
  9513. mode = value;
  9514. }
  9515. function render(start, count) {
  9516. gl.drawArrays(mode, start, count);
  9517. info.update(count, mode, 1);
  9518. }
  9519. function renderInstances(start, count, primcount) {
  9520. if (primcount === 0) return;
  9521. var extension, methodName;
  9522. if (isWebGL2) {
  9523. extension = gl;
  9524. methodName = 'drawArraysInstanced';
  9525. } else {
  9526. extension = extensions.get('ANGLE_instanced_arrays');
  9527. methodName = 'drawArraysInstancedANGLE';
  9528. if (extension === null) {
  9529. console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9530. return;
  9531. }
  9532. }
  9533. extension[methodName](mode, start, count, primcount);
  9534. info.update(count, mode, primcount);
  9535. } //
  9536. this.setMode = setMode;
  9537. this.render = render;
  9538. this.renderInstances = renderInstances;
  9539. }
  9540. function WebGLCapabilities(gl, extensions, parameters) {
  9541. var maxAnisotropy;
  9542. function getMaxAnisotropy() {
  9543. if (maxAnisotropy !== undefined) return maxAnisotropy;
  9544. var extension = extensions.get('EXT_texture_filter_anisotropic');
  9545. if (extension !== null) {
  9546. maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
  9547. } else {
  9548. maxAnisotropy = 0;
  9549. }
  9550. return maxAnisotropy;
  9551. }
  9552. function getMaxPrecision(precision) {
  9553. if (precision === 'highp') {
  9554. if (gl.getShaderPrecisionFormat(35633, 36338).precision > 0 && gl.getShaderPrecisionFormat(35632, 36338).precision > 0) {
  9555. return 'highp';
  9556. }
  9557. precision = 'mediump';
  9558. }
  9559. if (precision === 'mediump') {
  9560. if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 && gl.getShaderPrecisionFormat(35632, 36337).precision > 0) {
  9561. return 'mediump';
  9562. }
  9563. }
  9564. return 'lowp';
  9565. }
  9566. /* eslint-disable no-undef */
  9567. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
  9568. /* eslint-enable no-undef */
  9569. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9570. var maxPrecision = getMaxPrecision(precision);
  9571. if (maxPrecision !== precision) {
  9572. console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
  9573. precision = maxPrecision;
  9574. }
  9575. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9576. var maxTextures = gl.getParameter(34930);
  9577. var maxVertexTextures = gl.getParameter(35660);
  9578. var maxTextureSize = gl.getParameter(3379);
  9579. var maxCubemapSize = gl.getParameter(34076);
  9580. var maxAttributes = gl.getParameter(34921);
  9581. var maxVertexUniforms = gl.getParameter(36347);
  9582. var maxVaryings = gl.getParameter(36348);
  9583. var maxFragmentUniforms = gl.getParameter(36349);
  9584. var vertexTextures = maxVertexTextures > 0;
  9585. var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float');
  9586. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9587. var maxSamples = isWebGL2 ? gl.getParameter(36183) : 0;
  9588. return {
  9589. isWebGL2: isWebGL2,
  9590. getMaxAnisotropy: getMaxAnisotropy,
  9591. getMaxPrecision: getMaxPrecision,
  9592. precision: precision,
  9593. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9594. maxTextures: maxTextures,
  9595. maxVertexTextures: maxVertexTextures,
  9596. maxTextureSize: maxTextureSize,
  9597. maxCubemapSize: maxCubemapSize,
  9598. maxAttributes: maxAttributes,
  9599. maxVertexUniforms: maxVertexUniforms,
  9600. maxVaryings: maxVaryings,
  9601. maxFragmentUniforms: maxFragmentUniforms,
  9602. vertexTextures: vertexTextures,
  9603. floatFragmentTextures: floatFragmentTextures,
  9604. floatVertexTextures: floatVertexTextures,
  9605. maxSamples: maxSamples
  9606. };
  9607. }
  9608. function WebGLClipping(properties) {
  9609. var scope = this;
  9610. var globalState = null,
  9611. numGlobalPlanes = 0,
  9612. localClippingEnabled = false,
  9613. renderingShadows = false;
  9614. var plane = new Plane(),
  9615. viewNormalMatrix = new Matrix3(),
  9616. uniform = {
  9617. value: null,
  9618. needsUpdate: false
  9619. };
  9620. this.uniform = uniform;
  9621. this.numPlanes = 0;
  9622. this.numIntersection = 0;
  9623. this.init = function (planes, enableLocalClipping, camera) {
  9624. var enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
  9625. // run another frame in order to reset the state:
  9626. numGlobalPlanes !== 0 || localClippingEnabled;
  9627. localClippingEnabled = enableLocalClipping;
  9628. globalState = projectPlanes(planes, camera, 0);
  9629. numGlobalPlanes = planes.length;
  9630. return enabled;
  9631. };
  9632. this.beginShadows = function () {
  9633. renderingShadows = true;
  9634. projectPlanes(null);
  9635. };
  9636. this.endShadows = function () {
  9637. renderingShadows = false;
  9638. resetGlobalState();
  9639. };
  9640. this.setState = function (material, camera, useCache) {
  9641. var planes = material.clippingPlanes,
  9642. clipIntersection = material.clipIntersection,
  9643. clipShadows = material.clipShadows;
  9644. var materialProperties = properties.get(material);
  9645. if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
  9646. // there's no local clipping
  9647. if (renderingShadows) {
  9648. // there's no global clipping
  9649. projectPlanes(null);
  9650. } else {
  9651. resetGlobalState();
  9652. }
  9653. } else {
  9654. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9655. lGlobal = nGlobal * 4;
  9656. var dstArray = materialProperties.clippingState || null;
  9657. uniform.value = dstArray; // ensure unique state
  9658. dstArray = projectPlanes(planes, camera, lGlobal, useCache);
  9659. for (var i = 0; i !== lGlobal; ++i) {
  9660. dstArray[i] = globalState[i];
  9661. }
  9662. materialProperties.clippingState = dstArray;
  9663. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9664. this.numPlanes += nGlobal;
  9665. }
  9666. };
  9667. function resetGlobalState() {
  9668. if (uniform.value !== globalState) {
  9669. uniform.value = globalState;
  9670. uniform.needsUpdate = numGlobalPlanes > 0;
  9671. }
  9672. scope.numPlanes = numGlobalPlanes;
  9673. scope.numIntersection = 0;
  9674. }
  9675. function projectPlanes(planes, camera, dstOffset, skipTransform) {
  9676. var nPlanes = planes !== null ? planes.length : 0;
  9677. var dstArray = null;
  9678. if (nPlanes !== 0) {
  9679. dstArray = uniform.value;
  9680. if (skipTransform !== true || dstArray === null) {
  9681. var flatSize = dstOffset + nPlanes * 4,
  9682. viewMatrix = camera.matrixWorldInverse;
  9683. viewNormalMatrix.getNormalMatrix(viewMatrix);
  9684. if (dstArray === null || dstArray.length < flatSize) {
  9685. dstArray = new Float32Array(flatSize);
  9686. }
  9687. for (var i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
  9688. plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
  9689. plane.normal.toArray(dstArray, i4);
  9690. dstArray[i4 + 3] = plane.constant;
  9691. }
  9692. }
  9693. uniform.value = dstArray;
  9694. uniform.needsUpdate = true;
  9695. }
  9696. scope.numPlanes = nPlanes;
  9697. scope.numIntersection = 0;
  9698. return dstArray;
  9699. }
  9700. }
  9701. function WebGLCubeMaps(renderer) {
  9702. var cubemaps = new WeakMap();
  9703. function mapTextureMapping(texture, mapping) {
  9704. if (mapping === EquirectangularReflectionMapping) {
  9705. texture.mapping = CubeReflectionMapping;
  9706. } else if (mapping === EquirectangularRefractionMapping) {
  9707. texture.mapping = CubeRefractionMapping;
  9708. }
  9709. return texture;
  9710. }
  9711. function get(texture) {
  9712. if (texture && texture.isTexture) {
  9713. var mapping = texture.mapping;
  9714. if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
  9715. if (cubemaps.has(texture)) {
  9716. var cubemap = cubemaps.get(texture).texture;
  9717. return mapTextureMapping(cubemap, texture.mapping);
  9718. } else {
  9719. var image = texture.image;
  9720. if (image && image.height > 0) {
  9721. var currentRenderList = renderer.getRenderList();
  9722. var currentRenderTarget = renderer.getRenderTarget();
  9723. var currentRenderState = renderer.getRenderState();
  9724. var renderTarget = new WebGLCubeRenderTarget(image.height / 2);
  9725. renderTarget.fromEquirectangularTexture(renderer, texture);
  9726. cubemaps.set(texture, renderTarget);
  9727. renderer.setRenderTarget(currentRenderTarget);
  9728. renderer.setRenderList(currentRenderList);
  9729. renderer.setRenderState(currentRenderState);
  9730. texture.addEventListener('dispose', onTextureDispose);
  9731. return mapTextureMapping(renderTarget.texture, texture.mapping);
  9732. } else {
  9733. // image not yet ready. try the conversion next frame
  9734. return null;
  9735. }
  9736. }
  9737. }
  9738. }
  9739. return texture;
  9740. }
  9741. function onTextureDispose(event) {
  9742. var texture = event.target;
  9743. texture.removeEventListener('dispose', onTextureDispose);
  9744. var cubemap = cubemaps.get(texture);
  9745. if (cubemap !== undefined) {
  9746. cubemaps.delete(texture);
  9747. cubemap.dispose();
  9748. }
  9749. }
  9750. function dispose() {
  9751. cubemaps = new WeakMap();
  9752. }
  9753. return {
  9754. get: get,
  9755. dispose: dispose
  9756. };
  9757. }
  9758. function WebGLExtensions(gl) {
  9759. var extensions = {};
  9760. return {
  9761. has: function has(name) {
  9762. if (extensions[name] !== undefined) {
  9763. return extensions[name] !== null;
  9764. }
  9765. var extension;
  9766. switch (name) {
  9767. case 'WEBGL_depth_texture':
  9768. extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');
  9769. break;
  9770. case 'EXT_texture_filter_anisotropic':
  9771. extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
  9772. break;
  9773. case 'WEBGL_compressed_texture_s3tc':
  9774. extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  9775. break;
  9776. case 'WEBGL_compressed_texture_pvrtc':
  9777. extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  9778. break;
  9779. default:
  9780. extension = gl.getExtension(name);
  9781. }
  9782. extensions[name] = extension;
  9783. return extension !== null;
  9784. },
  9785. get: function get(name) {
  9786. if (!this.has(name)) {
  9787. console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
  9788. }
  9789. return extensions[name];
  9790. }
  9791. };
  9792. }
  9793. function WebGLGeometries(gl, attributes, info, bindingStates) {
  9794. var geometries = new WeakMap();
  9795. var wireframeAttributes = new WeakMap();
  9796. function onGeometryDispose(event) {
  9797. var geometry = event.target;
  9798. var buffergeometry = geometries.get(geometry);
  9799. if (buffergeometry.index !== null) {
  9800. attributes.remove(buffergeometry.index);
  9801. }
  9802. for (var name in buffergeometry.attributes) {
  9803. attributes.remove(buffergeometry.attributes[name]);
  9804. }
  9805. geometry.removeEventListener('dispose', onGeometryDispose);
  9806. geometries.delete(geometry);
  9807. var attribute = wireframeAttributes.get(buffergeometry);
  9808. if (attribute) {
  9809. attributes.remove(attribute);
  9810. wireframeAttributes.delete(buffergeometry);
  9811. }
  9812. bindingStates.releaseStatesOfGeometry(buffergeometry);
  9813. if (geometry.isInstancedBufferGeometry === true) {
  9814. delete geometry._maxInstanceCount;
  9815. } //
  9816. info.memory.geometries--;
  9817. }
  9818. function get(object, geometry) {
  9819. var buffergeometry = geometries.get(geometry);
  9820. if (buffergeometry) return buffergeometry;
  9821. geometry.addEventListener('dispose', onGeometryDispose);
  9822. if (geometry.isBufferGeometry) {
  9823. buffergeometry = geometry;
  9824. } else if (geometry.isGeometry) {
  9825. if (geometry._bufferGeometry === undefined) {
  9826. geometry._bufferGeometry = new BufferGeometry().setFromObject(object);
  9827. }
  9828. buffergeometry = geometry._bufferGeometry;
  9829. }
  9830. geometries.set(geometry, buffergeometry);
  9831. info.memory.geometries++;
  9832. return buffergeometry;
  9833. }
  9834. function update(geometry) {
  9835. var geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
  9836. for (var name in geometryAttributes) {
  9837. attributes.update(geometryAttributes[name], 34962);
  9838. } // morph targets
  9839. var morphAttributes = geometry.morphAttributes;
  9840. for (var _name in morphAttributes) {
  9841. var array = morphAttributes[_name];
  9842. for (var i = 0, l = array.length; i < l; i++) {
  9843. attributes.update(array[i], 34962);
  9844. }
  9845. }
  9846. }
  9847. function updateWireframeAttribute(geometry) {
  9848. var indices = [];
  9849. var geometryIndex = geometry.index;
  9850. var geometryPosition = geometry.attributes.position;
  9851. var version = 0;
  9852. if (geometryIndex !== null) {
  9853. var array = geometryIndex.array;
  9854. version = geometryIndex.version;
  9855. for (var i = 0, l = array.length; i < l; i += 3) {
  9856. var a = array[i + 0];
  9857. var b = array[i + 1];
  9858. var c = array[i + 2];
  9859. indices.push(a, b, b, c, c, a);
  9860. }
  9861. } else {
  9862. var _array = geometryPosition.array;
  9863. version = geometryPosition.version;
  9864. for (var _i = 0, _l = _array.length / 3 - 1; _i < _l; _i += 3) {
  9865. var _a = _i + 0;
  9866. var _b = _i + 1;
  9867. var _c = _i + 2;
  9868. indices.push(_a, _b, _b, _c, _c, _a);
  9869. }
  9870. }
  9871. var attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
  9872. attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
  9873. //
  9874. var previousAttribute = wireframeAttributes.get(geometry);
  9875. if (previousAttribute) attributes.remove(previousAttribute); //
  9876. wireframeAttributes.set(geometry, attribute);
  9877. }
  9878. function getWireframeAttribute(geometry) {
  9879. var currentAttribute = wireframeAttributes.get(geometry);
  9880. if (currentAttribute) {
  9881. var geometryIndex = geometry.index;
  9882. if (geometryIndex !== null) {
  9883. // if the attribute is obsolete, create a new one
  9884. if (currentAttribute.version < geometryIndex.version) {
  9885. updateWireframeAttribute(geometry);
  9886. }
  9887. }
  9888. } else {
  9889. updateWireframeAttribute(geometry);
  9890. }
  9891. return wireframeAttributes.get(geometry);
  9892. }
  9893. return {
  9894. get: get,
  9895. update: update,
  9896. getWireframeAttribute: getWireframeAttribute
  9897. };
  9898. }
  9899. function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
  9900. var isWebGL2 = capabilities.isWebGL2;
  9901. var mode;
  9902. function setMode(value) {
  9903. mode = value;
  9904. }
  9905. var type, bytesPerElement;
  9906. function setIndex(value) {
  9907. type = value.type;
  9908. bytesPerElement = value.bytesPerElement;
  9909. }
  9910. function render(start, count) {
  9911. gl.drawElements(mode, count, type, start * bytesPerElement);
  9912. info.update(count, mode, 1);
  9913. }
  9914. function renderInstances(start, count, primcount) {
  9915. if (primcount === 0) return;
  9916. var extension, methodName;
  9917. if (isWebGL2) {
  9918. extension = gl;
  9919. methodName = 'drawElementsInstanced';
  9920. } else {
  9921. extension = extensions.get('ANGLE_instanced_arrays');
  9922. methodName = 'drawElementsInstancedANGLE';
  9923. if (extension === null) {
  9924. console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9925. return;
  9926. }
  9927. }
  9928. extension[methodName](mode, count, type, start * bytesPerElement, primcount);
  9929. info.update(count, mode, primcount);
  9930. } //
  9931. this.setMode = setMode;
  9932. this.setIndex = setIndex;
  9933. this.render = render;
  9934. this.renderInstances = renderInstances;
  9935. }
  9936. function WebGLInfo(gl) {
  9937. var memory = {
  9938. geometries: 0,
  9939. textures: 0
  9940. };
  9941. var render = {
  9942. frame: 0,
  9943. calls: 0,
  9944. triangles: 0,
  9945. points: 0,
  9946. lines: 0
  9947. };
  9948. function update(count, mode, instanceCount) {
  9949. render.calls++;
  9950. switch (mode) {
  9951. case 4:
  9952. render.triangles += instanceCount * (count / 3);
  9953. break;
  9954. case 1:
  9955. render.lines += instanceCount * (count / 2);
  9956. break;
  9957. case 3:
  9958. render.lines += instanceCount * (count - 1);
  9959. break;
  9960. case 2:
  9961. render.lines += instanceCount * count;
  9962. break;
  9963. case 0:
  9964. render.points += instanceCount * count;
  9965. break;
  9966. default:
  9967. console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
  9968. break;
  9969. }
  9970. }
  9971. function reset() {
  9972. render.frame++;
  9973. render.calls = 0;
  9974. render.triangles = 0;
  9975. render.points = 0;
  9976. render.lines = 0;
  9977. }
  9978. return {
  9979. memory: memory,
  9980. render: render,
  9981. programs: null,
  9982. autoReset: true,
  9983. reset: reset,
  9984. update: update
  9985. };
  9986. }
  9987. function numericalSort(a, b) {
  9988. return a[0] - b[0];
  9989. }
  9990. function absNumericalSort(a, b) {
  9991. return Math.abs(b[1]) - Math.abs(a[1]);
  9992. }
  9993. function WebGLMorphtargets(gl) {
  9994. var influencesList = {};
  9995. var morphInfluences = new Float32Array(8);
  9996. var workInfluences = [];
  9997. for (var i = 0; i < 8; i++) {
  9998. workInfluences[i] = [i, 0];
  9999. }
  10000. function update(object, geometry, material, program) {
  10001. var objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10002. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10003. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10004. var influences = influencesList[geometry.id];
  10005. if (influences === undefined) {
  10006. // initialise list
  10007. influences = [];
  10008. for (var _i = 0; _i < length; _i++) {
  10009. influences[_i] = [_i, 0];
  10010. }
  10011. influencesList[geometry.id] = influences;
  10012. } // Collect influences
  10013. for (var _i2 = 0; _i2 < length; _i2++) {
  10014. var influence = influences[_i2];
  10015. influence[0] = _i2;
  10016. influence[1] = objectInfluences[_i2];
  10017. }
  10018. influences.sort(absNumericalSort);
  10019. for (var _i3 = 0; _i3 < 8; _i3++) {
  10020. if (_i3 < length && influences[_i3][1]) {
  10021. workInfluences[_i3][0] = influences[_i3][0];
  10022. workInfluences[_i3][1] = influences[_i3][1];
  10023. } else {
  10024. workInfluences[_i3][0] = Number.MAX_SAFE_INTEGER;
  10025. workInfluences[_i3][1] = 0;
  10026. }
  10027. }
  10028. workInfluences.sort(numericalSort);
  10029. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10030. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10031. var morphInfluencesSum = 0;
  10032. for (var _i4 = 0; _i4 < 8; _i4++) {
  10033. var _influence = workInfluences[_i4];
  10034. var index = _influence[0];
  10035. var value = _influence[1];
  10036. if (index !== Number.MAX_SAFE_INTEGER && value) {
  10037. if (morphTargets && geometry.getAttribute('morphTarget' + _i4) !== morphTargets[index]) {
  10038. geometry.setAttribute('morphTarget' + _i4, morphTargets[index]);
  10039. }
  10040. if (morphNormals && geometry.getAttribute('morphNormal' + _i4) !== morphNormals[index]) {
  10041. geometry.setAttribute('morphNormal' + _i4, morphNormals[index]);
  10042. }
  10043. morphInfluences[_i4] = value;
  10044. morphInfluencesSum += value;
  10045. } else {
  10046. if (morphTargets && geometry.hasAttribute('morphTarget' + _i4) === true) {
  10047. geometry.deleteAttribute('morphTarget' + _i4);
  10048. }
  10049. if (morphNormals && geometry.hasAttribute('morphNormal' + _i4) === true) {
  10050. geometry.deleteAttribute('morphNormal' + _i4);
  10051. }
  10052. morphInfluences[_i4] = 0;
  10053. }
  10054. } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10055. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10056. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10057. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10058. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  10059. program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
  10060. }
  10061. return {
  10062. update: update
  10063. };
  10064. }
  10065. function WebGLObjects(gl, geometries, attributes, info) {
  10066. var updateMap = new WeakMap();
  10067. function update(object) {
  10068. var frame = info.render.frame;
  10069. var geometry = object.geometry;
  10070. var buffergeometry = geometries.get(object, geometry); // Update once per frame
  10071. if (updateMap.get(buffergeometry) !== frame) {
  10072. if (geometry.isGeometry) {
  10073. buffergeometry.updateFromObject(object);
  10074. }
  10075. geometries.update(buffergeometry);
  10076. updateMap.set(buffergeometry, frame);
  10077. }
  10078. if (object.isInstancedMesh) {
  10079. attributes.update(object.instanceMatrix, 34962);
  10080. if (object.instanceColor !== null) {
  10081. attributes.update(object.instanceColor, 34962);
  10082. }
  10083. }
  10084. return buffergeometry;
  10085. }
  10086. function dispose() {
  10087. updateMap = new WeakMap();
  10088. }
  10089. return {
  10090. update: update,
  10091. dispose: dispose
  10092. };
  10093. }
  10094. function DataTexture2DArray(data, width, height, depth) {
  10095. if (data === void 0) {
  10096. data = null;
  10097. }
  10098. if (width === void 0) {
  10099. width = 1;
  10100. }
  10101. if (height === void 0) {
  10102. height = 1;
  10103. }
  10104. if (depth === void 0) {
  10105. depth = 1;
  10106. }
  10107. Texture.call(this, null);
  10108. this.image = {
  10109. data: data,
  10110. width: width,
  10111. height: height,
  10112. depth: depth
  10113. };
  10114. this.magFilter = NearestFilter;
  10115. this.minFilter = NearestFilter;
  10116. this.wrapR = ClampToEdgeWrapping;
  10117. this.generateMipmaps = false;
  10118. this.flipY = false;
  10119. this.needsUpdate = true;
  10120. }
  10121. DataTexture2DArray.prototype = Object.create(Texture.prototype);
  10122. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10123. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10124. function DataTexture3D(data, width, height, depth) {
  10125. if (data === void 0) {
  10126. data = null;
  10127. }
  10128. if (width === void 0) {
  10129. width = 1;
  10130. }
  10131. if (height === void 0) {
  10132. height = 1;
  10133. }
  10134. if (depth === void 0) {
  10135. depth = 1;
  10136. }
  10137. // We're going to add .setXXX() methods for setting properties later.
  10138. // Users can still set in DataTexture3D directly.
  10139. //
  10140. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10141. // texture.anisotropy = 16;
  10142. //
  10143. // See #14839
  10144. Texture.call(this, null);
  10145. this.image = {
  10146. data: data,
  10147. width: width,
  10148. height: height,
  10149. depth: depth
  10150. };
  10151. this.magFilter = NearestFilter;
  10152. this.minFilter = NearestFilter;
  10153. this.wrapR = ClampToEdgeWrapping;
  10154. this.generateMipmaps = false;
  10155. this.flipY = false;
  10156. this.needsUpdate = true;
  10157. }
  10158. DataTexture3D.prototype = Object.create(Texture.prototype);
  10159. DataTexture3D.prototype.constructor = DataTexture3D;
  10160. DataTexture3D.prototype.isDataTexture3D = true;
  10161. /**
  10162. * Uniforms of a program.
  10163. * Those form a tree structure with a special top-level container for the root,
  10164. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10165. *
  10166. *
  10167. * Properties of inner nodes including the top-level container:
  10168. *
  10169. * .seq - array of nested uniforms
  10170. * .map - nested uniforms by name
  10171. *
  10172. *
  10173. * Methods of all nodes except the top-level container:
  10174. *
  10175. * .setValue( gl, value, [textures] )
  10176. *
  10177. * uploads a uniform value(s)
  10178. * the 'textures' parameter is needed for sampler uniforms
  10179. *
  10180. *
  10181. * Static methods of the top-level container (textures factorizations):
  10182. *
  10183. * .upload( gl, seq, values, textures )
  10184. *
  10185. * sets uniforms in 'seq' to 'values[id].value'
  10186. *
  10187. * .seqWithValue( seq, values ) : filteredSeq
  10188. *
  10189. * filters 'seq' entries with corresponding entry in values
  10190. *
  10191. *
  10192. * Methods of the top-level container (textures factorizations):
  10193. *
  10194. * .setValue( gl, name, value, textures )
  10195. *
  10196. * sets uniform with name 'name' to 'value'
  10197. *
  10198. * .setOptional( gl, obj, prop )
  10199. *
  10200. * like .set for an optional property of the object
  10201. *
  10202. */
  10203. var emptyTexture = new Texture();
  10204. var emptyTexture2dArray = new DataTexture2DArray();
  10205. var emptyTexture3d = new DataTexture3D();
  10206. var emptyCubeTexture = new CubeTexture(); // --- Utilities ---
  10207. // Array Caches (provide typed arrays for temporary by size)
  10208. var arrayCacheF32 = [];
  10209. var arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
  10210. var mat4array = new Float32Array(16);
  10211. var mat3array = new Float32Array(9);
  10212. var mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
  10213. function flatten(array, nBlocks, blockSize) {
  10214. var firstElem = array[0];
  10215. if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
  10216. // see http://jacksondunstan.com/articles/983
  10217. var n = nBlocks * blockSize;
  10218. var r = arrayCacheF32[n];
  10219. if (r === undefined) {
  10220. r = new Float32Array(n);
  10221. arrayCacheF32[n] = r;
  10222. }
  10223. if (nBlocks !== 0) {
  10224. firstElem.toArray(r, 0);
  10225. for (var i = 1, offset = 0; i !== nBlocks; ++i) {
  10226. offset += blockSize;
  10227. array[i].toArray(r, offset);
  10228. }
  10229. }
  10230. return r;
  10231. }
  10232. function arraysEqual(a, b) {
  10233. if (a.length !== b.length) return false;
  10234. for (var i = 0, l = a.length; i < l; i++) {
  10235. if (a[i] !== b[i]) return false;
  10236. }
  10237. return true;
  10238. }
  10239. function copyArray(a, b) {
  10240. for (var i = 0, l = b.length; i < l; i++) {
  10241. a[i] = b[i];
  10242. }
  10243. } // Texture unit allocation
  10244. function allocTexUnits(textures, n) {
  10245. var r = arrayCacheI32[n];
  10246. if (r === undefined) {
  10247. r = new Int32Array(n);
  10248. arrayCacheI32[n] = r;
  10249. }
  10250. for (var i = 0; i !== n; ++i) {
  10251. r[i] = textures.allocateTextureUnit();
  10252. }
  10253. return r;
  10254. } // --- Setters ---
  10255. // Note: Defining these methods externally, because they come in a bunch
  10256. // and this way their names minify.
  10257. // Single scalar
  10258. function setValueV1f(gl, v) {
  10259. var cache = this.cache;
  10260. if (cache[0] === v) return;
  10261. gl.uniform1f(this.addr, v);
  10262. cache[0] = v;
  10263. } // Single float vector (from flat array or THREE.VectorN)
  10264. function setValueV2f(gl, v) {
  10265. var cache = this.cache;
  10266. if (v.x !== undefined) {
  10267. if (cache[0] !== v.x || cache[1] !== v.y) {
  10268. gl.uniform2f(this.addr, v.x, v.y);
  10269. cache[0] = v.x;
  10270. cache[1] = v.y;
  10271. }
  10272. } else {
  10273. if (arraysEqual(cache, v)) return;
  10274. gl.uniform2fv(this.addr, v);
  10275. copyArray(cache, v);
  10276. }
  10277. }
  10278. function setValueV3f(gl, v) {
  10279. var cache = this.cache;
  10280. if (v.x !== undefined) {
  10281. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
  10282. gl.uniform3f(this.addr, v.x, v.y, v.z);
  10283. cache[0] = v.x;
  10284. cache[1] = v.y;
  10285. cache[2] = v.z;
  10286. }
  10287. } else if (v.r !== undefined) {
  10288. if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
  10289. gl.uniform3f(this.addr, v.r, v.g, v.b);
  10290. cache[0] = v.r;
  10291. cache[1] = v.g;
  10292. cache[2] = v.b;
  10293. }
  10294. } else {
  10295. if (arraysEqual(cache, v)) return;
  10296. gl.uniform3fv(this.addr, v);
  10297. copyArray(cache, v);
  10298. }
  10299. }
  10300. function setValueV4f(gl, v) {
  10301. var cache = this.cache;
  10302. if (v.x !== undefined) {
  10303. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
  10304. gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
  10305. cache[0] = v.x;
  10306. cache[1] = v.y;
  10307. cache[2] = v.z;
  10308. cache[3] = v.w;
  10309. }
  10310. } else {
  10311. if (arraysEqual(cache, v)) return;
  10312. gl.uniform4fv(this.addr, v);
  10313. copyArray(cache, v);
  10314. }
  10315. } // Single matrix (from flat array or MatrixN)
  10316. function setValueM2(gl, v) {
  10317. var cache = this.cache;
  10318. var elements = v.elements;
  10319. if (elements === undefined) {
  10320. if (arraysEqual(cache, v)) return;
  10321. gl.uniformMatrix2fv(this.addr, false, v);
  10322. copyArray(cache, v);
  10323. } else {
  10324. if (arraysEqual(cache, elements)) return;
  10325. mat2array.set(elements);
  10326. gl.uniformMatrix2fv(this.addr, false, mat2array);
  10327. copyArray(cache, elements);
  10328. }
  10329. }
  10330. function setValueM3(gl, v) {
  10331. var cache = this.cache;
  10332. var elements = v.elements;
  10333. if (elements === undefined) {
  10334. if (arraysEqual(cache, v)) return;
  10335. gl.uniformMatrix3fv(this.addr, false, v);
  10336. copyArray(cache, v);
  10337. } else {
  10338. if (arraysEqual(cache, elements)) return;
  10339. mat3array.set(elements);
  10340. gl.uniformMatrix3fv(this.addr, false, mat3array);
  10341. copyArray(cache, elements);
  10342. }
  10343. }
  10344. function setValueM4(gl, v) {
  10345. var cache = this.cache;
  10346. var elements = v.elements;
  10347. if (elements === undefined) {
  10348. if (arraysEqual(cache, v)) return;
  10349. gl.uniformMatrix4fv(this.addr, false, v);
  10350. copyArray(cache, v);
  10351. } else {
  10352. if (arraysEqual(cache, elements)) return;
  10353. mat4array.set(elements);
  10354. gl.uniformMatrix4fv(this.addr, false, mat4array);
  10355. copyArray(cache, elements);
  10356. }
  10357. } // Single texture (2D / Cube)
  10358. function setValueT1(gl, v, textures) {
  10359. var cache = this.cache;
  10360. var unit = textures.allocateTextureUnit();
  10361. if (cache[0] !== unit) {
  10362. gl.uniform1i(this.addr, unit);
  10363. cache[0] = unit;
  10364. }
  10365. textures.safeSetTexture2D(v || emptyTexture, unit);
  10366. }
  10367. function setValueT2DArray1(gl, v, textures) {
  10368. var cache = this.cache;
  10369. var unit = textures.allocateTextureUnit();
  10370. if (cache[0] !== unit) {
  10371. gl.uniform1i(this.addr, unit);
  10372. cache[0] = unit;
  10373. }
  10374. textures.setTexture2DArray(v || emptyTexture2dArray, unit);
  10375. }
  10376. function setValueT3D1(gl, v, textures) {
  10377. var cache = this.cache;
  10378. var unit = textures.allocateTextureUnit();
  10379. if (cache[0] !== unit) {
  10380. gl.uniform1i(this.addr, unit);
  10381. cache[0] = unit;
  10382. }
  10383. textures.setTexture3D(v || emptyTexture3d, unit);
  10384. }
  10385. function setValueT6(gl, v, textures) {
  10386. var cache = this.cache;
  10387. var unit = textures.allocateTextureUnit();
  10388. if (cache[0] !== unit) {
  10389. gl.uniform1i(this.addr, unit);
  10390. cache[0] = unit;
  10391. }
  10392. textures.safeSetTextureCube(v || emptyCubeTexture, unit);
  10393. } // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10394. function setValueV1i(gl, v) {
  10395. var cache = this.cache;
  10396. if (cache[0] === v) return;
  10397. gl.uniform1i(this.addr, v);
  10398. cache[0] = v;
  10399. }
  10400. function setValueV2i(gl, v) {
  10401. var cache = this.cache;
  10402. if (arraysEqual(cache, v)) return;
  10403. gl.uniform2iv(this.addr, v);
  10404. copyArray(cache, v);
  10405. }
  10406. function setValueV3i(gl, v) {
  10407. var cache = this.cache;
  10408. if (arraysEqual(cache, v)) return;
  10409. gl.uniform3iv(this.addr, v);
  10410. copyArray(cache, v);
  10411. }
  10412. function setValueV4i(gl, v) {
  10413. var cache = this.cache;
  10414. if (arraysEqual(cache, v)) return;
  10415. gl.uniform4iv(this.addr, v);
  10416. copyArray(cache, v);
  10417. } // uint
  10418. function setValueV1ui(gl, v) {
  10419. var cache = this.cache;
  10420. if (cache[0] === v) return;
  10421. gl.uniform1ui(this.addr, v);
  10422. cache[0] = v;
  10423. } // Helper to pick the right setter for the singular case
  10424. function getSingularSetter(type) {
  10425. switch (type) {
  10426. case 0x1406:
  10427. return setValueV1f;
  10428. // FLOAT
  10429. case 0x8b50:
  10430. return setValueV2f;
  10431. // _VEC2
  10432. case 0x8b51:
  10433. return setValueV3f;
  10434. // _VEC3
  10435. case 0x8b52:
  10436. return setValueV4f;
  10437. // _VEC4
  10438. case 0x8b5a:
  10439. return setValueM2;
  10440. // _MAT2
  10441. case 0x8b5b:
  10442. return setValueM3;
  10443. // _MAT3
  10444. case 0x8b5c:
  10445. return setValueM4;
  10446. // _MAT4
  10447. case 0x1404:
  10448. case 0x8b56:
  10449. return setValueV1i;
  10450. // INT, BOOL
  10451. case 0x8b53:
  10452. case 0x8b57:
  10453. return setValueV2i;
  10454. // _VEC2
  10455. case 0x8b54:
  10456. case 0x8b58:
  10457. return setValueV3i;
  10458. // _VEC3
  10459. case 0x8b55:
  10460. case 0x8b59:
  10461. return setValueV4i;
  10462. // _VEC4
  10463. case 0x1405:
  10464. return setValueV1ui;
  10465. // UINT
  10466. case 0x8b5e: // SAMPLER_2D
  10467. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10468. case 0x8dca: // INT_SAMPLER_2D
  10469. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10470. case 0x8b62:
  10471. // SAMPLER_2D_SHADOW
  10472. return setValueT1;
  10473. case 0x8b5f: // SAMPLER_3D
  10474. case 0x8dcb: // INT_SAMPLER_3D
  10475. case 0x8dd3:
  10476. // UNSIGNED_INT_SAMPLER_3D
  10477. return setValueT3D1;
  10478. case 0x8b60: // SAMPLER_CUBE
  10479. case 0x8dcc: // INT_SAMPLER_CUBE
  10480. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10481. case 0x8dc5:
  10482. // SAMPLER_CUBE_SHADOW
  10483. return setValueT6;
  10484. case 0x8dc1: // SAMPLER_2D_ARRAY
  10485. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10486. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10487. case 0x8dc4:
  10488. // SAMPLER_2D_ARRAY_SHADOW
  10489. return setValueT2DArray1;
  10490. }
  10491. } // Array of scalars
  10492. function setValueV1fArray(gl, v) {
  10493. gl.uniform1fv(this.addr, v);
  10494. } // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10495. function setValueV1iArray(gl, v) {
  10496. gl.uniform1iv(this.addr, v);
  10497. }
  10498. function setValueV2iArray(gl, v) {
  10499. gl.uniform2iv(this.addr, v);
  10500. }
  10501. function setValueV3iArray(gl, v) {
  10502. gl.uniform3iv(this.addr, v);
  10503. }
  10504. function setValueV4iArray(gl, v) {
  10505. gl.uniform4iv(this.addr, v);
  10506. } // Array of vectors (flat or from THREE classes)
  10507. function setValueV2fArray(gl, v) {
  10508. var data = flatten(v, this.size, 2);
  10509. gl.uniform2fv(this.addr, data);
  10510. }
  10511. function setValueV3fArray(gl, v) {
  10512. var data = flatten(v, this.size, 3);
  10513. gl.uniform3fv(this.addr, data);
  10514. }
  10515. function setValueV4fArray(gl, v) {
  10516. var data = flatten(v, this.size, 4);
  10517. gl.uniform4fv(this.addr, data);
  10518. } // Array of matrices (flat or from THREE clases)
  10519. function setValueM2Array(gl, v) {
  10520. var data = flatten(v, this.size, 4);
  10521. gl.uniformMatrix2fv(this.addr, false, data);
  10522. }
  10523. function setValueM3Array(gl, v) {
  10524. var data = flatten(v, this.size, 9);
  10525. gl.uniformMatrix3fv(this.addr, false, data);
  10526. }
  10527. function setValueM4Array(gl, v) {
  10528. var data = flatten(v, this.size, 16);
  10529. gl.uniformMatrix4fv(this.addr, false, data);
  10530. } // Array of textures (2D / Cube)
  10531. function setValueT1Array(gl, v, textures) {
  10532. var n = v.length;
  10533. var units = allocTexUnits(textures, n);
  10534. gl.uniform1iv(this.addr, units);
  10535. for (var i = 0; i !== n; ++i) {
  10536. textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
  10537. }
  10538. }
  10539. function setValueT6Array(gl, v, textures) {
  10540. var n = v.length;
  10541. var units = allocTexUnits(textures, n);
  10542. gl.uniform1iv(this.addr, units);
  10543. for (var i = 0; i !== n; ++i) {
  10544. textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
  10545. }
  10546. } // Helper to pick the right setter for a pure (bottom-level) array
  10547. function getPureArraySetter(type) {
  10548. switch (type) {
  10549. case 0x1406:
  10550. return setValueV1fArray;
  10551. // FLOAT
  10552. case 0x8b50:
  10553. return setValueV2fArray;
  10554. // _VEC2
  10555. case 0x8b51:
  10556. return setValueV3fArray;
  10557. // _VEC3
  10558. case 0x8b52:
  10559. return setValueV4fArray;
  10560. // _VEC4
  10561. case 0x8b5a:
  10562. return setValueM2Array;
  10563. // _MAT2
  10564. case 0x8b5b:
  10565. return setValueM3Array;
  10566. // _MAT3
  10567. case 0x8b5c:
  10568. return setValueM4Array;
  10569. // _MAT4
  10570. case 0x1404:
  10571. case 0x8b56:
  10572. return setValueV1iArray;
  10573. // INT, BOOL
  10574. case 0x8b53:
  10575. case 0x8b57:
  10576. return setValueV2iArray;
  10577. // _VEC2
  10578. case 0x8b54:
  10579. case 0x8b58:
  10580. return setValueV3iArray;
  10581. // _VEC3
  10582. case 0x8b55:
  10583. case 0x8b59:
  10584. return setValueV4iArray;
  10585. // _VEC4
  10586. case 0x8b5e: // SAMPLER_2D
  10587. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10588. case 0x8dca: // INT_SAMPLER_2D
  10589. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10590. case 0x8b62:
  10591. // SAMPLER_2D_SHADOW
  10592. return setValueT1Array;
  10593. case 0x8b60: // SAMPLER_CUBE
  10594. case 0x8dcc: // INT_SAMPLER_CUBE
  10595. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10596. case 0x8dc5:
  10597. // SAMPLER_CUBE_SHADOW
  10598. return setValueT6Array;
  10599. }
  10600. } // --- Uniform Classes ---
  10601. function SingleUniform(id, activeInfo, addr) {
  10602. this.id = id;
  10603. this.addr = addr;
  10604. this.cache = [];
  10605. this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  10606. }
  10607. function PureArrayUniform(id, activeInfo, addr) {
  10608. this.id = id;
  10609. this.addr = addr;
  10610. this.cache = [];
  10611. this.size = activeInfo.size;
  10612. this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  10613. }
  10614. PureArrayUniform.prototype.updateCache = function (data) {
  10615. var cache = this.cache;
  10616. if (data instanceof Float32Array && cache.length !== data.length) {
  10617. this.cache = new Float32Array(data.length);
  10618. }
  10619. copyArray(cache, data);
  10620. };
  10621. function StructuredUniform(id) {
  10622. this.id = id;
  10623. this.seq = [];
  10624. this.map = {};
  10625. }
  10626. StructuredUniform.prototype.setValue = function (gl, value, textures) {
  10627. var seq = this.seq;
  10628. for (var i = 0, n = seq.length; i !== n; ++i) {
  10629. var u = seq[i];
  10630. u.setValue(gl, value[u.id], textures);
  10631. }
  10632. }; // --- Top-level ---
  10633. // Parser - builds up the property tree from the path strings
  10634. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; // extracts
  10635. // - the identifier (member name or array index)
  10636. // - followed by an optional right bracket (found when array index)
  10637. // - followed by an optional left bracket or dot (type of subscript)
  10638. //
  10639. // Note: These portions can be read in a non-overlapping fashion and
  10640. // allow straightforward parsing of the hierarchy that WebGL encodes
  10641. // in the uniform names.
  10642. function addUniform(container, uniformObject) {
  10643. container.seq.push(uniformObject);
  10644. container.map[uniformObject.id] = uniformObject;
  10645. }
  10646. function parseUniform(activeInfo, addr, container) {
  10647. var path = activeInfo.name,
  10648. pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
  10649. RePathPart.lastIndex = 0;
  10650. while (true) {
  10651. var match = RePathPart.exec(path),
  10652. matchEnd = RePathPart.lastIndex;
  10653. var id = match[1];
  10654. var idIsIndex = match[2] === ']',
  10655. subscript = match[3];
  10656. if (idIsIndex) id = id | 0; // convert to integer
  10657. if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {
  10658. // bare name or "pure" bottom-level array "[0]" suffix
  10659. addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
  10660. break;
  10661. } else {
  10662. // step into inner node / create it in case it doesn't exist
  10663. var map = container.map;
  10664. var next = map[id];
  10665. if (next === undefined) {
  10666. next = new StructuredUniform(id);
  10667. addUniform(container, next);
  10668. }
  10669. container = next;
  10670. }
  10671. }
  10672. } // Root Container
  10673. function WebGLUniforms(gl, program) {
  10674. this.seq = [];
  10675. this.map = {};
  10676. var n = gl.getProgramParameter(program, 35718);
  10677. for (var i = 0; i < n; ++i) {
  10678. var info = gl.getActiveUniform(program, i),
  10679. addr = gl.getUniformLocation(program, info.name);
  10680. parseUniform(info, addr, this);
  10681. }
  10682. }
  10683. WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
  10684. var u = this.map[name];
  10685. if (u !== undefined) u.setValue(gl, value, textures);
  10686. };
  10687. WebGLUniforms.prototype.setOptional = function (gl, object, name) {
  10688. var v = object[name];
  10689. if (v !== undefined) this.setValue(gl, name, v);
  10690. }; // Static interface
  10691. WebGLUniforms.upload = function (gl, seq, values, textures) {
  10692. for (var i = 0, n = seq.length; i !== n; ++i) {
  10693. var u = seq[i],
  10694. v = values[u.id];
  10695. if (v.needsUpdate !== false) {
  10696. // note: always updating when .needsUpdate is undefined
  10697. u.setValue(gl, v.value, textures);
  10698. }
  10699. }
  10700. };
  10701. WebGLUniforms.seqWithValue = function (seq, values) {
  10702. var r = [];
  10703. for (var i = 0, n = seq.length; i !== n; ++i) {
  10704. var u = seq[i];
  10705. if (u.id in values) r.push(u);
  10706. }
  10707. return r;
  10708. };
  10709. function WebGLShader(gl, type, string) {
  10710. var shader = gl.createShader(type);
  10711. gl.shaderSource(shader, string);
  10712. gl.compileShader(shader);
  10713. return shader;
  10714. }
  10715. var programIdCount = 0;
  10716. function addLineNumbers(string) {
  10717. var lines = string.split('\n');
  10718. for (var i = 0; i < lines.length; i++) {
  10719. lines[i] = i + 1 + ': ' + lines[i];
  10720. }
  10721. return lines.join('\n');
  10722. }
  10723. function getEncodingComponents(encoding) {
  10724. switch (encoding) {
  10725. case LinearEncoding:
  10726. return ['Linear', '( value )'];
  10727. case sRGBEncoding:
  10728. return ['sRGB', '( value )'];
  10729. case RGBEEncoding:
  10730. return ['RGBE', '( value )'];
  10731. case RGBM7Encoding:
  10732. return ['RGBM', '( value, 7.0 )'];
  10733. case RGBM16Encoding:
  10734. return ['RGBM', '( value, 16.0 )'];
  10735. case RGBDEncoding:
  10736. return ['RGBD', '( value, 256.0 )'];
  10737. case GammaEncoding:
  10738. return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
  10739. case LogLuvEncoding:
  10740. return ['LogLuv', '( value )'];
  10741. default:
  10742. console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
  10743. return ['Linear', '( value )'];
  10744. }
  10745. }
  10746. function getShaderErrors(gl, shader, type) {
  10747. var status = gl.getShaderParameter(shader, 35713);
  10748. var log = gl.getShaderInfoLog(shader).trim();
  10749. if (status && log === '') return ''; // --enable-privileged-webgl-extension
  10750. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10751. var source = gl.getShaderSource(shader);
  10752. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source);
  10753. }
  10754. function getTexelDecodingFunction(functionName, encoding) {
  10755. var components = getEncodingComponents(encoding);
  10756. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
  10757. }
  10758. function getTexelEncodingFunction(functionName, encoding) {
  10759. var components = getEncodingComponents(encoding);
  10760. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
  10761. }
  10762. function getToneMappingFunction(functionName, toneMapping) {
  10763. var toneMappingName;
  10764. switch (toneMapping) {
  10765. case LinearToneMapping:
  10766. toneMappingName = 'Linear';
  10767. break;
  10768. case ReinhardToneMapping:
  10769. toneMappingName = 'Reinhard';
  10770. break;
  10771. case CineonToneMapping:
  10772. toneMappingName = 'OptimizedCineon';
  10773. break;
  10774. case ACESFilmicToneMapping:
  10775. toneMappingName = 'ACESFilmic';
  10776. break;
  10777. case CustomToneMapping:
  10778. toneMappingName = 'Custom';
  10779. break;
  10780. default:
  10781. console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
  10782. toneMappingName = 'Linear';
  10783. }
  10784. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10785. }
  10786. function generateExtensions(parameters) {
  10787. var chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
  10788. return chunks.filter(filterEmptyLine).join('\n');
  10789. }
  10790. function generateDefines(defines) {
  10791. var chunks = [];
  10792. for (var name in defines) {
  10793. var value = defines[name];
  10794. if (value === false) continue;
  10795. chunks.push('#define ' + name + ' ' + value);
  10796. }
  10797. return chunks.join('\n');
  10798. }
  10799. function fetchAttributeLocations(gl, program) {
  10800. var attributes = {};
  10801. var n = gl.getProgramParameter(program, 35721);
  10802. for (var i = 0; i < n; i++) {
  10803. var info = gl.getActiveAttrib(program, i);
  10804. var name = info.name; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10805. attributes[name] = gl.getAttribLocation(program, name);
  10806. }
  10807. return attributes;
  10808. }
  10809. function filterEmptyLine(string) {
  10810. return string !== '';
  10811. }
  10812. function replaceLightNums(string, parameters) {
  10813. return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
  10814. }
  10815. function replaceClippingPlaneNums(string, parameters) {
  10816. return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
  10817. } // Resolve Includes
  10818. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10819. function resolveIncludes(string) {
  10820. return string.replace(includePattern, includeReplacer);
  10821. }
  10822. function includeReplacer(match, include) {
  10823. var string = ShaderChunk[include];
  10824. if (string === undefined) {
  10825. throw new Error('Can not resolve #include <' + include + '>');
  10826. }
  10827. return resolveIncludes(string);
  10828. } // Unroll Loops
  10829. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10830. var unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  10831. function unrollLoops(string) {
  10832. return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
  10833. }
  10834. function deprecatedLoopReplacer(match, start, end, snippet) {
  10835. console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
  10836. return loopReplacer(match, start, end, snippet);
  10837. }
  10838. function loopReplacer(match, start, end, snippet) {
  10839. var string = '';
  10840. for (var i = parseInt(start); i < parseInt(end); i++) {
  10841. string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
  10842. }
  10843. return string;
  10844. } //
  10845. function generatePrecision(parameters) {
  10846. var precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  10847. if (parameters.precision === 'highp') {
  10848. precisionstring += '\n#define HIGH_PRECISION';
  10849. } else if (parameters.precision === 'mediump') {
  10850. precisionstring += '\n#define MEDIUM_PRECISION';
  10851. } else if (parameters.precision === 'lowp') {
  10852. precisionstring += '\n#define LOW_PRECISION';
  10853. }
  10854. return precisionstring;
  10855. }
  10856. function generateShadowMapTypeDefine(parameters) {
  10857. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10858. if (parameters.shadowMapType === PCFShadowMap) {
  10859. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10860. } else if (parameters.shadowMapType === PCFSoftShadowMap) {
  10861. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10862. } else if (parameters.shadowMapType === VSMShadowMap) {
  10863. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10864. }
  10865. return shadowMapTypeDefine;
  10866. }
  10867. function generateEnvMapTypeDefine(parameters) {
  10868. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10869. if (parameters.envMap) {
  10870. switch (parameters.envMapMode) {
  10871. case CubeReflectionMapping:
  10872. case CubeRefractionMapping:
  10873. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10874. break;
  10875. case CubeUVReflectionMapping:
  10876. case CubeUVRefractionMapping:
  10877. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10878. break;
  10879. }
  10880. }
  10881. return envMapTypeDefine;
  10882. }
  10883. function generateEnvMapModeDefine(parameters) {
  10884. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10885. if (parameters.envMap) {
  10886. switch (parameters.envMapMode) {
  10887. case CubeRefractionMapping:
  10888. case CubeUVRefractionMapping:
  10889. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10890. break;
  10891. }
  10892. }
  10893. return envMapModeDefine;
  10894. }
  10895. function generateEnvMapBlendingDefine(parameters) {
  10896. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10897. if (parameters.envMap) {
  10898. switch (parameters.combine) {
  10899. case MultiplyOperation:
  10900. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10901. break;
  10902. case MixOperation:
  10903. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10904. break;
  10905. case AddOperation:
  10906. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10907. break;
  10908. }
  10909. }
  10910. return envMapBlendingDefine;
  10911. }
  10912. function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
  10913. var gl = renderer.getContext();
  10914. var defines = parameters.defines;
  10915. var vertexShader = parameters.vertexShader;
  10916. var fragmentShader = parameters.fragmentShader;
  10917. var shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
  10918. var envMapTypeDefine = generateEnvMapTypeDefine(parameters);
  10919. var envMapModeDefine = generateEnvMapModeDefine(parameters);
  10920. var envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
  10921. var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
  10922. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
  10923. var customDefines = generateDefines(defines);
  10924. var program = gl.createProgram();
  10925. var prefixVertex, prefixFragment;
  10926. var versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  10927. if (parameters.isRawShaderMaterial) {
  10928. prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
  10929. if (prefixVertex.length > 0) {
  10930. prefixVertex += '\n';
  10931. }
  10932. prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
  10933. if (prefixFragment.length > 0) {
  10934. prefixFragment += '\n';
  10935. }
  10936. } else {
  10937. prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#ifdef USE_COLOR', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n');
  10938. prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer
  10939. '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
  10940. parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
  10941. parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
  10942. }
  10943. vertexShader = resolveIncludes(vertexShader);
  10944. vertexShader = replaceLightNums(vertexShader, parameters);
  10945. vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
  10946. fragmentShader = resolveIncludes(fragmentShader);
  10947. fragmentShader = replaceLightNums(fragmentShader, parameters);
  10948. fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
  10949. vertexShader = unrollLoops(vertexShader);
  10950. fragmentShader = unrollLoops(fragmentShader);
  10951. if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
  10952. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  10953. versionString = '#version 300 es\n';
  10954. prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
  10955. prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment;
  10956. }
  10957. var vertexGlsl = versionString + prefixVertex + vertexShader;
  10958. var fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
  10959. // console.log( '*FRAGMENT*', fragmentGlsl );
  10960. var glVertexShader = WebGLShader(gl, 35633, vertexGlsl);
  10961. var glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl);
  10962. gl.attachShader(program, glVertexShader);
  10963. gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
  10964. if (parameters.index0AttributeName !== undefined) {
  10965. gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
  10966. } else if (parameters.morphTargets === true) {
  10967. // programs with morphTargets displace position out of attribute 0
  10968. gl.bindAttribLocation(program, 0, 'position');
  10969. }
  10970. gl.linkProgram(program); // check for link errors
  10971. if (renderer.debug.checkShaderErrors) {
  10972. var programLog = gl.getProgramInfoLog(program).trim();
  10973. var vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
  10974. var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
  10975. var runnable = true;
  10976. var haveDiagnostics = true;
  10977. if (gl.getProgramParameter(program, 35714) === false) {
  10978. runnable = false;
  10979. var vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
  10980. var fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
  10981. console.error('THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter(program, 35715), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors);
  10982. } else if (programLog !== '') {
  10983. console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog);
  10984. } else if (vertexLog === '' || fragmentLog === '') {
  10985. haveDiagnostics = false;
  10986. }
  10987. if (haveDiagnostics) {
  10988. this.diagnostics = {
  10989. runnable: runnable,
  10990. programLog: programLog,
  10991. vertexShader: {
  10992. log: vertexLog,
  10993. prefix: prefixVertex
  10994. },
  10995. fragmentShader: {
  10996. log: fragmentLog,
  10997. prefix: prefixFragment
  10998. }
  10999. };
  11000. }
  11001. } // Clean up
  11002. // Crashes in iOS9 and iOS10. #18402
  11003. // gl.detachShader( program, glVertexShader );
  11004. // gl.detachShader( program, glFragmentShader );
  11005. gl.deleteShader(glVertexShader);
  11006. gl.deleteShader(glFragmentShader); // set up caching for uniform locations
  11007. var cachedUniforms;
  11008. this.getUniforms = function () {
  11009. if (cachedUniforms === undefined) {
  11010. cachedUniforms = new WebGLUniforms(gl, program);
  11011. }
  11012. return cachedUniforms;
  11013. }; // set up caching for attribute locations
  11014. var cachedAttributes;
  11015. this.getAttributes = function () {
  11016. if (cachedAttributes === undefined) {
  11017. cachedAttributes = fetchAttributeLocations(gl, program);
  11018. }
  11019. return cachedAttributes;
  11020. }; // free resource
  11021. this.destroy = function () {
  11022. bindingStates.releaseStatesOfProgram(this);
  11023. gl.deleteProgram(program);
  11024. this.program = undefined;
  11025. }; //
  11026. this.name = parameters.shaderName;
  11027. this.id = programIdCount++;
  11028. this.cacheKey = cacheKey;
  11029. this.usedTimes = 1;
  11030. this.program = program;
  11031. this.vertexShader = glVertexShader;
  11032. this.fragmentShader = glFragmentShader;
  11033. return this;
  11034. }
  11035. function WebGLPrograms(renderer, cubemaps, extensions, capabilities, bindingStates, clipping) {
  11036. var programs = [];
  11037. var isWebGL2 = capabilities.isWebGL2;
  11038. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11039. var floatVertexTextures = capabilities.floatVertexTextures;
  11040. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11041. var vertexTextures = capabilities.vertexTextures;
  11042. var precision = capabilities.precision;
  11043. var shaderIDs = {
  11044. MeshDepthMaterial: 'depth',
  11045. MeshDistanceMaterial: 'distanceRGBA',
  11046. MeshNormalMaterial: 'normal',
  11047. MeshBasicMaterial: 'basic',
  11048. MeshLambertMaterial: 'lambert',
  11049. MeshPhongMaterial: 'phong',
  11050. MeshToonMaterial: 'toon',
  11051. MeshStandardMaterial: 'physical',
  11052. MeshPhysicalMaterial: 'physical',
  11053. MeshMatcapMaterial: 'matcap',
  11054. LineBasicMaterial: 'basic',
  11055. LineDashedMaterial: 'dashed',
  11056. PointsMaterial: 'points',
  11057. ShadowMaterial: 'shadow',
  11058. SpriteMaterial: 'sprite'
  11059. };
  11060. var parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'sheen', 'transmissionMap'];
  11061. function getMaxBones(object) {
  11062. var skeleton = object.skeleton;
  11063. var bones = skeleton.bones;
  11064. if (floatVertexTextures) {
  11065. return 1024;
  11066. } else {
  11067. // default for when object is not specified
  11068. // ( for example when prebuilding shader to be used with multiple objects )
  11069. //
  11070. // - leave some extra space for other uniforms
  11071. // - limit here is ANGLE's 254 max uniform vectors
  11072. // (up to 54 should be safe)
  11073. var nVertexUniforms = maxVertexUniforms;
  11074. var nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
  11075. var maxBones = Math.min(nVertexMatrices, bones.length);
  11076. if (maxBones < bones.length) {
  11077. console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
  11078. return 0;
  11079. }
  11080. return maxBones;
  11081. }
  11082. }
  11083. function getTextureEncodingFromMap(map) {
  11084. var encoding;
  11085. if (map && map.isTexture) {
  11086. encoding = map.encoding;
  11087. } else if (map && map.isWebGLRenderTarget) {
  11088. console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
  11089. encoding = map.texture.encoding;
  11090. } else {
  11091. encoding = LinearEncoding;
  11092. }
  11093. return encoding;
  11094. }
  11095. function getParameters(material, lights, shadows, scene, object) {
  11096. var fog = scene.fog;
  11097. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11098. var envMap = cubemaps.get(material.envMap || environment);
  11099. var shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
  11100. // (not to blow over maxLights budget)
  11101. var maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
  11102. if (material.precision !== null) {
  11103. precision = capabilities.getMaxPrecision(material.precision);
  11104. if (precision !== material.precision) {
  11105. console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
  11106. }
  11107. }
  11108. var vertexShader, fragmentShader;
  11109. if (shaderID) {
  11110. var shader = ShaderLib[shaderID];
  11111. vertexShader = shader.vertexShader;
  11112. fragmentShader = shader.fragmentShader;
  11113. } else {
  11114. vertexShader = material.vertexShader;
  11115. fragmentShader = material.fragmentShader;
  11116. }
  11117. var currentRenderTarget = renderer.getRenderTarget();
  11118. var parameters = {
  11119. isWebGL2: isWebGL2,
  11120. shaderID: shaderID,
  11121. shaderName: material.type,
  11122. vertexShader: vertexShader,
  11123. fragmentShader: fragmentShader,
  11124. defines: material.defines,
  11125. isRawShaderMaterial: material.isRawShaderMaterial === true,
  11126. glslVersion: material.glslVersion,
  11127. precision: precision,
  11128. instancing: object.isInstancedMesh === true,
  11129. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  11130. supportsVertexTextures: vertexTextures,
  11131. outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
  11132. map: !!material.map,
  11133. mapEncoding: getTextureEncodingFromMap(material.map),
  11134. matcap: !!material.matcap,
  11135. matcapEncoding: getTextureEncodingFromMap(material.matcap),
  11136. envMap: !!envMap,
  11137. envMapMode: envMap && envMap.mapping,
  11138. envMapEncoding: getTextureEncodingFromMap(envMap),
  11139. envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
  11140. lightMap: !!material.lightMap,
  11141. lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
  11142. aoMap: !!material.aoMap,
  11143. emissiveMap: !!material.emissiveMap,
  11144. emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
  11145. bumpMap: !!material.bumpMap,
  11146. normalMap: !!material.normalMap,
  11147. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11148. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11149. clearcoatMap: !!material.clearcoatMap,
  11150. clearcoatRoughnessMap: !!material.clearcoatRoughnessMap,
  11151. clearcoatNormalMap: !!material.clearcoatNormalMap,
  11152. displacementMap: !!material.displacementMap,
  11153. roughnessMap: !!material.roughnessMap,
  11154. metalnessMap: !!material.metalnessMap,
  11155. specularMap: !!material.specularMap,
  11156. alphaMap: !!material.alphaMap,
  11157. gradientMap: !!material.gradientMap,
  11158. sheen: !!material.sheen,
  11159. transmissionMap: !!material.transmissionMap,
  11160. combine: material.combine,
  11161. vertexTangents: material.normalMap && material.vertexTangents,
  11162. vertexColors: material.vertexColors,
  11163. 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,
  11164. uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.transmissionMap) && !!material.displacementMap,
  11165. fog: !!fog,
  11166. useFog: material.fog,
  11167. fogExp2: fog && fog.isFogExp2,
  11168. flatShading: material.flatShading,
  11169. sizeAttenuation: material.sizeAttenuation,
  11170. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11171. skinning: material.skinning && maxBones > 0,
  11172. maxBones: maxBones,
  11173. useVertexTexture: floatVertexTextures,
  11174. morphTargets: material.morphTargets,
  11175. morphNormals: material.morphNormals,
  11176. maxMorphTargets: renderer.maxMorphTargets,
  11177. maxMorphNormals: renderer.maxMorphNormals,
  11178. numDirLights: lights.directional.length,
  11179. numPointLights: lights.point.length,
  11180. numSpotLights: lights.spot.length,
  11181. numRectAreaLights: lights.rectArea.length,
  11182. numHemiLights: lights.hemi.length,
  11183. numDirLightShadows: lights.directionalShadowMap.length,
  11184. numPointLightShadows: lights.pointShadowMap.length,
  11185. numSpotLightShadows: lights.spotShadowMap.length,
  11186. numClippingPlanes: clipping.numPlanes,
  11187. numClipIntersection: clipping.numIntersection,
  11188. dithering: material.dithering,
  11189. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11190. shadowMapType: renderer.shadowMap.type,
  11191. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11192. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11193. premultipliedAlpha: material.premultipliedAlpha,
  11194. alphaTest: material.alphaTest,
  11195. doubleSided: material.side === DoubleSide,
  11196. flipSided: material.side === BackSide,
  11197. depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
  11198. index0AttributeName: material.index0AttributeName,
  11199. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11200. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11201. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11202. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11203. rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
  11204. rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
  11205. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
  11206. customProgramCacheKey: material.customProgramCacheKey()
  11207. };
  11208. return parameters;
  11209. }
  11210. function getProgramCacheKey(parameters) {
  11211. var array = [];
  11212. if (parameters.shaderID) {
  11213. array.push(parameters.shaderID);
  11214. } else {
  11215. array.push(parameters.fragmentShader);
  11216. array.push(parameters.vertexShader);
  11217. }
  11218. if (parameters.defines !== undefined) {
  11219. for (var name in parameters.defines) {
  11220. array.push(name);
  11221. array.push(parameters.defines[name]);
  11222. }
  11223. }
  11224. if (parameters.isRawShaderMaterial === false) {
  11225. for (var i = 0; i < parameterNames.length; i++) {
  11226. array.push(parameters[parameterNames[i]]);
  11227. }
  11228. array.push(renderer.outputEncoding);
  11229. array.push(renderer.gammaFactor);
  11230. }
  11231. array.push(parameters.customProgramCacheKey);
  11232. return array.join();
  11233. }
  11234. function getUniforms(material) {
  11235. var shaderID = shaderIDs[material.type];
  11236. var uniforms;
  11237. if (shaderID) {
  11238. var shader = ShaderLib[shaderID];
  11239. uniforms = UniformsUtils.clone(shader.uniforms);
  11240. } else {
  11241. uniforms = material.uniforms;
  11242. }
  11243. return uniforms;
  11244. }
  11245. function acquireProgram(parameters, cacheKey) {
  11246. var program; // Check if code has been already compiled
  11247. for (var p = 0, pl = programs.length; p < pl; p++) {
  11248. var preexistingProgram = programs[p];
  11249. if (preexistingProgram.cacheKey === cacheKey) {
  11250. program = preexistingProgram;
  11251. ++program.usedTimes;
  11252. break;
  11253. }
  11254. }
  11255. if (program === undefined) {
  11256. program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
  11257. programs.push(program);
  11258. }
  11259. return program;
  11260. }
  11261. function releaseProgram(program) {
  11262. if (--program.usedTimes === 0) {
  11263. // Remove from unordered set
  11264. var i = programs.indexOf(program);
  11265. programs[i] = programs[programs.length - 1];
  11266. programs.pop(); // Free WebGL resources
  11267. program.destroy();
  11268. }
  11269. }
  11270. return {
  11271. getParameters: getParameters,
  11272. getProgramCacheKey: getProgramCacheKey,
  11273. getUniforms: getUniforms,
  11274. acquireProgram: acquireProgram,
  11275. releaseProgram: releaseProgram,
  11276. // Exposed for resource monitoring & error feedback via renderer.info:
  11277. programs: programs
  11278. };
  11279. }
  11280. function WebGLProperties() {
  11281. var properties = new WeakMap();
  11282. function get(object) {
  11283. var map = properties.get(object);
  11284. if (map === undefined) {
  11285. map = {};
  11286. properties.set(object, map);
  11287. }
  11288. return map;
  11289. }
  11290. function remove(object) {
  11291. properties.delete(object);
  11292. }
  11293. function update(object, key, value) {
  11294. properties.get(object)[key] = value;
  11295. }
  11296. function dispose() {
  11297. properties = new WeakMap();
  11298. }
  11299. return {
  11300. get: get,
  11301. remove: remove,
  11302. update: update,
  11303. dispose: dispose
  11304. };
  11305. }
  11306. function painterSortStable(a, b) {
  11307. if (a.groupOrder !== b.groupOrder) {
  11308. return a.groupOrder - b.groupOrder;
  11309. } else if (a.renderOrder !== b.renderOrder) {
  11310. return a.renderOrder - b.renderOrder;
  11311. } else if (a.program !== b.program) {
  11312. return a.program.id - b.program.id;
  11313. } else if (a.material.id !== b.material.id) {
  11314. return a.material.id - b.material.id;
  11315. } else if (a.z !== b.z) {
  11316. return a.z - b.z;
  11317. } else {
  11318. return a.id - b.id;
  11319. }
  11320. }
  11321. function reversePainterSortStable(a, b) {
  11322. if (a.groupOrder !== b.groupOrder) {
  11323. return a.groupOrder - b.groupOrder;
  11324. } else if (a.renderOrder !== b.renderOrder) {
  11325. return a.renderOrder - b.renderOrder;
  11326. } else if (a.z !== b.z) {
  11327. return b.z - a.z;
  11328. } else {
  11329. return a.id - b.id;
  11330. }
  11331. }
  11332. function WebGLRenderList(properties) {
  11333. var renderItems = [];
  11334. var renderItemsIndex = 0;
  11335. var opaque = [];
  11336. var transparent = [];
  11337. var defaultProgram = {
  11338. id: -1
  11339. };
  11340. function init() {
  11341. renderItemsIndex = 0;
  11342. opaque.length = 0;
  11343. transparent.length = 0;
  11344. }
  11345. function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
  11346. var renderItem = renderItems[renderItemsIndex];
  11347. var materialProperties = properties.get(material);
  11348. if (renderItem === undefined) {
  11349. renderItem = {
  11350. id: object.id,
  11351. object: object,
  11352. geometry: geometry,
  11353. material: material,
  11354. program: materialProperties.program || defaultProgram,
  11355. groupOrder: groupOrder,
  11356. renderOrder: object.renderOrder,
  11357. z: z,
  11358. group: group
  11359. };
  11360. renderItems[renderItemsIndex] = renderItem;
  11361. } else {
  11362. renderItem.id = object.id;
  11363. renderItem.object = object;
  11364. renderItem.geometry = geometry;
  11365. renderItem.material = material;
  11366. renderItem.program = materialProperties.program || defaultProgram;
  11367. renderItem.groupOrder = groupOrder;
  11368. renderItem.renderOrder = object.renderOrder;
  11369. renderItem.z = z;
  11370. renderItem.group = group;
  11371. }
  11372. renderItemsIndex++;
  11373. return renderItem;
  11374. }
  11375. function push(object, geometry, material, groupOrder, z, group) {
  11376. var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11377. (material.transparent === true ? transparent : opaque).push(renderItem);
  11378. }
  11379. function unshift(object, geometry, material, groupOrder, z, group) {
  11380. var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11381. (material.transparent === true ? transparent : opaque).unshift(renderItem);
  11382. }
  11383. function sort(customOpaqueSort, customTransparentSort) {
  11384. if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
  11385. if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
  11386. }
  11387. function finish() {
  11388. // Clear references from inactive renderItems in the list
  11389. for (var i = renderItemsIndex, il = renderItems.length; i < il; i++) {
  11390. var renderItem = renderItems[i];
  11391. if (renderItem.id === null) break;
  11392. renderItem.id = null;
  11393. renderItem.object = null;
  11394. renderItem.geometry = null;
  11395. renderItem.material = null;
  11396. renderItem.program = null;
  11397. renderItem.group = null;
  11398. }
  11399. }
  11400. return {
  11401. opaque: opaque,
  11402. transparent: transparent,
  11403. init: init,
  11404. push: push,
  11405. unshift: unshift,
  11406. finish: finish,
  11407. sort: sort
  11408. };
  11409. }
  11410. function WebGLRenderLists(properties) {
  11411. var lists = new WeakMap();
  11412. function get(scene, camera) {
  11413. var cameras = lists.get(scene);
  11414. var list;
  11415. if (cameras === undefined) {
  11416. list = new WebGLRenderList(properties);
  11417. lists.set(scene, new WeakMap());
  11418. lists.get(scene).set(camera, list);
  11419. } else {
  11420. list = cameras.get(camera);
  11421. if (list === undefined) {
  11422. list = new WebGLRenderList(properties);
  11423. cameras.set(camera, list);
  11424. }
  11425. }
  11426. return list;
  11427. }
  11428. function dispose() {
  11429. lists = new WeakMap();
  11430. }
  11431. return {
  11432. get: get,
  11433. dispose: dispose
  11434. };
  11435. }
  11436. function UniformsCache() {
  11437. var lights = {};
  11438. return {
  11439. get: function get(light) {
  11440. if (lights[light.id] !== undefined) {
  11441. return lights[light.id];
  11442. }
  11443. var uniforms;
  11444. switch (light.type) {
  11445. case 'DirectionalLight':
  11446. uniforms = {
  11447. direction: new Vector3(),
  11448. color: new Color()
  11449. };
  11450. break;
  11451. case 'SpotLight':
  11452. uniforms = {
  11453. position: new Vector3(),
  11454. direction: new Vector3(),
  11455. color: new Color(),
  11456. distance: 0,
  11457. coneCos: 0,
  11458. penumbraCos: 0,
  11459. decay: 0
  11460. };
  11461. break;
  11462. case 'PointLight':
  11463. uniforms = {
  11464. position: new Vector3(),
  11465. color: new Color(),
  11466. distance: 0,
  11467. decay: 0
  11468. };
  11469. break;
  11470. case 'HemisphereLight':
  11471. uniforms = {
  11472. direction: new Vector3(),
  11473. skyColor: new Color(),
  11474. groundColor: new Color()
  11475. };
  11476. break;
  11477. case 'RectAreaLight':
  11478. uniforms = {
  11479. color: new Color(),
  11480. position: new Vector3(),
  11481. halfWidth: new Vector3(),
  11482. halfHeight: new Vector3()
  11483. };
  11484. break;
  11485. }
  11486. lights[light.id] = uniforms;
  11487. return uniforms;
  11488. }
  11489. };
  11490. }
  11491. function ShadowUniformsCache() {
  11492. var lights = {};
  11493. return {
  11494. get: function get(light) {
  11495. if (lights[light.id] !== undefined) {
  11496. return lights[light.id];
  11497. }
  11498. var uniforms;
  11499. switch (light.type) {
  11500. case 'DirectionalLight':
  11501. uniforms = {
  11502. shadowBias: 0,
  11503. shadowNormalBias: 0,
  11504. shadowRadius: 1,
  11505. shadowMapSize: new Vector2()
  11506. };
  11507. break;
  11508. case 'SpotLight':
  11509. uniforms = {
  11510. shadowBias: 0,
  11511. shadowNormalBias: 0,
  11512. shadowRadius: 1,
  11513. shadowMapSize: new Vector2()
  11514. };
  11515. break;
  11516. case 'PointLight':
  11517. uniforms = {
  11518. shadowBias: 0,
  11519. shadowNormalBias: 0,
  11520. shadowRadius: 1,
  11521. shadowMapSize: new Vector2(),
  11522. shadowCameraNear: 1,
  11523. shadowCameraFar: 1000
  11524. };
  11525. break;
  11526. // TODO (abelnation): set RectAreaLight shadow uniforms
  11527. }
  11528. lights[light.id] = uniforms;
  11529. return uniforms;
  11530. }
  11531. };
  11532. }
  11533. var nextVersion = 0;
  11534. function shadowCastingLightsFirst(lightA, lightB) {
  11535. return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
  11536. }
  11537. function WebGLLights(extensions, capabilities) {
  11538. var cache = new UniformsCache();
  11539. var shadowCache = ShadowUniformsCache();
  11540. var state = {
  11541. version: 0,
  11542. hash: {
  11543. directionalLength: -1,
  11544. pointLength: -1,
  11545. spotLength: -1,
  11546. rectAreaLength: -1,
  11547. hemiLength: -1,
  11548. numDirectionalShadows: -1,
  11549. numPointShadows: -1,
  11550. numSpotShadows: -1
  11551. },
  11552. ambient: [0, 0, 0],
  11553. probe: [],
  11554. directional: [],
  11555. directionalShadow: [],
  11556. directionalShadowMap: [],
  11557. directionalShadowMatrix: [],
  11558. spot: [],
  11559. spotShadow: [],
  11560. spotShadowMap: [],
  11561. spotShadowMatrix: [],
  11562. rectArea: [],
  11563. rectAreaLTC1: null,
  11564. rectAreaLTC2: null,
  11565. point: [],
  11566. pointShadow: [],
  11567. pointShadowMap: [],
  11568. pointShadowMatrix: [],
  11569. hemi: []
  11570. };
  11571. for (var i = 0; i < 9; i++) {
  11572. state.probe.push(new Vector3());
  11573. }
  11574. var vector3 = new Vector3();
  11575. var matrix4 = new Matrix4();
  11576. var matrix42 = new Matrix4();
  11577. function setup(lights, shadows, camera) {
  11578. var r = 0,
  11579. g = 0,
  11580. b = 0;
  11581. for (var _i = 0; _i < 9; _i++) {
  11582. state.probe[_i].set(0, 0, 0);
  11583. }
  11584. var directionalLength = 0;
  11585. var pointLength = 0;
  11586. var spotLength = 0;
  11587. var rectAreaLength = 0;
  11588. var hemiLength = 0;
  11589. var numDirectionalShadows = 0;
  11590. var numPointShadows = 0;
  11591. var numSpotShadows = 0;
  11592. var viewMatrix = camera.matrixWorldInverse;
  11593. lights.sort(shadowCastingLightsFirst);
  11594. for (var _i2 = 0, l = lights.length; _i2 < l; _i2++) {
  11595. var light = lights[_i2];
  11596. var color = light.color;
  11597. var intensity = light.intensity;
  11598. var distance = light.distance;
  11599. var shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
  11600. if (light.isAmbientLight) {
  11601. r += color.r * intensity;
  11602. g += color.g * intensity;
  11603. b += color.b * intensity;
  11604. } else if (light.isLightProbe) {
  11605. for (var j = 0; j < 9; j++) {
  11606. state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
  11607. }
  11608. } else if (light.isDirectionalLight) {
  11609. var uniforms = cache.get(light);
  11610. uniforms.color.copy(light.color).multiplyScalar(light.intensity);
  11611. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  11612. vector3.setFromMatrixPosition(light.target.matrixWorld);
  11613. uniforms.direction.sub(vector3);
  11614. uniforms.direction.transformDirection(viewMatrix);
  11615. if (light.castShadow) {
  11616. var shadow = light.shadow;
  11617. var shadowUniforms = shadowCache.get(light);
  11618. shadowUniforms.shadowBias = shadow.bias;
  11619. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11620. shadowUniforms.shadowRadius = shadow.radius;
  11621. shadowUniforms.shadowMapSize = shadow.mapSize;
  11622. state.directionalShadow[directionalLength] = shadowUniforms;
  11623. state.directionalShadowMap[directionalLength] = shadowMap;
  11624. state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
  11625. numDirectionalShadows++;
  11626. }
  11627. state.directional[directionalLength] = uniforms;
  11628. directionalLength++;
  11629. } else if (light.isSpotLight) {
  11630. var _uniforms = cache.get(light);
  11631. _uniforms.position.setFromMatrixPosition(light.matrixWorld);
  11632. _uniforms.position.applyMatrix4(viewMatrix);
  11633. _uniforms.color.copy(color).multiplyScalar(intensity);
  11634. _uniforms.distance = distance;
  11635. _uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  11636. vector3.setFromMatrixPosition(light.target.matrixWorld);
  11637. _uniforms.direction.sub(vector3);
  11638. _uniforms.direction.transformDirection(viewMatrix);
  11639. _uniforms.coneCos = Math.cos(light.angle);
  11640. _uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
  11641. _uniforms.decay = light.decay;
  11642. if (light.castShadow) {
  11643. var _shadow = light.shadow;
  11644. var _shadowUniforms = shadowCache.get(light);
  11645. _shadowUniforms.shadowBias = _shadow.bias;
  11646. _shadowUniforms.shadowNormalBias = _shadow.normalBias;
  11647. _shadowUniforms.shadowRadius = _shadow.radius;
  11648. _shadowUniforms.shadowMapSize = _shadow.mapSize;
  11649. state.spotShadow[spotLength] = _shadowUniforms;
  11650. state.spotShadowMap[spotLength] = shadowMap;
  11651. state.spotShadowMatrix[spotLength] = light.shadow.matrix;
  11652. numSpotShadows++;
  11653. }
  11654. state.spot[spotLength] = _uniforms;
  11655. spotLength++;
  11656. } else if (light.isRectAreaLight) {
  11657. var _uniforms2 = cache.get(light); // (a) intensity is the total visible light emitted
  11658. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11659. // (b) intensity is the brightness of the light
  11660. _uniforms2.color.copy(color).multiplyScalar(intensity);
  11661. _uniforms2.position.setFromMatrixPosition(light.matrixWorld);
  11662. _uniforms2.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors
  11663. matrix42.identity();
  11664. matrix4.copy(light.matrixWorld);
  11665. matrix4.premultiply(viewMatrix);
  11666. matrix42.extractRotation(matrix4);
  11667. _uniforms2.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  11668. _uniforms2.halfHeight.set(0.0, light.height * 0.5, 0.0);
  11669. _uniforms2.halfWidth.applyMatrix4(matrix42);
  11670. _uniforms2.halfHeight.applyMatrix4(matrix42); // TODO (abelnation): RectAreaLight distance?
  11671. // uniforms.distance = distance;
  11672. state.rectArea[rectAreaLength] = _uniforms2;
  11673. rectAreaLength++;
  11674. } else if (light.isPointLight) {
  11675. var _uniforms3 = cache.get(light);
  11676. _uniforms3.position.setFromMatrixPosition(light.matrixWorld);
  11677. _uniforms3.position.applyMatrix4(viewMatrix);
  11678. _uniforms3.color.copy(light.color).multiplyScalar(light.intensity);
  11679. _uniforms3.distance = light.distance;
  11680. _uniforms3.decay = light.decay;
  11681. if (light.castShadow) {
  11682. var _shadow2 = light.shadow;
  11683. var _shadowUniforms2 = shadowCache.get(light);
  11684. _shadowUniforms2.shadowBias = _shadow2.bias;
  11685. _shadowUniforms2.shadowNormalBias = _shadow2.normalBias;
  11686. _shadowUniforms2.shadowRadius = _shadow2.radius;
  11687. _shadowUniforms2.shadowMapSize = _shadow2.mapSize;
  11688. _shadowUniforms2.shadowCameraNear = _shadow2.camera.near;
  11689. _shadowUniforms2.shadowCameraFar = _shadow2.camera.far;
  11690. state.pointShadow[pointLength] = _shadowUniforms2;
  11691. state.pointShadowMap[pointLength] = shadowMap;
  11692. state.pointShadowMatrix[pointLength] = light.shadow.matrix;
  11693. numPointShadows++;
  11694. }
  11695. state.point[pointLength] = _uniforms3;
  11696. pointLength++;
  11697. } else if (light.isHemisphereLight) {
  11698. var _uniforms4 = cache.get(light);
  11699. _uniforms4.direction.setFromMatrixPosition(light.matrixWorld);
  11700. _uniforms4.direction.transformDirection(viewMatrix);
  11701. _uniforms4.direction.normalize();
  11702. _uniforms4.skyColor.copy(light.color).multiplyScalar(intensity);
  11703. _uniforms4.groundColor.copy(light.groundColor).multiplyScalar(intensity);
  11704. state.hemi[hemiLength] = _uniforms4;
  11705. hemiLength++;
  11706. }
  11707. }
  11708. if (rectAreaLength > 0) {
  11709. if (capabilities.isWebGL2) {
  11710. // WebGL 2
  11711. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  11712. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  11713. } else {
  11714. // WebGL 1
  11715. if (extensions.has('OES_texture_float_linear') === true) {
  11716. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  11717. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  11718. } else if (extensions.has('OES_texture_half_float_linear') === true) {
  11719. state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  11720. state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
  11721. } else {
  11722. console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
  11723. }
  11724. }
  11725. }
  11726. state.ambient[0] = r;
  11727. state.ambient[1] = g;
  11728. state.ambient[2] = b;
  11729. var hash = state.hash;
  11730. if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {
  11731. state.directional.length = directionalLength;
  11732. state.spot.length = spotLength;
  11733. state.rectArea.length = rectAreaLength;
  11734. state.point.length = pointLength;
  11735. state.hemi.length = hemiLength;
  11736. state.directionalShadow.length = numDirectionalShadows;
  11737. state.directionalShadowMap.length = numDirectionalShadows;
  11738. state.pointShadow.length = numPointShadows;
  11739. state.pointShadowMap.length = numPointShadows;
  11740. state.spotShadow.length = numSpotShadows;
  11741. state.spotShadowMap.length = numSpotShadows;
  11742. state.directionalShadowMatrix.length = numDirectionalShadows;
  11743. state.pointShadowMatrix.length = numPointShadows;
  11744. state.spotShadowMatrix.length = numSpotShadows;
  11745. hash.directionalLength = directionalLength;
  11746. hash.pointLength = pointLength;
  11747. hash.spotLength = spotLength;
  11748. hash.rectAreaLength = rectAreaLength;
  11749. hash.hemiLength = hemiLength;
  11750. hash.numDirectionalShadows = numDirectionalShadows;
  11751. hash.numPointShadows = numPointShadows;
  11752. hash.numSpotShadows = numSpotShadows;
  11753. state.version = nextVersion++;
  11754. }
  11755. }
  11756. return {
  11757. setup: setup,
  11758. state: state
  11759. };
  11760. }
  11761. function WebGLRenderState(extensions, capabilities) {
  11762. var lights = new WebGLLights(extensions, capabilities);
  11763. var lightsArray = [];
  11764. var shadowsArray = [];
  11765. function init() {
  11766. lightsArray.length = 0;
  11767. shadowsArray.length = 0;
  11768. }
  11769. function pushLight(light) {
  11770. lightsArray.push(light);
  11771. }
  11772. function pushShadow(shadowLight) {
  11773. shadowsArray.push(shadowLight);
  11774. }
  11775. function setupLights(camera) {
  11776. lights.setup(lightsArray, shadowsArray, camera);
  11777. }
  11778. var state = {
  11779. lightsArray: lightsArray,
  11780. shadowsArray: shadowsArray,
  11781. lights: lights
  11782. };
  11783. return {
  11784. init: init,
  11785. state: state,
  11786. setupLights: setupLights,
  11787. pushLight: pushLight,
  11788. pushShadow: pushShadow
  11789. };
  11790. }
  11791. function WebGLRenderStates(extensions, capabilities) {
  11792. var renderStates = new WeakMap();
  11793. function get(scene, camera) {
  11794. var renderState;
  11795. if (renderStates.has(scene) === false) {
  11796. renderState = new WebGLRenderState(extensions, capabilities);
  11797. renderStates.set(scene, new WeakMap());
  11798. renderStates.get(scene).set(camera, renderState);
  11799. } else {
  11800. if (renderStates.get(scene).has(camera) === false) {
  11801. renderState = new WebGLRenderState(extensions, capabilities);
  11802. renderStates.get(scene).set(camera, renderState);
  11803. } else {
  11804. renderState = renderStates.get(scene).get(camera);
  11805. }
  11806. }
  11807. return renderState;
  11808. }
  11809. function dispose() {
  11810. renderStates = new WeakMap();
  11811. }
  11812. return {
  11813. get: get,
  11814. dispose: dispose
  11815. };
  11816. }
  11817. /**
  11818. * parameters = {
  11819. *
  11820. * opacity: <float>,
  11821. *
  11822. * map: new THREE.Texture( <Image> ),
  11823. *
  11824. * alphaMap: new THREE.Texture( <Image> ),
  11825. *
  11826. * displacementMap: new THREE.Texture( <Image> ),
  11827. * displacementScale: <float>,
  11828. * displacementBias: <float>,
  11829. *
  11830. * wireframe: <boolean>,
  11831. * wireframeLinewidth: <float>
  11832. * }
  11833. */
  11834. function MeshDepthMaterial(parameters) {
  11835. Material.call(this);
  11836. this.type = 'MeshDepthMaterial';
  11837. this.depthPacking = BasicDepthPacking;
  11838. this.skinning = false;
  11839. this.morphTargets = false;
  11840. this.map = null;
  11841. this.alphaMap = null;
  11842. this.displacementMap = null;
  11843. this.displacementScale = 1;
  11844. this.displacementBias = 0;
  11845. this.wireframe = false;
  11846. this.wireframeLinewidth = 1;
  11847. this.fog = false;
  11848. this.setValues(parameters);
  11849. }
  11850. MeshDepthMaterial.prototype = Object.create(Material.prototype);
  11851. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11852. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11853. MeshDepthMaterial.prototype.copy = function (source) {
  11854. Material.prototype.copy.call(this, source);
  11855. this.depthPacking = source.depthPacking;
  11856. this.skinning = source.skinning;
  11857. this.morphTargets = source.morphTargets;
  11858. this.map = source.map;
  11859. this.alphaMap = source.alphaMap;
  11860. this.displacementMap = source.displacementMap;
  11861. this.displacementScale = source.displacementScale;
  11862. this.displacementBias = source.displacementBias;
  11863. this.wireframe = source.wireframe;
  11864. this.wireframeLinewidth = source.wireframeLinewidth;
  11865. return this;
  11866. };
  11867. /**
  11868. * parameters = {
  11869. *
  11870. * referencePosition: <float>,
  11871. * nearDistance: <float>,
  11872. * farDistance: <float>,
  11873. *
  11874. * skinning: <bool>,
  11875. * morphTargets: <bool>,
  11876. *
  11877. * map: new THREE.Texture( <Image> ),
  11878. *
  11879. * alphaMap: new THREE.Texture( <Image> ),
  11880. *
  11881. * displacementMap: new THREE.Texture( <Image> ),
  11882. * displacementScale: <float>,
  11883. * displacementBias: <float>
  11884. *
  11885. * }
  11886. */
  11887. function MeshDistanceMaterial(parameters) {
  11888. Material.call(this);
  11889. this.type = 'MeshDistanceMaterial';
  11890. this.referencePosition = new Vector3();
  11891. this.nearDistance = 1;
  11892. this.farDistance = 1000;
  11893. this.skinning = false;
  11894. this.morphTargets = false;
  11895. this.map = null;
  11896. this.alphaMap = null;
  11897. this.displacementMap = null;
  11898. this.displacementScale = 1;
  11899. this.displacementBias = 0;
  11900. this.fog = false;
  11901. this.setValues(parameters);
  11902. }
  11903. MeshDistanceMaterial.prototype = Object.create(Material.prototype);
  11904. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11905. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11906. MeshDistanceMaterial.prototype.copy = function (source) {
  11907. Material.prototype.copy.call(this, source);
  11908. this.referencePosition.copy(source.referencePosition);
  11909. this.nearDistance = source.nearDistance;
  11910. this.farDistance = source.farDistance;
  11911. this.skinning = source.skinning;
  11912. this.morphTargets = source.morphTargets;
  11913. this.map = source.map;
  11914. this.alphaMap = source.alphaMap;
  11915. this.displacementMap = source.displacementMap;
  11916. this.displacementScale = source.displacementScale;
  11917. this.displacementBias = source.displacementBias;
  11918. return this;
  11919. };
  11920. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11921. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11922. function WebGLShadowMap(_renderer, _objects, maxTextureSize) {
  11923. var _frustum = new Frustum();
  11924. var _shadowMapSize = new Vector2(),
  11925. _viewportSize = new Vector2(),
  11926. _viewport = new Vector4(),
  11927. _depthMaterials = [],
  11928. _distanceMaterials = [],
  11929. _materialCache = {};
  11930. var shadowSide = {
  11931. 0: BackSide,
  11932. 1: FrontSide,
  11933. 2: DoubleSide
  11934. };
  11935. var shadowMaterialVertical = new ShaderMaterial({
  11936. defines: {
  11937. SAMPLE_RATE: 2.0 / 8.0,
  11938. HALF_SAMPLE_RATE: 1.0 / 8.0
  11939. },
  11940. uniforms: {
  11941. shadow_pass: {
  11942. value: null
  11943. },
  11944. resolution: {
  11945. value: new Vector2()
  11946. },
  11947. radius: {
  11948. value: 4.0
  11949. }
  11950. },
  11951. vertexShader: vsm_vert,
  11952. fragmentShader: vsm_frag
  11953. });
  11954. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11955. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11956. var fullScreenTri = new BufferGeometry();
  11957. fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
  11958. var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
  11959. var scope = this;
  11960. this.enabled = false;
  11961. this.autoUpdate = true;
  11962. this.needsUpdate = false;
  11963. this.type = PCFShadowMap;
  11964. this.render = function (lights, scene, camera) {
  11965. if (scope.enabled === false) return;
  11966. if (scope.autoUpdate === false && scope.needsUpdate === false) return;
  11967. if (lights.length === 0) return;
  11968. var currentRenderTarget = _renderer.getRenderTarget();
  11969. var activeCubeFace = _renderer.getActiveCubeFace();
  11970. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11971. var _state = _renderer.state; // Set GL state for depth map.
  11972. _state.setBlending(NoBlending);
  11973. _state.buffers.color.setClear(1, 1, 1, 1);
  11974. _state.buffers.depth.setTest(true);
  11975. _state.setScissorTest(false); // render depth map
  11976. for (var i = 0, il = lights.length; i < il; i++) {
  11977. var light = lights[i];
  11978. var shadow = light.shadow;
  11979. if (shadow === undefined) {
  11980. console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
  11981. continue;
  11982. }
  11983. if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
  11984. _shadowMapSize.copy(shadow.mapSize);
  11985. var shadowFrameExtents = shadow.getFrameExtents();
  11986. _shadowMapSize.multiply(shadowFrameExtents);
  11987. _viewportSize.copy(shadow.mapSize);
  11988. if (_shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize) {
  11989. if (_shadowMapSize.x > maxTextureSize) {
  11990. _viewportSize.x = Math.floor(maxTextureSize / shadowFrameExtents.x);
  11991. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11992. shadow.mapSize.x = _viewportSize.x;
  11993. }
  11994. if (_shadowMapSize.y > maxTextureSize) {
  11995. _viewportSize.y = Math.floor(maxTextureSize / shadowFrameExtents.y);
  11996. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11997. shadow.mapSize.y = _viewportSize.y;
  11998. }
  11999. }
  12000. if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
  12001. var pars = {
  12002. minFilter: LinearFilter,
  12003. magFilter: LinearFilter,
  12004. format: RGBAFormat
  12005. };
  12006. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12007. shadow.map.texture.name = light.name + '.shadowMap';
  12008. shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12009. shadow.camera.updateProjectionMatrix();
  12010. }
  12011. if (shadow.map === null) {
  12012. var _pars = {
  12013. minFilter: NearestFilter,
  12014. magFilter: NearestFilter,
  12015. format: RGBAFormat
  12016. };
  12017. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, _pars);
  12018. shadow.map.texture.name = light.name + '.shadowMap';
  12019. shadow.camera.updateProjectionMatrix();
  12020. }
  12021. _renderer.setRenderTarget(shadow.map);
  12022. _renderer.clear();
  12023. var viewportCount = shadow.getViewportCount();
  12024. for (var vp = 0; vp < viewportCount; vp++) {
  12025. var viewport = shadow.getViewport(vp);
  12026. _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
  12027. _state.viewport(_viewport);
  12028. shadow.updateMatrices(light, vp);
  12029. _frustum = shadow.getFrustum();
  12030. renderObject(scene, camera, shadow.camera, light, this.type);
  12031. } // do blur pass for VSM
  12032. if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
  12033. VSMPass(shadow, camera);
  12034. }
  12035. shadow.needsUpdate = false;
  12036. }
  12037. scope.needsUpdate = false;
  12038. _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
  12039. };
  12040. function VSMPass(shadow, camera) {
  12041. var geometry = _objects.update(fullScreenMesh); // vertical pass
  12042. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12043. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12044. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12045. _renderer.setRenderTarget(shadow.mapPass);
  12046. _renderer.clear();
  12047. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizonal pass
  12048. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12049. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12050. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12051. _renderer.setRenderTarget(shadow.map);
  12052. _renderer.clear();
  12053. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null);
  12054. }
  12055. function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) {
  12056. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12057. var material = _depthMaterials[index];
  12058. if (material === undefined) {
  12059. material = new MeshDepthMaterial({
  12060. depthPacking: RGBADepthPacking,
  12061. morphTargets: useMorphing,
  12062. skinning: useSkinning
  12063. });
  12064. _depthMaterials[index] = material;
  12065. }
  12066. return material;
  12067. }
  12068. function getDistanceMaterialVariant(useMorphing, useSkinning, useInstancing) {
  12069. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12070. var material = _distanceMaterials[index];
  12071. if (material === undefined) {
  12072. material = new MeshDistanceMaterial({
  12073. morphTargets: useMorphing,
  12074. skinning: useSkinning
  12075. });
  12076. _distanceMaterials[index] = material;
  12077. }
  12078. return material;
  12079. }
  12080. function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
  12081. var result = null;
  12082. var getMaterialVariant = getDepthMaterialVariant;
  12083. var customMaterial = object.customDepthMaterial;
  12084. if (light.isPointLight === true) {
  12085. getMaterialVariant = getDistanceMaterialVariant;
  12086. customMaterial = object.customDistanceMaterial;
  12087. }
  12088. if (customMaterial === undefined) {
  12089. var useMorphing = false;
  12090. if (material.morphTargets === true) {
  12091. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12092. }
  12093. var useSkinning = false;
  12094. if (object.isSkinnedMesh === true) {
  12095. if (material.skinning === true) {
  12096. useSkinning = true;
  12097. } else {
  12098. console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object);
  12099. }
  12100. }
  12101. var useInstancing = object.isInstancedMesh === true;
  12102. result = getMaterialVariant(useMorphing, useSkinning, useInstancing);
  12103. } else {
  12104. result = customMaterial;
  12105. }
  12106. if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0) {
  12107. // in this case we need a unique material instance reflecting the
  12108. // appropriate state
  12109. var keyA = result.uuid,
  12110. keyB = material.uuid;
  12111. var materialsForVariant = _materialCache[keyA];
  12112. if (materialsForVariant === undefined) {
  12113. materialsForVariant = {};
  12114. _materialCache[keyA] = materialsForVariant;
  12115. }
  12116. var cachedMaterial = materialsForVariant[keyB];
  12117. if (cachedMaterial === undefined) {
  12118. cachedMaterial = result.clone();
  12119. materialsForVariant[keyB] = cachedMaterial;
  12120. }
  12121. result = cachedMaterial;
  12122. }
  12123. result.visible = material.visible;
  12124. result.wireframe = material.wireframe;
  12125. if (type === VSMShadowMap) {
  12126. result.side = material.shadowSide !== null ? material.shadowSide : material.side;
  12127. } else {
  12128. result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
  12129. }
  12130. result.clipShadows = material.clipShadows;
  12131. result.clippingPlanes = material.clippingPlanes;
  12132. result.clipIntersection = material.clipIntersection;
  12133. result.wireframeLinewidth = material.wireframeLinewidth;
  12134. result.linewidth = material.linewidth;
  12135. if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
  12136. result.referencePosition.setFromMatrixPosition(light.matrixWorld);
  12137. result.nearDistance = shadowCameraNear;
  12138. result.farDistance = shadowCameraFar;
  12139. }
  12140. return result;
  12141. }
  12142. function renderObject(object, camera, shadowCamera, light, type) {
  12143. if (object.visible === false) return;
  12144. var visible = object.layers.test(camera.layers);
  12145. if (visible && (object.isMesh || object.isLine || object.isPoints)) {
  12146. if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
  12147. object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
  12148. var geometry = _objects.update(object);
  12149. var material = object.material;
  12150. if (Array.isArray(material)) {
  12151. var groups = geometry.groups;
  12152. for (var k = 0, kl = groups.length; k < kl; k++) {
  12153. var group = groups[k];
  12154. var groupMaterial = material[group.materialIndex];
  12155. if (groupMaterial && groupMaterial.visible) {
  12156. var depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
  12157. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
  12158. }
  12159. }
  12160. } else if (material.visible) {
  12161. var _depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
  12162. _renderer.renderBufferDirect(shadowCamera, null, geometry, _depthMaterial, object, null);
  12163. }
  12164. }
  12165. }
  12166. var children = object.children;
  12167. for (var i = 0, l = children.length; i < l; i++) {
  12168. renderObject(children[i], camera, shadowCamera, light, type);
  12169. }
  12170. }
  12171. }
  12172. function WebGLState(gl, extensions, capabilities) {
  12173. var _equationToGL, _factorToGL;
  12174. var isWebGL2 = capabilities.isWebGL2;
  12175. function ColorBuffer() {
  12176. var locked = false;
  12177. var color = new Vector4();
  12178. var currentColorMask = null;
  12179. var currentColorClear = new Vector4(0, 0, 0, 0);
  12180. return {
  12181. setMask: function setMask(colorMask) {
  12182. if (currentColorMask !== colorMask && !locked) {
  12183. gl.colorMask(colorMask, colorMask, colorMask, colorMask);
  12184. currentColorMask = colorMask;
  12185. }
  12186. },
  12187. setLocked: function setLocked(lock) {
  12188. locked = lock;
  12189. },
  12190. setClear: function setClear(r, g, b, a, premultipliedAlpha) {
  12191. if (premultipliedAlpha === true) {
  12192. r *= a;
  12193. g *= a;
  12194. b *= a;
  12195. }
  12196. color.set(r, g, b, a);
  12197. if (currentColorClear.equals(color) === false) {
  12198. gl.clearColor(r, g, b, a);
  12199. currentColorClear.copy(color);
  12200. }
  12201. },
  12202. reset: function reset() {
  12203. locked = false;
  12204. currentColorMask = null;
  12205. currentColorClear.set(-1, 0, 0, 0); // set to invalid state
  12206. }
  12207. };
  12208. }
  12209. function DepthBuffer() {
  12210. var locked = false;
  12211. var currentDepthMask = null;
  12212. var currentDepthFunc = null;
  12213. var currentDepthClear = null;
  12214. return {
  12215. setTest: function setTest(depthTest) {
  12216. if (depthTest) {
  12217. enable(2929);
  12218. } else {
  12219. disable(2929);
  12220. }
  12221. },
  12222. setMask: function setMask(depthMask) {
  12223. if (currentDepthMask !== depthMask && !locked) {
  12224. gl.depthMask(depthMask);
  12225. currentDepthMask = depthMask;
  12226. }
  12227. },
  12228. setFunc: function setFunc(depthFunc) {
  12229. if (currentDepthFunc !== depthFunc) {
  12230. if (depthFunc) {
  12231. switch (depthFunc) {
  12232. case NeverDepth:
  12233. gl.depthFunc(512);
  12234. break;
  12235. case AlwaysDepth:
  12236. gl.depthFunc(519);
  12237. break;
  12238. case LessDepth:
  12239. gl.depthFunc(513);
  12240. break;
  12241. case LessEqualDepth:
  12242. gl.depthFunc(515);
  12243. break;
  12244. case EqualDepth:
  12245. gl.depthFunc(514);
  12246. break;
  12247. case GreaterEqualDepth:
  12248. gl.depthFunc(518);
  12249. break;
  12250. case GreaterDepth:
  12251. gl.depthFunc(516);
  12252. break;
  12253. case NotEqualDepth:
  12254. gl.depthFunc(517);
  12255. break;
  12256. default:
  12257. gl.depthFunc(515);
  12258. }
  12259. } else {
  12260. gl.depthFunc(515);
  12261. }
  12262. currentDepthFunc = depthFunc;
  12263. }
  12264. },
  12265. setLocked: function setLocked(lock) {
  12266. locked = lock;
  12267. },
  12268. setClear: function setClear(depth) {
  12269. if (currentDepthClear !== depth) {
  12270. gl.clearDepth(depth);
  12271. currentDepthClear = depth;
  12272. }
  12273. },
  12274. reset: function reset() {
  12275. locked = false;
  12276. currentDepthMask = null;
  12277. currentDepthFunc = null;
  12278. currentDepthClear = null;
  12279. }
  12280. };
  12281. }
  12282. function StencilBuffer() {
  12283. var locked = false;
  12284. var currentStencilMask = null;
  12285. var currentStencilFunc = null;
  12286. var currentStencilRef = null;
  12287. var currentStencilFuncMask = null;
  12288. var currentStencilFail = null;
  12289. var currentStencilZFail = null;
  12290. var currentStencilZPass = null;
  12291. var currentStencilClear = null;
  12292. return {
  12293. setTest: function setTest(stencilTest) {
  12294. if (!locked) {
  12295. if (stencilTest) {
  12296. enable(2960);
  12297. } else {
  12298. disable(2960);
  12299. }
  12300. }
  12301. },
  12302. setMask: function setMask(stencilMask) {
  12303. if (currentStencilMask !== stencilMask && !locked) {
  12304. gl.stencilMask(stencilMask);
  12305. currentStencilMask = stencilMask;
  12306. }
  12307. },
  12308. setFunc: function setFunc(stencilFunc, stencilRef, stencilMask) {
  12309. if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
  12310. gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
  12311. currentStencilFunc = stencilFunc;
  12312. currentStencilRef = stencilRef;
  12313. currentStencilFuncMask = stencilMask;
  12314. }
  12315. },
  12316. setOp: function setOp(stencilFail, stencilZFail, stencilZPass) {
  12317. if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
  12318. gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
  12319. currentStencilFail = stencilFail;
  12320. currentStencilZFail = stencilZFail;
  12321. currentStencilZPass = stencilZPass;
  12322. }
  12323. },
  12324. setLocked: function setLocked(lock) {
  12325. locked = lock;
  12326. },
  12327. setClear: function setClear(stencil) {
  12328. if (currentStencilClear !== stencil) {
  12329. gl.clearStencil(stencil);
  12330. currentStencilClear = stencil;
  12331. }
  12332. },
  12333. reset: function reset() {
  12334. locked = false;
  12335. currentStencilMask = null;
  12336. currentStencilFunc = null;
  12337. currentStencilRef = null;
  12338. currentStencilFuncMask = null;
  12339. currentStencilFail = null;
  12340. currentStencilZFail = null;
  12341. currentStencilZPass = null;
  12342. currentStencilClear = null;
  12343. }
  12344. };
  12345. } //
  12346. var colorBuffer = new ColorBuffer();
  12347. var depthBuffer = new DepthBuffer();
  12348. var stencilBuffer = new StencilBuffer();
  12349. var enabledCapabilities = {};
  12350. var currentProgram = null;
  12351. var currentBlendingEnabled = null;
  12352. var currentBlending = null;
  12353. var currentBlendEquation = null;
  12354. var currentBlendSrc = null;
  12355. var currentBlendDst = null;
  12356. var currentBlendEquationAlpha = null;
  12357. var currentBlendSrcAlpha = null;
  12358. var currentBlendDstAlpha = null;
  12359. var currentPremultipledAlpha = false;
  12360. var currentFlipSided = null;
  12361. var currentCullFace = null;
  12362. var currentLineWidth = null;
  12363. var currentPolygonOffsetFactor = null;
  12364. var currentPolygonOffsetUnits = null;
  12365. var maxTextures = gl.getParameter(35661);
  12366. var lineWidthAvailable = false;
  12367. var version = 0;
  12368. var glVersion = gl.getParameter(7938);
  12369. if (glVersion.indexOf('WebGL') !== -1) {
  12370. version = parseFloat(/^WebGL\ ([0-9])/.exec(glVersion)[1]);
  12371. lineWidthAvailable = version >= 1.0;
  12372. } else if (glVersion.indexOf('OpenGL ES') !== -1) {
  12373. version = parseFloat(/^OpenGL\ ES\ ([0-9])/.exec(glVersion)[1]);
  12374. lineWidthAvailable = version >= 2.0;
  12375. }
  12376. var currentTextureSlot = null;
  12377. var currentBoundTextures = {};
  12378. var currentScissor = new Vector4();
  12379. var currentViewport = new Vector4();
  12380. function createTexture(type, target, count) {
  12381. var data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
  12382. var texture = gl.createTexture();
  12383. gl.bindTexture(type, texture);
  12384. gl.texParameteri(type, 10241, 9728);
  12385. gl.texParameteri(type, 10240, 9728);
  12386. for (var i = 0; i < count; i++) {
  12387. gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data);
  12388. }
  12389. return texture;
  12390. }
  12391. var emptyTextures = {};
  12392. emptyTextures[3553] = createTexture(3553, 3553, 1);
  12393. emptyTextures[34067] = createTexture(34067, 34069, 6); // init
  12394. colorBuffer.setClear(0, 0, 0, 1);
  12395. depthBuffer.setClear(1);
  12396. stencilBuffer.setClear(0);
  12397. enable(2929);
  12398. depthBuffer.setFunc(LessEqualDepth);
  12399. setFlipSided(false);
  12400. setCullFace(CullFaceBack);
  12401. enable(2884);
  12402. setBlending(NoBlending); //
  12403. function enable(id) {
  12404. if (enabledCapabilities[id] !== true) {
  12405. gl.enable(id);
  12406. enabledCapabilities[id] = true;
  12407. }
  12408. }
  12409. function disable(id) {
  12410. if (enabledCapabilities[id] !== false) {
  12411. gl.disable(id);
  12412. enabledCapabilities[id] = false;
  12413. }
  12414. }
  12415. function useProgram(program) {
  12416. if (currentProgram !== program) {
  12417. gl.useProgram(program);
  12418. currentProgram = program;
  12419. return true;
  12420. }
  12421. return false;
  12422. }
  12423. var equationToGL = (_equationToGL = {}, _equationToGL[AddEquation] = 32774, _equationToGL[SubtractEquation] = 32778, _equationToGL[ReverseSubtractEquation] = 32779, _equationToGL);
  12424. if (isWebGL2) {
  12425. equationToGL[MinEquation] = 32775;
  12426. equationToGL[MaxEquation] = 32776;
  12427. } else {
  12428. var extension = extensions.get('EXT_blend_minmax');
  12429. if (extension !== null) {
  12430. equationToGL[MinEquation] = extension.MIN_EXT;
  12431. equationToGL[MaxEquation] = extension.MAX_EXT;
  12432. }
  12433. }
  12434. var factorToGL = (_factorToGL = {}, _factorToGL[ZeroFactor] = 0, _factorToGL[OneFactor] = 1, _factorToGL[SrcColorFactor] = 768, _factorToGL[SrcAlphaFactor] = 770, _factorToGL[SrcAlphaSaturateFactor] = 776, _factorToGL[DstColorFactor] = 774, _factorToGL[DstAlphaFactor] = 772, _factorToGL[OneMinusSrcColorFactor] = 769, _factorToGL[OneMinusSrcAlphaFactor] = 771, _factorToGL[OneMinusDstColorFactor] = 775, _factorToGL[OneMinusDstAlphaFactor] = 773, _factorToGL);
  12435. function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
  12436. if (blending === NoBlending) {
  12437. if (currentBlendingEnabled) {
  12438. disable(3042);
  12439. currentBlendingEnabled = false;
  12440. }
  12441. return;
  12442. }
  12443. if (!currentBlendingEnabled) {
  12444. enable(3042);
  12445. currentBlendingEnabled = true;
  12446. }
  12447. if (blending !== CustomBlending) {
  12448. if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
  12449. if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
  12450. gl.blendEquation(32774);
  12451. currentBlendEquation = AddEquation;
  12452. currentBlendEquationAlpha = AddEquation;
  12453. }
  12454. if (premultipliedAlpha) {
  12455. switch (blending) {
  12456. case NormalBlending:
  12457. gl.blendFuncSeparate(1, 771, 1, 771);
  12458. break;
  12459. case AdditiveBlending:
  12460. gl.blendFunc(1, 1);
  12461. break;
  12462. case SubtractiveBlending:
  12463. gl.blendFuncSeparate(0, 0, 769, 771);
  12464. break;
  12465. case MultiplyBlending:
  12466. gl.blendFuncSeparate(0, 768, 0, 770);
  12467. break;
  12468. default:
  12469. console.error('THREE.WebGLState: Invalid blending: ', blending);
  12470. break;
  12471. }
  12472. } else {
  12473. switch (blending) {
  12474. case NormalBlending:
  12475. gl.blendFuncSeparate(770, 771, 1, 771);
  12476. break;
  12477. case AdditiveBlending:
  12478. gl.blendFunc(770, 1);
  12479. break;
  12480. case SubtractiveBlending:
  12481. gl.blendFunc(0, 769);
  12482. break;
  12483. case MultiplyBlending:
  12484. gl.blendFunc(0, 768);
  12485. break;
  12486. default:
  12487. console.error('THREE.WebGLState: Invalid blending: ', blending);
  12488. break;
  12489. }
  12490. }
  12491. currentBlendSrc = null;
  12492. currentBlendDst = null;
  12493. currentBlendSrcAlpha = null;
  12494. currentBlendDstAlpha = null;
  12495. currentBlending = blending;
  12496. currentPremultipledAlpha = premultipliedAlpha;
  12497. }
  12498. return;
  12499. } // custom blending
  12500. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12501. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12502. blendDstAlpha = blendDstAlpha || blendDst;
  12503. if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
  12504. gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
  12505. currentBlendEquation = blendEquation;
  12506. currentBlendEquationAlpha = blendEquationAlpha;
  12507. }
  12508. if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
  12509. gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
  12510. currentBlendSrc = blendSrc;
  12511. currentBlendDst = blendDst;
  12512. currentBlendSrcAlpha = blendSrcAlpha;
  12513. currentBlendDstAlpha = blendDstAlpha;
  12514. }
  12515. currentBlending = blending;
  12516. currentPremultipledAlpha = null;
  12517. }
  12518. function setMaterial(material, frontFaceCW) {
  12519. material.side === DoubleSide ? disable(2884) : enable(2884);
  12520. var flipSided = material.side === BackSide;
  12521. if (frontFaceCW) flipSided = !flipSided;
  12522. setFlipSided(flipSided);
  12523. material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);
  12524. depthBuffer.setFunc(material.depthFunc);
  12525. depthBuffer.setTest(material.depthTest);
  12526. depthBuffer.setMask(material.depthWrite);
  12527. colorBuffer.setMask(material.colorWrite);
  12528. var stencilWrite = material.stencilWrite;
  12529. stencilBuffer.setTest(stencilWrite);
  12530. if (stencilWrite) {
  12531. stencilBuffer.setMask(material.stencilWriteMask);
  12532. stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
  12533. stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
  12534. }
  12535. setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
  12536. } //
  12537. function setFlipSided(flipSided) {
  12538. if (currentFlipSided !== flipSided) {
  12539. if (flipSided) {
  12540. gl.frontFace(2304);
  12541. } else {
  12542. gl.frontFace(2305);
  12543. }
  12544. currentFlipSided = flipSided;
  12545. }
  12546. }
  12547. function setCullFace(cullFace) {
  12548. if (cullFace !== CullFaceNone) {
  12549. enable(2884);
  12550. if (cullFace !== currentCullFace) {
  12551. if (cullFace === CullFaceBack) {
  12552. gl.cullFace(1029);
  12553. } else if (cullFace === CullFaceFront) {
  12554. gl.cullFace(1028);
  12555. } else {
  12556. gl.cullFace(1032);
  12557. }
  12558. }
  12559. } else {
  12560. disable(2884);
  12561. }
  12562. currentCullFace = cullFace;
  12563. }
  12564. function setLineWidth(width) {
  12565. if (width !== currentLineWidth) {
  12566. if (lineWidthAvailable) gl.lineWidth(width);
  12567. currentLineWidth = width;
  12568. }
  12569. }
  12570. function setPolygonOffset(polygonOffset, factor, units) {
  12571. if (polygonOffset) {
  12572. enable(32823);
  12573. if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
  12574. gl.polygonOffset(factor, units);
  12575. currentPolygonOffsetFactor = factor;
  12576. currentPolygonOffsetUnits = units;
  12577. }
  12578. } else {
  12579. disable(32823);
  12580. }
  12581. }
  12582. function setScissorTest(scissorTest) {
  12583. if (scissorTest) {
  12584. enable(3089);
  12585. } else {
  12586. disable(3089);
  12587. }
  12588. } // texture
  12589. function activeTexture(webglSlot) {
  12590. if (webglSlot === undefined) webglSlot = 33984 + maxTextures - 1;
  12591. if (currentTextureSlot !== webglSlot) {
  12592. gl.activeTexture(webglSlot);
  12593. currentTextureSlot = webglSlot;
  12594. }
  12595. }
  12596. function bindTexture(webglType, webglTexture) {
  12597. if (currentTextureSlot === null) {
  12598. activeTexture();
  12599. }
  12600. var boundTexture = currentBoundTextures[currentTextureSlot];
  12601. if (boundTexture === undefined) {
  12602. boundTexture = {
  12603. type: undefined,
  12604. texture: undefined
  12605. };
  12606. currentBoundTextures[currentTextureSlot] = boundTexture;
  12607. }
  12608. if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
  12609. gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
  12610. boundTexture.type = webglType;
  12611. boundTexture.texture = webglTexture;
  12612. }
  12613. }
  12614. function unbindTexture() {
  12615. var boundTexture = currentBoundTextures[currentTextureSlot];
  12616. if (boundTexture !== undefined && boundTexture.type !== undefined) {
  12617. gl.bindTexture(boundTexture.type, null);
  12618. boundTexture.type = undefined;
  12619. boundTexture.texture = undefined;
  12620. }
  12621. }
  12622. function compressedTexImage2D() {
  12623. try {
  12624. gl.compressedTexImage2D.apply(gl, arguments);
  12625. } catch (error) {
  12626. console.error('THREE.WebGLState:', error);
  12627. }
  12628. }
  12629. function texImage2D() {
  12630. try {
  12631. gl.texImage2D.apply(gl, arguments);
  12632. } catch (error) {
  12633. console.error('THREE.WebGLState:', error);
  12634. }
  12635. }
  12636. function texImage3D() {
  12637. try {
  12638. gl.texImage3D.apply(gl, arguments);
  12639. } catch (error) {
  12640. console.error('THREE.WebGLState:', error);
  12641. }
  12642. } //
  12643. function scissor(scissor) {
  12644. if (currentScissor.equals(scissor) === false) {
  12645. gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
  12646. currentScissor.copy(scissor);
  12647. }
  12648. }
  12649. function viewport(viewport) {
  12650. if (currentViewport.equals(viewport) === false) {
  12651. gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
  12652. currentViewport.copy(viewport);
  12653. }
  12654. } //
  12655. function reset() {
  12656. enabledCapabilities = {};
  12657. currentTextureSlot = null;
  12658. currentBoundTextures = {};
  12659. currentProgram = null;
  12660. currentBlendingEnabled = null;
  12661. currentBlending = null;
  12662. currentBlendEquation = null;
  12663. currentBlendSrc = null;
  12664. currentBlendDst = null;
  12665. currentBlendEquationAlpha = null;
  12666. currentBlendSrcAlpha = null;
  12667. currentBlendDstAlpha = null;
  12668. currentPremultipledAlpha = false;
  12669. currentFlipSided = null;
  12670. currentCullFace = null;
  12671. currentLineWidth = null;
  12672. currentPolygonOffsetFactor = null;
  12673. currentPolygonOffsetUnits = null;
  12674. colorBuffer.reset();
  12675. depthBuffer.reset();
  12676. stencilBuffer.reset();
  12677. }
  12678. return {
  12679. buffers: {
  12680. color: colorBuffer,
  12681. depth: depthBuffer,
  12682. stencil: stencilBuffer
  12683. },
  12684. enable: enable,
  12685. disable: disable,
  12686. useProgram: useProgram,
  12687. setBlending: setBlending,
  12688. setMaterial: setMaterial,
  12689. setFlipSided: setFlipSided,
  12690. setCullFace: setCullFace,
  12691. setLineWidth: setLineWidth,
  12692. setPolygonOffset: setPolygonOffset,
  12693. setScissorTest: setScissorTest,
  12694. activeTexture: activeTexture,
  12695. bindTexture: bindTexture,
  12696. unbindTexture: unbindTexture,
  12697. compressedTexImage2D: compressedTexImage2D,
  12698. texImage2D: texImage2D,
  12699. texImage3D: texImage3D,
  12700. scissor: scissor,
  12701. viewport: viewport,
  12702. reset: reset
  12703. };
  12704. }
  12705. function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
  12706. var _wrappingToGL, _filterToGL;
  12707. var isWebGL2 = capabilities.isWebGL2;
  12708. var maxTextures = capabilities.maxTextures;
  12709. var maxCubemapSize = capabilities.maxCubemapSize;
  12710. var maxTextureSize = capabilities.maxTextureSize;
  12711. var maxSamples = capabilities.maxSamples;
  12712. var _videoTextures = new WeakMap();
  12713. var _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12714. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12715. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12716. var useOffscreenCanvas = false;
  12717. try {
  12718. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
  12719. } catch (err) {// Ignore any errors
  12720. }
  12721. function createCanvas(width, height) {
  12722. // Use OffscreenCanvas when available. Specially needed in web workers
  12723. return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  12724. }
  12725. function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
  12726. var scale = 1; // handle case if texture exceeds max size
  12727. if (image.width > maxSize || image.height > maxSize) {
  12728. scale = maxSize / Math.max(image.width, image.height);
  12729. } // only perform resize if necessary
  12730. if (scale < 1 || needsPowerOfTwo === true) {
  12731. // only perform resize for certain image types
  12732. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  12733. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12734. var width = floor(scale * image.width);
  12735. var height = floor(scale * image.height);
  12736. if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
  12737. var canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
  12738. canvas.width = width;
  12739. canvas.height = height;
  12740. var context = canvas.getContext('2d');
  12741. context.drawImage(image, 0, 0, width, height);
  12742. console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
  12743. return canvas;
  12744. } else {
  12745. if ('data' in image) {
  12746. console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
  12747. }
  12748. return image;
  12749. }
  12750. }
  12751. return image;
  12752. }
  12753. function isPowerOfTwo(image) {
  12754. return MathUtils.isPowerOfTwo(image.width) && MathUtils.isPowerOfTwo(image.height);
  12755. }
  12756. function textureNeedsPowerOfTwo(texture) {
  12757. if (isWebGL2) return false;
  12758. return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12759. }
  12760. function textureNeedsGenerateMipmaps(texture, supportsMips) {
  12761. return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12762. }
  12763. function generateMipmap(target, texture, width, height) {
  12764. _gl.generateMipmap(target);
  12765. var textureProperties = properties.get(texture); // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12766. textureProperties.__maxMipLevel = Math.log(Math.max(width, height)) * Math.LOG2E;
  12767. }
  12768. function getInternalFormat(internalFormatName, glFormat, glType) {
  12769. if (isWebGL2 === false) return glFormat;
  12770. if (internalFormatName !== null) {
  12771. if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
  12772. console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
  12773. }
  12774. var internalFormat = glFormat;
  12775. if (glFormat === 6403) {
  12776. if (glType === 5126) internalFormat = 33326;
  12777. if (glType === 5131) internalFormat = 33325;
  12778. if (glType === 5121) internalFormat = 33321;
  12779. }
  12780. if (glFormat === 6407) {
  12781. if (glType === 5126) internalFormat = 34837;
  12782. if (glType === 5131) internalFormat = 34843;
  12783. if (glType === 5121) internalFormat = 32849;
  12784. }
  12785. if (glFormat === 6408) {
  12786. if (glType === 5126) internalFormat = 34836;
  12787. if (glType === 5131) internalFormat = 34842;
  12788. if (glType === 5121) internalFormat = 32856;
  12789. }
  12790. if (internalFormat === 33325 || internalFormat === 33326 || internalFormat === 34842 || internalFormat === 34836) {
  12791. extensions.get('EXT_color_buffer_float');
  12792. }
  12793. return internalFormat;
  12794. } // Fallback filters for non-power-of-2 textures
  12795. function filterFallback(f) {
  12796. if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
  12797. return 9728;
  12798. }
  12799. return 9729;
  12800. } //
  12801. function onTextureDispose(event) {
  12802. var texture = event.target;
  12803. texture.removeEventListener('dispose', onTextureDispose);
  12804. deallocateTexture(texture);
  12805. if (texture.isVideoTexture) {
  12806. _videoTextures.delete(texture);
  12807. }
  12808. info.memory.textures--;
  12809. }
  12810. function onRenderTargetDispose(event) {
  12811. var renderTarget = event.target;
  12812. renderTarget.removeEventListener('dispose', onRenderTargetDispose);
  12813. deallocateRenderTarget(renderTarget);
  12814. info.memory.textures--;
  12815. } //
  12816. function deallocateTexture(texture) {
  12817. var textureProperties = properties.get(texture);
  12818. if (textureProperties.__webglInit === undefined) return;
  12819. _gl.deleteTexture(textureProperties.__webglTexture);
  12820. properties.remove(texture);
  12821. }
  12822. function deallocateRenderTarget(renderTarget) {
  12823. var renderTargetProperties = properties.get(renderTarget);
  12824. var textureProperties = properties.get(renderTarget.texture);
  12825. if (!renderTarget) return;
  12826. if (textureProperties.__webglTexture !== undefined) {
  12827. _gl.deleteTexture(textureProperties.__webglTexture);
  12828. }
  12829. if (renderTarget.depthTexture) {
  12830. renderTarget.depthTexture.dispose();
  12831. }
  12832. if (renderTarget.isWebGLCubeRenderTarget) {
  12833. for (var i = 0; i < 6; i++) {
  12834. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
  12835. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
  12836. }
  12837. } else {
  12838. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
  12839. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
  12840. if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
  12841. if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
  12842. if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
  12843. }
  12844. properties.remove(renderTarget.texture);
  12845. properties.remove(renderTarget);
  12846. } //
  12847. var textureUnits = 0;
  12848. function resetTextureUnits() {
  12849. textureUnits = 0;
  12850. }
  12851. function allocateTextureUnit() {
  12852. var textureUnit = textureUnits;
  12853. if (textureUnit >= maxTextures) {
  12854. console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
  12855. }
  12856. textureUnits += 1;
  12857. return textureUnit;
  12858. } //
  12859. function setTexture2D(texture, slot) {
  12860. var textureProperties = properties.get(texture);
  12861. if (texture.isVideoTexture) updateVideoTexture(texture);
  12862. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12863. var image = texture.image;
  12864. if (image === undefined) {
  12865. console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
  12866. } else if (image.complete === false) {
  12867. console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
  12868. } else {
  12869. uploadTexture(textureProperties, texture, slot);
  12870. return;
  12871. }
  12872. }
  12873. state.activeTexture(33984 + slot);
  12874. state.bindTexture(3553, textureProperties.__webglTexture);
  12875. }
  12876. function setTexture2DArray(texture, slot) {
  12877. var textureProperties = properties.get(texture);
  12878. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12879. uploadTexture(textureProperties, texture, slot);
  12880. return;
  12881. }
  12882. state.activeTexture(33984 + slot);
  12883. state.bindTexture(35866, textureProperties.__webglTexture);
  12884. }
  12885. function setTexture3D(texture, slot) {
  12886. var textureProperties = properties.get(texture);
  12887. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12888. uploadTexture(textureProperties, texture, slot);
  12889. return;
  12890. }
  12891. state.activeTexture(33984 + slot);
  12892. state.bindTexture(32879, textureProperties.__webglTexture);
  12893. }
  12894. function setTextureCube(texture, slot) {
  12895. var textureProperties = properties.get(texture);
  12896. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12897. uploadCubeTexture(textureProperties, texture, slot);
  12898. return;
  12899. }
  12900. state.activeTexture(33984 + slot);
  12901. state.bindTexture(34067, textureProperties.__webglTexture);
  12902. }
  12903. var wrappingToGL = (_wrappingToGL = {}, _wrappingToGL[RepeatWrapping] = 10497, _wrappingToGL[ClampToEdgeWrapping] = 33071, _wrappingToGL[MirroredRepeatWrapping] = 33648, _wrappingToGL);
  12904. var filterToGL = (_filterToGL = {}, _filterToGL[NearestFilter] = 9728, _filterToGL[NearestMipmapNearestFilter] = 9984, _filterToGL[NearestMipmapLinearFilter] = 9986, _filterToGL[LinearFilter] = 9729, _filterToGL[LinearMipmapNearestFilter] = 9985, _filterToGL[LinearMipmapLinearFilter] = 9987, _filterToGL);
  12905. function setTextureParameters(textureType, texture, supportsMips) {
  12906. if (supportsMips) {
  12907. _gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]);
  12908. _gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]);
  12909. if (textureType === 32879 || textureType === 35866) {
  12910. _gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]);
  12911. }
  12912. _gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]);
  12913. _gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]);
  12914. } else {
  12915. _gl.texParameteri(textureType, 10242, 33071);
  12916. _gl.texParameteri(textureType, 10243, 33071);
  12917. if (textureType === 32879 || textureType === 35866) {
  12918. _gl.texParameteri(textureType, 32882, 33071);
  12919. }
  12920. if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
  12921. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
  12922. }
  12923. _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));
  12924. _gl.texParameteri(textureType, 10241, filterFallback(texture.minFilter));
  12925. if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
  12926. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
  12927. }
  12928. }
  12929. var extension = extensions.get('EXT_texture_filter_anisotropic');
  12930. if (extension) {
  12931. if (texture.type === FloatType && extensions.get('OES_texture_float_linear') === null) return;
  12932. if (texture.type === HalfFloatType && (isWebGL2 || extensions.get('OES_texture_half_float_linear')) === null) return;
  12933. if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
  12934. _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
  12935. properties.get(texture).__currentAnisotropy = texture.anisotropy;
  12936. }
  12937. }
  12938. }
  12939. function initTexture(textureProperties, texture) {
  12940. if (textureProperties.__webglInit === undefined) {
  12941. textureProperties.__webglInit = true;
  12942. texture.addEventListener('dispose', onTextureDispose);
  12943. textureProperties.__webglTexture = _gl.createTexture();
  12944. info.memory.textures++;
  12945. }
  12946. }
  12947. function uploadTexture(textureProperties, texture, slot) {
  12948. var textureType = 3553;
  12949. if (texture.isDataTexture2DArray) textureType = 35866;
  12950. if (texture.isDataTexture3D) textureType = 32879;
  12951. initTexture(textureProperties, texture);
  12952. state.activeTexture(33984 + slot);
  12953. state.bindTexture(textureType, textureProperties.__webglTexture);
  12954. _gl.pixelStorei(37440, texture.flipY);
  12955. _gl.pixelStorei(37441, texture.premultiplyAlpha);
  12956. _gl.pixelStorei(3317, texture.unpackAlignment);
  12957. var needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo(texture.image) === false;
  12958. var image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
  12959. var supportsMips = isPowerOfTwo(image) || isWebGL2,
  12960. glFormat = utils.convert(texture.format);
  12961. var glType = utils.convert(texture.type),
  12962. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12963. setTextureParameters(textureType, texture, supportsMips);
  12964. var mipmap;
  12965. var mipmaps = texture.mipmaps;
  12966. if (texture.isDepthTexture) {
  12967. // populate depth texture with dummy data
  12968. glInternalFormat = 6402;
  12969. if (isWebGL2) {
  12970. if (texture.type === FloatType) {
  12971. glInternalFormat = 36012;
  12972. } else if (texture.type === UnsignedIntType) {
  12973. glInternalFormat = 33190;
  12974. } else if (texture.type === UnsignedInt248Type) {
  12975. glInternalFormat = 35056;
  12976. } else {
  12977. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  12978. }
  12979. } else {
  12980. if (texture.type === FloatType) {
  12981. console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
  12982. }
  12983. } // validation checks for WebGL 1
  12984. if (texture.format === DepthFormat && glInternalFormat === 6402) {
  12985. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12986. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12987. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12988. if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
  12989. console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
  12990. texture.type = UnsignedShortType;
  12991. glType = utils.convert(texture.type);
  12992. }
  12993. }
  12994. if (texture.format === DepthStencilFormat && glInternalFormat === 6402) {
  12995. // Depth stencil textures need the DEPTH_STENCIL internal format
  12996. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12997. glInternalFormat = 34041; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12998. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12999. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13000. if (texture.type !== UnsignedInt248Type) {
  13001. console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
  13002. texture.type = UnsignedInt248Type;
  13003. glType = utils.convert(texture.type);
  13004. }
  13005. } //
  13006. state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
  13007. } else if (texture.isDataTexture) {
  13008. // use manually created mipmaps if available
  13009. // if there are no manual mipmaps
  13010. // set 0 level mipmap and then use GL to generate other mipmap levels
  13011. if (mipmaps.length > 0 && supportsMips) {
  13012. for (var i = 0, il = mipmaps.length; i < il; i++) {
  13013. mipmap = mipmaps[i];
  13014. state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13015. }
  13016. texture.generateMipmaps = false;
  13017. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13018. } else {
  13019. state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
  13020. textureProperties.__maxMipLevel = 0;
  13021. }
  13022. } else if (texture.isCompressedTexture) {
  13023. for (var _i = 0, _il = mipmaps.length; _i < _il; _i++) {
  13024. mipmap = mipmaps[_i];
  13025. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  13026. if (glFormat !== null) {
  13027. state.compressedTexImage2D(3553, _i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  13028. } else {
  13029. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
  13030. }
  13031. } else {
  13032. state.texImage2D(3553, _i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13033. }
  13034. }
  13035. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13036. } else if (texture.isDataTexture2DArray) {
  13037. state.texImage3D(35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  13038. textureProperties.__maxMipLevel = 0;
  13039. } else if (texture.isDataTexture3D) {
  13040. state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  13041. textureProperties.__maxMipLevel = 0;
  13042. } else {
  13043. // regular Texture (image, video, canvas)
  13044. // use manually created mipmaps if available
  13045. // if there are no manual mipmaps
  13046. // set 0 level mipmap and then use GL to generate other mipmap levels
  13047. if (mipmaps.length > 0 && supportsMips) {
  13048. for (var _i2 = 0, _il2 = mipmaps.length; _i2 < _il2; _i2++) {
  13049. mipmap = mipmaps[_i2];
  13050. state.texImage2D(3553, _i2, glInternalFormat, glFormat, glType, mipmap);
  13051. }
  13052. texture.generateMipmaps = false;
  13053. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13054. } else {
  13055. state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);
  13056. textureProperties.__maxMipLevel = 0;
  13057. }
  13058. }
  13059. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13060. generateMipmap(textureType, texture, image.width, image.height);
  13061. }
  13062. textureProperties.__version = texture.version;
  13063. if (texture.onUpdate) texture.onUpdate(texture);
  13064. }
  13065. function uploadCubeTexture(textureProperties, texture, slot) {
  13066. if (texture.image.length !== 6) return;
  13067. initTexture(textureProperties, texture);
  13068. state.activeTexture(33984 + slot);
  13069. state.bindTexture(34067, textureProperties.__webglTexture);
  13070. _gl.pixelStorei(37440, texture.flipY);
  13071. var isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
  13072. var isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
  13073. var cubeImage = [];
  13074. for (var i = 0; i < 6; i++) {
  13075. if (!isCompressed && !isDataTexture) {
  13076. cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
  13077. } else {
  13078. cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
  13079. }
  13080. }
  13081. var image = cubeImage[0],
  13082. supportsMips = isPowerOfTwo(image) || isWebGL2,
  13083. glFormat = utils.convert(texture.format),
  13084. glType = utils.convert(texture.type),
  13085. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  13086. setTextureParameters(34067, texture, supportsMips);
  13087. var mipmaps;
  13088. if (isCompressed) {
  13089. for (var _i3 = 0; _i3 < 6; _i3++) {
  13090. mipmaps = cubeImage[_i3].mipmaps;
  13091. for (var j = 0; j < mipmaps.length; j++) {
  13092. var mipmap = mipmaps[j];
  13093. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  13094. if (glFormat !== null) {
  13095. state.compressedTexImage2D(34069 + _i3, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  13096. } else {
  13097. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
  13098. }
  13099. } else {
  13100. state.texImage2D(34069 + _i3, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13101. }
  13102. }
  13103. }
  13104. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13105. } else {
  13106. mipmaps = texture.mipmaps;
  13107. for (var _i4 = 0; _i4 < 6; _i4++) {
  13108. if (isDataTexture) {
  13109. state.texImage2D(34069 + _i4, 0, glInternalFormat, cubeImage[_i4].width, cubeImage[_i4].height, 0, glFormat, glType, cubeImage[_i4].data);
  13110. for (var _j = 0; _j < mipmaps.length; _j++) {
  13111. var _mipmap = mipmaps[_j];
  13112. var mipmapImage = _mipmap.image[_i4].image;
  13113. state.texImage2D(34069 + _i4, _j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
  13114. }
  13115. } else {
  13116. state.texImage2D(34069 + _i4, 0, glInternalFormat, glFormat, glType, cubeImage[_i4]);
  13117. for (var _j2 = 0; _j2 < mipmaps.length; _j2++) {
  13118. var _mipmap2 = mipmaps[_j2];
  13119. state.texImage2D(34069 + _i4, _j2 + 1, glInternalFormat, glFormat, glType, _mipmap2.image[_i4]);
  13120. }
  13121. }
  13122. }
  13123. textureProperties.__maxMipLevel = mipmaps.length;
  13124. }
  13125. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13126. // We assume images for cube map have the same size.
  13127. generateMipmap(34067, texture, image.width, image.height);
  13128. }
  13129. textureProperties.__version = texture.version;
  13130. if (texture.onUpdate) texture.onUpdate(texture);
  13131. } // Render targets
  13132. // Setup storage for target texture and bind it to correct framebuffer
  13133. function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) {
  13134. var glFormat = utils.convert(renderTarget.texture.format);
  13135. var glType = utils.convert(renderTarget.texture.type);
  13136. var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
  13137. state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
  13138. _gl.bindFramebuffer(36160, framebuffer);
  13139. _gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0);
  13140. _gl.bindFramebuffer(36160, null);
  13141. } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13142. function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
  13143. _gl.bindRenderbuffer(36161, renderbuffer);
  13144. if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
  13145. var glInternalFormat = 33189;
  13146. if (isMultisample) {
  13147. var depthTexture = renderTarget.depthTexture;
  13148. if (depthTexture && depthTexture.isDepthTexture) {
  13149. if (depthTexture.type === FloatType) {
  13150. glInternalFormat = 36012;
  13151. } else if (depthTexture.type === UnsignedIntType) {
  13152. glInternalFormat = 33190;
  13153. }
  13154. }
  13155. var samples = getRenderTargetSamples(renderTarget);
  13156. _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13157. } else {
  13158. _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);
  13159. }
  13160. _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);
  13161. } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
  13162. if (isMultisample) {
  13163. var _samples = getRenderTargetSamples(renderTarget);
  13164. _gl.renderbufferStorageMultisample(36161, _samples, 35056, renderTarget.width, renderTarget.height);
  13165. } else {
  13166. _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);
  13167. }
  13168. _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);
  13169. } else {
  13170. var glFormat = utils.convert(renderTarget.texture.format);
  13171. var glType = utils.convert(renderTarget.texture.type);
  13172. var _glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
  13173. if (isMultisample) {
  13174. var _samples2 = getRenderTargetSamples(renderTarget);
  13175. _gl.renderbufferStorageMultisample(36161, _samples2, _glInternalFormat, renderTarget.width, renderTarget.height);
  13176. } else {
  13177. _gl.renderbufferStorage(36161, _glInternalFormat, renderTarget.width, renderTarget.height);
  13178. }
  13179. }
  13180. _gl.bindRenderbuffer(36161, null);
  13181. } // Setup resources for a Depth Texture for a FBO (needs an extension)
  13182. function setupDepthTexture(framebuffer, renderTarget) {
  13183. var isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
  13184. if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
  13185. _gl.bindFramebuffer(36160, framebuffer);
  13186. if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
  13187. throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  13188. } // upload an empty depth texture with framebuffer size
  13189. if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
  13190. renderTarget.depthTexture.image.width = renderTarget.width;
  13191. renderTarget.depthTexture.image.height = renderTarget.height;
  13192. renderTarget.depthTexture.needsUpdate = true;
  13193. }
  13194. setTexture2D(renderTarget.depthTexture, 0);
  13195. var webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
  13196. if (renderTarget.depthTexture.format === DepthFormat) {
  13197. _gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0);
  13198. } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
  13199. _gl.framebufferTexture2D(36160, 33306, 3553, webglDepthTexture, 0);
  13200. } else {
  13201. throw new Error('Unknown depthTexture format');
  13202. }
  13203. } // Setup GL resources for a non-texture depth buffer
  13204. function setupDepthRenderbuffer(renderTarget) {
  13205. var renderTargetProperties = properties.get(renderTarget);
  13206. var isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13207. if (renderTarget.depthTexture) {
  13208. if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');
  13209. setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);
  13210. } else {
  13211. if (isCube) {
  13212. renderTargetProperties.__webglDepthbuffer = [];
  13213. for (var i = 0; i < 6; i++) {
  13214. _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer[i]);
  13215. renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
  13216. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
  13217. }
  13218. } else {
  13219. _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);
  13220. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13221. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
  13222. }
  13223. }
  13224. _gl.bindFramebuffer(36160, null);
  13225. } // Set up GL resources for the render target
  13226. function setupRenderTarget(renderTarget) {
  13227. var renderTargetProperties = properties.get(renderTarget);
  13228. var textureProperties = properties.get(renderTarget.texture);
  13229. renderTarget.addEventListener('dispose', onRenderTargetDispose);
  13230. textureProperties.__webglTexture = _gl.createTexture();
  13231. info.memory.textures++;
  13232. var isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13233. var isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
  13234. var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
  13235. if (isWebGL2 && renderTarget.texture.format === RGBFormat && (renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType)) {
  13236. renderTarget.texture.format = RGBAFormat;
  13237. console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
  13238. } // Setup framebuffer
  13239. if (isCube) {
  13240. renderTargetProperties.__webglFramebuffer = [];
  13241. for (var i = 0; i < 6; i++) {
  13242. renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
  13243. }
  13244. } else {
  13245. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13246. if (isMultisample) {
  13247. if (isWebGL2) {
  13248. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13249. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13250. _gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer);
  13251. var glFormat = utils.convert(renderTarget.texture.format);
  13252. var glType = utils.convert(renderTarget.texture.type);
  13253. var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);
  13254. var samples = getRenderTargetSamples(renderTarget);
  13255. _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13256. _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);
  13257. _gl.framebufferRenderbuffer(36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer);
  13258. _gl.bindRenderbuffer(36161, null);
  13259. if (renderTarget.depthBuffer) {
  13260. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13261. setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
  13262. }
  13263. _gl.bindFramebuffer(36160, null);
  13264. } else {
  13265. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13266. }
  13267. }
  13268. } // Setup color buffer
  13269. if (isCube) {
  13270. state.bindTexture(34067, textureProperties.__webglTexture);
  13271. setTextureParameters(34067, renderTarget.texture, supportsMips);
  13272. for (var _i5 = 0; _i5 < 6; _i5++) {
  13273. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[_i5], renderTarget, 36064, 34069 + _i5);
  13274. }
  13275. if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
  13276. generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height);
  13277. }
  13278. state.bindTexture(34067, null);
  13279. } else {
  13280. state.bindTexture(3553, textureProperties.__webglTexture);
  13281. setTextureParameters(3553, renderTarget.texture, supportsMips);
  13282. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553);
  13283. if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
  13284. generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height);
  13285. }
  13286. state.bindTexture(3553, null);
  13287. } // Setup depth and stencil buffers
  13288. if (renderTarget.depthBuffer) {
  13289. setupDepthRenderbuffer(renderTarget);
  13290. }
  13291. }
  13292. function updateRenderTargetMipmap(renderTarget) {
  13293. var texture = renderTarget.texture;
  13294. var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;
  13295. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13296. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13297. var webglTexture = properties.get(texture).__webglTexture;
  13298. state.bindTexture(target, webglTexture);
  13299. generateMipmap(target, texture, renderTarget.width, renderTarget.height);
  13300. state.bindTexture(target, null);
  13301. }
  13302. }
  13303. function updateMultisampleRenderTarget(renderTarget) {
  13304. if (renderTarget.isWebGLMultisampleRenderTarget) {
  13305. if (isWebGL2) {
  13306. var renderTargetProperties = properties.get(renderTarget);
  13307. _gl.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer);
  13308. _gl.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer);
  13309. var width = renderTarget.width;
  13310. var height = renderTarget.height;
  13311. var mask = 16384;
  13312. if (renderTarget.depthBuffer) mask |= 256;
  13313. if (renderTarget.stencilBuffer) mask |= 1024;
  13314. _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728);
  13315. _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer); // see #18905
  13316. } else {
  13317. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13318. }
  13319. }
  13320. }
  13321. function getRenderTargetSamples(renderTarget) {
  13322. return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;
  13323. }
  13324. function updateVideoTexture(texture) {
  13325. var frame = info.render.frame; // Check the last frame we updated the VideoTexture
  13326. if (_videoTextures.get(texture) !== frame) {
  13327. _videoTextures.set(texture, frame);
  13328. texture.update();
  13329. }
  13330. } // backwards compatibility
  13331. var warnedTexture2D = false;
  13332. var warnedTextureCube = false;
  13333. function safeSetTexture2D(texture, slot) {
  13334. if (texture && texture.isWebGLRenderTarget) {
  13335. if (warnedTexture2D === false) {
  13336. console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
  13337. warnedTexture2D = true;
  13338. }
  13339. texture = texture.texture;
  13340. }
  13341. setTexture2D(texture, slot);
  13342. }
  13343. function safeSetTextureCube(texture, slot) {
  13344. if (texture && texture.isWebGLCubeRenderTarget) {
  13345. if (warnedTextureCube === false) {
  13346. console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
  13347. warnedTextureCube = true;
  13348. }
  13349. texture = texture.texture;
  13350. }
  13351. setTextureCube(texture, slot);
  13352. } //
  13353. this.allocateTextureUnit = allocateTextureUnit;
  13354. this.resetTextureUnits = resetTextureUnits;
  13355. this.setTexture2D = setTexture2D;
  13356. this.setTexture2DArray = setTexture2DArray;
  13357. this.setTexture3D = setTexture3D;
  13358. this.setTextureCube = setTextureCube;
  13359. this.setupRenderTarget = setupRenderTarget;
  13360. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13361. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13362. this.safeSetTexture2D = safeSetTexture2D;
  13363. this.safeSetTextureCube = safeSetTextureCube;
  13364. }
  13365. function WebGLUtils(gl, extensions, capabilities) {
  13366. var isWebGL2 = capabilities.isWebGL2;
  13367. function convert(p) {
  13368. var extension;
  13369. if (p === UnsignedByteType) return 5121;
  13370. if (p === UnsignedShort4444Type) return 32819;
  13371. if (p === UnsignedShort5551Type) return 32820;
  13372. if (p === UnsignedShort565Type) return 33635;
  13373. if (p === ByteType) return 5120;
  13374. if (p === ShortType) return 5122;
  13375. if (p === UnsignedShortType) return 5123;
  13376. if (p === IntType) return 5124;
  13377. if (p === UnsignedIntType) return 5125;
  13378. if (p === FloatType) return 5126;
  13379. if (p === HalfFloatType) {
  13380. if (isWebGL2) return 5131;
  13381. extension = extensions.get('OES_texture_half_float');
  13382. if (extension !== null) {
  13383. return extension.HALF_FLOAT_OES;
  13384. } else {
  13385. return null;
  13386. }
  13387. }
  13388. if (p === AlphaFormat) return 6406;
  13389. if (p === RGBFormat) return 6407;
  13390. if (p === RGBAFormat) return 6408;
  13391. if (p === LuminanceFormat) return 6409;
  13392. if (p === LuminanceAlphaFormat) return 6410;
  13393. if (p === DepthFormat) return 6402;
  13394. if (p === DepthStencilFormat) return 34041;
  13395. if (p === RedFormat) return 6403; // WebGL2 formats.
  13396. if (p === RedIntegerFormat) return 36244;
  13397. if (p === RGFormat) return 33319;
  13398. if (p === RGIntegerFormat) return 33320;
  13399. if (p === RGBIntegerFormat) return 36248;
  13400. if (p === RGBAIntegerFormat) return 36249;
  13401. if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  13402. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  13403. if (extension !== null) {
  13404. if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13405. if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13406. if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13407. if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13408. } else {
  13409. return null;
  13410. }
  13411. }
  13412. if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
  13413. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  13414. if (extension !== null) {
  13415. if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13416. if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13417. if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13418. if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13419. } else {
  13420. return null;
  13421. }
  13422. }
  13423. if (p === RGB_ETC1_Format) {
  13424. extension = extensions.get('WEBGL_compressed_texture_etc1');
  13425. if (extension !== null) {
  13426. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13427. } else {
  13428. return null;
  13429. }
  13430. }
  13431. if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
  13432. extension = extensions.get('WEBGL_compressed_texture_etc');
  13433. if (extension !== null) {
  13434. if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
  13435. if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
  13436. }
  13437. }
  13438. if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) {
  13439. extension = extensions.get('WEBGL_compressed_texture_astc');
  13440. if (extension !== null) {
  13441. // TODO Complete?
  13442. return p;
  13443. } else {
  13444. return null;
  13445. }
  13446. }
  13447. if (p === RGBA_BPTC_Format) {
  13448. extension = extensions.get('EXT_texture_compression_bptc');
  13449. if (extension !== null) {
  13450. // TODO Complete?
  13451. return p;
  13452. } else {
  13453. return null;
  13454. }
  13455. }
  13456. if (p === UnsignedInt248Type) {
  13457. if (isWebGL2) return 34042;
  13458. extension = extensions.get('WEBGL_depth_texture');
  13459. if (extension !== null) {
  13460. return extension.UNSIGNED_INT_24_8_WEBGL;
  13461. } else {
  13462. return null;
  13463. }
  13464. }
  13465. }
  13466. return {
  13467. convert: convert
  13468. };
  13469. }
  13470. function ArrayCamera(array) {
  13471. if (array === void 0) {
  13472. array = [];
  13473. }
  13474. PerspectiveCamera.call(this);
  13475. this.cameras = array;
  13476. }
  13477. ArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), {
  13478. constructor: ArrayCamera,
  13479. isArrayCamera: true
  13480. });
  13481. function Group() {
  13482. Object3D.call(this);
  13483. this.type = 'Group';
  13484. }
  13485. Group.prototype = Object.assign(Object.create(Object3D.prototype), {
  13486. constructor: Group,
  13487. isGroup: true
  13488. });
  13489. function WebXRController() {
  13490. this._targetRay = null;
  13491. this._grip = null;
  13492. this._hand = null;
  13493. }
  13494. Object.assign(WebXRController.prototype, {
  13495. constructor: WebXRController,
  13496. getHandSpace: function getHandSpace() {
  13497. if (this._hand === null) {
  13498. this._hand = new Group();
  13499. this._hand.matrixAutoUpdate = false;
  13500. this._hand.visible = false;
  13501. this._hand.joints = [];
  13502. this._hand.inputState = {
  13503. pinching: false
  13504. };
  13505. if (window.XRHand) {
  13506. for (var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i++) {
  13507. // The transform of this joint will be updated with the joint pose on each frame
  13508. var joint = new Group();
  13509. joint.matrixAutoUpdate = false;
  13510. joint.visible = false;
  13511. this._hand.joints.push(joint); // ??
  13512. this._hand.add(joint);
  13513. }
  13514. }
  13515. }
  13516. return this._hand;
  13517. },
  13518. getTargetRaySpace: function getTargetRaySpace() {
  13519. if (this._targetRay === null) {
  13520. this._targetRay = new Group();
  13521. this._targetRay.matrixAutoUpdate = false;
  13522. this._targetRay.visible = false;
  13523. }
  13524. return this._targetRay;
  13525. },
  13526. getGripSpace: function getGripSpace() {
  13527. if (this._grip === null) {
  13528. this._grip = new Group();
  13529. this._grip.matrixAutoUpdate = false;
  13530. this._grip.visible = false;
  13531. }
  13532. return this._grip;
  13533. },
  13534. dispatchEvent: function dispatchEvent(event) {
  13535. if (this._targetRay !== null) {
  13536. this._targetRay.dispatchEvent(event);
  13537. }
  13538. if (this._grip !== null) {
  13539. this._grip.dispatchEvent(event);
  13540. }
  13541. if (this._hand !== null) {
  13542. this._hand.dispatchEvent(event);
  13543. }
  13544. return this;
  13545. },
  13546. disconnect: function disconnect(inputSource) {
  13547. this.dispatchEvent({
  13548. type: 'disconnected',
  13549. data: inputSource
  13550. });
  13551. if (this._targetRay !== null) {
  13552. this._targetRay.visible = false;
  13553. }
  13554. if (this._grip !== null) {
  13555. this._grip.visible = false;
  13556. }
  13557. if (this._hand !== null) {
  13558. this._hand.visible = false;
  13559. }
  13560. return this;
  13561. },
  13562. update: function update(inputSource, frame, referenceSpace) {
  13563. var inputPose = null;
  13564. var gripPose = null;
  13565. var handPose = null;
  13566. var targetRay = this._targetRay;
  13567. var grip = this._grip;
  13568. var hand = this._hand;
  13569. if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
  13570. if (hand && inputSource.hand) {
  13571. handPose = true;
  13572. for (var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i++) {
  13573. if (inputSource.hand[i]) {
  13574. // Update the joints groups with the XRJoint poses
  13575. var jointPose = frame.getJointPose(inputSource.hand[i], referenceSpace);
  13576. var joint = hand.joints[i];
  13577. if (jointPose !== null) {
  13578. joint.matrix.fromArray(jointPose.transform.matrix);
  13579. joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
  13580. joint.jointRadius = jointPose.radius;
  13581. }
  13582. joint.visible = jointPose !== null; // Custom events
  13583. // Check pinch
  13584. var indexTip = hand.joints[window.XRHand.INDEX_PHALANX_TIP];
  13585. var thumbTip = hand.joints[window.XRHand.THUMB_PHALANX_TIP];
  13586. var distance = indexTip.position.distanceTo(thumbTip.position);
  13587. var distanceToPinch = 0.02;
  13588. var threshold = 0.005;
  13589. if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
  13590. hand.inputState.pinching = false;
  13591. this.dispatchEvent({
  13592. type: 'pinchend',
  13593. handedness: inputSource.handedness,
  13594. target: this
  13595. });
  13596. } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
  13597. hand.inputState.pinching = true;
  13598. this.dispatchEvent({
  13599. type: 'pinchstart',
  13600. handedness: inputSource.handedness,
  13601. target: this
  13602. });
  13603. }
  13604. }
  13605. }
  13606. } else {
  13607. if (targetRay !== null) {
  13608. inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
  13609. if (inputPose !== null) {
  13610. targetRay.matrix.fromArray(inputPose.transform.matrix);
  13611. targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
  13612. }
  13613. }
  13614. if (grip !== null && inputSource.gripSpace) {
  13615. gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
  13616. if (gripPose !== null) {
  13617. grip.matrix.fromArray(gripPose.transform.matrix);
  13618. grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
  13619. }
  13620. }
  13621. }
  13622. }
  13623. if (targetRay !== null) {
  13624. targetRay.visible = inputPose !== null;
  13625. }
  13626. if (grip !== null) {
  13627. grip.visible = gripPose !== null;
  13628. }
  13629. if (hand !== null) {
  13630. hand.visible = handPose !== null;
  13631. }
  13632. return this;
  13633. }
  13634. });
  13635. function WebXRManager(renderer, gl) {
  13636. var scope = this;
  13637. var session = null;
  13638. var framebufferScaleFactor = 1.0;
  13639. var referenceSpace = null;
  13640. var referenceSpaceType = 'local-floor';
  13641. var pose = null;
  13642. var controllers = [];
  13643. var inputSourcesMap = new Map(); //
  13644. var cameraL = new PerspectiveCamera();
  13645. cameraL.layers.enable(1);
  13646. cameraL.viewport = new Vector4();
  13647. var cameraR = new PerspectiveCamera();
  13648. cameraR.layers.enable(2);
  13649. cameraR.viewport = new Vector4();
  13650. var cameras = [cameraL, cameraR];
  13651. var cameraVR = new ArrayCamera();
  13652. cameraVR.layers.enable(1);
  13653. cameraVR.layers.enable(2);
  13654. var _currentDepthNear = null;
  13655. var _currentDepthFar = null; //
  13656. this.enabled = false;
  13657. this.isPresenting = false;
  13658. this.getController = function (index) {
  13659. var controller = controllers[index];
  13660. if (controller === undefined) {
  13661. controller = new WebXRController();
  13662. controllers[index] = controller;
  13663. }
  13664. return controller.getTargetRaySpace();
  13665. };
  13666. this.getControllerGrip = function (index) {
  13667. var controller = controllers[index];
  13668. if (controller === undefined) {
  13669. controller = new WebXRController();
  13670. controllers[index] = controller;
  13671. }
  13672. return controller.getGripSpace();
  13673. };
  13674. this.getHand = function (index) {
  13675. var controller = controllers[index];
  13676. if (controller === undefined) {
  13677. controller = new WebXRController();
  13678. controllers[index] = controller;
  13679. }
  13680. return controller.getHandSpace();
  13681. }; //
  13682. function onSessionEvent(event) {
  13683. var controller = inputSourcesMap.get(event.inputSource);
  13684. if (controller) {
  13685. controller.dispatchEvent({
  13686. type: event.type,
  13687. data: event.inputSource
  13688. });
  13689. }
  13690. }
  13691. function onSessionEnd() {
  13692. inputSourcesMap.forEach(function (controller, inputSource) {
  13693. controller.disconnect(inputSource);
  13694. });
  13695. inputSourcesMap.clear(); //
  13696. renderer.setFramebuffer(null);
  13697. renderer.setRenderTarget(renderer.getRenderTarget()); // Hack #15830
  13698. animation.stop();
  13699. scope.isPresenting = false;
  13700. scope.dispatchEvent({
  13701. type: 'sessionend'
  13702. });
  13703. }
  13704. function onRequestReferenceSpace(value) {
  13705. referenceSpace = value;
  13706. animation.setContext(session);
  13707. animation.start();
  13708. scope.isPresenting = true;
  13709. scope.dispatchEvent({
  13710. type: 'sessionstart'
  13711. });
  13712. }
  13713. this.setFramebufferScaleFactor = function (value) {
  13714. framebufferScaleFactor = value;
  13715. if (scope.isPresenting === true) {
  13716. console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
  13717. }
  13718. };
  13719. this.setReferenceSpaceType = function (value) {
  13720. referenceSpaceType = value;
  13721. if (scope.isPresenting === true) {
  13722. console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
  13723. }
  13724. };
  13725. this.getReferenceSpace = function () {
  13726. return referenceSpace;
  13727. };
  13728. this.getSession = function () {
  13729. return session;
  13730. };
  13731. this.setSession = function (value) {
  13732. session = value;
  13733. if (session !== null) {
  13734. session.addEventListener('select', onSessionEvent);
  13735. session.addEventListener('selectstart', onSessionEvent);
  13736. session.addEventListener('selectend', onSessionEvent);
  13737. session.addEventListener('squeeze', onSessionEvent);
  13738. session.addEventListener('squeezestart', onSessionEvent);
  13739. session.addEventListener('squeezeend', onSessionEvent);
  13740. session.addEventListener('end', onSessionEnd);
  13741. var attributes = gl.getContextAttributes();
  13742. if (attributes.xrCompatible !== true) {
  13743. gl.makeXRCompatible();
  13744. }
  13745. var layerInit = {
  13746. antialias: attributes.antialias,
  13747. alpha: attributes.alpha,
  13748. depth: attributes.depth,
  13749. stencil: attributes.stencil,
  13750. framebufferScaleFactor: framebufferScaleFactor
  13751. }; // eslint-disable-next-line no-undef
  13752. var baseLayer = new XRWebGLLayer(session, gl, layerInit);
  13753. session.updateRenderState({
  13754. baseLayer: baseLayer
  13755. });
  13756. session.requestReferenceSpace(referenceSpaceType).then(onRequestReferenceSpace); //
  13757. session.addEventListener('inputsourceschange', updateInputSources);
  13758. }
  13759. };
  13760. function updateInputSources(event) {
  13761. var inputSources = session.inputSources; // Assign inputSources to available controllers
  13762. for (var i = 0; i < controllers.length; i++) {
  13763. inputSourcesMap.set(inputSources[i], controllers[i]);
  13764. } // Notify disconnected
  13765. for (var _i = 0; _i < event.removed.length; _i++) {
  13766. var inputSource = event.removed[_i];
  13767. var controller = inputSourcesMap.get(inputSource);
  13768. if (controller) {
  13769. controller.dispatchEvent({
  13770. type: 'disconnected',
  13771. data: inputSource
  13772. });
  13773. inputSourcesMap.delete(inputSource);
  13774. }
  13775. } // Notify connected
  13776. for (var _i2 = 0; _i2 < event.added.length; _i2++) {
  13777. var _inputSource = event.added[_i2];
  13778. var _controller = inputSourcesMap.get(_inputSource);
  13779. if (_controller) {
  13780. _controller.dispatchEvent({
  13781. type: 'connected',
  13782. data: _inputSource
  13783. });
  13784. }
  13785. }
  13786. } //
  13787. var cameraLPos = new Vector3();
  13788. var cameraRPos = new Vector3();
  13789. /**
  13790. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13791. * the cameras' projection and world matrices have already been set.
  13792. * And that near and far planes are identical for both cameras.
  13793. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13794. */
  13795. function setProjectionFromUnion(camera, cameraL, cameraR) {
  13796. cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
  13797. cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
  13798. var ipd = cameraLPos.distanceTo(cameraRPos);
  13799. var projL = cameraL.projectionMatrix.elements;
  13800. var projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
  13801. // most likely identical top and bottom frustum extents.
  13802. // Use the left camera for these values.
  13803. var near = projL[14] / (projL[10] - 1);
  13804. var far = projL[14] / (projL[10] + 1);
  13805. var topFov = (projL[9] + 1) / projL[5];
  13806. var bottomFov = (projL[9] - 1) / projL[5];
  13807. var leftFov = (projL[8] - 1) / projL[0];
  13808. var rightFov = (projR[8] + 1) / projR[0];
  13809. var left = near * leftFov;
  13810. var right = near * rightFov; // Calculate the new camera's position offset from the
  13811. // left camera. xOffset should be roughly half `ipd`.
  13812. var zOffset = ipd / (-leftFov + rightFov);
  13813. var xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
  13814. cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
  13815. camera.translateX(xOffset);
  13816. camera.translateZ(zOffset);
  13817. camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
  13818. camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
  13819. // the values so that the near plane's position does not change in world space,
  13820. // although must now be relative to the new union camera.
  13821. var near2 = near + zOffset;
  13822. var far2 = far + zOffset;
  13823. var left2 = left - xOffset;
  13824. var right2 = right + (ipd - xOffset);
  13825. var top2 = topFov * far / far2 * near2;
  13826. var bottom2 = bottomFov * far / far2 * near2;
  13827. camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
  13828. }
  13829. function updateCamera(camera, parent) {
  13830. if (parent === null) {
  13831. camera.matrixWorld.copy(camera.matrix);
  13832. } else {
  13833. camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
  13834. }
  13835. camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
  13836. }
  13837. this.getCamera = function (camera) {
  13838. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13839. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13840. if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
  13841. // Note that the new renderState won't apply until the next frame. See #18320
  13842. session.updateRenderState({
  13843. depthNear: cameraVR.near,
  13844. depthFar: cameraVR.far
  13845. });
  13846. _currentDepthNear = cameraVR.near;
  13847. _currentDepthFar = cameraVR.far;
  13848. }
  13849. var parent = camera.parent;
  13850. var cameras = cameraVR.cameras;
  13851. updateCamera(cameraVR, parent);
  13852. for (var i = 0; i < cameras.length; i++) {
  13853. updateCamera(cameras[i], parent);
  13854. } // update camera and its children
  13855. camera.matrixWorld.copy(cameraVR.matrixWorld);
  13856. var children = camera.children;
  13857. for (var _i3 = 0, l = children.length; _i3 < l; _i3++) {
  13858. children[_i3].updateMatrixWorld(true);
  13859. } // update projection matrix for proper view frustum culling
  13860. if (cameras.length === 2) {
  13861. setProjectionFromUnion(cameraVR, cameraL, cameraR);
  13862. } else {
  13863. // assume single camera setup (AR)
  13864. cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
  13865. }
  13866. return cameraVR;
  13867. }; // Animation Loop
  13868. var onAnimationFrameCallback = null;
  13869. function onAnimationFrame(time, frame) {
  13870. pose = frame.getViewerPose(referenceSpace);
  13871. if (pose !== null) {
  13872. var views = pose.views;
  13873. var baseLayer = session.renderState.baseLayer;
  13874. renderer.setFramebuffer(baseLayer.framebuffer);
  13875. var cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
  13876. if (views.length !== cameraVR.cameras.length) {
  13877. cameraVR.cameras.length = 0;
  13878. cameraVRNeedsUpdate = true;
  13879. }
  13880. for (var i = 0; i < views.length; i++) {
  13881. var view = views[i];
  13882. var viewport = baseLayer.getViewport(view);
  13883. var camera = cameras[i];
  13884. camera.matrix.fromArray(view.transform.matrix);
  13885. camera.projectionMatrix.fromArray(view.projectionMatrix);
  13886. camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
  13887. if (i === 0) {
  13888. cameraVR.matrix.copy(camera.matrix);
  13889. }
  13890. if (cameraVRNeedsUpdate === true) {
  13891. cameraVR.cameras.push(camera);
  13892. }
  13893. }
  13894. } //
  13895. var inputSources = session.inputSources;
  13896. for (var _i4 = 0; _i4 < controllers.length; _i4++) {
  13897. var controller = controllers[_i4];
  13898. var inputSource = inputSources[_i4];
  13899. controller.update(inputSource, frame, referenceSpace);
  13900. }
  13901. if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
  13902. }
  13903. var animation = new WebGLAnimation();
  13904. animation.setAnimationLoop(onAnimationFrame);
  13905. this.setAnimationLoop = function (callback) {
  13906. onAnimationFrameCallback = callback;
  13907. };
  13908. this.dispose = function () {};
  13909. }
  13910. Object.assign(WebXRManager.prototype, EventDispatcher.prototype);
  13911. function WebGLMaterials(properties) {
  13912. function refreshFogUniforms(uniforms, fog) {
  13913. uniforms.fogColor.value.copy(fog.color);
  13914. if (fog.isFog) {
  13915. uniforms.fogNear.value = fog.near;
  13916. uniforms.fogFar.value = fog.far;
  13917. } else if (fog.isFogExp2) {
  13918. uniforms.fogDensity.value = fog.density;
  13919. }
  13920. }
  13921. function refreshMaterialUniforms(uniforms, material, pixelRatio, height) {
  13922. if (material.isMeshBasicMaterial) {
  13923. refreshUniformsCommon(uniforms, material);
  13924. } else if (material.isMeshLambertMaterial) {
  13925. refreshUniformsCommon(uniforms, material);
  13926. refreshUniformsLambert(uniforms, material);
  13927. } else if (material.isMeshToonMaterial) {
  13928. refreshUniformsCommon(uniforms, material);
  13929. refreshUniformsToon(uniforms, material);
  13930. } else if (material.isMeshPhongMaterial) {
  13931. refreshUniformsCommon(uniforms, material);
  13932. refreshUniformsPhong(uniforms, material);
  13933. } else if (material.isMeshStandardMaterial) {
  13934. refreshUniformsCommon(uniforms, material);
  13935. if (material.isMeshPhysicalMaterial) {
  13936. refreshUniformsPhysical(uniforms, material);
  13937. } else {
  13938. refreshUniformsStandard(uniforms, material);
  13939. }
  13940. } else if (material.isMeshMatcapMaterial) {
  13941. refreshUniformsCommon(uniforms, material);
  13942. refreshUniformsMatcap(uniforms, material);
  13943. } else if (material.isMeshDepthMaterial) {
  13944. refreshUniformsCommon(uniforms, material);
  13945. refreshUniformsDepth(uniforms, material);
  13946. } else if (material.isMeshDistanceMaterial) {
  13947. refreshUniformsCommon(uniforms, material);
  13948. refreshUniformsDistance(uniforms, material);
  13949. } else if (material.isMeshNormalMaterial) {
  13950. refreshUniformsCommon(uniforms, material);
  13951. refreshUniformsNormal(uniforms, material);
  13952. } else if (material.isLineBasicMaterial) {
  13953. refreshUniformsLine(uniforms, material);
  13954. if (material.isLineDashedMaterial) {
  13955. refreshUniformsDash(uniforms, material);
  13956. }
  13957. } else if (material.isPointsMaterial) {
  13958. refreshUniformsPoints(uniforms, material, pixelRatio, height);
  13959. } else if (material.isSpriteMaterial) {
  13960. refreshUniformsSprites(uniforms, material);
  13961. } else if (material.isShadowMaterial) {
  13962. uniforms.color.value.copy(material.color);
  13963. uniforms.opacity.value = material.opacity;
  13964. } else if (material.isShaderMaterial) {
  13965. material.uniformsNeedUpdate = false; // #15581
  13966. }
  13967. }
  13968. function refreshUniformsCommon(uniforms, material) {
  13969. uniforms.opacity.value = material.opacity;
  13970. if (material.color) {
  13971. uniforms.diffuse.value.copy(material.color);
  13972. }
  13973. if (material.emissive) {
  13974. uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
  13975. }
  13976. if (material.map) {
  13977. uniforms.map.value = material.map;
  13978. }
  13979. if (material.alphaMap) {
  13980. uniforms.alphaMap.value = material.alphaMap;
  13981. }
  13982. if (material.specularMap) {
  13983. uniforms.specularMap.value = material.specularMap;
  13984. }
  13985. var envMap = properties.get(material).envMap;
  13986. if (envMap) {
  13987. uniforms.envMap.value = envMap;
  13988. uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap._needsFlipEnvMap ? -1 : 1;
  13989. uniforms.reflectivity.value = material.reflectivity;
  13990. uniforms.refractionRatio.value = material.refractionRatio;
  13991. var maxMipLevel = properties.get(envMap).__maxMipLevel;
  13992. if (maxMipLevel !== undefined) {
  13993. uniforms.maxMipLevel.value = maxMipLevel;
  13994. }
  13995. }
  13996. if (material.lightMap) {
  13997. uniforms.lightMap.value = material.lightMap;
  13998. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  13999. }
  14000. if (material.aoMap) {
  14001. uniforms.aoMap.value = material.aoMap;
  14002. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14003. } // uv repeat and offset setting priorities
  14004. // 1. color map
  14005. // 2. specular map
  14006. // 3. displacementMap map
  14007. // 4. normal map
  14008. // 5. bump map
  14009. // 6. roughnessMap map
  14010. // 7. metalnessMap map
  14011. // 8. alphaMap map
  14012. // 9. emissiveMap map
  14013. // 10. clearcoat map
  14014. // 11. clearcoat normal map
  14015. // 12. clearcoat roughnessMap map
  14016. var uvScaleMap;
  14017. if (material.map) {
  14018. uvScaleMap = material.map;
  14019. } else if (material.specularMap) {
  14020. uvScaleMap = material.specularMap;
  14021. } else if (material.displacementMap) {
  14022. uvScaleMap = material.displacementMap;
  14023. } else if (material.normalMap) {
  14024. uvScaleMap = material.normalMap;
  14025. } else if (material.bumpMap) {
  14026. uvScaleMap = material.bumpMap;
  14027. } else if (material.roughnessMap) {
  14028. uvScaleMap = material.roughnessMap;
  14029. } else if (material.metalnessMap) {
  14030. uvScaleMap = material.metalnessMap;
  14031. } else if (material.alphaMap) {
  14032. uvScaleMap = material.alphaMap;
  14033. } else if (material.emissiveMap) {
  14034. uvScaleMap = material.emissiveMap;
  14035. } else if (material.clearcoatMap) {
  14036. uvScaleMap = material.clearcoatMap;
  14037. } else if (material.clearcoatNormalMap) {
  14038. uvScaleMap = material.clearcoatNormalMap;
  14039. } else if (material.clearcoatRoughnessMap) {
  14040. uvScaleMap = material.clearcoatRoughnessMap;
  14041. }
  14042. if (uvScaleMap !== undefined) {
  14043. // backwards compatibility
  14044. if (uvScaleMap.isWebGLRenderTarget) {
  14045. uvScaleMap = uvScaleMap.texture;
  14046. }
  14047. if (uvScaleMap.matrixAutoUpdate === true) {
  14048. uvScaleMap.updateMatrix();
  14049. }
  14050. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  14051. } // uv repeat and offset setting priorities for uv2
  14052. // 1. ao map
  14053. // 2. light map
  14054. var uv2ScaleMap;
  14055. if (material.aoMap) {
  14056. uv2ScaleMap = material.aoMap;
  14057. } else if (material.lightMap) {
  14058. uv2ScaleMap = material.lightMap;
  14059. }
  14060. if (uv2ScaleMap !== undefined) {
  14061. // backwards compatibility
  14062. if (uv2ScaleMap.isWebGLRenderTarget) {
  14063. uv2ScaleMap = uv2ScaleMap.texture;
  14064. }
  14065. if (uv2ScaleMap.matrixAutoUpdate === true) {
  14066. uv2ScaleMap.updateMatrix();
  14067. }
  14068. uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
  14069. }
  14070. }
  14071. function refreshUniformsLine(uniforms, material) {
  14072. uniforms.diffuse.value.copy(material.color);
  14073. uniforms.opacity.value = material.opacity;
  14074. }
  14075. function refreshUniformsDash(uniforms, material) {
  14076. uniforms.dashSize.value = material.dashSize;
  14077. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14078. uniforms.scale.value = material.scale;
  14079. }
  14080. function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
  14081. uniforms.diffuse.value.copy(material.color);
  14082. uniforms.opacity.value = material.opacity;
  14083. uniforms.size.value = material.size * pixelRatio;
  14084. uniforms.scale.value = height * 0.5;
  14085. if (material.map) {
  14086. uniforms.map.value = material.map;
  14087. }
  14088. if (material.alphaMap) {
  14089. uniforms.alphaMap.value = material.alphaMap;
  14090. } // uv repeat and offset setting priorities
  14091. // 1. color map
  14092. // 2. alpha map
  14093. var uvScaleMap;
  14094. if (material.map) {
  14095. uvScaleMap = material.map;
  14096. } else if (material.alphaMap) {
  14097. uvScaleMap = material.alphaMap;
  14098. }
  14099. if (uvScaleMap !== undefined) {
  14100. if (uvScaleMap.matrixAutoUpdate === true) {
  14101. uvScaleMap.updateMatrix();
  14102. }
  14103. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  14104. }
  14105. }
  14106. function refreshUniformsSprites(uniforms, material) {
  14107. uniforms.diffuse.value.copy(material.color);
  14108. uniforms.opacity.value = material.opacity;
  14109. uniforms.rotation.value = material.rotation;
  14110. if (material.map) {
  14111. uniforms.map.value = material.map;
  14112. }
  14113. if (material.alphaMap) {
  14114. uniforms.alphaMap.value = material.alphaMap;
  14115. } // uv repeat and offset setting priorities
  14116. // 1. color map
  14117. // 2. alpha map
  14118. var uvScaleMap;
  14119. if (material.map) {
  14120. uvScaleMap = material.map;
  14121. } else if (material.alphaMap) {
  14122. uvScaleMap = material.alphaMap;
  14123. }
  14124. if (uvScaleMap !== undefined) {
  14125. if (uvScaleMap.matrixAutoUpdate === true) {
  14126. uvScaleMap.updateMatrix();
  14127. }
  14128. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  14129. }
  14130. }
  14131. function refreshUniformsLambert(uniforms, material) {
  14132. if (material.emissiveMap) {
  14133. uniforms.emissiveMap.value = material.emissiveMap;
  14134. }
  14135. }
  14136. function refreshUniformsPhong(uniforms, material) {
  14137. uniforms.specular.value.copy(material.specular);
  14138. uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
  14139. if (material.emissiveMap) {
  14140. uniforms.emissiveMap.value = material.emissiveMap;
  14141. }
  14142. if (material.bumpMap) {
  14143. uniforms.bumpMap.value = material.bumpMap;
  14144. uniforms.bumpScale.value = material.bumpScale;
  14145. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14146. }
  14147. if (material.normalMap) {
  14148. uniforms.normalMap.value = material.normalMap;
  14149. uniforms.normalScale.value.copy(material.normalScale);
  14150. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14151. }
  14152. if (material.displacementMap) {
  14153. uniforms.displacementMap.value = material.displacementMap;
  14154. uniforms.displacementScale.value = material.displacementScale;
  14155. uniforms.displacementBias.value = material.displacementBias;
  14156. }
  14157. }
  14158. function refreshUniformsToon(uniforms, material) {
  14159. if (material.gradientMap) {
  14160. uniforms.gradientMap.value = material.gradientMap;
  14161. }
  14162. if (material.emissiveMap) {
  14163. uniforms.emissiveMap.value = material.emissiveMap;
  14164. }
  14165. if (material.bumpMap) {
  14166. uniforms.bumpMap.value = material.bumpMap;
  14167. uniforms.bumpScale.value = material.bumpScale;
  14168. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14169. }
  14170. if (material.normalMap) {
  14171. uniforms.normalMap.value = material.normalMap;
  14172. uniforms.normalScale.value.copy(material.normalScale);
  14173. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14174. }
  14175. if (material.displacementMap) {
  14176. uniforms.displacementMap.value = material.displacementMap;
  14177. uniforms.displacementScale.value = material.displacementScale;
  14178. uniforms.displacementBias.value = material.displacementBias;
  14179. }
  14180. }
  14181. function refreshUniformsStandard(uniforms, material) {
  14182. uniforms.roughness.value = material.roughness;
  14183. uniforms.metalness.value = material.metalness;
  14184. if (material.roughnessMap) {
  14185. uniforms.roughnessMap.value = material.roughnessMap;
  14186. }
  14187. if (material.metalnessMap) {
  14188. uniforms.metalnessMap.value = material.metalnessMap;
  14189. }
  14190. if (material.emissiveMap) {
  14191. uniforms.emissiveMap.value = material.emissiveMap;
  14192. }
  14193. if (material.bumpMap) {
  14194. uniforms.bumpMap.value = material.bumpMap;
  14195. uniforms.bumpScale.value = material.bumpScale;
  14196. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14197. }
  14198. if (material.normalMap) {
  14199. uniforms.normalMap.value = material.normalMap;
  14200. uniforms.normalScale.value.copy(material.normalScale);
  14201. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14202. }
  14203. if (material.displacementMap) {
  14204. uniforms.displacementMap.value = material.displacementMap;
  14205. uniforms.displacementScale.value = material.displacementScale;
  14206. uniforms.displacementBias.value = material.displacementBias;
  14207. }
  14208. var envMap = properties.get(material).envMap;
  14209. if (envMap) {
  14210. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14211. uniforms.envMapIntensity.value = material.envMapIntensity;
  14212. }
  14213. }
  14214. function refreshUniformsPhysical(uniforms, material) {
  14215. refreshUniformsStandard(uniforms, material);
  14216. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14217. uniforms.clearcoat.value = material.clearcoat;
  14218. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14219. if (material.sheen) uniforms.sheen.value.copy(material.sheen);
  14220. if (material.clearcoatMap) {
  14221. uniforms.clearcoatMap.value = material.clearcoatMap;
  14222. }
  14223. if (material.clearcoatRoughnessMap) {
  14224. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14225. }
  14226. if (material.clearcoatNormalMap) {
  14227. uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
  14228. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14229. if (material.side === BackSide) {
  14230. uniforms.clearcoatNormalScale.value.negate();
  14231. }
  14232. }
  14233. uniforms.transmission.value = material.transmission;
  14234. if (material.transmissionMap) {
  14235. uniforms.transmissionMap.value = material.transmissionMap;
  14236. }
  14237. }
  14238. function refreshUniformsMatcap(uniforms, material) {
  14239. if (material.matcap) {
  14240. uniforms.matcap.value = material.matcap;
  14241. }
  14242. if (material.bumpMap) {
  14243. uniforms.bumpMap.value = material.bumpMap;
  14244. uniforms.bumpScale.value = material.bumpScale;
  14245. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14246. }
  14247. if (material.normalMap) {
  14248. uniforms.normalMap.value = material.normalMap;
  14249. uniforms.normalScale.value.copy(material.normalScale);
  14250. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14251. }
  14252. if (material.displacementMap) {
  14253. uniforms.displacementMap.value = material.displacementMap;
  14254. uniforms.displacementScale.value = material.displacementScale;
  14255. uniforms.displacementBias.value = material.displacementBias;
  14256. }
  14257. }
  14258. function refreshUniformsDepth(uniforms, material) {
  14259. if (material.displacementMap) {
  14260. uniforms.displacementMap.value = material.displacementMap;
  14261. uniforms.displacementScale.value = material.displacementScale;
  14262. uniforms.displacementBias.value = material.displacementBias;
  14263. }
  14264. }
  14265. function refreshUniformsDistance(uniforms, material) {
  14266. if (material.displacementMap) {
  14267. uniforms.displacementMap.value = material.displacementMap;
  14268. uniforms.displacementScale.value = material.displacementScale;
  14269. uniforms.displacementBias.value = material.displacementBias;
  14270. }
  14271. uniforms.referencePosition.value.copy(material.referencePosition);
  14272. uniforms.nearDistance.value = material.nearDistance;
  14273. uniforms.farDistance.value = material.farDistance;
  14274. }
  14275. function refreshUniformsNormal(uniforms, material) {
  14276. if (material.bumpMap) {
  14277. uniforms.bumpMap.value = material.bumpMap;
  14278. uniforms.bumpScale.value = material.bumpScale;
  14279. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14280. }
  14281. if (material.normalMap) {
  14282. uniforms.normalMap.value = material.normalMap;
  14283. uniforms.normalScale.value.copy(material.normalScale);
  14284. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14285. }
  14286. if (material.displacementMap) {
  14287. uniforms.displacementMap.value = material.displacementMap;
  14288. uniforms.displacementScale.value = material.displacementScale;
  14289. uniforms.displacementBias.value = material.displacementBias;
  14290. }
  14291. }
  14292. return {
  14293. refreshFogUniforms: refreshFogUniforms,
  14294. refreshMaterialUniforms: refreshMaterialUniforms
  14295. };
  14296. }
  14297. function createCanvasElement() {
  14298. var canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  14299. canvas.style.display = 'block';
  14300. return canvas;
  14301. }
  14302. function WebGLRenderer(parameters) {
  14303. parameters = parameters || {};
  14304. var _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  14305. _context = parameters.context !== undefined ? parameters.context : null,
  14306. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14307. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14308. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14309. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14310. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14311. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14312. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14313. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14314. var currentRenderList = null;
  14315. var currentRenderState = null; // public properties
  14316. this.domElement = _canvas; // Debug configuration container
  14317. this.debug = {
  14318. /**
  14319. * Enables error checking and reporting when shader programs are being compiled
  14320. * @type {boolean}
  14321. */
  14322. checkShaderErrors: true
  14323. }; // clearing
  14324. this.autoClear = true;
  14325. this.autoClearColor = true;
  14326. this.autoClearDepth = true;
  14327. this.autoClearStencil = true; // scene graph
  14328. this.sortObjects = true; // user-defined clipping
  14329. this.clippingPlanes = [];
  14330. this.localClippingEnabled = false; // physically based shading
  14331. this.gammaFactor = 2.0; // for backwards compatibility
  14332. this.outputEncoding = LinearEncoding; // physical lights
  14333. this.physicallyCorrectLights = false; // tone mapping
  14334. this.toneMapping = NoToneMapping;
  14335. this.toneMappingExposure = 1.0; // morphs
  14336. this.maxMorphTargets = 8;
  14337. this.maxMorphNormals = 4; // internal properties
  14338. var _this = this;
  14339. var _isContextLost = false; // internal state cache
  14340. var _framebuffer = null;
  14341. var _currentActiveCubeFace = 0;
  14342. var _currentActiveMipmapLevel = 0;
  14343. var _currentRenderTarget = null;
  14344. var _currentFramebuffer = null;
  14345. var _currentMaterialId = -1;
  14346. var _currentCamera = null;
  14347. var _currentArrayCamera = null;
  14348. var _currentViewport = new Vector4();
  14349. var _currentScissor = new Vector4();
  14350. var _currentScissorTest = null; //
  14351. var _width = _canvas.width;
  14352. var _height = _canvas.height;
  14353. var _pixelRatio = 1;
  14354. var _opaqueSort = null;
  14355. var _transparentSort = null;
  14356. var _viewport = new Vector4(0, 0, _width, _height);
  14357. var _scissor = new Vector4(0, 0, _width, _height);
  14358. var _scissorTest = false; // frustum
  14359. var _frustum = new Frustum(); // clipping
  14360. var _clippingEnabled = false;
  14361. var _localClippingEnabled = false; // camera matrices cache
  14362. var _projScreenMatrix = new Matrix4();
  14363. var _vector3 = new Vector3();
  14364. var _emptyScene = {
  14365. background: null,
  14366. fog: null,
  14367. environment: null,
  14368. overrideMaterial: null,
  14369. isScene: true
  14370. };
  14371. function getTargetPixelRatio() {
  14372. return _currentRenderTarget === null ? _pixelRatio : 1;
  14373. } // initialize
  14374. var _gl = _context;
  14375. function getContext(contextNames, contextAttributes) {
  14376. for (var i = 0; i < contextNames.length; i++) {
  14377. var contextName = contextNames[i];
  14378. var context = _canvas.getContext(contextName, contextAttributes);
  14379. if (context !== null) return context;
  14380. }
  14381. return null;
  14382. }
  14383. try {
  14384. var contextAttributes = {
  14385. alpha: _alpha,
  14386. depth: _depth,
  14387. stencil: _stencil,
  14388. antialias: _antialias,
  14389. premultipliedAlpha: _premultipliedAlpha,
  14390. preserveDrawingBuffer: _preserveDrawingBuffer,
  14391. powerPreference: _powerPreference,
  14392. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14393. }; // event listeners must be registered before WebGL context is created, see #12753
  14394. _canvas.addEventListener('webglcontextlost', onContextLost, false);
  14395. _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
  14396. if (_gl === null) {
  14397. var contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
  14398. if (_this.isWebGL1Renderer === true) {
  14399. contextNames.shift();
  14400. }
  14401. _gl = getContext(contextNames, contextAttributes);
  14402. if (_gl === null) {
  14403. if (getContext(contextNames)) {
  14404. throw new Error('Error creating WebGL context with your selected attributes.');
  14405. } else {
  14406. throw new Error('Error creating WebGL context.');
  14407. }
  14408. }
  14409. } // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14410. if (_gl.getShaderPrecisionFormat === undefined) {
  14411. _gl.getShaderPrecisionFormat = function () {
  14412. return {
  14413. 'rangeMin': 1,
  14414. 'rangeMax': 1,
  14415. 'precision': 1
  14416. };
  14417. };
  14418. }
  14419. } catch (error) {
  14420. console.error('THREE.WebGLRenderer: ' + error.message);
  14421. throw error;
  14422. }
  14423. var extensions, capabilities, state, info;
  14424. var properties, textures, cubemaps, attributes, geometries, objects;
  14425. var programCache, materials, renderLists, renderStates, clipping;
  14426. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14427. var utils, bindingStates;
  14428. function initGLContext() {
  14429. extensions = new WebGLExtensions(_gl);
  14430. capabilities = new WebGLCapabilities(_gl, extensions, parameters);
  14431. if (capabilities.isWebGL2 === false) {
  14432. extensions.get('WEBGL_depth_texture');
  14433. extensions.get('OES_texture_float');
  14434. extensions.get('OES_texture_half_float');
  14435. extensions.get('OES_texture_half_float_linear');
  14436. extensions.get('OES_standard_derivatives');
  14437. extensions.get('OES_element_index_uint');
  14438. extensions.get('OES_vertex_array_object');
  14439. extensions.get('ANGLE_instanced_arrays');
  14440. }
  14441. extensions.get('OES_texture_float_linear');
  14442. utils = new WebGLUtils(_gl, extensions, capabilities);
  14443. state = new WebGLState(_gl, extensions, capabilities);
  14444. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  14445. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  14446. info = new WebGLInfo(_gl);
  14447. properties = new WebGLProperties();
  14448. textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
  14449. cubemaps = new WebGLCubeMaps(_this);
  14450. attributes = new WebGLAttributes(_gl, capabilities);
  14451. bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
  14452. geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
  14453. objects = new WebGLObjects(_gl, geometries, attributes, info);
  14454. morphtargets = new WebGLMorphtargets(_gl);
  14455. clipping = new WebGLClipping(properties);
  14456. programCache = new WebGLPrograms(_this, cubemaps, extensions, capabilities, bindingStates, clipping);
  14457. materials = new WebGLMaterials(properties);
  14458. renderLists = new WebGLRenderLists(properties);
  14459. renderStates = new WebGLRenderStates(extensions, capabilities);
  14460. background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
  14461. bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
  14462. indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
  14463. info.programs = programCache.programs;
  14464. _this.capabilities = capabilities;
  14465. _this.extensions = extensions;
  14466. _this.properties = properties;
  14467. _this.renderLists = renderLists;
  14468. _this.state = state;
  14469. _this.info = info;
  14470. }
  14471. initGLContext(); // xr
  14472. var xr = new WebXRManager(_this, _gl);
  14473. this.xr = xr; // shadow map
  14474. var shadowMap = new WebGLShadowMap(_this, objects, capabilities.maxTextureSize);
  14475. this.shadowMap = shadowMap; // API
  14476. this.getContext = function () {
  14477. return _gl;
  14478. };
  14479. this.getContextAttributes = function () {
  14480. return _gl.getContextAttributes();
  14481. };
  14482. this.forceContextLoss = function () {
  14483. var extension = extensions.get('WEBGL_lose_context');
  14484. if (extension) extension.loseContext();
  14485. };
  14486. this.forceContextRestore = function () {
  14487. var extension = extensions.get('WEBGL_lose_context');
  14488. if (extension) extension.restoreContext();
  14489. };
  14490. this.getPixelRatio = function () {
  14491. return _pixelRatio;
  14492. };
  14493. this.setPixelRatio = function (value) {
  14494. if (value === undefined) return;
  14495. _pixelRatio = value;
  14496. this.setSize(_width, _height, false);
  14497. };
  14498. this.getSize = function (target) {
  14499. if (target === undefined) {
  14500. console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument');
  14501. target = new Vector2();
  14502. }
  14503. return target.set(_width, _height);
  14504. };
  14505. this.setSize = function (width, height, updateStyle) {
  14506. if (xr.isPresenting) {
  14507. console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
  14508. return;
  14509. }
  14510. _width = width;
  14511. _height = height;
  14512. _canvas.width = Math.floor(width * _pixelRatio);
  14513. _canvas.height = Math.floor(height * _pixelRatio);
  14514. if (updateStyle !== false) {
  14515. _canvas.style.width = width + 'px';
  14516. _canvas.style.height = height + 'px';
  14517. }
  14518. this.setViewport(0, 0, width, height);
  14519. };
  14520. this.getDrawingBufferSize = function (target) {
  14521. if (target === undefined) {
  14522. console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument');
  14523. target = new Vector2();
  14524. }
  14525. return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
  14526. };
  14527. this.setDrawingBufferSize = function (width, height, pixelRatio) {
  14528. _width = width;
  14529. _height = height;
  14530. _pixelRatio = pixelRatio;
  14531. _canvas.width = Math.floor(width * pixelRatio);
  14532. _canvas.height = Math.floor(height * pixelRatio);
  14533. this.setViewport(0, 0, width, height);
  14534. };
  14535. this.getCurrentViewport = function (target) {
  14536. if (target === undefined) {
  14537. console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument');
  14538. target = new Vector4();
  14539. }
  14540. return target.copy(_currentViewport);
  14541. };
  14542. this.getViewport = function (target) {
  14543. return target.copy(_viewport);
  14544. };
  14545. this.setViewport = function (x, y, width, height) {
  14546. if (x.isVector4) {
  14547. _viewport.set(x.x, x.y, x.z, x.w);
  14548. } else {
  14549. _viewport.set(x, y, width, height);
  14550. }
  14551. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  14552. };
  14553. this.getScissor = function (target) {
  14554. return target.copy(_scissor);
  14555. };
  14556. this.setScissor = function (x, y, width, height) {
  14557. if (x.isVector4) {
  14558. _scissor.set(x.x, x.y, x.z, x.w);
  14559. } else {
  14560. _scissor.set(x, y, width, height);
  14561. }
  14562. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  14563. };
  14564. this.getScissorTest = function () {
  14565. return _scissorTest;
  14566. };
  14567. this.setScissorTest = function (boolean) {
  14568. state.setScissorTest(_scissorTest = boolean);
  14569. };
  14570. this.setOpaqueSort = function (method) {
  14571. _opaqueSort = method;
  14572. };
  14573. this.setTransparentSort = function (method) {
  14574. _transparentSort = method;
  14575. }; // Clearing
  14576. this.getClearColor = function (target) {
  14577. if (target === undefined) {
  14578. console.warn('WebGLRenderer: .getClearColor() now requires a Color as an argument');
  14579. target = new Color();
  14580. }
  14581. return target.copy(background.getClearColor());
  14582. };
  14583. this.setClearColor = function () {
  14584. background.setClearColor.apply(background, arguments);
  14585. };
  14586. this.getClearAlpha = function () {
  14587. return background.getClearAlpha();
  14588. };
  14589. this.setClearAlpha = function () {
  14590. background.setClearAlpha.apply(background, arguments);
  14591. };
  14592. this.clear = function (color, depth, stencil) {
  14593. var bits = 0;
  14594. if (color === undefined || color) bits |= 16384;
  14595. if (depth === undefined || depth) bits |= 256;
  14596. if (stencil === undefined || stencil) bits |= 1024;
  14597. _gl.clear(bits);
  14598. };
  14599. this.clearColor = function () {
  14600. this.clear(true, false, false);
  14601. };
  14602. this.clearDepth = function () {
  14603. this.clear(false, true, false);
  14604. };
  14605. this.clearStencil = function () {
  14606. this.clear(false, false, true);
  14607. }; //
  14608. this.dispose = function () {
  14609. _canvas.removeEventListener('webglcontextlost', onContextLost, false);
  14610. _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
  14611. renderLists.dispose();
  14612. renderStates.dispose();
  14613. properties.dispose();
  14614. cubemaps.dispose();
  14615. objects.dispose();
  14616. bindingStates.dispose();
  14617. xr.dispose();
  14618. animation.stop();
  14619. }; // Events
  14620. function onContextLost(event) {
  14621. event.preventDefault();
  14622. console.log('THREE.WebGLRenderer: Context Lost.');
  14623. _isContextLost = true;
  14624. }
  14625. function onContextRestore()
  14626. /* event */
  14627. {
  14628. console.log('THREE.WebGLRenderer: Context Restored.');
  14629. _isContextLost = false;
  14630. initGLContext();
  14631. }
  14632. function onMaterialDispose(event) {
  14633. var material = event.target;
  14634. material.removeEventListener('dispose', onMaterialDispose);
  14635. deallocateMaterial(material);
  14636. } // Buffer deallocation
  14637. function deallocateMaterial(material) {
  14638. releaseMaterialProgramReference(material);
  14639. properties.remove(material);
  14640. }
  14641. function releaseMaterialProgramReference(material) {
  14642. var programInfo = properties.get(material).program;
  14643. if (programInfo !== undefined) {
  14644. programCache.releaseProgram(programInfo);
  14645. }
  14646. } // Buffer rendering
  14647. function renderObjectImmediate(object, program) {
  14648. object.render(function (object) {
  14649. _this.renderBufferImmediate(object, program);
  14650. });
  14651. }
  14652. this.renderBufferImmediate = function (object, program) {
  14653. bindingStates.initAttributes();
  14654. var buffers = properties.get(object);
  14655. if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer();
  14656. if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer();
  14657. if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer();
  14658. if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer();
  14659. var programAttributes = program.getAttributes();
  14660. if (object.hasPositions) {
  14661. _gl.bindBuffer(34962, buffers.position);
  14662. _gl.bufferData(34962, object.positionArray, 35048);
  14663. bindingStates.enableAttribute(programAttributes.position);
  14664. _gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0);
  14665. }
  14666. if (object.hasNormals) {
  14667. _gl.bindBuffer(34962, buffers.normal);
  14668. _gl.bufferData(34962, object.normalArray, 35048);
  14669. bindingStates.enableAttribute(programAttributes.normal);
  14670. _gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0);
  14671. }
  14672. if (object.hasUvs) {
  14673. _gl.bindBuffer(34962, buffers.uv);
  14674. _gl.bufferData(34962, object.uvArray, 35048);
  14675. bindingStates.enableAttribute(programAttributes.uv);
  14676. _gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0);
  14677. }
  14678. if (object.hasColors) {
  14679. _gl.bindBuffer(34962, buffers.color);
  14680. _gl.bufferData(34962, object.colorArray, 35048);
  14681. bindingStates.enableAttribute(programAttributes.color);
  14682. _gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0);
  14683. }
  14684. bindingStates.disableUnusedAttributes();
  14685. _gl.drawArrays(4, 0, object.count);
  14686. object.count = 0;
  14687. };
  14688. this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
  14689. if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  14690. var frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
  14691. var program = setProgram(camera, scene, material, object);
  14692. state.setMaterial(material, frontFaceCW); //
  14693. var index = geometry.index;
  14694. var position = geometry.attributes.position; //
  14695. if (index === null) {
  14696. if (position === undefined || position.count === 0) return;
  14697. } else if (index.count === 0) {
  14698. return;
  14699. } //
  14700. var rangeFactor = 1;
  14701. if (material.wireframe === true) {
  14702. index = geometries.getWireframeAttribute(geometry);
  14703. rangeFactor = 2;
  14704. }
  14705. if (material.morphTargets || material.morphNormals) {
  14706. morphtargets.update(object, geometry, material, program);
  14707. }
  14708. bindingStates.setup(object, material, program, geometry, index);
  14709. var attribute;
  14710. var renderer = bufferRenderer;
  14711. if (index !== null) {
  14712. attribute = attributes.get(index);
  14713. renderer = indexedBufferRenderer;
  14714. renderer.setIndex(attribute);
  14715. } //
  14716. var dataCount = index !== null ? index.count : position.count;
  14717. var rangeStart = geometry.drawRange.start * rangeFactor;
  14718. var rangeCount = geometry.drawRange.count * rangeFactor;
  14719. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14720. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14721. var drawStart = Math.max(rangeStart, groupStart);
  14722. var drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
  14723. var drawCount = Math.max(0, drawEnd - drawStart + 1);
  14724. if (drawCount === 0) return; //
  14725. if (object.isMesh) {
  14726. if (material.wireframe === true) {
  14727. state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
  14728. renderer.setMode(1);
  14729. } else {
  14730. renderer.setMode(4);
  14731. }
  14732. } else if (object.isLine) {
  14733. var lineWidth = material.linewidth;
  14734. if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material
  14735. state.setLineWidth(lineWidth * getTargetPixelRatio());
  14736. if (object.isLineSegments) {
  14737. renderer.setMode(1);
  14738. } else if (object.isLineLoop) {
  14739. renderer.setMode(2);
  14740. } else {
  14741. renderer.setMode(3);
  14742. }
  14743. } else if (object.isPoints) {
  14744. renderer.setMode(0);
  14745. } else if (object.isSprite) {
  14746. renderer.setMode(4);
  14747. }
  14748. if (object.isInstancedMesh) {
  14749. renderer.renderInstances(drawStart, drawCount, object.count);
  14750. } else if (geometry.isInstancedBufferGeometry) {
  14751. var instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
  14752. renderer.renderInstances(drawStart, drawCount, instanceCount);
  14753. } else {
  14754. renderer.render(drawStart, drawCount);
  14755. }
  14756. }; // Compile
  14757. this.compile = function (scene, camera) {
  14758. currentRenderState = renderStates.get(scene, camera);
  14759. currentRenderState.init();
  14760. scene.traverseVisible(function (object) {
  14761. if (object.isLight && object.layers.test(camera.layers)) {
  14762. currentRenderState.pushLight(object);
  14763. if (object.castShadow) {
  14764. currentRenderState.pushShadow(object);
  14765. }
  14766. }
  14767. });
  14768. currentRenderState.setupLights(camera);
  14769. var compiled = new WeakMap();
  14770. scene.traverse(function (object) {
  14771. var material = object.material;
  14772. if (material) {
  14773. if (Array.isArray(material)) {
  14774. for (var i = 0; i < material.length; i++) {
  14775. var material2 = material[i];
  14776. if (compiled.has(material2) === false) {
  14777. initMaterial(material2, scene, object);
  14778. compiled.set(material2);
  14779. }
  14780. }
  14781. } else if (compiled.has(material) === false) {
  14782. initMaterial(material, scene, object);
  14783. compiled.set(material);
  14784. }
  14785. }
  14786. });
  14787. }; // Animation Loop
  14788. var onAnimationFrameCallback = null;
  14789. function onAnimationFrame(time) {
  14790. if (xr.isPresenting) return;
  14791. if (onAnimationFrameCallback) onAnimationFrameCallback(time);
  14792. }
  14793. var animation = new WebGLAnimation();
  14794. animation.setAnimationLoop(onAnimationFrame);
  14795. if (typeof window !== 'undefined') animation.setContext(window);
  14796. this.setAnimationLoop = function (callback) {
  14797. onAnimationFrameCallback = callback;
  14798. xr.setAnimationLoop(callback);
  14799. callback === null ? animation.stop() : animation.start();
  14800. }; // Rendering
  14801. this.render = function (scene, camera) {
  14802. var renderTarget, forceClear;
  14803. if (arguments[2] !== undefined) {
  14804. console.warn('THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.');
  14805. renderTarget = arguments[2];
  14806. }
  14807. if (arguments[3] !== undefined) {
  14808. console.warn('THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.');
  14809. forceClear = arguments[3];
  14810. }
  14811. if (camera !== undefined && camera.isCamera !== true) {
  14812. console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
  14813. return;
  14814. }
  14815. if (_isContextLost === true) return; // reset caching for this frame
  14816. bindingStates.resetDefaultState();
  14817. _currentMaterialId = -1;
  14818. _currentCamera = null; // update scene graph
  14819. if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
  14820. if (camera.parent === null) camera.updateMatrixWorld();
  14821. if (xr.enabled === true && xr.isPresenting === true) {
  14822. camera = xr.getCamera(camera);
  14823. } //
  14824. if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, renderTarget || _currentRenderTarget);
  14825. currentRenderState = renderStates.get(scene, camera);
  14826. currentRenderState.init();
  14827. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  14828. _frustum.setFromProjectionMatrix(_projScreenMatrix);
  14829. _localClippingEnabled = this.localClippingEnabled;
  14830. _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
  14831. currentRenderList = renderLists.get(scene, camera);
  14832. currentRenderList.init();
  14833. projectObject(scene, camera, 0, _this.sortObjects);
  14834. currentRenderList.finish();
  14835. if (_this.sortObjects === true) {
  14836. currentRenderList.sort(_opaqueSort, _transparentSort);
  14837. } //
  14838. if (_clippingEnabled === true) clipping.beginShadows();
  14839. var shadowsArray = currentRenderState.state.shadowsArray;
  14840. shadowMap.render(shadowsArray, scene, camera);
  14841. currentRenderState.setupLights(camera);
  14842. if (_clippingEnabled === true) clipping.endShadows(); //
  14843. if (this.info.autoReset === true) this.info.reset();
  14844. if (renderTarget !== undefined) {
  14845. this.setRenderTarget(renderTarget);
  14846. } //
  14847. background.render(currentRenderList, scene, camera, forceClear); // render scene
  14848. var opaqueObjects = currentRenderList.opaque;
  14849. var transparentObjects = currentRenderList.transparent;
  14850. if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
  14851. if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); //
  14852. if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); //
  14853. if (_currentRenderTarget !== null) {
  14854. // Generate mipmap if we're using any kind of mipmap filtering
  14855. textures.updateRenderTargetMipmap(_currentRenderTarget); // resolve multisample renderbuffers to a single-sample texture if necessary
  14856. textures.updateMultisampleRenderTarget(_currentRenderTarget);
  14857. } // Ensure depth buffer writing is enabled so it can be cleared on next render
  14858. state.buffers.depth.setTest(true);
  14859. state.buffers.depth.setMask(true);
  14860. state.buffers.color.setMask(true);
  14861. state.setPolygonOffset(false); // _gl.finish();
  14862. currentRenderList = null;
  14863. currentRenderState = null;
  14864. };
  14865. function projectObject(object, camera, groupOrder, sortObjects) {
  14866. if (object.visible === false) return;
  14867. var visible = object.layers.test(camera.layers);
  14868. if (visible) {
  14869. if (object.isGroup) {
  14870. groupOrder = object.renderOrder;
  14871. } else if (object.isLOD) {
  14872. if (object.autoUpdate === true) object.update(camera);
  14873. } else if (object.isLight) {
  14874. currentRenderState.pushLight(object);
  14875. if (object.castShadow) {
  14876. currentRenderState.pushShadow(object);
  14877. }
  14878. } else if (object.isSprite) {
  14879. if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
  14880. if (sortObjects) {
  14881. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14882. }
  14883. var geometry = objects.update(object);
  14884. var material = object.material;
  14885. if (material.visible) {
  14886. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  14887. }
  14888. }
  14889. } else if (object.isImmediateRenderObject) {
  14890. if (sortObjects) {
  14891. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14892. }
  14893. currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
  14894. } else if (object.isMesh || object.isLine || object.isPoints) {
  14895. if (object.isSkinnedMesh) {
  14896. // update skeleton only once in a frame
  14897. if (object.skeleton.frame !== info.render.frame) {
  14898. object.skeleton.update();
  14899. object.skeleton.frame = info.render.frame;
  14900. }
  14901. }
  14902. if (!object.frustumCulled || _frustum.intersectsObject(object)) {
  14903. if (sortObjects) {
  14904. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14905. }
  14906. var _geometry = objects.update(object);
  14907. var _material = object.material;
  14908. if (Array.isArray(_material)) {
  14909. var groups = _geometry.groups;
  14910. for (var i = 0, l = groups.length; i < l; i++) {
  14911. var group = groups[i];
  14912. var groupMaterial = _material[group.materialIndex];
  14913. if (groupMaterial && groupMaterial.visible) {
  14914. currentRenderList.push(object, _geometry, groupMaterial, groupOrder, _vector3.z, group);
  14915. }
  14916. }
  14917. } else if (_material.visible) {
  14918. currentRenderList.push(object, _geometry, _material, groupOrder, _vector3.z, null);
  14919. }
  14920. }
  14921. }
  14922. }
  14923. var children = object.children;
  14924. for (var _i = 0, _l = children.length; _i < _l; _i++) {
  14925. projectObject(children[_i], camera, groupOrder, sortObjects);
  14926. }
  14927. }
  14928. function renderObjects(renderList, scene, camera) {
  14929. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  14930. for (var i = 0, l = renderList.length; i < l; i++) {
  14931. var renderItem = renderList[i];
  14932. var object = renderItem.object;
  14933. var geometry = renderItem.geometry;
  14934. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  14935. var group = renderItem.group;
  14936. if (camera.isArrayCamera) {
  14937. _currentArrayCamera = camera;
  14938. var cameras = camera.cameras;
  14939. for (var j = 0, jl = cameras.length; j < jl; j++) {
  14940. var camera2 = cameras[j];
  14941. if (object.layers.test(camera2.layers)) {
  14942. state.viewport(_currentViewport.copy(camera2.viewport));
  14943. currentRenderState.setupLights(camera2);
  14944. renderObject(object, scene, camera2, geometry, material, group);
  14945. }
  14946. }
  14947. } else {
  14948. _currentArrayCamera = null;
  14949. renderObject(object, scene, camera, geometry, material, group);
  14950. }
  14951. }
  14952. }
  14953. function renderObject(object, scene, camera, geometry, material, group) {
  14954. object.onBeforeRender(_this, scene, camera, geometry, material, group);
  14955. currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);
  14956. object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
  14957. object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
  14958. if (object.isImmediateRenderObject) {
  14959. var program = setProgram(camera, scene, material, object);
  14960. state.setMaterial(material);
  14961. bindingStates.reset();
  14962. renderObjectImmediate(object, program);
  14963. } else {
  14964. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  14965. }
  14966. object.onAfterRender(_this, scene, camera, geometry, material, group);
  14967. currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);
  14968. }
  14969. function initMaterial(material, scene, object) {
  14970. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  14971. var materialProperties = properties.get(material);
  14972. var lights = currentRenderState.state.lights;
  14973. var shadowsArray = currentRenderState.state.shadowsArray;
  14974. var lightsStateVersion = lights.state.version;
  14975. var parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
  14976. var programCacheKey = programCache.getProgramCacheKey(parameters);
  14977. var program = materialProperties.program;
  14978. var programChange = true;
  14979. if (program === undefined) {
  14980. // new material
  14981. material.addEventListener('dispose', onMaterialDispose);
  14982. } else if (program.cacheKey !== programCacheKey) {
  14983. // changed glsl or parameters
  14984. releaseMaterialProgramReference(material);
  14985. } else if (materialProperties.lightsStateVersion !== lightsStateVersion) {
  14986. programChange = false;
  14987. } else if (parameters.shaderID !== undefined) {
  14988. // same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect
  14989. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14990. materialProperties.envMap = cubemaps.get(material.envMap || environment);
  14991. return;
  14992. } else {
  14993. // only rebuild uniform list
  14994. programChange = false;
  14995. }
  14996. if (programChange) {
  14997. parameters.uniforms = programCache.getUniforms(material);
  14998. material.onBeforeCompile(parameters, _this);
  14999. program = programCache.acquireProgram(parameters, programCacheKey);
  15000. materialProperties.program = program;
  15001. materialProperties.uniforms = parameters.uniforms;
  15002. materialProperties.outputEncoding = parameters.outputEncoding;
  15003. }
  15004. var uniforms = materialProperties.uniforms;
  15005. if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
  15006. materialProperties.numClippingPlanes = clipping.numPlanes;
  15007. materialProperties.numIntersection = clipping.numIntersection;
  15008. uniforms.clippingPlanes = clipping.uniform;
  15009. }
  15010. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15011. materialProperties.fog = scene.fog;
  15012. materialProperties.envMap = cubemaps.get(material.envMap || materialProperties.environment); // store the light setup it was created for
  15013. materialProperties.needsLights = materialNeedsLights(material);
  15014. materialProperties.lightsStateVersion = lightsStateVersion;
  15015. if (materialProperties.needsLights) {
  15016. // wire up the material to this renderer's lighting state
  15017. uniforms.ambientLightColor.value = lights.state.ambient;
  15018. uniforms.lightProbe.value = lights.state.probe;
  15019. uniforms.directionalLights.value = lights.state.directional;
  15020. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15021. uniforms.spotLights.value = lights.state.spot;
  15022. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15023. uniforms.rectAreaLights.value = lights.state.rectArea;
  15024. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  15025. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  15026. uniforms.pointLights.value = lights.state.point;
  15027. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15028. uniforms.hemisphereLights.value = lights.state.hemi;
  15029. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15030. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15031. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15032. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15033. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15034. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
  15035. }
  15036. var progUniforms = materialProperties.program.getUniforms();
  15037. var uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
  15038. materialProperties.uniformsList = uniformsList;
  15039. }
  15040. function setProgram(camera, scene, material, object) {
  15041. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  15042. textures.resetTextureUnits();
  15043. var fog = scene.fog;
  15044. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15045. var encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15046. var envMap = cubemaps.get(material.envMap || environment);
  15047. var materialProperties = properties.get(material);
  15048. var lights = currentRenderState.state.lights;
  15049. if (_clippingEnabled === true) {
  15050. if (_localClippingEnabled === true || camera !== _currentCamera) {
  15051. var useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup
  15052. // object instead of the material, once it becomes feasible
  15053. // (#8465, #8379)
  15054. clipping.setState(material, camera, useCache);
  15055. }
  15056. }
  15057. if (material.version === materialProperties.__version) {
  15058. if (material.fog && materialProperties.fog !== fog) {
  15059. initMaterial(material, scene, object);
  15060. } else if (materialProperties.environment !== environment) {
  15061. initMaterial(material, scene, object);
  15062. } else if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
  15063. initMaterial(material, scene, object);
  15064. } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
  15065. initMaterial(material, scene, object);
  15066. } else if (materialProperties.outputEncoding !== encoding) {
  15067. initMaterial(material, scene, object);
  15068. } else if (materialProperties.envMap !== envMap) {
  15069. initMaterial(material, scene, object);
  15070. }
  15071. } else {
  15072. initMaterial(material, scene, object);
  15073. materialProperties.__version = material.version;
  15074. }
  15075. var refreshProgram = false;
  15076. var refreshMaterial = false;
  15077. var refreshLights = false;
  15078. var program = materialProperties.program,
  15079. p_uniforms = program.getUniforms(),
  15080. m_uniforms = materialProperties.uniforms;
  15081. if (state.useProgram(program.program)) {
  15082. refreshProgram = true;
  15083. refreshMaterial = true;
  15084. refreshLights = true;
  15085. }
  15086. if (material.id !== _currentMaterialId) {
  15087. _currentMaterialId = material.id;
  15088. refreshMaterial = true;
  15089. }
  15090. if (refreshProgram || _currentCamera !== camera) {
  15091. p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
  15092. if (capabilities.logarithmicDepthBuffer) {
  15093. p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  15094. }
  15095. if (_currentCamera !== camera) {
  15096. _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
  15097. // now, in case this material supports lights - or later, when
  15098. // the next material that does gets activated:
  15099. refreshMaterial = true; // set to true on material change
  15100. refreshLights = true; // remains set until update done
  15101. } // load material specific uniforms
  15102. // (shader material also gets them for the sake of genericity)
  15103. if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
  15104. var uCamPos = p_uniforms.map.cameraPosition;
  15105. if (uCamPos !== undefined) {
  15106. uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
  15107. }
  15108. }
  15109. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
  15110. p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
  15111. }
  15112. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || material.skinning) {
  15113. p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
  15114. }
  15115. } // skinning uniforms must be set even if material didn't change
  15116. // auto-setting of texture unit for bone texture must go before other textures
  15117. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15118. if (material.skinning) {
  15119. p_uniforms.setOptional(_gl, object, 'bindMatrix');
  15120. p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
  15121. var skeleton = object.skeleton;
  15122. if (skeleton) {
  15123. var bones = skeleton.bones;
  15124. if (capabilities.floatVertexTextures) {
  15125. if (skeleton.boneTexture === null) {
  15126. // layout (1 matrix = 4 pixels)
  15127. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15128. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15129. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15130. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15131. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15132. var size = Math.sqrt(bones.length * 4); // 4 pixels needed for 1 matrix
  15133. size = MathUtils.ceilPowerOfTwo(size);
  15134. size = Math.max(size, 4);
  15135. var boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
  15136. boneMatrices.set(skeleton.boneMatrices); // copy current values
  15137. var boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
  15138. skeleton.boneMatrices = boneMatrices;
  15139. skeleton.boneTexture = boneTexture;
  15140. skeleton.boneTextureSize = size;
  15141. }
  15142. p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
  15143. p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
  15144. } else {
  15145. p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
  15146. }
  15147. }
  15148. }
  15149. if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
  15150. materialProperties.receiveShadow = object.receiveShadow;
  15151. p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
  15152. }
  15153. if (refreshMaterial) {
  15154. p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
  15155. if (materialProperties.needsLights) {
  15156. // the current material requires lighting info
  15157. // note: all lighting uniforms are always set correctly
  15158. // they simply reference the renderer's state for their
  15159. // values
  15160. //
  15161. // use the current material's .needsUpdate flags to set
  15162. // the GL state when required
  15163. markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
  15164. } // refresh uniforms common to several materials
  15165. if (fog && material.fog) {
  15166. materials.refreshFogUniforms(m_uniforms, fog);
  15167. }
  15168. materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height);
  15169. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  15170. }
  15171. if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
  15172. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  15173. material.uniformsNeedUpdate = false;
  15174. }
  15175. if (material.isSpriteMaterial) {
  15176. p_uniforms.setValue(_gl, 'center', object.center);
  15177. } // common matrices
  15178. p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
  15179. p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
  15180. p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
  15181. return program;
  15182. } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15183. function markUniformsLightsNeedsUpdate(uniforms, value) {
  15184. uniforms.ambientLightColor.needsUpdate = value;
  15185. uniforms.lightProbe.needsUpdate = value;
  15186. uniforms.directionalLights.needsUpdate = value;
  15187. uniforms.directionalLightShadows.needsUpdate = value;
  15188. uniforms.pointLights.needsUpdate = value;
  15189. uniforms.pointLightShadows.needsUpdate = value;
  15190. uniforms.spotLights.needsUpdate = value;
  15191. uniforms.spotLightShadows.needsUpdate = value;
  15192. uniforms.rectAreaLights.needsUpdate = value;
  15193. uniforms.hemisphereLights.needsUpdate = value;
  15194. }
  15195. function materialNeedsLights(material) {
  15196. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
  15197. } //
  15198. this.setFramebuffer = function (value) {
  15199. if (_framebuffer !== value && _currentRenderTarget === null) _gl.bindFramebuffer(36160, value);
  15200. _framebuffer = value;
  15201. };
  15202. this.getActiveCubeFace = function () {
  15203. return _currentActiveCubeFace;
  15204. };
  15205. this.getActiveMipmapLevel = function () {
  15206. return _currentActiveMipmapLevel;
  15207. };
  15208. this.getRenderList = function () {
  15209. return currentRenderList;
  15210. };
  15211. this.setRenderList = function (renderList) {
  15212. currentRenderList = renderList;
  15213. };
  15214. this.getRenderState = function () {
  15215. return currentRenderState;
  15216. };
  15217. this.setRenderState = function (renderState) {
  15218. currentRenderState = renderState;
  15219. };
  15220. this.getRenderTarget = function () {
  15221. return _currentRenderTarget;
  15222. };
  15223. this.setRenderTarget = function (renderTarget, activeCubeFace, activeMipmapLevel) {
  15224. if (activeCubeFace === void 0) {
  15225. activeCubeFace = 0;
  15226. }
  15227. if (activeMipmapLevel === void 0) {
  15228. activeMipmapLevel = 0;
  15229. }
  15230. _currentRenderTarget = renderTarget;
  15231. _currentActiveCubeFace = activeCubeFace;
  15232. _currentActiveMipmapLevel = activeMipmapLevel;
  15233. if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
  15234. textures.setupRenderTarget(renderTarget);
  15235. }
  15236. var framebuffer = _framebuffer;
  15237. var isCube = false;
  15238. if (renderTarget) {
  15239. var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
  15240. if (renderTarget.isWebGLCubeRenderTarget) {
  15241. framebuffer = __webglFramebuffer[activeCubeFace];
  15242. isCube = true;
  15243. } else if (renderTarget.isWebGLMultisampleRenderTarget) {
  15244. framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
  15245. } else {
  15246. framebuffer = __webglFramebuffer;
  15247. }
  15248. _currentViewport.copy(renderTarget.viewport);
  15249. _currentScissor.copy(renderTarget.scissor);
  15250. _currentScissorTest = renderTarget.scissorTest;
  15251. } else {
  15252. _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
  15253. _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
  15254. _currentScissorTest = _scissorTest;
  15255. }
  15256. if (_currentFramebuffer !== framebuffer) {
  15257. _gl.bindFramebuffer(36160, framebuffer);
  15258. _currentFramebuffer = framebuffer;
  15259. }
  15260. state.viewport(_currentViewport);
  15261. state.scissor(_currentScissor);
  15262. state.setScissorTest(_currentScissorTest);
  15263. if (isCube) {
  15264. var textureProperties = properties.get(renderTarget.texture);
  15265. _gl.framebufferTexture2D(36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
  15266. }
  15267. };
  15268. this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
  15269. if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
  15270. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
  15271. return;
  15272. }
  15273. var framebuffer = properties.get(renderTarget).__webglFramebuffer;
  15274. if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
  15275. framebuffer = framebuffer[activeCubeFaceIndex];
  15276. }
  15277. if (framebuffer) {
  15278. var restore = false;
  15279. if (framebuffer !== _currentFramebuffer) {
  15280. _gl.bindFramebuffer(36160, framebuffer);
  15281. restore = true;
  15282. }
  15283. try {
  15284. var texture = renderTarget.texture;
  15285. var textureFormat = texture.format;
  15286. var textureType = texture.type;
  15287. if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {
  15288. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
  15289. return;
  15290. }
  15291. if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15292. !(textureType === FloatType && (capabilities.isWebGL2 || extensions.get('OES_texture_float') || extensions.get('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
  15293. !(textureType === HalfFloatType && (capabilities.isWebGL2 ? extensions.get('EXT_color_buffer_float') : extensions.get('EXT_color_buffer_half_float')))) {
  15294. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
  15295. return;
  15296. }
  15297. if (_gl.checkFramebufferStatus(36160) === 36053) {
  15298. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15299. if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
  15300. _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
  15301. }
  15302. } else {
  15303. console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
  15304. }
  15305. } finally {
  15306. if (restore) {
  15307. _gl.bindFramebuffer(36160, _currentFramebuffer);
  15308. }
  15309. }
  15310. }
  15311. };
  15312. this.copyFramebufferToTexture = function (position, texture, level) {
  15313. if (level === void 0) {
  15314. level = 0;
  15315. }
  15316. var levelScale = Math.pow(2, -level);
  15317. var width = Math.floor(texture.image.width * levelScale);
  15318. var height = Math.floor(texture.image.height * levelScale);
  15319. var glFormat = utils.convert(texture.format);
  15320. textures.setTexture2D(texture, 0);
  15321. _gl.copyTexImage2D(3553, level, glFormat, position.x, position.y, width, height, 0);
  15322. state.unbindTexture();
  15323. };
  15324. this.copyTextureToTexture = function (position, srcTexture, dstTexture, level) {
  15325. if (level === void 0) {
  15326. level = 0;
  15327. }
  15328. var width = srcTexture.image.width;
  15329. var height = srcTexture.image.height;
  15330. var glFormat = utils.convert(dstTexture.format);
  15331. var glType = utils.convert(dstTexture.type);
  15332. textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
  15333. // parameters, make sure they are correct for the dstTexture
  15334. _gl.pixelStorei(37440, dstTexture.flipY);
  15335. _gl.pixelStorei(37441, dstTexture.premultiplyAlpha);
  15336. _gl.pixelStorei(3317, dstTexture.unpackAlignment);
  15337. if (srcTexture.isDataTexture) {
  15338. _gl.texSubImage2D(3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
  15339. } else {
  15340. if (srcTexture.isCompressedTexture) {
  15341. _gl.compressedTexSubImage2D(3553, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
  15342. } else {
  15343. _gl.texSubImage2D(3553, level, position.x, position.y, glFormat, glType, srcTexture.image);
  15344. }
  15345. } // Generate mipmaps only when copying level 0
  15346. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(3553);
  15347. state.unbindTexture();
  15348. };
  15349. this.initTexture = function (texture) {
  15350. textures.setTexture2D(texture, 0);
  15351. state.unbindTexture();
  15352. };
  15353. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  15354. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  15355. detail: this
  15356. })); // eslint-disable-line no-undef
  15357. }
  15358. }
  15359. function WebGL1Renderer(parameters) {
  15360. WebGLRenderer.call(this, parameters);
  15361. }
  15362. WebGL1Renderer.prototype = Object.assign(Object.create(WebGLRenderer.prototype), {
  15363. constructor: WebGL1Renderer,
  15364. isWebGL1Renderer: true
  15365. });
  15366. var FogExp2 = /*#__PURE__*/function () {
  15367. function FogExp2(color, density) {
  15368. Object.defineProperty(this, 'isFogExp2', {
  15369. value: true
  15370. });
  15371. this.name = '';
  15372. this.color = new Color(color);
  15373. this.density = density !== undefined ? density : 0.00025;
  15374. }
  15375. var _proto = FogExp2.prototype;
  15376. _proto.clone = function clone() {
  15377. return new FogExp2(this.color, this.density);
  15378. };
  15379. _proto.toJSON = function toJSON()
  15380. /* meta */
  15381. {
  15382. return {
  15383. type: 'FogExp2',
  15384. color: this.color.getHex(),
  15385. density: this.density
  15386. };
  15387. };
  15388. return FogExp2;
  15389. }();
  15390. var Fog = /*#__PURE__*/function () {
  15391. function Fog(color, near, far) {
  15392. Object.defineProperty(this, 'isFog', {
  15393. value: true
  15394. });
  15395. this.name = '';
  15396. this.color = new Color(color);
  15397. this.near = near !== undefined ? near : 1;
  15398. this.far = far !== undefined ? far : 1000;
  15399. }
  15400. var _proto = Fog.prototype;
  15401. _proto.clone = function clone() {
  15402. return new Fog(this.color, this.near, this.far);
  15403. };
  15404. _proto.toJSON = function toJSON()
  15405. /* meta */
  15406. {
  15407. return {
  15408. type: 'Fog',
  15409. color: this.color.getHex(),
  15410. near: this.near,
  15411. far: this.far
  15412. };
  15413. };
  15414. return Fog;
  15415. }();
  15416. var Scene = /*#__PURE__*/function (_Object3D) {
  15417. _inheritsLoose(Scene, _Object3D);
  15418. function Scene() {
  15419. var _this;
  15420. _this = _Object3D.call(this) || this;
  15421. Object.defineProperty(_assertThisInitialized(_this), 'isScene', {
  15422. value: true
  15423. });
  15424. _this.type = 'Scene';
  15425. _this.background = null;
  15426. _this.environment = null;
  15427. _this.fog = null;
  15428. _this.overrideMaterial = null;
  15429. _this.autoUpdate = true; // checked by the renderer
  15430. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  15431. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  15432. detail: _assertThisInitialized(_this)
  15433. })); // eslint-disable-line no-undef
  15434. }
  15435. return _this;
  15436. }
  15437. var _proto = Scene.prototype;
  15438. _proto.copy = function copy(source, recursive) {
  15439. _Object3D.prototype.copy.call(this, source, recursive);
  15440. if (source.background !== null) this.background = source.background.clone();
  15441. if (source.environment !== null) this.environment = source.environment.clone();
  15442. if (source.fog !== null) this.fog = source.fog.clone();
  15443. if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
  15444. this.autoUpdate = source.autoUpdate;
  15445. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15446. return this;
  15447. };
  15448. _proto.toJSON = function toJSON(meta) {
  15449. var data = _Object3D.prototype.toJSON.call(this, meta);
  15450. if (this.background !== null) data.object.background = this.background.toJSON(meta);
  15451. if (this.environment !== null) data.object.environment = this.environment.toJSON(meta);
  15452. if (this.fog !== null) data.object.fog = this.fog.toJSON();
  15453. return data;
  15454. };
  15455. return Scene;
  15456. }(Object3D);
  15457. function InterleavedBuffer(array, stride) {
  15458. this.array = array;
  15459. this.stride = stride;
  15460. this.count = array !== undefined ? array.length / stride : 0;
  15461. this.usage = StaticDrawUsage;
  15462. this.updateRange = {
  15463. offset: 0,
  15464. count: -1
  15465. };
  15466. this.version = 0;
  15467. this.uuid = MathUtils.generateUUID();
  15468. }
  15469. Object.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', {
  15470. set: function set(value) {
  15471. if (value === true) this.version++;
  15472. }
  15473. });
  15474. Object.assign(InterleavedBuffer.prototype, {
  15475. isInterleavedBuffer: true,
  15476. onUploadCallback: function onUploadCallback() {},
  15477. setUsage: function setUsage(value) {
  15478. this.usage = value;
  15479. return this;
  15480. },
  15481. copy: function copy(source) {
  15482. this.array = new source.array.constructor(source.array);
  15483. this.count = source.count;
  15484. this.stride = source.stride;
  15485. this.usage = source.usage;
  15486. return this;
  15487. },
  15488. copyAt: function copyAt(index1, attribute, index2) {
  15489. index1 *= this.stride;
  15490. index2 *= attribute.stride;
  15491. for (var i = 0, l = this.stride; i < l; i++) {
  15492. this.array[index1 + i] = attribute.array[index2 + i];
  15493. }
  15494. return this;
  15495. },
  15496. set: function set(value, offset) {
  15497. if (offset === void 0) {
  15498. offset = 0;
  15499. }
  15500. this.array.set(value, offset);
  15501. return this;
  15502. },
  15503. clone: function clone(data) {
  15504. if (data.arrayBuffers === undefined) {
  15505. data.arrayBuffers = {};
  15506. }
  15507. if (this.array.buffer._uuid === undefined) {
  15508. this.array.buffer._uuid = MathUtils.generateUUID();
  15509. }
  15510. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  15511. data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
  15512. }
  15513. var array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
  15514. var ib = new InterleavedBuffer(array, this.stride);
  15515. ib.setUsage(this.usage);
  15516. return ib;
  15517. },
  15518. onUpload: function onUpload(callback) {
  15519. this.onUploadCallback = callback;
  15520. return this;
  15521. },
  15522. toJSON: function toJSON(data) {
  15523. if (data.arrayBuffers === undefined) {
  15524. data.arrayBuffers = {};
  15525. } // generate UUID for array buffer if necessary
  15526. if (this.array.buffer._uuid === undefined) {
  15527. this.array.buffer._uuid = MathUtils.generateUUID();
  15528. }
  15529. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  15530. data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
  15531. } //
  15532. return {
  15533. uuid: this.uuid,
  15534. buffer: this.array.buffer._uuid,
  15535. type: this.array.constructor.name,
  15536. stride: this.stride
  15537. };
  15538. }
  15539. });
  15540. var _vector$6 = new Vector3();
  15541. function InterleavedBufferAttribute(interleavedBuffer, itemSize, offset, normalized) {
  15542. this.name = '';
  15543. this.data = interleavedBuffer;
  15544. this.itemSize = itemSize;
  15545. this.offset = offset;
  15546. this.normalized = normalized === true;
  15547. }
  15548. Object.defineProperties(InterleavedBufferAttribute.prototype, {
  15549. count: {
  15550. get: function get() {
  15551. return this.data.count;
  15552. }
  15553. },
  15554. array: {
  15555. get: function get() {
  15556. return this.data.array;
  15557. }
  15558. },
  15559. needsUpdate: {
  15560. set: function set(value) {
  15561. this.data.needsUpdate = value;
  15562. }
  15563. }
  15564. });
  15565. Object.assign(InterleavedBufferAttribute.prototype, {
  15566. isInterleavedBufferAttribute: true,
  15567. applyMatrix4: function applyMatrix4(m) {
  15568. for (var i = 0, l = this.data.count; i < l; i++) {
  15569. _vector$6.x = this.getX(i);
  15570. _vector$6.y = this.getY(i);
  15571. _vector$6.z = this.getZ(i);
  15572. _vector$6.applyMatrix4(m);
  15573. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  15574. }
  15575. return this;
  15576. },
  15577. setX: function setX(index, x) {
  15578. this.data.array[index * this.data.stride + this.offset] = x;
  15579. return this;
  15580. },
  15581. setY: function setY(index, y) {
  15582. this.data.array[index * this.data.stride + this.offset + 1] = y;
  15583. return this;
  15584. },
  15585. setZ: function setZ(index, z) {
  15586. this.data.array[index * this.data.stride + this.offset + 2] = z;
  15587. return this;
  15588. },
  15589. setW: function setW(index, w) {
  15590. this.data.array[index * this.data.stride + this.offset + 3] = w;
  15591. return this;
  15592. },
  15593. getX: function getX(index) {
  15594. return this.data.array[index * this.data.stride + this.offset];
  15595. },
  15596. getY: function getY(index) {
  15597. return this.data.array[index * this.data.stride + this.offset + 1];
  15598. },
  15599. getZ: function getZ(index) {
  15600. return this.data.array[index * this.data.stride + this.offset + 2];
  15601. },
  15602. getW: function getW(index) {
  15603. return this.data.array[index * this.data.stride + this.offset + 3];
  15604. },
  15605. setXY: function setXY(index, x, y) {
  15606. index = index * this.data.stride + this.offset;
  15607. this.data.array[index + 0] = x;
  15608. this.data.array[index + 1] = y;
  15609. return this;
  15610. },
  15611. setXYZ: function setXYZ(index, x, y, z) {
  15612. index = index * this.data.stride + this.offset;
  15613. this.data.array[index + 0] = x;
  15614. this.data.array[index + 1] = y;
  15615. this.data.array[index + 2] = z;
  15616. return this;
  15617. },
  15618. setXYZW: function setXYZW(index, x, y, z, w) {
  15619. index = index * this.data.stride + this.offset;
  15620. this.data.array[index + 0] = x;
  15621. this.data.array[index + 1] = y;
  15622. this.data.array[index + 2] = z;
  15623. this.data.array[index + 3] = w;
  15624. return this;
  15625. },
  15626. clone: function clone(data) {
  15627. if (data === undefined) {
  15628. console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
  15629. var array = [];
  15630. for (var i = 0; i < this.count; i++) {
  15631. var index = i * this.data.stride + this.offset;
  15632. for (var j = 0; j < this.itemSize; j++) {
  15633. array.push(this.data.array[index + j]);
  15634. }
  15635. }
  15636. return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
  15637. } else {
  15638. if (data.interleavedBuffers === undefined) {
  15639. data.interleavedBuffers = {};
  15640. }
  15641. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  15642. data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
  15643. }
  15644. return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
  15645. }
  15646. },
  15647. toJSON: function toJSON(data) {
  15648. if (data === undefined) {
  15649. console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
  15650. var array = [];
  15651. for (var i = 0; i < this.count; i++) {
  15652. var index = i * this.data.stride + this.offset;
  15653. for (var j = 0; j < this.itemSize; j++) {
  15654. array.push(this.data.array[index + j]);
  15655. }
  15656. } // deinterleave data and save it as an ordinary buffer attribute for now
  15657. return {
  15658. itemSize: this.itemSize,
  15659. type: this.array.constructor.name,
  15660. array: array,
  15661. normalized: this.normalized
  15662. };
  15663. } else {
  15664. // save as true interlaved attribtue
  15665. if (data.interleavedBuffers === undefined) {
  15666. data.interleavedBuffers = {};
  15667. }
  15668. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  15669. data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
  15670. }
  15671. return {
  15672. isInterleavedBufferAttribute: true,
  15673. itemSize: this.itemSize,
  15674. data: this.data.uuid,
  15675. offset: this.offset,
  15676. normalized: this.normalized
  15677. };
  15678. }
  15679. }
  15680. });
  15681. /**
  15682. * parameters = {
  15683. * color: <hex>,
  15684. * map: new THREE.Texture( <Image> ),
  15685. * alphaMap: new THREE.Texture( <Image> ),
  15686. * rotation: <float>,
  15687. * sizeAttenuation: <bool>
  15688. * }
  15689. */
  15690. function SpriteMaterial(parameters) {
  15691. Material.call(this);
  15692. this.type = 'SpriteMaterial';
  15693. this.color = new Color(0xffffff);
  15694. this.map = null;
  15695. this.alphaMap = null;
  15696. this.rotation = 0;
  15697. this.sizeAttenuation = true;
  15698. this.transparent = true;
  15699. this.setValues(parameters);
  15700. }
  15701. SpriteMaterial.prototype = Object.create(Material.prototype);
  15702. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15703. SpriteMaterial.prototype.isSpriteMaterial = true;
  15704. SpriteMaterial.prototype.copy = function (source) {
  15705. Material.prototype.copy.call(this, source);
  15706. this.color.copy(source.color);
  15707. this.map = source.map;
  15708. this.alphaMap = source.alphaMap;
  15709. this.rotation = source.rotation;
  15710. this.sizeAttenuation = source.sizeAttenuation;
  15711. return this;
  15712. };
  15713. var _geometry;
  15714. var _intersectPoint = new Vector3();
  15715. var _worldScale = new Vector3();
  15716. var _mvPosition = new Vector3();
  15717. var _alignedPosition = new Vector2();
  15718. var _rotatedPosition = new Vector2();
  15719. var _viewWorldMatrix = new Matrix4();
  15720. var _vA$1 = new Vector3();
  15721. var _vB$1 = new Vector3();
  15722. var _vC$1 = new Vector3();
  15723. var _uvA$1 = new Vector2();
  15724. var _uvB$1 = new Vector2();
  15725. var _uvC$1 = new Vector2();
  15726. function Sprite(material) {
  15727. Object3D.call(this);
  15728. this.type = 'Sprite';
  15729. if (_geometry === undefined) {
  15730. _geometry = new BufferGeometry();
  15731. var float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);
  15732. var interleavedBuffer = new InterleavedBuffer(float32Array, 5);
  15733. _geometry.setIndex([0, 1, 2, 0, 2, 3]);
  15734. _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
  15735. _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
  15736. }
  15737. this.geometry = _geometry;
  15738. this.material = material !== undefined ? material : new SpriteMaterial();
  15739. this.center = new Vector2(0.5, 0.5);
  15740. }
  15741. Sprite.prototype = Object.assign(Object.create(Object3D.prototype), {
  15742. constructor: Sprite,
  15743. isSprite: true,
  15744. raycast: function raycast(raycaster, intersects) {
  15745. if (raycaster.camera === null) {
  15746. console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
  15747. }
  15748. _worldScale.setFromMatrixScale(this.matrixWorld);
  15749. _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
  15750. this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
  15751. _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
  15752. if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
  15753. _worldScale.multiplyScalar(-_mvPosition.z);
  15754. }
  15755. var rotation = this.material.rotation;
  15756. var sin, cos;
  15757. if (rotation !== 0) {
  15758. cos = Math.cos(rotation);
  15759. sin = Math.sin(rotation);
  15760. }
  15761. var center = this.center;
  15762. transformVertex(_vA$1.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15763. transformVertex(_vB$1.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15764. transformVertex(_vC$1.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15765. _uvA$1.set(0, 0);
  15766. _uvB$1.set(1, 0);
  15767. _uvC$1.set(1, 1); // check first triangle
  15768. var intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint);
  15769. if (intersect === null) {
  15770. // check second triangle
  15771. transformVertex(_vB$1.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15772. _uvB$1.set(0, 1);
  15773. intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint);
  15774. if (intersect === null) {
  15775. return;
  15776. }
  15777. }
  15778. var distance = raycaster.ray.origin.distanceTo(_intersectPoint);
  15779. if (distance < raycaster.near || distance > raycaster.far) return;
  15780. intersects.push({
  15781. distance: distance,
  15782. point: _intersectPoint.clone(),
  15783. uv: Triangle.getUV(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()),
  15784. face: null,
  15785. object: this
  15786. });
  15787. },
  15788. copy: function copy(source) {
  15789. Object3D.prototype.copy.call(this, source);
  15790. if (source.center !== undefined) this.center.copy(source.center);
  15791. this.material = source.material;
  15792. return this;
  15793. }
  15794. });
  15795. function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
  15796. // compute position in camera space
  15797. _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero
  15798. if (sin !== undefined) {
  15799. _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
  15800. _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
  15801. } else {
  15802. _rotatedPosition.copy(_alignedPosition);
  15803. }
  15804. vertexPosition.copy(mvPosition);
  15805. vertexPosition.x += _rotatedPosition.x;
  15806. vertexPosition.y += _rotatedPosition.y; // transform to world space
  15807. vertexPosition.applyMatrix4(_viewWorldMatrix);
  15808. }
  15809. var _v1$4 = new Vector3();
  15810. var _v2$2 = new Vector3();
  15811. function LOD() {
  15812. Object3D.call(this);
  15813. this._currentLevel = 0;
  15814. this.type = 'LOD';
  15815. Object.defineProperties(this, {
  15816. levels: {
  15817. enumerable: true,
  15818. value: []
  15819. }
  15820. });
  15821. this.autoUpdate = true;
  15822. }
  15823. LOD.prototype = Object.assign(Object.create(Object3D.prototype), {
  15824. constructor: LOD,
  15825. isLOD: true,
  15826. copy: function copy(source) {
  15827. Object3D.prototype.copy.call(this, source, false);
  15828. var levels = source.levels;
  15829. for (var i = 0, l = levels.length; i < l; i++) {
  15830. var level = levels[i];
  15831. this.addLevel(level.object.clone(), level.distance);
  15832. }
  15833. this.autoUpdate = source.autoUpdate;
  15834. return this;
  15835. },
  15836. addLevel: function addLevel(object, distance) {
  15837. if (distance === void 0) {
  15838. distance = 0;
  15839. }
  15840. distance = Math.abs(distance);
  15841. var levels = this.levels;
  15842. var l;
  15843. for (l = 0; l < levels.length; l++) {
  15844. if (distance < levels[l].distance) {
  15845. break;
  15846. }
  15847. }
  15848. levels.splice(l, 0, {
  15849. distance: distance,
  15850. object: object
  15851. });
  15852. this.add(object);
  15853. return this;
  15854. },
  15855. getCurrentLevel: function getCurrentLevel() {
  15856. return this._currentLevel;
  15857. },
  15858. getObjectForDistance: function getObjectForDistance(distance) {
  15859. var levels = this.levels;
  15860. if (levels.length > 0) {
  15861. var i, l;
  15862. for (i = 1, l = levels.length; i < l; i++) {
  15863. if (distance < levels[i].distance) {
  15864. break;
  15865. }
  15866. }
  15867. return levels[i - 1].object;
  15868. }
  15869. return null;
  15870. },
  15871. raycast: function raycast(raycaster, intersects) {
  15872. var levels = this.levels;
  15873. if (levels.length > 0) {
  15874. _v1$4.setFromMatrixPosition(this.matrixWorld);
  15875. var distance = raycaster.ray.origin.distanceTo(_v1$4);
  15876. this.getObjectForDistance(distance).raycast(raycaster, intersects);
  15877. }
  15878. },
  15879. update: function update(camera) {
  15880. var levels = this.levels;
  15881. if (levels.length > 1) {
  15882. _v1$4.setFromMatrixPosition(camera.matrixWorld);
  15883. _v2$2.setFromMatrixPosition(this.matrixWorld);
  15884. var distance = _v1$4.distanceTo(_v2$2) / camera.zoom;
  15885. levels[0].object.visible = true;
  15886. var i, l;
  15887. for (i = 1, l = levels.length; i < l; i++) {
  15888. if (distance >= levels[i].distance) {
  15889. levels[i - 1].object.visible = false;
  15890. levels[i].object.visible = true;
  15891. } else {
  15892. break;
  15893. }
  15894. }
  15895. this._currentLevel = i - 1;
  15896. for (; i < l; i++) {
  15897. levels[i].object.visible = false;
  15898. }
  15899. }
  15900. },
  15901. toJSON: function toJSON(meta) {
  15902. var data = Object3D.prototype.toJSON.call(this, meta);
  15903. if (this.autoUpdate === false) data.object.autoUpdate = false;
  15904. data.object.levels = [];
  15905. var levels = this.levels;
  15906. for (var i = 0, l = levels.length; i < l; i++) {
  15907. var level = levels[i];
  15908. data.object.levels.push({
  15909. object: level.object.uuid,
  15910. distance: level.distance
  15911. });
  15912. }
  15913. return data;
  15914. }
  15915. });
  15916. function SkinnedMesh(geometry, material) {
  15917. if (geometry && geometry.isGeometry) {
  15918. console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  15919. }
  15920. Mesh.call(this, geometry, material);
  15921. this.type = 'SkinnedMesh';
  15922. this.bindMode = 'attached';
  15923. this.bindMatrix = new Matrix4();
  15924. this.bindMatrixInverse = new Matrix4();
  15925. }
  15926. SkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
  15927. constructor: SkinnedMesh,
  15928. isSkinnedMesh: true,
  15929. copy: function copy(source) {
  15930. Mesh.prototype.copy.call(this, source);
  15931. this.bindMode = source.bindMode;
  15932. this.bindMatrix.copy(source.bindMatrix);
  15933. this.bindMatrixInverse.copy(source.bindMatrixInverse);
  15934. this.skeleton = source.skeleton;
  15935. return this;
  15936. },
  15937. bind: function bind(skeleton, bindMatrix) {
  15938. this.skeleton = skeleton;
  15939. if (bindMatrix === undefined) {
  15940. this.updateMatrixWorld(true);
  15941. this.skeleton.calculateInverses();
  15942. bindMatrix = this.matrixWorld;
  15943. }
  15944. this.bindMatrix.copy(bindMatrix);
  15945. this.bindMatrixInverse.copy(bindMatrix).invert();
  15946. },
  15947. pose: function pose() {
  15948. this.skeleton.pose();
  15949. },
  15950. normalizeSkinWeights: function normalizeSkinWeights() {
  15951. var vector = new Vector4();
  15952. var skinWeight = this.geometry.attributes.skinWeight;
  15953. for (var i = 0, l = skinWeight.count; i < l; i++) {
  15954. vector.x = skinWeight.getX(i);
  15955. vector.y = skinWeight.getY(i);
  15956. vector.z = skinWeight.getZ(i);
  15957. vector.w = skinWeight.getW(i);
  15958. var scale = 1.0 / vector.manhattanLength();
  15959. if (scale !== Infinity) {
  15960. vector.multiplyScalar(scale);
  15961. } else {
  15962. vector.set(1, 0, 0, 0); // do something reasonable
  15963. }
  15964. skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
  15965. }
  15966. },
  15967. updateMatrixWorld: function updateMatrixWorld(force) {
  15968. Mesh.prototype.updateMatrixWorld.call(this, force);
  15969. if (this.bindMode === 'attached') {
  15970. this.bindMatrixInverse.copy(this.matrixWorld).invert();
  15971. } else if (this.bindMode === 'detached') {
  15972. this.bindMatrixInverse.copy(this.bindMatrix).invert();
  15973. } else {
  15974. console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
  15975. }
  15976. },
  15977. boneTransform: function () {
  15978. var basePosition = new Vector3();
  15979. var skinIndex = new Vector4();
  15980. var skinWeight = new Vector4();
  15981. var vector = new Vector3();
  15982. var matrix = new Matrix4();
  15983. return function (index, target) {
  15984. var skeleton = this.skeleton;
  15985. var geometry = this.geometry;
  15986. skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
  15987. skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
  15988. basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix);
  15989. target.set(0, 0, 0);
  15990. for (var i = 0; i < 4; i++) {
  15991. var weight = skinWeight.getComponent(i);
  15992. if (weight !== 0) {
  15993. var boneIndex = skinIndex.getComponent(i);
  15994. matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
  15995. target.addScaledVector(vector.copy(basePosition).applyMatrix4(matrix), weight);
  15996. }
  15997. }
  15998. return target.applyMatrix4(this.bindMatrixInverse);
  15999. };
  16000. }()
  16001. });
  16002. function Bone() {
  16003. Object3D.call(this);
  16004. this.type = 'Bone';
  16005. }
  16006. Bone.prototype = Object.assign(Object.create(Object3D.prototype), {
  16007. constructor: Bone,
  16008. isBone: true
  16009. });
  16010. var _offsetMatrix = new Matrix4();
  16011. var _identityMatrix = new Matrix4();
  16012. function Skeleton(bones, boneInverses) {
  16013. if (bones === void 0) {
  16014. bones = [];
  16015. }
  16016. if (boneInverses === void 0) {
  16017. boneInverses = [];
  16018. }
  16019. this.uuid = MathUtils.generateUUID();
  16020. this.bones = bones.slice(0);
  16021. this.boneInverses = boneInverses;
  16022. this.boneMatrices = null;
  16023. this.boneTexture = null;
  16024. this.boneTextureSize = 0;
  16025. this.frame = -1;
  16026. this.init();
  16027. }
  16028. Object.assign(Skeleton.prototype, {
  16029. init: function init() {
  16030. var bones = this.bones;
  16031. var boneInverses = this.boneInverses;
  16032. this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
  16033. if (boneInverses.length === 0) {
  16034. this.calculateInverses();
  16035. } else {
  16036. // handle special case
  16037. if (bones.length !== boneInverses.length) {
  16038. console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
  16039. this.boneInverses = [];
  16040. for (var i = 0, il = this.bones.length; i < il; i++) {
  16041. this.boneInverses.push(new Matrix4());
  16042. }
  16043. }
  16044. }
  16045. },
  16046. calculateInverses: function calculateInverses() {
  16047. this.boneInverses.length = 0;
  16048. for (var i = 0, il = this.bones.length; i < il; i++) {
  16049. var inverse = new Matrix4();
  16050. if (this.bones[i]) {
  16051. inverse.copy(this.bones[i].matrixWorld).invert();
  16052. }
  16053. this.boneInverses.push(inverse);
  16054. }
  16055. },
  16056. pose: function pose() {
  16057. // recover the bind-time world matrices
  16058. for (var i = 0, il = this.bones.length; i < il; i++) {
  16059. var bone = this.bones[i];
  16060. if (bone) {
  16061. bone.matrixWorld.copy(this.boneInverses[i]).invert();
  16062. }
  16063. } // compute the local matrices, positions, rotations and scales
  16064. for (var _i = 0, _il = this.bones.length; _i < _il; _i++) {
  16065. var _bone = this.bones[_i];
  16066. if (_bone) {
  16067. if (_bone.parent && _bone.parent.isBone) {
  16068. _bone.matrix.copy(_bone.parent.matrixWorld).invert();
  16069. _bone.matrix.multiply(_bone.matrixWorld);
  16070. } else {
  16071. _bone.matrix.copy(_bone.matrixWorld);
  16072. }
  16073. _bone.matrix.decompose(_bone.position, _bone.quaternion, _bone.scale);
  16074. }
  16075. }
  16076. },
  16077. update: function update() {
  16078. var bones = this.bones;
  16079. var boneInverses = this.boneInverses;
  16080. var boneMatrices = this.boneMatrices;
  16081. var boneTexture = this.boneTexture; // flatten bone matrices to array
  16082. for (var i = 0, il = bones.length; i < il; i++) {
  16083. // compute the offset between the current and the original transform
  16084. var matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
  16085. _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
  16086. _offsetMatrix.toArray(boneMatrices, i * 16);
  16087. }
  16088. if (boneTexture !== null) {
  16089. boneTexture.needsUpdate = true;
  16090. }
  16091. },
  16092. clone: function clone() {
  16093. return new Skeleton(this.bones, this.boneInverses);
  16094. },
  16095. getBoneByName: function getBoneByName(name) {
  16096. for (var i = 0, il = this.bones.length; i < il; i++) {
  16097. var bone = this.bones[i];
  16098. if (bone.name === name) {
  16099. return bone;
  16100. }
  16101. }
  16102. return undefined;
  16103. },
  16104. dispose: function dispose() {
  16105. if (this.boneTexture !== null) {
  16106. this.boneTexture.dispose();
  16107. this.boneTexture = null;
  16108. }
  16109. },
  16110. fromJSON: function fromJSON(json, bones) {
  16111. this.uuid = json.uuid;
  16112. for (var i = 0, l = json.bones.length; i < l; i++) {
  16113. var uuid = json.bones[i];
  16114. var bone = bones[uuid];
  16115. if (bone === undefined) {
  16116. console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
  16117. bone = new Bone();
  16118. }
  16119. this.bones.push(bone);
  16120. this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
  16121. }
  16122. this.init();
  16123. return this;
  16124. },
  16125. toJSON: function toJSON() {
  16126. var data = {
  16127. metadata: {
  16128. version: 4.5,
  16129. type: 'Skeleton',
  16130. generator: 'Skeleton.toJSON'
  16131. },
  16132. bones: [],
  16133. boneInverses: []
  16134. };
  16135. data.uuid = this.uuid;
  16136. var bones = this.bones;
  16137. var boneInverses = this.boneInverses;
  16138. for (var i = 0, l = bones.length; i < l; i++) {
  16139. var bone = bones[i];
  16140. data.bones.push(bone.uuid);
  16141. var boneInverse = boneInverses[i];
  16142. data.boneInverses.push(boneInverse.toArray());
  16143. }
  16144. return data;
  16145. }
  16146. });
  16147. var _instanceLocalMatrix = new Matrix4();
  16148. var _instanceWorldMatrix = new Matrix4();
  16149. var _instanceIntersects = [];
  16150. var _mesh = new Mesh();
  16151. function InstancedMesh(geometry, material, count) {
  16152. Mesh.call(this, geometry, material);
  16153. this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16);
  16154. this.instanceColor = null;
  16155. this.count = count;
  16156. this.frustumCulled = false;
  16157. }
  16158. InstancedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
  16159. constructor: InstancedMesh,
  16160. isInstancedMesh: true,
  16161. copy: function copy(source) {
  16162. Mesh.prototype.copy.call(this, source);
  16163. this.instanceMatrix.copy(source.instanceMatrix);
  16164. this.count = source.count;
  16165. return this;
  16166. },
  16167. getColorAt: function getColorAt(index, color) {
  16168. color.fromArray(this.instanceColor.array, index * 3);
  16169. },
  16170. getMatrixAt: function getMatrixAt(index, matrix) {
  16171. matrix.fromArray(this.instanceMatrix.array, index * 16);
  16172. },
  16173. raycast: function raycast(raycaster, intersects) {
  16174. var matrixWorld = this.matrixWorld;
  16175. var raycastTimes = this.count;
  16176. _mesh.geometry = this.geometry;
  16177. _mesh.material = this.material;
  16178. if (_mesh.material === undefined) return;
  16179. for (var instanceId = 0; instanceId < raycastTimes; instanceId++) {
  16180. // calculate the world matrix for each instance
  16181. this.getMatrixAt(instanceId, _instanceLocalMatrix);
  16182. _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
  16183. _mesh.matrixWorld = _instanceWorldMatrix;
  16184. _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
  16185. for (var i = 0, l = _instanceIntersects.length; i < l; i++) {
  16186. var intersect = _instanceIntersects[i];
  16187. intersect.instanceId = instanceId;
  16188. intersect.object = this;
  16189. intersects.push(intersect);
  16190. }
  16191. _instanceIntersects.length = 0;
  16192. }
  16193. },
  16194. setColorAt: function setColorAt(index, color) {
  16195. if (this.instanceColor === null) {
  16196. this.instanceColor = new BufferAttribute(new Float32Array(this.count * 3), 3);
  16197. }
  16198. color.toArray(this.instanceColor.array, index * 3);
  16199. },
  16200. setMatrixAt: function setMatrixAt(index, matrix) {
  16201. matrix.toArray(this.instanceMatrix.array, index * 16);
  16202. },
  16203. updateMorphTargets: function updateMorphTargets() {}
  16204. });
  16205. /**
  16206. * parameters = {
  16207. * color: <hex>,
  16208. * opacity: <float>,
  16209. *
  16210. * linewidth: <float>,
  16211. * linecap: "round",
  16212. * linejoin: "round"
  16213. * }
  16214. */
  16215. function LineBasicMaterial(parameters) {
  16216. Material.call(this);
  16217. this.type = 'LineBasicMaterial';
  16218. this.color = new Color(0xffffff);
  16219. this.linewidth = 1;
  16220. this.linecap = 'round';
  16221. this.linejoin = 'round';
  16222. this.morphTargets = false;
  16223. this.setValues(parameters);
  16224. }
  16225. LineBasicMaterial.prototype = Object.create(Material.prototype);
  16226. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16227. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16228. LineBasicMaterial.prototype.copy = function (source) {
  16229. Material.prototype.copy.call(this, source);
  16230. this.color.copy(source.color);
  16231. this.linewidth = source.linewidth;
  16232. this.linecap = source.linecap;
  16233. this.linejoin = source.linejoin;
  16234. this.morphTargets = source.morphTargets;
  16235. return this;
  16236. };
  16237. var _start = new Vector3();
  16238. var _end = new Vector3();
  16239. var _inverseMatrix$1 = new Matrix4();
  16240. var _ray$1 = new Ray();
  16241. var _sphere$2 = new Sphere();
  16242. function Line(geometry, material, mode) {
  16243. if (mode === 1) {
  16244. console.error('THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.');
  16245. }
  16246. Object3D.call(this);
  16247. this.type = 'Line';
  16248. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16249. this.material = material !== undefined ? material : new LineBasicMaterial();
  16250. this.updateMorphTargets();
  16251. }
  16252. Line.prototype = Object.assign(Object.create(Object3D.prototype), {
  16253. constructor: Line,
  16254. isLine: true,
  16255. copy: function copy(source) {
  16256. Object3D.prototype.copy.call(this, source);
  16257. this.material = source.material;
  16258. this.geometry = source.geometry;
  16259. return this;
  16260. },
  16261. computeLineDistances: function computeLineDistances() {
  16262. var geometry = this.geometry;
  16263. if (geometry.isBufferGeometry) {
  16264. // we assume non-indexed geometry
  16265. if (geometry.index === null) {
  16266. var positionAttribute = geometry.attributes.position;
  16267. var lineDistances = [0];
  16268. for (var i = 1, l = positionAttribute.count; i < l; i++) {
  16269. _start.fromBufferAttribute(positionAttribute, i - 1);
  16270. _end.fromBufferAttribute(positionAttribute, i);
  16271. lineDistances[i] = lineDistances[i - 1];
  16272. lineDistances[i] += _start.distanceTo(_end);
  16273. }
  16274. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  16275. } else {
  16276. console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  16277. }
  16278. } else if (geometry.isGeometry) {
  16279. var vertices = geometry.vertices;
  16280. var _lineDistances = geometry.lineDistances;
  16281. _lineDistances[0] = 0;
  16282. for (var _i = 1, _l = vertices.length; _i < _l; _i++) {
  16283. _lineDistances[_i] = _lineDistances[_i - 1];
  16284. _lineDistances[_i] += vertices[_i - 1].distanceTo(vertices[_i]);
  16285. }
  16286. }
  16287. return this;
  16288. },
  16289. raycast: function raycast(raycaster, intersects) {
  16290. var geometry = this.geometry;
  16291. var matrixWorld = this.matrixWorld;
  16292. var threshold = raycaster.params.Line.threshold; // Checking boundingSphere distance to ray
  16293. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  16294. _sphere$2.copy(geometry.boundingSphere);
  16295. _sphere$2.applyMatrix4(matrixWorld);
  16296. _sphere$2.radius += threshold;
  16297. if (raycaster.ray.intersectsSphere(_sphere$2) === false) return; //
  16298. _inverseMatrix$1.copy(matrixWorld).invert();
  16299. _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
  16300. var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  16301. var localThresholdSq = localThreshold * localThreshold;
  16302. var vStart = new Vector3();
  16303. var vEnd = new Vector3();
  16304. var interSegment = new Vector3();
  16305. var interRay = new Vector3();
  16306. var step = this.isLineSegments ? 2 : 1;
  16307. if (geometry.isBufferGeometry) {
  16308. var index = geometry.index;
  16309. var attributes = geometry.attributes;
  16310. var positionAttribute = attributes.position;
  16311. if (index !== null) {
  16312. var indices = index.array;
  16313. for (var i = 0, l = indices.length - 1; i < l; i += step) {
  16314. var a = indices[i];
  16315. var b = indices[i + 1];
  16316. vStart.fromBufferAttribute(positionAttribute, a);
  16317. vEnd.fromBufferAttribute(positionAttribute, b);
  16318. var distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  16319. if (distSq > localThresholdSq) continue;
  16320. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16321. var distance = raycaster.ray.origin.distanceTo(interRay);
  16322. if (distance < raycaster.near || distance > raycaster.far) continue;
  16323. intersects.push({
  16324. distance: distance,
  16325. // What do we want? intersection point on the ray or on the segment??
  16326. // point: raycaster.ray.at( distance ),
  16327. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16328. index: i,
  16329. face: null,
  16330. faceIndex: null,
  16331. object: this
  16332. });
  16333. }
  16334. } else {
  16335. for (var _i2 = 0, _l2 = positionAttribute.count - 1; _i2 < _l2; _i2 += step) {
  16336. vStart.fromBufferAttribute(positionAttribute, _i2);
  16337. vEnd.fromBufferAttribute(positionAttribute, _i2 + 1);
  16338. var _distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  16339. if (_distSq > localThresholdSq) continue;
  16340. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16341. var _distance = raycaster.ray.origin.distanceTo(interRay);
  16342. if (_distance < raycaster.near || _distance > raycaster.far) continue;
  16343. intersects.push({
  16344. distance: _distance,
  16345. // What do we want? intersection point on the ray or on the segment??
  16346. // point: raycaster.ray.at( distance ),
  16347. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16348. index: _i2,
  16349. face: null,
  16350. faceIndex: null,
  16351. object: this
  16352. });
  16353. }
  16354. }
  16355. } else if (geometry.isGeometry) {
  16356. var vertices = geometry.vertices;
  16357. var nbVertices = vertices.length;
  16358. for (var _i3 = 0; _i3 < nbVertices - 1; _i3 += step) {
  16359. var _distSq2 = _ray$1.distanceSqToSegment(vertices[_i3], vertices[_i3 + 1], interRay, interSegment);
  16360. if (_distSq2 > localThresholdSq) continue;
  16361. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16362. var _distance2 = raycaster.ray.origin.distanceTo(interRay);
  16363. if (_distance2 < raycaster.near || _distance2 > raycaster.far) continue;
  16364. intersects.push({
  16365. distance: _distance2,
  16366. // What do we want? intersection point on the ray or on the segment??
  16367. // point: raycaster.ray.at( distance ),
  16368. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16369. index: _i3,
  16370. face: null,
  16371. faceIndex: null,
  16372. object: this
  16373. });
  16374. }
  16375. }
  16376. },
  16377. updateMorphTargets: function updateMorphTargets() {
  16378. var geometry = this.geometry;
  16379. if (geometry.isBufferGeometry) {
  16380. var morphAttributes = geometry.morphAttributes;
  16381. var keys = Object.keys(morphAttributes);
  16382. if (keys.length > 0) {
  16383. var morphAttribute = morphAttributes[keys[0]];
  16384. if (morphAttribute !== undefined) {
  16385. this.morphTargetInfluences = [];
  16386. this.morphTargetDictionary = {};
  16387. for (var m = 0, ml = morphAttribute.length; m < ml; m++) {
  16388. var name = morphAttribute[m].name || String(m);
  16389. this.morphTargetInfluences.push(0);
  16390. this.morphTargetDictionary[name] = m;
  16391. }
  16392. }
  16393. }
  16394. } else {
  16395. var morphTargets = geometry.morphTargets;
  16396. if (morphTargets !== undefined && morphTargets.length > 0) {
  16397. console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  16398. }
  16399. }
  16400. }
  16401. });
  16402. var _start$1 = new Vector3();
  16403. var _end$1 = new Vector3();
  16404. function LineSegments(geometry, material) {
  16405. Line.call(this, geometry, material);
  16406. this.type = 'LineSegments';
  16407. }
  16408. LineSegments.prototype = Object.assign(Object.create(Line.prototype), {
  16409. constructor: LineSegments,
  16410. isLineSegments: true,
  16411. computeLineDistances: function computeLineDistances() {
  16412. var geometry = this.geometry;
  16413. if (geometry.isBufferGeometry) {
  16414. // we assume non-indexed geometry
  16415. if (geometry.index === null) {
  16416. var positionAttribute = geometry.attributes.position;
  16417. var lineDistances = [];
  16418. for (var i = 0, l = positionAttribute.count; i < l; i += 2) {
  16419. _start$1.fromBufferAttribute(positionAttribute, i);
  16420. _end$1.fromBufferAttribute(positionAttribute, i + 1);
  16421. lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
  16422. lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1);
  16423. }
  16424. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  16425. } else {
  16426. console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  16427. }
  16428. } else if (geometry.isGeometry) {
  16429. var vertices = geometry.vertices;
  16430. var _lineDistances = geometry.lineDistances;
  16431. for (var _i = 0, _l = vertices.length; _i < _l; _i += 2) {
  16432. _start$1.copy(vertices[_i]);
  16433. _end$1.copy(vertices[_i + 1]);
  16434. _lineDistances[_i] = _i === 0 ? 0 : _lineDistances[_i - 1];
  16435. _lineDistances[_i + 1] = _lineDistances[_i] + _start$1.distanceTo(_end$1);
  16436. }
  16437. }
  16438. return this;
  16439. }
  16440. });
  16441. function LineLoop(geometry, material) {
  16442. Line.call(this, geometry, material);
  16443. this.type = 'LineLoop';
  16444. }
  16445. LineLoop.prototype = Object.assign(Object.create(Line.prototype), {
  16446. constructor: LineLoop,
  16447. isLineLoop: true
  16448. });
  16449. /**
  16450. * parameters = {
  16451. * color: <hex>,
  16452. * opacity: <float>,
  16453. * map: new THREE.Texture( <Image> ),
  16454. * alphaMap: new THREE.Texture( <Image> ),
  16455. *
  16456. * size: <float>,
  16457. * sizeAttenuation: <bool>
  16458. *
  16459. * morphTargets: <bool>
  16460. * }
  16461. */
  16462. function PointsMaterial(parameters) {
  16463. Material.call(this);
  16464. this.type = 'PointsMaterial';
  16465. this.color = new Color(0xffffff);
  16466. this.map = null;
  16467. this.alphaMap = null;
  16468. this.size = 1;
  16469. this.sizeAttenuation = true;
  16470. this.morphTargets = false;
  16471. this.setValues(parameters);
  16472. }
  16473. PointsMaterial.prototype = Object.create(Material.prototype);
  16474. PointsMaterial.prototype.constructor = PointsMaterial;
  16475. PointsMaterial.prototype.isPointsMaterial = true;
  16476. PointsMaterial.prototype.copy = function (source) {
  16477. Material.prototype.copy.call(this, source);
  16478. this.color.copy(source.color);
  16479. this.map = source.map;
  16480. this.alphaMap = source.alphaMap;
  16481. this.size = source.size;
  16482. this.sizeAttenuation = source.sizeAttenuation;
  16483. this.morphTargets = source.morphTargets;
  16484. return this;
  16485. };
  16486. var _inverseMatrix$2 = new Matrix4();
  16487. var _ray$2 = new Ray();
  16488. var _sphere$3 = new Sphere();
  16489. var _position$1 = new Vector3();
  16490. function Points(geometry, material) {
  16491. Object3D.call(this);
  16492. this.type = 'Points';
  16493. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16494. this.material = material !== undefined ? material : new PointsMaterial();
  16495. this.updateMorphTargets();
  16496. }
  16497. Points.prototype = Object.assign(Object.create(Object3D.prototype), {
  16498. constructor: Points,
  16499. isPoints: true,
  16500. copy: function copy(source) {
  16501. Object3D.prototype.copy.call(this, source);
  16502. this.material = source.material;
  16503. this.geometry = source.geometry;
  16504. return this;
  16505. },
  16506. raycast: function raycast(raycaster, intersects) {
  16507. var geometry = this.geometry;
  16508. var matrixWorld = this.matrixWorld;
  16509. var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray
  16510. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  16511. _sphere$3.copy(geometry.boundingSphere);
  16512. _sphere$3.applyMatrix4(matrixWorld);
  16513. _sphere$3.radius += threshold;
  16514. if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
  16515. _inverseMatrix$2.copy(matrixWorld).invert();
  16516. _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);
  16517. var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  16518. var localThresholdSq = localThreshold * localThreshold;
  16519. if (geometry.isBufferGeometry) {
  16520. var index = geometry.index;
  16521. var attributes = geometry.attributes;
  16522. var positionAttribute = attributes.position;
  16523. if (index !== null) {
  16524. var indices = index.array;
  16525. for (var i = 0, il = indices.length; i < il; i++) {
  16526. var a = indices[i];
  16527. _position$1.fromBufferAttribute(positionAttribute, a);
  16528. testPoint(_position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16529. }
  16530. } else {
  16531. for (var _i = 0, l = positionAttribute.count; _i < l; _i++) {
  16532. _position$1.fromBufferAttribute(positionAttribute, _i);
  16533. testPoint(_position$1, _i, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16534. }
  16535. }
  16536. } else {
  16537. var vertices = geometry.vertices;
  16538. for (var _i2 = 0, _l = vertices.length; _i2 < _l; _i2++) {
  16539. testPoint(vertices[_i2], _i2, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16540. }
  16541. }
  16542. },
  16543. updateMorphTargets: function updateMorphTargets() {
  16544. var geometry = this.geometry;
  16545. if (geometry.isBufferGeometry) {
  16546. var morphAttributes = geometry.morphAttributes;
  16547. var keys = Object.keys(morphAttributes);
  16548. if (keys.length > 0) {
  16549. var morphAttribute = morphAttributes[keys[0]];
  16550. if (morphAttribute !== undefined) {
  16551. this.morphTargetInfluences = [];
  16552. this.morphTargetDictionary = {};
  16553. for (var m = 0, ml = morphAttribute.length; m < ml; m++) {
  16554. var name = morphAttribute[m].name || String(m);
  16555. this.morphTargetInfluences.push(0);
  16556. this.morphTargetDictionary[name] = m;
  16557. }
  16558. }
  16559. }
  16560. } else {
  16561. var morphTargets = geometry.morphTargets;
  16562. if (morphTargets !== undefined && morphTargets.length > 0) {
  16563. console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  16564. }
  16565. }
  16566. }
  16567. });
  16568. function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
  16569. var rayPointDistanceSq = _ray$2.distanceSqToPoint(point);
  16570. if (rayPointDistanceSq < localThresholdSq) {
  16571. var intersectPoint = new Vector3();
  16572. _ray$2.closestPointToPoint(point, intersectPoint);
  16573. intersectPoint.applyMatrix4(matrixWorld);
  16574. var distance = raycaster.ray.origin.distanceTo(intersectPoint);
  16575. if (distance < raycaster.near || distance > raycaster.far) return;
  16576. intersects.push({
  16577. distance: distance,
  16578. distanceToRay: Math.sqrt(rayPointDistanceSq),
  16579. point: intersectPoint,
  16580. index: index,
  16581. face: null,
  16582. object: object
  16583. });
  16584. }
  16585. }
  16586. function VideoTexture(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  16587. Texture.call(this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16588. this.format = format !== undefined ? format : RGBFormat;
  16589. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16590. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16591. this.generateMipmaps = false;
  16592. var scope = this;
  16593. function updateVideo() {
  16594. scope.needsUpdate = true;
  16595. video.requestVideoFrameCallback(updateVideo);
  16596. }
  16597. if ('requestVideoFrameCallback' in video) {
  16598. video.requestVideoFrameCallback(updateVideo);
  16599. }
  16600. }
  16601. VideoTexture.prototype = Object.assign(Object.create(Texture.prototype), {
  16602. constructor: VideoTexture,
  16603. clone: function clone() {
  16604. return new this.constructor(this.image).copy(this);
  16605. },
  16606. isVideoTexture: true,
  16607. update: function update() {
  16608. var video = this.image;
  16609. var hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
  16610. if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
  16611. this.needsUpdate = true;
  16612. }
  16613. }
  16614. });
  16615. function CompressedTexture(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  16616. Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  16617. this.image = {
  16618. width: width,
  16619. height: height
  16620. };
  16621. this.mipmaps = mipmaps; // no flipping for cube textures
  16622. // (also flipping doesn't work for compressed textures )
  16623. this.flipY = false; // can't generate mipmaps for compressed textures
  16624. // mips must be embedded in DDS files
  16625. this.generateMipmaps = false;
  16626. }
  16627. CompressedTexture.prototype = Object.create(Texture.prototype);
  16628. CompressedTexture.prototype.constructor = CompressedTexture;
  16629. CompressedTexture.prototype.isCompressedTexture = true;
  16630. function CanvasTexture(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  16631. Texture.call(this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16632. this.needsUpdate = true;
  16633. }
  16634. CanvasTexture.prototype = Object.create(Texture.prototype);
  16635. CanvasTexture.prototype.constructor = CanvasTexture;
  16636. CanvasTexture.prototype.isCanvasTexture = true;
  16637. function DepthTexture(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
  16638. format = format !== undefined ? format : DepthFormat;
  16639. if (format !== DepthFormat && format !== DepthStencilFormat) {
  16640. throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
  16641. }
  16642. if (type === undefined && format === DepthFormat) type = UnsignedShortType;
  16643. if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;
  16644. Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16645. this.image = {
  16646. width: width,
  16647. height: height
  16648. };
  16649. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16650. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16651. this.flipY = false;
  16652. this.generateMipmaps = false;
  16653. }
  16654. DepthTexture.prototype = Object.create(Texture.prototype);
  16655. DepthTexture.prototype.constructor = DepthTexture;
  16656. DepthTexture.prototype.isDepthTexture = true;
  16657. var _geometryId = 0; // Geometry uses even numbers as Id
  16658. var _m1$3 = new Matrix4();
  16659. var _obj$1 = new Object3D();
  16660. var _offset$1 = new Vector3();
  16661. function Geometry() {
  16662. Object.defineProperty(this, 'id', {
  16663. value: _geometryId += 2
  16664. });
  16665. this.uuid = MathUtils.generateUUID();
  16666. this.name = '';
  16667. this.type = 'Geometry';
  16668. this.vertices = [];
  16669. this.colors = [];
  16670. this.faces = [];
  16671. this.faceVertexUvs = [[]];
  16672. this.morphTargets = [];
  16673. this.morphNormals = [];
  16674. this.skinWeights = [];
  16675. this.skinIndices = [];
  16676. this.lineDistances = [];
  16677. this.boundingBox = null;
  16678. this.boundingSphere = null; // update flags
  16679. this.elementsNeedUpdate = false;
  16680. this.verticesNeedUpdate = false;
  16681. this.uvsNeedUpdate = false;
  16682. this.normalsNeedUpdate = false;
  16683. this.colorsNeedUpdate = false;
  16684. this.lineDistancesNeedUpdate = false;
  16685. this.groupsNeedUpdate = false;
  16686. }
  16687. Geometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  16688. constructor: Geometry,
  16689. isGeometry: true,
  16690. applyMatrix4: function applyMatrix4(matrix) {
  16691. var normalMatrix = new Matrix3().getNormalMatrix(matrix);
  16692. for (var i = 0, il = this.vertices.length; i < il; i++) {
  16693. var vertex = this.vertices[i];
  16694. vertex.applyMatrix4(matrix);
  16695. }
  16696. for (var _i = 0, _il = this.faces.length; _i < _il; _i++) {
  16697. var face = this.faces[_i];
  16698. face.normal.applyMatrix3(normalMatrix).normalize();
  16699. for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {
  16700. face.vertexNormals[j].applyMatrix3(normalMatrix).normalize();
  16701. }
  16702. }
  16703. if (this.boundingBox !== null) {
  16704. this.computeBoundingBox();
  16705. }
  16706. if (this.boundingSphere !== null) {
  16707. this.computeBoundingSphere();
  16708. }
  16709. this.verticesNeedUpdate = true;
  16710. this.normalsNeedUpdate = true;
  16711. return this;
  16712. },
  16713. rotateX: function rotateX(angle) {
  16714. // rotate geometry around world x-axis
  16715. _m1$3.makeRotationX(angle);
  16716. this.applyMatrix4(_m1$3);
  16717. return this;
  16718. },
  16719. rotateY: function rotateY(angle) {
  16720. // rotate geometry around world y-axis
  16721. _m1$3.makeRotationY(angle);
  16722. this.applyMatrix4(_m1$3);
  16723. return this;
  16724. },
  16725. rotateZ: function rotateZ(angle) {
  16726. // rotate geometry around world z-axis
  16727. _m1$3.makeRotationZ(angle);
  16728. this.applyMatrix4(_m1$3);
  16729. return this;
  16730. },
  16731. translate: function translate(x, y, z) {
  16732. // translate geometry
  16733. _m1$3.makeTranslation(x, y, z);
  16734. this.applyMatrix4(_m1$3);
  16735. return this;
  16736. },
  16737. scale: function scale(x, y, z) {
  16738. // scale geometry
  16739. _m1$3.makeScale(x, y, z);
  16740. this.applyMatrix4(_m1$3);
  16741. return this;
  16742. },
  16743. lookAt: function lookAt(vector) {
  16744. _obj$1.lookAt(vector);
  16745. _obj$1.updateMatrix();
  16746. this.applyMatrix4(_obj$1.matrix);
  16747. return this;
  16748. },
  16749. fromBufferGeometry: function fromBufferGeometry(geometry) {
  16750. var scope = this;
  16751. var index = geometry.index !== null ? geometry.index : undefined;
  16752. var attributes = geometry.attributes;
  16753. if (attributes.position === undefined) {
  16754. console.error('THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.');
  16755. return this;
  16756. }
  16757. var position = attributes.position;
  16758. var normal = attributes.normal;
  16759. var color = attributes.color;
  16760. var uv = attributes.uv;
  16761. var uv2 = attributes.uv2;
  16762. if (uv2 !== undefined) this.faceVertexUvs[1] = [];
  16763. for (var i = 0; i < position.count; i++) {
  16764. scope.vertices.push(new Vector3().fromBufferAttribute(position, i));
  16765. if (color !== undefined) {
  16766. scope.colors.push(new Color().fromBufferAttribute(color, i));
  16767. }
  16768. }
  16769. function addFace(a, b, c, materialIndex) {
  16770. var vertexColors = color === undefined ? [] : [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()];
  16771. var vertexNormals = normal === undefined ? [] : [new Vector3().fromBufferAttribute(normal, a), new Vector3().fromBufferAttribute(normal, b), new Vector3().fromBufferAttribute(normal, c)];
  16772. var face = new Face3(a, b, c, vertexNormals, vertexColors, materialIndex);
  16773. scope.faces.push(face);
  16774. if (uv !== undefined) {
  16775. scope.faceVertexUvs[0].push([new Vector2().fromBufferAttribute(uv, a), new Vector2().fromBufferAttribute(uv, b), new Vector2().fromBufferAttribute(uv, c)]);
  16776. }
  16777. if (uv2 !== undefined) {
  16778. scope.faceVertexUvs[1].push([new Vector2().fromBufferAttribute(uv2, a), new Vector2().fromBufferAttribute(uv2, b), new Vector2().fromBufferAttribute(uv2, c)]);
  16779. }
  16780. }
  16781. var groups = geometry.groups;
  16782. if (groups.length > 0) {
  16783. for (var _i2 = 0; _i2 < groups.length; _i2++) {
  16784. var group = groups[_i2];
  16785. var start = group.start;
  16786. var count = group.count;
  16787. for (var j = start, jl = start + count; j < jl; j += 3) {
  16788. if (index !== undefined) {
  16789. addFace(index.getX(j), index.getX(j + 1), index.getX(j + 2), group.materialIndex);
  16790. } else {
  16791. addFace(j, j + 1, j + 2, group.materialIndex);
  16792. }
  16793. }
  16794. }
  16795. } else {
  16796. if (index !== undefined) {
  16797. for (var _i3 = 0; _i3 < index.count; _i3 += 3) {
  16798. addFace(index.getX(_i3), index.getX(_i3 + 1), index.getX(_i3 + 2));
  16799. }
  16800. } else {
  16801. for (var _i4 = 0; _i4 < position.count; _i4 += 3) {
  16802. addFace(_i4, _i4 + 1, _i4 + 2);
  16803. }
  16804. }
  16805. }
  16806. this.computeFaceNormals();
  16807. if (geometry.boundingBox !== null) {
  16808. this.boundingBox = geometry.boundingBox.clone();
  16809. }
  16810. if (geometry.boundingSphere !== null) {
  16811. this.boundingSphere = geometry.boundingSphere.clone();
  16812. }
  16813. return this;
  16814. },
  16815. center: function center() {
  16816. this.computeBoundingBox();
  16817. this.boundingBox.getCenter(_offset$1).negate();
  16818. this.translate(_offset$1.x, _offset$1.y, _offset$1.z);
  16819. return this;
  16820. },
  16821. normalize: function normalize() {
  16822. this.computeBoundingSphere();
  16823. var center = this.boundingSphere.center;
  16824. var radius = this.boundingSphere.radius;
  16825. var s = radius === 0 ? 1 : 1.0 / radius;
  16826. var matrix = new Matrix4();
  16827. matrix.set(s, 0, 0, -s * center.x, 0, s, 0, -s * center.y, 0, 0, s, -s * center.z, 0, 0, 0, 1);
  16828. this.applyMatrix4(matrix);
  16829. return this;
  16830. },
  16831. computeFaceNormals: function computeFaceNormals() {
  16832. var cb = new Vector3(),
  16833. ab = new Vector3();
  16834. for (var f = 0, fl = this.faces.length; f < fl; f++) {
  16835. var face = this.faces[f];
  16836. var vA = this.vertices[face.a];
  16837. var vB = this.vertices[face.b];
  16838. var vC = this.vertices[face.c];
  16839. cb.subVectors(vC, vB);
  16840. ab.subVectors(vA, vB);
  16841. cb.cross(ab);
  16842. cb.normalize();
  16843. face.normal.copy(cb);
  16844. }
  16845. },
  16846. computeVertexNormals: function computeVertexNormals(areaWeighted) {
  16847. if (areaWeighted === void 0) {
  16848. areaWeighted = true;
  16849. }
  16850. var vertices = new Array(this.vertices.length);
  16851. for (var v = 0, vl = this.vertices.length; v < vl; v++) {
  16852. vertices[v] = new Vector3();
  16853. }
  16854. if (areaWeighted) {
  16855. // vertex normals weighted by triangle areas
  16856. // http://www.iquilezles.org/www/articles/normals/normals.htm
  16857. var cb = new Vector3(),
  16858. ab = new Vector3();
  16859. for (var f = 0, fl = this.faces.length; f < fl; f++) {
  16860. var face = this.faces[f];
  16861. var vA = this.vertices[face.a];
  16862. var vB = this.vertices[face.b];
  16863. var vC = this.vertices[face.c];
  16864. cb.subVectors(vC, vB);
  16865. ab.subVectors(vA, vB);
  16866. cb.cross(ab);
  16867. vertices[face.a].add(cb);
  16868. vertices[face.b].add(cb);
  16869. vertices[face.c].add(cb);
  16870. }
  16871. } else {
  16872. this.computeFaceNormals();
  16873. for (var _f = 0, _fl = this.faces.length; _f < _fl; _f++) {
  16874. var _face = this.faces[_f];
  16875. vertices[_face.a].add(_face.normal);
  16876. vertices[_face.b].add(_face.normal);
  16877. vertices[_face.c].add(_face.normal);
  16878. }
  16879. }
  16880. for (var _v = 0, _vl = this.vertices.length; _v < _vl; _v++) {
  16881. vertices[_v].normalize();
  16882. }
  16883. for (var _f2 = 0, _fl2 = this.faces.length; _f2 < _fl2; _f2++) {
  16884. var _face2 = this.faces[_f2];
  16885. var vertexNormals = _face2.vertexNormals;
  16886. if (vertexNormals.length === 3) {
  16887. vertexNormals[0].copy(vertices[_face2.a]);
  16888. vertexNormals[1].copy(vertices[_face2.b]);
  16889. vertexNormals[2].copy(vertices[_face2.c]);
  16890. } else {
  16891. vertexNormals[0] = vertices[_face2.a].clone();
  16892. vertexNormals[1] = vertices[_face2.b].clone();
  16893. vertexNormals[2] = vertices[_face2.c].clone();
  16894. }
  16895. }
  16896. if (this.faces.length > 0) {
  16897. this.normalsNeedUpdate = true;
  16898. }
  16899. },
  16900. computeFlatVertexNormals: function computeFlatVertexNormals() {
  16901. this.computeFaceNormals();
  16902. for (var f = 0, fl = this.faces.length; f < fl; f++) {
  16903. var face = this.faces[f];
  16904. var vertexNormals = face.vertexNormals;
  16905. if (vertexNormals.length === 3) {
  16906. vertexNormals[0].copy(face.normal);
  16907. vertexNormals[1].copy(face.normal);
  16908. vertexNormals[2].copy(face.normal);
  16909. } else {
  16910. vertexNormals[0] = face.normal.clone();
  16911. vertexNormals[1] = face.normal.clone();
  16912. vertexNormals[2] = face.normal.clone();
  16913. }
  16914. }
  16915. if (this.faces.length > 0) {
  16916. this.normalsNeedUpdate = true;
  16917. }
  16918. },
  16919. computeMorphNormals: function computeMorphNormals() {
  16920. // save original normals
  16921. // - create temp variables on first access
  16922. // otherwise just copy (for faster repeated calls)
  16923. for (var f = 0, fl = this.faces.length; f < fl; f++) {
  16924. var face = this.faces[f];
  16925. if (!face.__originalFaceNormal) {
  16926. face.__originalFaceNormal = face.normal.clone();
  16927. } else {
  16928. face.__originalFaceNormal.copy(face.normal);
  16929. }
  16930. if (!face.__originalVertexNormals) face.__originalVertexNormals = [];
  16931. for (var i = 0, il = face.vertexNormals.length; i < il; i++) {
  16932. if (!face.__originalVertexNormals[i]) {
  16933. face.__originalVertexNormals[i] = face.vertexNormals[i].clone();
  16934. } else {
  16935. face.__originalVertexNormals[i].copy(face.vertexNormals[i]);
  16936. }
  16937. }
  16938. } // use temp geometry to compute face and vertex normals for each morph
  16939. var tmpGeo = new Geometry();
  16940. tmpGeo.faces = this.faces;
  16941. for (var _i5 = 0, _il2 = this.morphTargets.length; _i5 < _il2; _i5++) {
  16942. // create on first access
  16943. if (!this.morphNormals[_i5]) {
  16944. this.morphNormals[_i5] = {};
  16945. this.morphNormals[_i5].faceNormals = [];
  16946. this.morphNormals[_i5].vertexNormals = [];
  16947. var dstNormalsFace = this.morphNormals[_i5].faceNormals;
  16948. var dstNormalsVertex = this.morphNormals[_i5].vertexNormals;
  16949. for (var _f3 = 0, _fl3 = this.faces.length; _f3 < _fl3; _f3++) {
  16950. var faceNormal = new Vector3();
  16951. var vertexNormals = {
  16952. a: new Vector3(),
  16953. b: new Vector3(),
  16954. c: new Vector3()
  16955. };
  16956. dstNormalsFace.push(faceNormal);
  16957. dstNormalsVertex.push(vertexNormals);
  16958. }
  16959. }
  16960. var morphNormals = this.morphNormals[_i5]; // set vertices to morph target
  16961. tmpGeo.vertices = this.morphTargets[_i5].vertices; // compute morph normals
  16962. tmpGeo.computeFaceNormals();
  16963. tmpGeo.computeVertexNormals(); // store morph normals
  16964. for (var _f4 = 0, _fl4 = this.faces.length; _f4 < _fl4; _f4++) {
  16965. var _face3 = this.faces[_f4];
  16966. var _faceNormal = morphNormals.faceNormals[_f4];
  16967. var _vertexNormals = morphNormals.vertexNormals[_f4];
  16968. _faceNormal.copy(_face3.normal);
  16969. _vertexNormals.a.copy(_face3.vertexNormals[0]);
  16970. _vertexNormals.b.copy(_face3.vertexNormals[1]);
  16971. _vertexNormals.c.copy(_face3.vertexNormals[2]);
  16972. }
  16973. } // restore original normals
  16974. for (var _f5 = 0, _fl5 = this.faces.length; _f5 < _fl5; _f5++) {
  16975. var _face4 = this.faces[_f5];
  16976. _face4.normal = _face4.__originalFaceNormal;
  16977. _face4.vertexNormals = _face4.__originalVertexNormals;
  16978. }
  16979. },
  16980. computeBoundingBox: function computeBoundingBox() {
  16981. if (this.boundingBox === null) {
  16982. this.boundingBox = new Box3();
  16983. }
  16984. this.boundingBox.setFromPoints(this.vertices);
  16985. },
  16986. computeBoundingSphere: function computeBoundingSphere() {
  16987. if (this.boundingSphere === null) {
  16988. this.boundingSphere = new Sphere();
  16989. }
  16990. this.boundingSphere.setFromPoints(this.vertices);
  16991. },
  16992. merge: function merge(geometry, matrix, materialIndexOffset) {
  16993. if (materialIndexOffset === void 0) {
  16994. materialIndexOffset = 0;
  16995. }
  16996. if (!(geometry && geometry.isGeometry)) {
  16997. console.error('THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry);
  16998. return;
  16999. }
  17000. var normalMatrix;
  17001. var vertexOffset = this.vertices.length,
  17002. vertices1 = this.vertices,
  17003. vertices2 = geometry.vertices,
  17004. faces1 = this.faces,
  17005. faces2 = geometry.faces,
  17006. colors1 = this.colors,
  17007. colors2 = geometry.colors;
  17008. if (matrix !== undefined) {
  17009. normalMatrix = new Matrix3().getNormalMatrix(matrix);
  17010. } // vertices
  17011. for (var i = 0, il = vertices2.length; i < il; i++) {
  17012. var vertex = vertices2[i];
  17013. var vertexCopy = vertex.clone();
  17014. if (matrix !== undefined) vertexCopy.applyMatrix4(matrix);
  17015. vertices1.push(vertexCopy);
  17016. } // colors
  17017. for (var _i6 = 0, _il3 = colors2.length; _i6 < _il3; _i6++) {
  17018. colors1.push(colors2[_i6].clone());
  17019. } // faces
  17020. for (var _i7 = 0, _il4 = faces2.length; _i7 < _il4; _i7++) {
  17021. var face = faces2[_i7];
  17022. var normal = void 0,
  17023. color = void 0;
  17024. var faceVertexNormals = face.vertexNormals,
  17025. faceVertexColors = face.vertexColors;
  17026. var faceCopy = new Face3(face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset);
  17027. faceCopy.normal.copy(face.normal);
  17028. if (normalMatrix !== undefined) {
  17029. faceCopy.normal.applyMatrix3(normalMatrix).normalize();
  17030. }
  17031. for (var j = 0, jl = faceVertexNormals.length; j < jl; j++) {
  17032. normal = faceVertexNormals[j].clone();
  17033. if (normalMatrix !== undefined) {
  17034. normal.applyMatrix3(normalMatrix).normalize();
  17035. }
  17036. faceCopy.vertexNormals.push(normal);
  17037. }
  17038. faceCopy.color.copy(face.color);
  17039. for (var _j = 0, _jl = faceVertexColors.length; _j < _jl; _j++) {
  17040. color = faceVertexColors[_j];
  17041. faceCopy.vertexColors.push(color.clone());
  17042. }
  17043. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  17044. faces1.push(faceCopy);
  17045. } // uvs
  17046. for (var _i8 = 0, _il5 = geometry.faceVertexUvs.length; _i8 < _il5; _i8++) {
  17047. var faceVertexUvs2 = geometry.faceVertexUvs[_i8];
  17048. if (this.faceVertexUvs[_i8] === undefined) this.faceVertexUvs[_i8] = [];
  17049. for (var _j2 = 0, _jl2 = faceVertexUvs2.length; _j2 < _jl2; _j2++) {
  17050. var uvs2 = faceVertexUvs2[_j2],
  17051. uvsCopy = [];
  17052. for (var k = 0, kl = uvs2.length; k < kl; k++) {
  17053. uvsCopy.push(uvs2[k].clone());
  17054. }
  17055. this.faceVertexUvs[_i8].push(uvsCopy);
  17056. }
  17057. }
  17058. },
  17059. mergeMesh: function mergeMesh(mesh) {
  17060. if (!(mesh && mesh.isMesh)) {
  17061. console.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh);
  17062. return;
  17063. }
  17064. if (mesh.matrixAutoUpdate) mesh.updateMatrix();
  17065. this.merge(mesh.geometry, mesh.matrix);
  17066. },
  17067. /*
  17068. * Checks for duplicate vertices with hashmap.
  17069. * Duplicated vertices are removed
  17070. * and faces' vertices are updated.
  17071. */
  17072. mergeVertices: function mergeVertices(precisionPoints) {
  17073. if (precisionPoints === void 0) {
  17074. precisionPoints = 4;
  17075. }
  17076. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  17077. var unique = [],
  17078. changes = [];
  17079. var precision = Math.pow(10, precisionPoints);
  17080. for (var i = 0, il = this.vertices.length; i < il; i++) {
  17081. var v = this.vertices[i];
  17082. var key = Math.round(v.x * precision) + '_' + Math.round(v.y * precision) + '_' + Math.round(v.z * precision);
  17083. if (verticesMap[key] === undefined) {
  17084. verticesMap[key] = i;
  17085. unique.push(this.vertices[i]);
  17086. changes[i] = unique.length - 1;
  17087. } else {
  17088. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  17089. changes[i] = changes[verticesMap[key]];
  17090. }
  17091. } // if faces are completely degenerate after merging vertices, we
  17092. // have to remove them from the geometry.
  17093. var faceIndicesToRemove = [];
  17094. for (var _i9 = 0, _il6 = this.faces.length; _i9 < _il6; _i9++) {
  17095. var face = this.faces[_i9];
  17096. face.a = changes[face.a];
  17097. face.b = changes[face.b];
  17098. face.c = changes[face.c];
  17099. var indices = [face.a, face.b, face.c]; // if any duplicate vertices are found in a Face3
  17100. // we have to remove the face as nothing can be saved
  17101. for (var n = 0; n < 3; n++) {
  17102. if (indices[n] === indices[(n + 1) % 3]) {
  17103. faceIndicesToRemove.push(_i9);
  17104. break;
  17105. }
  17106. }
  17107. }
  17108. for (var _i10 = faceIndicesToRemove.length - 1; _i10 >= 0; _i10--) {
  17109. var idx = faceIndicesToRemove[_i10];
  17110. this.faces.splice(idx, 1);
  17111. for (var j = 0, jl = this.faceVertexUvs.length; j < jl; j++) {
  17112. this.faceVertexUvs[j].splice(idx, 1);
  17113. }
  17114. } // Use unique set of vertices
  17115. var diff = this.vertices.length - unique.length;
  17116. this.vertices = unique;
  17117. return diff;
  17118. },
  17119. setFromPoints: function setFromPoints(points) {
  17120. this.vertices = [];
  17121. for (var i = 0, l = points.length; i < l; i++) {
  17122. var point = points[i];
  17123. this.vertices.push(new Vector3(point.x, point.y, point.z || 0));
  17124. }
  17125. return this;
  17126. },
  17127. sortFacesByMaterialIndex: function sortFacesByMaterialIndex() {
  17128. var faces = this.faces;
  17129. var length = faces.length; // tag faces
  17130. for (var i = 0; i < length; i++) {
  17131. faces[i]._id = i;
  17132. } // sort faces
  17133. function materialIndexSort(a, b) {
  17134. return a.materialIndex - b.materialIndex;
  17135. }
  17136. faces.sort(materialIndexSort); // sort uvs
  17137. var uvs1 = this.faceVertexUvs[0];
  17138. var uvs2 = this.faceVertexUvs[1];
  17139. var newUvs1, newUvs2;
  17140. if (uvs1 && uvs1.length === length) newUvs1 = [];
  17141. if (uvs2 && uvs2.length === length) newUvs2 = [];
  17142. for (var _i11 = 0; _i11 < length; _i11++) {
  17143. var id = faces[_i11]._id;
  17144. if (newUvs1) newUvs1.push(uvs1[id]);
  17145. if (newUvs2) newUvs2.push(uvs2[id]);
  17146. }
  17147. if (newUvs1) this.faceVertexUvs[0] = newUvs1;
  17148. if (newUvs2) this.faceVertexUvs[1] = newUvs2;
  17149. },
  17150. toJSON: function toJSON() {
  17151. var data = {
  17152. metadata: {
  17153. version: 4.5,
  17154. type: 'Geometry',
  17155. generator: 'Geometry.toJSON'
  17156. }
  17157. }; // standard Geometry serialization
  17158. data.uuid = this.uuid;
  17159. data.type = this.type;
  17160. if (this.name !== '') data.name = this.name;
  17161. if (this.parameters !== undefined) {
  17162. var parameters = this.parameters;
  17163. for (var key in parameters) {
  17164. if (parameters[key] !== undefined) data[key] = parameters[key];
  17165. }
  17166. return data;
  17167. }
  17168. var vertices = [];
  17169. for (var i = 0; i < this.vertices.length; i++) {
  17170. var vertex = this.vertices[i];
  17171. vertices.push(vertex.x, vertex.y, vertex.z);
  17172. }
  17173. var faces = [];
  17174. var normals = [];
  17175. var normalsHash = {};
  17176. var colors = [];
  17177. var colorsHash = {};
  17178. var uvs = [];
  17179. var uvsHash = {};
  17180. for (var _i12 = 0; _i12 < this.faces.length; _i12++) {
  17181. var face = this.faces[_i12];
  17182. var hasMaterial = true;
  17183. var hasFaceUv = false; // deprecated
  17184. var hasFaceVertexUv = this.faceVertexUvs[0][_i12] !== undefined;
  17185. var hasFaceNormal = face.normal.length() > 0;
  17186. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  17187. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  17188. var hasFaceVertexColor = face.vertexColors.length > 0;
  17189. var faceType = 0;
  17190. faceType = setBit(faceType, 0, 0); // isQuad
  17191. faceType = setBit(faceType, 1, hasMaterial);
  17192. faceType = setBit(faceType, 2, hasFaceUv);
  17193. faceType = setBit(faceType, 3, hasFaceVertexUv);
  17194. faceType = setBit(faceType, 4, hasFaceNormal);
  17195. faceType = setBit(faceType, 5, hasFaceVertexNormal);
  17196. faceType = setBit(faceType, 6, hasFaceColor);
  17197. faceType = setBit(faceType, 7, hasFaceVertexColor);
  17198. faces.push(faceType);
  17199. faces.push(face.a, face.b, face.c);
  17200. faces.push(face.materialIndex);
  17201. if (hasFaceVertexUv) {
  17202. var faceVertexUvs = this.faceVertexUvs[0][_i12];
  17203. faces.push(getUvIndex(faceVertexUvs[0]), getUvIndex(faceVertexUvs[1]), getUvIndex(faceVertexUvs[2]));
  17204. }
  17205. if (hasFaceNormal) {
  17206. faces.push(getNormalIndex(face.normal));
  17207. }
  17208. if (hasFaceVertexNormal) {
  17209. var vertexNormals = face.vertexNormals;
  17210. faces.push(getNormalIndex(vertexNormals[0]), getNormalIndex(vertexNormals[1]), getNormalIndex(vertexNormals[2]));
  17211. }
  17212. if (hasFaceColor) {
  17213. faces.push(getColorIndex(face.color));
  17214. }
  17215. if (hasFaceVertexColor) {
  17216. var vertexColors = face.vertexColors;
  17217. faces.push(getColorIndex(vertexColors[0]), getColorIndex(vertexColors[1]), getColorIndex(vertexColors[2]));
  17218. }
  17219. }
  17220. function setBit(value, position, enabled) {
  17221. return enabled ? value | 1 << position : value & ~(1 << position);
  17222. }
  17223. function getNormalIndex(normal) {
  17224. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  17225. if (normalsHash[hash] !== undefined) {
  17226. return normalsHash[hash];
  17227. }
  17228. normalsHash[hash] = normals.length / 3;
  17229. normals.push(normal.x, normal.y, normal.z);
  17230. return normalsHash[hash];
  17231. }
  17232. function getColorIndex(color) {
  17233. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  17234. if (colorsHash[hash] !== undefined) {
  17235. return colorsHash[hash];
  17236. }
  17237. colorsHash[hash] = colors.length;
  17238. colors.push(color.getHex());
  17239. return colorsHash[hash];
  17240. }
  17241. function getUvIndex(uv) {
  17242. var hash = uv.x.toString() + uv.y.toString();
  17243. if (uvsHash[hash] !== undefined) {
  17244. return uvsHash[hash];
  17245. }
  17246. uvsHash[hash] = uvs.length / 2;
  17247. uvs.push(uv.x, uv.y);
  17248. return uvsHash[hash];
  17249. }
  17250. data.data = {};
  17251. data.data.vertices = vertices;
  17252. data.data.normals = normals;
  17253. if (colors.length > 0) data.data.colors = colors;
  17254. if (uvs.length > 0) data.data.uvs = [uvs]; // temporal backward compatibility
  17255. data.data.faces = faces;
  17256. return data;
  17257. },
  17258. clone: function clone() {
  17259. /*
  17260. // Handle primitives
  17261. const parameters = this.parameters;
  17262. if ( parameters !== undefined ) {
  17263. const values = [];
  17264. for ( const key in parameters ) {
  17265. values.push( parameters[ key ] );
  17266. }
  17267. const geometry = Object.create( this.constructor.prototype );
  17268. this.constructor.apply( geometry, values );
  17269. return geometry;
  17270. }
  17271. return new this.constructor().copy( this );
  17272. */
  17273. return new Geometry().copy(this);
  17274. },
  17275. copy: function copy(source) {
  17276. // reset
  17277. this.vertices = [];
  17278. this.colors = [];
  17279. this.faces = [];
  17280. this.faceVertexUvs = [[]];
  17281. this.morphTargets = [];
  17282. this.morphNormals = [];
  17283. this.skinWeights = [];
  17284. this.skinIndices = [];
  17285. this.lineDistances = [];
  17286. this.boundingBox = null;
  17287. this.boundingSphere = null; // name
  17288. this.name = source.name; // vertices
  17289. var vertices = source.vertices;
  17290. for (var i = 0, il = vertices.length; i < il; i++) {
  17291. this.vertices.push(vertices[i].clone());
  17292. } // colors
  17293. var colors = source.colors;
  17294. for (var _i13 = 0, _il7 = colors.length; _i13 < _il7; _i13++) {
  17295. this.colors.push(colors[_i13].clone());
  17296. } // faces
  17297. var faces = source.faces;
  17298. for (var _i14 = 0, _il8 = faces.length; _i14 < _il8; _i14++) {
  17299. this.faces.push(faces[_i14].clone());
  17300. } // face vertex uvs
  17301. for (var _i15 = 0, _il9 = source.faceVertexUvs.length; _i15 < _il9; _i15++) {
  17302. var faceVertexUvs = source.faceVertexUvs[_i15];
  17303. if (this.faceVertexUvs[_i15] === undefined) {
  17304. this.faceVertexUvs[_i15] = [];
  17305. }
  17306. for (var j = 0, jl = faceVertexUvs.length; j < jl; j++) {
  17307. var uvs = faceVertexUvs[j],
  17308. uvsCopy = [];
  17309. for (var k = 0, kl = uvs.length; k < kl; k++) {
  17310. var uv = uvs[k];
  17311. uvsCopy.push(uv.clone());
  17312. }
  17313. this.faceVertexUvs[_i15].push(uvsCopy);
  17314. }
  17315. } // morph targets
  17316. var morphTargets = source.morphTargets;
  17317. for (var _i16 = 0, _il10 = morphTargets.length; _i16 < _il10; _i16++) {
  17318. var morphTarget = {};
  17319. morphTarget.name = morphTargets[_i16].name; // vertices
  17320. if (morphTargets[_i16].vertices !== undefined) {
  17321. morphTarget.vertices = [];
  17322. for (var _j3 = 0, _jl3 = morphTargets[_i16].vertices.length; _j3 < _jl3; _j3++) {
  17323. morphTarget.vertices.push(morphTargets[_i16].vertices[_j3].clone());
  17324. }
  17325. } // normals
  17326. if (morphTargets[_i16].normals !== undefined) {
  17327. morphTarget.normals = [];
  17328. for (var _j4 = 0, _jl4 = morphTargets[_i16].normals.length; _j4 < _jl4; _j4++) {
  17329. morphTarget.normals.push(morphTargets[_i16].normals[_j4].clone());
  17330. }
  17331. }
  17332. this.morphTargets.push(morphTarget);
  17333. } // morph normals
  17334. var morphNormals = source.morphNormals;
  17335. for (var _i17 = 0, _il11 = morphNormals.length; _i17 < _il11; _i17++) {
  17336. var morphNormal = {}; // vertex normals
  17337. if (morphNormals[_i17].vertexNormals !== undefined) {
  17338. morphNormal.vertexNormals = [];
  17339. for (var _j5 = 0, _jl5 = morphNormals[_i17].vertexNormals.length; _j5 < _jl5; _j5++) {
  17340. var srcVertexNormal = morphNormals[_i17].vertexNormals[_j5];
  17341. var destVertexNormal = {};
  17342. destVertexNormal.a = srcVertexNormal.a.clone();
  17343. destVertexNormal.b = srcVertexNormal.b.clone();
  17344. destVertexNormal.c = srcVertexNormal.c.clone();
  17345. morphNormal.vertexNormals.push(destVertexNormal);
  17346. }
  17347. } // face normals
  17348. if (morphNormals[_i17].faceNormals !== undefined) {
  17349. morphNormal.faceNormals = [];
  17350. for (var _j6 = 0, _jl6 = morphNormals[_i17].faceNormals.length; _j6 < _jl6; _j6++) {
  17351. morphNormal.faceNormals.push(morphNormals[_i17].faceNormals[_j6].clone());
  17352. }
  17353. }
  17354. this.morphNormals.push(morphNormal);
  17355. } // skin weights
  17356. var skinWeights = source.skinWeights;
  17357. for (var _i18 = 0, _il12 = skinWeights.length; _i18 < _il12; _i18++) {
  17358. this.skinWeights.push(skinWeights[_i18].clone());
  17359. } // skin indices
  17360. var skinIndices = source.skinIndices;
  17361. for (var _i19 = 0, _il13 = skinIndices.length; _i19 < _il13; _i19++) {
  17362. this.skinIndices.push(skinIndices[_i19].clone());
  17363. } // line distances
  17364. var lineDistances = source.lineDistances;
  17365. for (var _i20 = 0, _il14 = lineDistances.length; _i20 < _il14; _i20++) {
  17366. this.lineDistances.push(lineDistances[_i20]);
  17367. } // bounding box
  17368. var boundingBox = source.boundingBox;
  17369. if (boundingBox !== null) {
  17370. this.boundingBox = boundingBox.clone();
  17371. } // bounding sphere
  17372. var boundingSphere = source.boundingSphere;
  17373. if (boundingSphere !== null) {
  17374. this.boundingSphere = boundingSphere.clone();
  17375. } // update flags
  17376. this.elementsNeedUpdate = source.elementsNeedUpdate;
  17377. this.verticesNeedUpdate = source.verticesNeedUpdate;
  17378. this.uvsNeedUpdate = source.uvsNeedUpdate;
  17379. this.normalsNeedUpdate = source.normalsNeedUpdate;
  17380. this.colorsNeedUpdate = source.colorsNeedUpdate;
  17381. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  17382. this.groupsNeedUpdate = source.groupsNeedUpdate;
  17383. return this;
  17384. },
  17385. dispose: function dispose() {
  17386. this.dispatchEvent({
  17387. type: 'dispose'
  17388. });
  17389. }
  17390. });
  17391. var BoxGeometry = /*#__PURE__*/function (_Geometry) {
  17392. _inheritsLoose(BoxGeometry, _Geometry);
  17393. function BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) {
  17394. var _this;
  17395. _this = _Geometry.call(this) || this;
  17396. _this.type = 'BoxGeometry';
  17397. _this.parameters = {
  17398. width: width,
  17399. height: height,
  17400. depth: depth,
  17401. widthSegments: widthSegments,
  17402. heightSegments: heightSegments,
  17403. depthSegments: depthSegments
  17404. };
  17405. _this.fromBufferGeometry(new BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments));
  17406. _this.mergeVertices();
  17407. return _this;
  17408. }
  17409. return BoxGeometry;
  17410. }(Geometry);
  17411. var CircleBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  17412. _inheritsLoose(CircleBufferGeometry, _BufferGeometry);
  17413. function CircleBufferGeometry(radius, segments, thetaStart, thetaLength) {
  17414. var _this;
  17415. if (radius === void 0) {
  17416. radius = 1;
  17417. }
  17418. if (segments === void 0) {
  17419. segments = 8;
  17420. }
  17421. if (thetaStart === void 0) {
  17422. thetaStart = 0;
  17423. }
  17424. if (thetaLength === void 0) {
  17425. thetaLength = Math.PI * 2;
  17426. }
  17427. _this = _BufferGeometry.call(this) || this;
  17428. _this.type = 'CircleBufferGeometry';
  17429. _this.parameters = {
  17430. radius: radius,
  17431. segments: segments,
  17432. thetaStart: thetaStart,
  17433. thetaLength: thetaLength
  17434. };
  17435. segments = Math.max(3, segments); // buffers
  17436. var indices = [];
  17437. var vertices = [];
  17438. var normals = [];
  17439. var uvs = []; // helper variables
  17440. var vertex = new Vector3();
  17441. var uv = new Vector2(); // center point
  17442. vertices.push(0, 0, 0);
  17443. normals.push(0, 0, 1);
  17444. uvs.push(0.5, 0.5);
  17445. for (var s = 0, i = 3; s <= segments; s++, i += 3) {
  17446. var segment = thetaStart + s / segments * thetaLength; // vertex
  17447. vertex.x = radius * Math.cos(segment);
  17448. vertex.y = radius * Math.sin(segment);
  17449. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17450. normals.push(0, 0, 1); // uvs
  17451. uv.x = (vertices[i] / radius + 1) / 2;
  17452. uv.y = (vertices[i + 1] / radius + 1) / 2;
  17453. uvs.push(uv.x, uv.y);
  17454. } // indices
  17455. for (var _i = 1; _i <= segments; _i++) {
  17456. indices.push(_i, _i + 1, 0);
  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. return _this;
  17463. }
  17464. return CircleBufferGeometry;
  17465. }(BufferGeometry);
  17466. var CircleGeometry = /*#__PURE__*/function (_Geometry) {
  17467. _inheritsLoose(CircleGeometry, _Geometry);
  17468. function CircleGeometry(radius, segments, thetaStart, thetaLength) {
  17469. var _this;
  17470. _this = _Geometry.call(this) || this;
  17471. _this.type = 'CircleGeometry';
  17472. _this.parameters = {
  17473. radius: radius,
  17474. segments: segments,
  17475. thetaStart: thetaStart,
  17476. thetaLength: thetaLength
  17477. };
  17478. _this.fromBufferGeometry(new CircleBufferGeometry(radius, segments, thetaStart, thetaLength));
  17479. _this.mergeVertices();
  17480. return _this;
  17481. }
  17482. return CircleGeometry;
  17483. }(Geometry);
  17484. var CylinderBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  17485. _inheritsLoose(CylinderBufferGeometry, _BufferGeometry);
  17486. function CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
  17487. var _this;
  17488. if (radiusTop === void 0) {
  17489. radiusTop = 1;
  17490. }
  17491. if (radiusBottom === void 0) {
  17492. radiusBottom = 1;
  17493. }
  17494. if (height === void 0) {
  17495. height = 1;
  17496. }
  17497. if (radialSegments === void 0) {
  17498. radialSegments = 8;
  17499. }
  17500. if (heightSegments === void 0) {
  17501. heightSegments = 1;
  17502. }
  17503. if (openEnded === void 0) {
  17504. openEnded = false;
  17505. }
  17506. if (thetaStart === void 0) {
  17507. thetaStart = 0;
  17508. }
  17509. if (thetaLength === void 0) {
  17510. thetaLength = Math.PI * 2;
  17511. }
  17512. _this = _BufferGeometry.call(this) || this;
  17513. _this.type = 'CylinderBufferGeometry';
  17514. _this.parameters = {
  17515. radiusTop: radiusTop,
  17516. radiusBottom: radiusBottom,
  17517. height: height,
  17518. radialSegments: radialSegments,
  17519. heightSegments: heightSegments,
  17520. openEnded: openEnded,
  17521. thetaStart: thetaStart,
  17522. thetaLength: thetaLength
  17523. };
  17524. var scope = _assertThisInitialized(_this);
  17525. radialSegments = Math.floor(radialSegments);
  17526. heightSegments = Math.floor(heightSegments); // buffers
  17527. var indices = [];
  17528. var vertices = [];
  17529. var normals = [];
  17530. var uvs = []; // helper variables
  17531. var index = 0;
  17532. var indexArray = [];
  17533. var halfHeight = height / 2;
  17534. var groupStart = 0; // generate geometry
  17535. generateTorso();
  17536. if (openEnded === false) {
  17537. if (radiusTop > 0) generateCap(true);
  17538. if (radiusBottom > 0) generateCap(false);
  17539. } // build geometry
  17540. _this.setIndex(indices);
  17541. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17542. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  17543. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  17544. function generateTorso() {
  17545. var normal = new Vector3();
  17546. var vertex = new Vector3();
  17547. var groupCount = 0; // this will be used to calculate the normal
  17548. var slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
  17549. for (var y = 0; y <= heightSegments; y++) {
  17550. var indexRow = [];
  17551. var v = y / heightSegments; // calculate the radius of the current row
  17552. var radius = v * (radiusBottom - radiusTop) + radiusTop;
  17553. for (var x = 0; x <= radialSegments; x++) {
  17554. var u = x / radialSegments;
  17555. var theta = u * thetaLength + thetaStart;
  17556. var sinTheta = Math.sin(theta);
  17557. var cosTheta = Math.cos(theta); // vertex
  17558. vertex.x = radius * sinTheta;
  17559. vertex.y = -v * height + halfHeight;
  17560. vertex.z = radius * cosTheta;
  17561. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17562. normal.set(sinTheta, slope, cosTheta).normalize();
  17563. normals.push(normal.x, normal.y, normal.z); // uv
  17564. uvs.push(u, 1 - v); // save index of vertex in respective row
  17565. indexRow.push(index++);
  17566. } // now save vertices of the row in our index array
  17567. indexArray.push(indexRow);
  17568. } // generate indices
  17569. for (var _x = 0; _x < radialSegments; _x++) {
  17570. for (var _y = 0; _y < heightSegments; _y++) {
  17571. // we use the index array to access the correct indices
  17572. var a = indexArray[_y][_x];
  17573. var b = indexArray[_y + 1][_x];
  17574. var c = indexArray[_y + 1][_x + 1];
  17575. var d = indexArray[_y][_x + 1]; // faces
  17576. indices.push(a, b, d);
  17577. indices.push(b, c, d); // update group counter
  17578. groupCount += 6;
  17579. }
  17580. } // add a group to the geometry. this will ensure multi material support
  17581. scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
  17582. groupStart += groupCount;
  17583. }
  17584. function generateCap(top) {
  17585. // save the index of the first center vertex
  17586. var centerIndexStart = index;
  17587. var uv = new Vector2();
  17588. var vertex = new Vector3();
  17589. var groupCount = 0;
  17590. var radius = top === true ? radiusTop : radiusBottom;
  17591. var sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.
  17592. // because the geometry needs one set of uvs per face,
  17593. // we must generate a center vertex per face/segment
  17594. for (var x = 1; x <= radialSegments; x++) {
  17595. // vertex
  17596. vertices.push(0, halfHeight * sign, 0); // normal
  17597. normals.push(0, sign, 0); // uv
  17598. uvs.push(0.5, 0.5); // increase index
  17599. index++;
  17600. } // save the index of the last center vertex
  17601. var centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
  17602. for (var _x2 = 0; _x2 <= radialSegments; _x2++) {
  17603. var u = _x2 / radialSegments;
  17604. var theta = u * thetaLength + thetaStart;
  17605. var cosTheta = Math.cos(theta);
  17606. var sinTheta = Math.sin(theta); // vertex
  17607. vertex.x = radius * sinTheta;
  17608. vertex.y = halfHeight * sign;
  17609. vertex.z = radius * cosTheta;
  17610. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17611. normals.push(0, sign, 0); // uv
  17612. uv.x = cosTheta * 0.5 + 0.5;
  17613. uv.y = sinTheta * 0.5 * sign + 0.5;
  17614. uvs.push(uv.x, uv.y); // increase index
  17615. index++;
  17616. } // generate indices
  17617. for (var _x3 = 0; _x3 < radialSegments; _x3++) {
  17618. var c = centerIndexStart + _x3;
  17619. var i = centerIndexEnd + _x3;
  17620. if (top === true) {
  17621. // face top
  17622. indices.push(i, i + 1, c);
  17623. } else {
  17624. // face bottom
  17625. indices.push(i + 1, i, c);
  17626. }
  17627. groupCount += 3;
  17628. } // add a group to the geometry. this will ensure multi material support
  17629. scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups
  17630. groupStart += groupCount;
  17631. }
  17632. return _this;
  17633. }
  17634. return CylinderBufferGeometry;
  17635. }(BufferGeometry);
  17636. var CylinderGeometry = /*#__PURE__*/function (_Geometry) {
  17637. _inheritsLoose(CylinderGeometry, _Geometry);
  17638. function CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
  17639. var _this;
  17640. _this = _Geometry.call(this) || this;
  17641. _this.type = 'CylinderGeometry';
  17642. _this.parameters = {
  17643. radiusTop: radiusTop,
  17644. radiusBottom: radiusBottom,
  17645. height: height,
  17646. radialSegments: radialSegments,
  17647. heightSegments: heightSegments,
  17648. openEnded: openEnded,
  17649. thetaStart: thetaStart,
  17650. thetaLength: thetaLength
  17651. };
  17652. _this.fromBufferGeometry(new CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength));
  17653. _this.mergeVertices();
  17654. return _this;
  17655. }
  17656. return CylinderGeometry;
  17657. }(Geometry);
  17658. var ConeGeometry = /*#__PURE__*/function (_CylinderGeometry) {
  17659. _inheritsLoose(ConeGeometry, _CylinderGeometry);
  17660. function ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
  17661. var _this;
  17662. _this = _CylinderGeometry.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) || this;
  17663. _this.type = 'ConeGeometry';
  17664. _this.parameters = {
  17665. radius: radius,
  17666. height: height,
  17667. radialSegments: radialSegments,
  17668. heightSegments: heightSegments,
  17669. openEnded: openEnded,
  17670. thetaStart: thetaStart,
  17671. thetaLength: thetaLength
  17672. };
  17673. return _this;
  17674. }
  17675. return ConeGeometry;
  17676. }(CylinderGeometry);
  17677. var ConeBufferGeometry = /*#__PURE__*/function (_CylinderBufferGeomet) {
  17678. _inheritsLoose(ConeBufferGeometry, _CylinderBufferGeomet);
  17679. function ConeBufferGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
  17680. var _this;
  17681. if (radius === void 0) {
  17682. radius = 1;
  17683. }
  17684. if (height === void 0) {
  17685. height = 1;
  17686. }
  17687. if (radialSegments === void 0) {
  17688. radialSegments = 8;
  17689. }
  17690. if (heightSegments === void 0) {
  17691. heightSegments = 1;
  17692. }
  17693. if (openEnded === void 0) {
  17694. openEnded = false;
  17695. }
  17696. if (thetaStart === void 0) {
  17697. thetaStart = 0;
  17698. }
  17699. if (thetaLength === void 0) {
  17700. thetaLength = Math.PI * 2;
  17701. }
  17702. _this = _CylinderBufferGeomet.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) || this;
  17703. _this.type = 'ConeBufferGeometry';
  17704. _this.parameters = {
  17705. radius: radius,
  17706. height: height,
  17707. radialSegments: radialSegments,
  17708. heightSegments: heightSegments,
  17709. openEnded: openEnded,
  17710. thetaStart: thetaStart,
  17711. thetaLength: thetaLength
  17712. };
  17713. return _this;
  17714. }
  17715. return ConeBufferGeometry;
  17716. }(CylinderBufferGeometry);
  17717. var PolyhedronBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  17718. _inheritsLoose(PolyhedronBufferGeometry, _BufferGeometry);
  17719. function PolyhedronBufferGeometry(vertices, indices, radius, detail) {
  17720. var _this;
  17721. if (radius === void 0) {
  17722. radius = 1;
  17723. }
  17724. if (detail === void 0) {
  17725. detail = 0;
  17726. }
  17727. _this = _BufferGeometry.call(this) || this;
  17728. _this.type = 'PolyhedronBufferGeometry';
  17729. _this.parameters = {
  17730. vertices: vertices,
  17731. indices: indices,
  17732. radius: radius,
  17733. detail: detail
  17734. }; // default buffer data
  17735. var vertexBuffer = [];
  17736. var uvBuffer = []; // the subdivision creates the vertex buffer data
  17737. subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
  17738. applyRadius(radius); // finally, create the uv data
  17739. generateUVs(); // build non-indexed geometry
  17740. _this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
  17741. _this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
  17742. _this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
  17743. if (detail === 0) {
  17744. _this.computeVertexNormals(); // flat normals
  17745. } else {
  17746. _this.normalizeNormals(); // smooth normals
  17747. } // helper functions
  17748. function subdivide(detail) {
  17749. var a = new Vector3();
  17750. var b = new Vector3();
  17751. var c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
  17752. for (var i = 0; i < indices.length; i += 3) {
  17753. // get the vertices of the face
  17754. getVertexByIndex(indices[i + 0], a);
  17755. getVertexByIndex(indices[i + 1], b);
  17756. getVertexByIndex(indices[i + 2], c); // perform subdivision
  17757. subdivideFace(a, b, c, detail);
  17758. }
  17759. }
  17760. function subdivideFace(a, b, c, detail) {
  17761. var cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
  17762. var v = []; // construct all of the vertices for this subdivision
  17763. for (var i = 0; i <= cols; i++) {
  17764. v[i] = [];
  17765. var aj = a.clone().lerp(c, i / cols);
  17766. var bj = b.clone().lerp(c, i / cols);
  17767. var rows = cols - i;
  17768. for (var j = 0; j <= rows; j++) {
  17769. if (j === 0 && i === cols) {
  17770. v[i][j] = aj;
  17771. } else {
  17772. v[i][j] = aj.clone().lerp(bj, j / rows);
  17773. }
  17774. }
  17775. } // construct all of the faces
  17776. for (var _i = 0; _i < cols; _i++) {
  17777. for (var _j = 0; _j < 2 * (cols - _i) - 1; _j++) {
  17778. var k = Math.floor(_j / 2);
  17779. if (_j % 2 === 0) {
  17780. pushVertex(v[_i][k + 1]);
  17781. pushVertex(v[_i + 1][k]);
  17782. pushVertex(v[_i][k]);
  17783. } else {
  17784. pushVertex(v[_i][k + 1]);
  17785. pushVertex(v[_i + 1][k + 1]);
  17786. pushVertex(v[_i + 1][k]);
  17787. }
  17788. }
  17789. }
  17790. }
  17791. function applyRadius(radius) {
  17792. var vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
  17793. for (var i = 0; i < vertexBuffer.length; i += 3) {
  17794. vertex.x = vertexBuffer[i + 0];
  17795. vertex.y = vertexBuffer[i + 1];
  17796. vertex.z = vertexBuffer[i + 2];
  17797. vertex.normalize().multiplyScalar(radius);
  17798. vertexBuffer[i + 0] = vertex.x;
  17799. vertexBuffer[i + 1] = vertex.y;
  17800. vertexBuffer[i + 2] = vertex.z;
  17801. }
  17802. }
  17803. function generateUVs() {
  17804. var vertex = new Vector3();
  17805. for (var i = 0; i < vertexBuffer.length; i += 3) {
  17806. vertex.x = vertexBuffer[i + 0];
  17807. vertex.y = vertexBuffer[i + 1];
  17808. vertex.z = vertexBuffer[i + 2];
  17809. var u = azimuth(vertex) / 2 / Math.PI + 0.5;
  17810. var v = inclination(vertex) / Math.PI + 0.5;
  17811. uvBuffer.push(u, 1 - v);
  17812. }
  17813. correctUVs();
  17814. correctSeam();
  17815. }
  17816. function correctSeam() {
  17817. // handle case when face straddles the seam, see #3269
  17818. for (var i = 0; i < uvBuffer.length; i += 6) {
  17819. // uv data of a single face
  17820. var x0 = uvBuffer[i + 0];
  17821. var x1 = uvBuffer[i + 2];
  17822. var x2 = uvBuffer[i + 4];
  17823. var max = Math.max(x0, x1, x2);
  17824. var min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary
  17825. if (max > 0.9 && min < 0.1) {
  17826. if (x0 < 0.2) uvBuffer[i + 0] += 1;
  17827. if (x1 < 0.2) uvBuffer[i + 2] += 1;
  17828. if (x2 < 0.2) uvBuffer[i + 4] += 1;
  17829. }
  17830. }
  17831. }
  17832. function pushVertex(vertex) {
  17833. vertexBuffer.push(vertex.x, vertex.y, vertex.z);
  17834. }
  17835. function getVertexByIndex(index, vertex) {
  17836. var stride = index * 3;
  17837. vertex.x = vertices[stride + 0];
  17838. vertex.y = vertices[stride + 1];
  17839. vertex.z = vertices[stride + 2];
  17840. }
  17841. function correctUVs() {
  17842. var a = new Vector3();
  17843. var b = new Vector3();
  17844. var c = new Vector3();
  17845. var centroid = new Vector3();
  17846. var uvA = new Vector2();
  17847. var uvB = new Vector2();
  17848. var uvC = new Vector2();
  17849. for (var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
  17850. a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
  17851. b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
  17852. c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
  17853. uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
  17854. uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
  17855. uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
  17856. centroid.copy(a).add(b).add(c).divideScalar(3);
  17857. var azi = azimuth(centroid);
  17858. correctUV(uvA, j + 0, a, azi);
  17859. correctUV(uvB, j + 2, b, azi);
  17860. correctUV(uvC, j + 4, c, azi);
  17861. }
  17862. }
  17863. function correctUV(uv, stride, vector, azimuth) {
  17864. if (azimuth < 0 && uv.x === 1) {
  17865. uvBuffer[stride] = uv.x - 1;
  17866. }
  17867. if (vector.x === 0 && vector.z === 0) {
  17868. uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
  17869. }
  17870. } // Angle around the Y axis, counter-clockwise when looking from above.
  17871. function azimuth(vector) {
  17872. return Math.atan2(vector.z, -vector.x);
  17873. } // Angle above the XZ plane.
  17874. function inclination(vector) {
  17875. return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
  17876. }
  17877. return _this;
  17878. }
  17879. return PolyhedronBufferGeometry;
  17880. }(BufferGeometry);
  17881. var DodecahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom) {
  17882. _inheritsLoose(DodecahedronBufferGeometry, _PolyhedronBufferGeom);
  17883. function DodecahedronBufferGeometry(radius, detail) {
  17884. var _this;
  17885. if (radius === void 0) {
  17886. radius = 1;
  17887. }
  17888. if (detail === void 0) {
  17889. detail = 0;
  17890. }
  17891. var t = (1 + Math.sqrt(5)) / 2;
  17892. var r = 1 / t;
  17893. var vertices = [// (±1, ±1, ±1)
  17894. -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, ±1/φ, ±φ)
  17895. 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)
  17896. -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)
  17897. -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
  17898. var indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9];
  17899. _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this;
  17900. _this.type = 'DodecahedronBufferGeometry';
  17901. _this.parameters = {
  17902. radius: radius,
  17903. detail: detail
  17904. };
  17905. return _this;
  17906. }
  17907. return DodecahedronBufferGeometry;
  17908. }(PolyhedronBufferGeometry);
  17909. var DodecahedronGeometry = /*#__PURE__*/function (_Geometry) {
  17910. _inheritsLoose(DodecahedronGeometry, _Geometry);
  17911. function DodecahedronGeometry(radius, detail) {
  17912. var _this;
  17913. _this = _Geometry.call(this) || this;
  17914. _this.type = 'DodecahedronGeometry';
  17915. _this.parameters = {
  17916. radius: radius,
  17917. detail: detail
  17918. };
  17919. _this.fromBufferGeometry(new DodecahedronBufferGeometry(radius, detail));
  17920. _this.mergeVertices();
  17921. return _this;
  17922. }
  17923. return DodecahedronGeometry;
  17924. }(Geometry);
  17925. var _v0$2 = new Vector3();
  17926. var _v1$5 = new Vector3();
  17927. var _normal$1 = new Vector3();
  17928. var _triangle = new Triangle();
  17929. var EdgesGeometry = /*#__PURE__*/function (_BufferGeometry) {
  17930. _inheritsLoose(EdgesGeometry, _BufferGeometry);
  17931. function EdgesGeometry(geometry, thresholdAngle) {
  17932. var _this;
  17933. _this = _BufferGeometry.call(this) || this;
  17934. _this.type = 'EdgesGeometry';
  17935. _this.parameters = {
  17936. thresholdAngle: thresholdAngle
  17937. };
  17938. thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
  17939. if (geometry.isGeometry) {
  17940. geometry = new BufferGeometry().fromGeometry(geometry);
  17941. }
  17942. var precisionPoints = 4;
  17943. var precision = Math.pow(10, precisionPoints);
  17944. var thresholdDot = Math.cos(MathUtils.DEG2RAD * thresholdAngle);
  17945. var indexAttr = geometry.getIndex();
  17946. var positionAttr = geometry.getAttribute('position');
  17947. var indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  17948. var indexArr = [0, 0, 0];
  17949. var vertKeys = ['a', 'b', 'c'];
  17950. var hashes = new Array(3);
  17951. var edgeData = {};
  17952. var vertices = [];
  17953. for (var i = 0; i < indexCount; i += 3) {
  17954. if (indexAttr) {
  17955. indexArr[0] = indexAttr.getX(i);
  17956. indexArr[1] = indexAttr.getX(i + 1);
  17957. indexArr[2] = indexAttr.getX(i + 2);
  17958. } else {
  17959. indexArr[0] = i;
  17960. indexArr[1] = i + 1;
  17961. indexArr[2] = i + 2;
  17962. }
  17963. var a = _triangle.a,
  17964. b = _triangle.b,
  17965. c = _triangle.c;
  17966. a.fromBufferAttribute(positionAttr, indexArr[0]);
  17967. b.fromBufferAttribute(positionAttr, indexArr[1]);
  17968. c.fromBufferAttribute(positionAttr, indexArr[2]);
  17969. _triangle.getNormal(_normal$1); // create hashes for the edge from the vertices
  17970. hashes[0] = Math.round(a.x * precision) + "," + Math.round(a.y * precision) + "," + Math.round(a.z * precision);
  17971. hashes[1] = Math.round(b.x * precision) + "," + Math.round(b.y * precision) + "," + Math.round(b.z * precision);
  17972. hashes[2] = Math.round(c.x * precision) + "," + Math.round(c.y * precision) + "," + Math.round(c.z * precision); // skip degenerate triangles
  17973. if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
  17974. continue;
  17975. } // iterate over every edge
  17976. for (var j = 0; j < 3; j++) {
  17977. // get the first and next vertex making up the edge
  17978. var jNext = (j + 1) % 3;
  17979. var vecHash0 = hashes[j];
  17980. var vecHash1 = hashes[jNext];
  17981. var v0 = _triangle[vertKeys[j]];
  17982. var v1 = _triangle[vertKeys[jNext]];
  17983. var hash = vecHash0 + "_" + vecHash1;
  17984. var reverseHash = vecHash1 + "_" + vecHash0;
  17985. if (reverseHash in edgeData && edgeData[reverseHash]) {
  17986. // if we found a sibling edge add it into the vertex array if
  17987. // it meets the angle threshold and delete the edge from the map.
  17988. if (_normal$1.dot(edgeData[reverseHash].normal) <= thresholdDot) {
  17989. vertices.push(v0.x, v0.y, v0.z);
  17990. vertices.push(v1.x, v1.y, v1.z);
  17991. }
  17992. edgeData[reverseHash] = null;
  17993. } else if (!(hash in edgeData)) {
  17994. // if we've already got an edge here then skip adding a new one
  17995. edgeData[hash] = {
  17996. index0: indexArr[j],
  17997. index1: indexArr[jNext],
  17998. normal: _normal$1.clone()
  17999. };
  18000. }
  18001. }
  18002. } // iterate over all remaining, unmatched edges and add them to the vertex array
  18003. for (var key in edgeData) {
  18004. if (edgeData[key]) {
  18005. var _edgeData$key = edgeData[key],
  18006. index0 = _edgeData$key.index0,
  18007. index1 = _edgeData$key.index1;
  18008. _v0$2.fromBufferAttribute(positionAttr, index0);
  18009. _v1$5.fromBufferAttribute(positionAttr, index1);
  18010. vertices.push(_v0$2.x, _v0$2.y, _v0$2.z);
  18011. vertices.push(_v1$5.x, _v1$5.y, _v1$5.z);
  18012. }
  18013. }
  18014. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18015. return _this;
  18016. }
  18017. return EdgesGeometry;
  18018. }(BufferGeometry);
  18019. /**
  18020. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18021. */
  18022. var Earcut = {
  18023. triangulate: function triangulate(data, holeIndices, dim) {
  18024. dim = dim || 2;
  18025. var hasHoles = holeIndices && holeIndices.length;
  18026. var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  18027. var outerNode = linkedList(data, 0, outerLen, dim, true);
  18028. var triangles = [];
  18029. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  18030. var minX, minY, maxX, maxY, x, y, invSize;
  18031. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18032. if (data.length > 80 * dim) {
  18033. minX = maxX = data[0];
  18034. minY = maxY = data[1];
  18035. for (var i = dim; i < outerLen; i += dim) {
  18036. x = data[i];
  18037. y = data[i + 1];
  18038. if (x < minX) minX = x;
  18039. if (y < minY) minY = y;
  18040. if (x > maxX) maxX = x;
  18041. if (y > maxY) maxY = y;
  18042. } // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18043. invSize = Math.max(maxX - minX, maxY - minY);
  18044. invSize = invSize !== 0 ? 1 / invSize : 0;
  18045. }
  18046. earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
  18047. return triangles;
  18048. }
  18049. }; // create a circular doubly linked list from polygon points in the specified winding order
  18050. function linkedList(data, start, end, dim, clockwise) {
  18051. var i, last;
  18052. if (clockwise === signedArea(data, start, end, dim) > 0) {
  18053. for (i = start; i < end; i += dim) {
  18054. last = insertNode(i, data[i], data[i + 1], last);
  18055. }
  18056. } else {
  18057. for (i = end - dim; i >= start; i -= dim) {
  18058. last = insertNode(i, data[i], data[i + 1], last);
  18059. }
  18060. }
  18061. if (last && equals(last, last.next)) {
  18062. removeNode(last);
  18063. last = last.next;
  18064. }
  18065. return last;
  18066. } // eliminate colinear or duplicate points
  18067. function filterPoints(start, end) {
  18068. if (!start) return start;
  18069. if (!end) end = start;
  18070. var p = start,
  18071. again;
  18072. do {
  18073. again = false;
  18074. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  18075. removeNode(p);
  18076. p = end = p.prev;
  18077. if (p === p.next) break;
  18078. again = true;
  18079. } else {
  18080. p = p.next;
  18081. }
  18082. } while (again || p !== end);
  18083. return end;
  18084. } // main ear slicing loop which triangulates a polygon (given as a linked list)
  18085. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  18086. if (!ear) return; // interlink polygon nodes in z-order
  18087. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  18088. var stop = ear,
  18089. prev,
  18090. next; // iterate through ears, slicing them one by one
  18091. while (ear.prev !== ear.next) {
  18092. prev = ear.prev;
  18093. next = ear.next;
  18094. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  18095. // cut off the triangle
  18096. triangles.push(prev.i / dim);
  18097. triangles.push(ear.i / dim);
  18098. triangles.push(next.i / dim);
  18099. removeNode(ear); // skipping the next vertex leads to less sliver triangles
  18100. ear = next.next;
  18101. stop = next.next;
  18102. continue;
  18103. }
  18104. ear = next; // if we looped through the whole remaining polygon and can't find any more ears
  18105. if (ear === stop) {
  18106. // try filtering points and slicing again
  18107. if (!pass) {
  18108. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
  18109. } else if (pass === 1) {
  18110. ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
  18111. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
  18112. } else if (pass === 2) {
  18113. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  18114. }
  18115. break;
  18116. }
  18117. }
  18118. } // check whether a polygon node forms a valid ear with adjacent nodes
  18119. function isEar(ear) {
  18120. var a = ear.prev,
  18121. b = ear,
  18122. c = ear.next;
  18123. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  18124. // now make sure we don't have other points inside the potential ear
  18125. var p = ear.next.next;
  18126. while (p !== ear.prev) {
  18127. if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  18128. p = p.next;
  18129. }
  18130. return true;
  18131. }
  18132. function isEarHashed(ear, minX, minY, invSize) {
  18133. var a = ear.prev,
  18134. b = ear,
  18135. c = ear.next;
  18136. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  18137. // triangle bbox; min & max are calculated like this for speed
  18138. var minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
  18139. minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,
  18140. maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,
  18141. maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox;
  18142. var minZ = zOrder(minTX, minTY, minX, minY, invSize),
  18143. maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
  18144. var p = ear.prevZ,
  18145. n = ear.nextZ; // look for points inside the triangle in both directions
  18146. while (p && p.z >= minZ && n && n.z <= maxZ) {
  18147. if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  18148. p = p.prevZ;
  18149. if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  18150. n = n.nextZ;
  18151. } // look for remaining points in decreasing z-order
  18152. while (p && p.z >= minZ) {
  18153. if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  18154. p = p.prevZ;
  18155. } // look for remaining points in increasing z-order
  18156. while (n && n.z <= maxZ) {
  18157. if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  18158. n = n.nextZ;
  18159. }
  18160. return true;
  18161. } // go through all polygon nodes and cure small local self-intersections
  18162. function cureLocalIntersections(start, triangles, dim) {
  18163. var p = start;
  18164. do {
  18165. var a = p.prev,
  18166. b = p.next.next;
  18167. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  18168. triangles.push(a.i / dim);
  18169. triangles.push(p.i / dim);
  18170. triangles.push(b.i / dim); // remove two nodes involved
  18171. removeNode(p);
  18172. removeNode(p.next);
  18173. p = start = b;
  18174. }
  18175. p = p.next;
  18176. } while (p !== start);
  18177. return filterPoints(p);
  18178. } // try splitting polygon into two and triangulate them independently
  18179. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  18180. // look for a valid diagonal that divides the polygon into two
  18181. var a = start;
  18182. do {
  18183. var b = a.next.next;
  18184. while (b !== a.prev) {
  18185. if (a.i !== b.i && isValidDiagonal(a, b)) {
  18186. // split the polygon in two by the diagonal
  18187. var c = splitPolygon(a, b); // filter colinear points around the cuts
  18188. a = filterPoints(a, a.next);
  18189. c = filterPoints(c, c.next); // run earcut on each half
  18190. earcutLinked(a, triangles, dim, minX, minY, invSize);
  18191. earcutLinked(c, triangles, dim, minX, minY, invSize);
  18192. return;
  18193. }
  18194. b = b.next;
  18195. }
  18196. a = a.next;
  18197. } while (a !== start);
  18198. } // link every hole into the outer loop, producing a single-ring polygon without holes
  18199. function eliminateHoles(data, holeIndices, outerNode, dim) {
  18200. var queue = [];
  18201. var i, len, start, end, list;
  18202. for (i = 0, len = holeIndices.length; i < len; i++) {
  18203. start = holeIndices[i] * dim;
  18204. end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  18205. list = linkedList(data, start, end, dim, false);
  18206. if (list === list.next) list.steiner = true;
  18207. queue.push(getLeftmost(list));
  18208. }
  18209. queue.sort(compareX); // process holes from left to right
  18210. for (i = 0; i < queue.length; i++) {
  18211. eliminateHole(queue[i], outerNode);
  18212. outerNode = filterPoints(outerNode, outerNode.next);
  18213. }
  18214. return outerNode;
  18215. }
  18216. function compareX(a, b) {
  18217. return a.x - b.x;
  18218. } // find a bridge between vertices that connects hole with an outer ring and and link it
  18219. function eliminateHole(hole, outerNode) {
  18220. outerNode = findHoleBridge(hole, outerNode);
  18221. if (outerNode) {
  18222. var b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
  18223. filterPoints(outerNode, outerNode.next);
  18224. filterPoints(b, b.next);
  18225. }
  18226. } // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18227. function findHoleBridge(hole, outerNode) {
  18228. var p = outerNode;
  18229. var hx = hole.x;
  18230. var hy = hole.y;
  18231. var qx = -Infinity,
  18232. m; // find a segment intersected by a ray from the hole's leftmost point to the left;
  18233. // segment's endpoint with lesser x will be potential connection point
  18234. do {
  18235. if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  18236. var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  18237. if (x <= hx && x > qx) {
  18238. qx = x;
  18239. if (x === hx) {
  18240. if (hy === p.y) return p;
  18241. if (hy === p.next.y) return p.next;
  18242. }
  18243. m = p.x < p.next.x ? p : p.next;
  18244. }
  18245. }
  18246. p = p.next;
  18247. } while (p !== outerNode);
  18248. if (!m) return null;
  18249. if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
  18250. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18251. // if there are no points found, we have a valid connection;
  18252. // otherwise choose the point of the minimum angle with the ray as connection point
  18253. var stop = m,
  18254. mx = m.x,
  18255. my = m.y;
  18256. var tanMin = Infinity,
  18257. tan;
  18258. p = m;
  18259. do {
  18260. if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  18261. tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  18262. if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
  18263. m = p;
  18264. tanMin = tan;
  18265. }
  18266. }
  18267. p = p.next;
  18268. } while (p !== stop);
  18269. return m;
  18270. } // whether sector in vertex m contains sector in vertex p in the same coordinates
  18271. function sectorContainsSector(m, p) {
  18272. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  18273. } // interlink polygon nodes in z-order
  18274. function indexCurve(start, minX, minY, invSize) {
  18275. var p = start;
  18276. do {
  18277. if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  18278. p.prevZ = p.prev;
  18279. p.nextZ = p.next;
  18280. p = p.next;
  18281. } while (p !== start);
  18282. p.prevZ.nextZ = null;
  18283. p.prevZ = null;
  18284. sortLinked(p);
  18285. } // Simon Tatham's linked list merge sort algorithm
  18286. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18287. function sortLinked(list) {
  18288. var i,
  18289. p,
  18290. q,
  18291. e,
  18292. tail,
  18293. numMerges,
  18294. pSize,
  18295. qSize,
  18296. inSize = 1;
  18297. do {
  18298. p = list;
  18299. list = null;
  18300. tail = null;
  18301. numMerges = 0;
  18302. while (p) {
  18303. numMerges++;
  18304. q = p;
  18305. pSize = 0;
  18306. for (i = 0; i < inSize; i++) {
  18307. pSize++;
  18308. q = q.nextZ;
  18309. if (!q) break;
  18310. }
  18311. qSize = inSize;
  18312. while (pSize > 0 || qSize > 0 && q) {
  18313. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  18314. e = p;
  18315. p = p.nextZ;
  18316. pSize--;
  18317. } else {
  18318. e = q;
  18319. q = q.nextZ;
  18320. qSize--;
  18321. }
  18322. if (tail) tail.nextZ = e;else list = e;
  18323. e.prevZ = tail;
  18324. tail = e;
  18325. }
  18326. p = q;
  18327. }
  18328. tail.nextZ = null;
  18329. inSize *= 2;
  18330. } while (numMerges > 1);
  18331. return list;
  18332. } // z-order of a point given coords and inverse of the longer side of data bbox
  18333. function zOrder(x, y, minX, minY, invSize) {
  18334. // coords are transformed into non-negative 15-bit integer range
  18335. x = 32767 * (x - minX) * invSize;
  18336. y = 32767 * (y - minY) * invSize;
  18337. x = (x | x << 8) & 0x00FF00FF;
  18338. x = (x | x << 4) & 0x0F0F0F0F;
  18339. x = (x | x << 2) & 0x33333333;
  18340. x = (x | x << 1) & 0x55555555;
  18341. y = (y | y << 8) & 0x00FF00FF;
  18342. y = (y | y << 4) & 0x0F0F0F0F;
  18343. y = (y | y << 2) & 0x33333333;
  18344. y = (y | y << 1) & 0x55555555;
  18345. return x | y << 1;
  18346. } // find the leftmost node of a polygon ring
  18347. function getLeftmost(start) {
  18348. var p = start,
  18349. leftmost = start;
  18350. do {
  18351. if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
  18352. p = p.next;
  18353. } while (p !== start);
  18354. return leftmost;
  18355. } // check if a point lies within a convex triangle
  18356. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  18357. return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
  18358. } // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18359. function isValidDiagonal(a, b) {
  18360. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges
  18361. locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible
  18362. area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  18363. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  18364. } // signed area of a triangle
  18365. function area(p, q, r) {
  18366. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  18367. } // check if two points are equal
  18368. function equals(p1, p2) {
  18369. return p1.x === p2.x && p1.y === p2.y;
  18370. } // check if two segments intersect
  18371. function intersects(p1, q1, p2, q2) {
  18372. var o1 = sign(area(p1, q1, p2));
  18373. var o2 = sign(area(p1, q1, q2));
  18374. var o3 = sign(area(p2, q2, p1));
  18375. var o4 = sign(area(p2, q2, q1));
  18376. if (o1 !== o2 && o3 !== o4) return true; // general case
  18377. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  18378. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  18379. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  18380. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  18381. return false;
  18382. } // for collinear points p, q, r, check if point q lies on segment pr
  18383. function onSegment(p, q, r) {
  18384. 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);
  18385. }
  18386. function sign(num) {
  18387. return num > 0 ? 1 : num < 0 ? -1 : 0;
  18388. } // check if a polygon diagonal intersects any polygon segments
  18389. function intersectsPolygon(a, b) {
  18390. var p = a;
  18391. do {
  18392. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true;
  18393. p = p.next;
  18394. } while (p !== a);
  18395. return false;
  18396. } // check if a polygon diagonal is locally inside the polygon
  18397. function locallyInside(a, b) {
  18398. return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  18399. } // check if the middle point of a polygon diagonal is inside the polygon
  18400. function middleInside(a, b) {
  18401. var p = a,
  18402. inside = false;
  18403. var px = (a.x + b.x) / 2,
  18404. py = (a.y + b.y) / 2;
  18405. do {
  18406. if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside;
  18407. p = p.next;
  18408. } while (p !== a);
  18409. return inside;
  18410. } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18411. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18412. function splitPolygon(a, b) {
  18413. var a2 = new Node(a.i, a.x, a.y),
  18414. b2 = new Node(b.i, b.x, b.y),
  18415. an = a.next,
  18416. bp = b.prev;
  18417. a.next = b;
  18418. b.prev = a;
  18419. a2.next = an;
  18420. an.prev = a2;
  18421. b2.next = a2;
  18422. a2.prev = b2;
  18423. bp.next = b2;
  18424. b2.prev = bp;
  18425. return b2;
  18426. } // create a node and optionally link it with previous one (in a circular doubly linked list)
  18427. function insertNode(i, x, y, last) {
  18428. var p = new Node(i, x, y);
  18429. if (!last) {
  18430. p.prev = p;
  18431. p.next = p;
  18432. } else {
  18433. p.next = last.next;
  18434. p.prev = last;
  18435. last.next.prev = p;
  18436. last.next = p;
  18437. }
  18438. return p;
  18439. }
  18440. function removeNode(p) {
  18441. p.next.prev = p.prev;
  18442. p.prev.next = p.next;
  18443. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  18444. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  18445. }
  18446. function Node(i, x, y) {
  18447. // vertex index in coordinates array
  18448. this.i = i; // vertex coordinates
  18449. this.x = x;
  18450. this.y = y; // previous and next vertex nodes in a polygon ring
  18451. this.prev = null;
  18452. this.next = null; // z-order curve value
  18453. this.z = null; // previous and next nodes in z-order
  18454. this.prevZ = null;
  18455. this.nextZ = null; // indicates whether this is a steiner point
  18456. this.steiner = false;
  18457. }
  18458. function signedArea(data, start, end, dim) {
  18459. var sum = 0;
  18460. for (var i = start, j = end - dim; i < end; i += dim) {
  18461. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  18462. j = i;
  18463. }
  18464. return sum;
  18465. }
  18466. var ShapeUtils = {
  18467. // calculate area of the contour polygon
  18468. area: function area(contour) {
  18469. var n = contour.length;
  18470. var a = 0.0;
  18471. for (var p = n - 1, q = 0; q < n; p = q++) {
  18472. a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
  18473. }
  18474. return a * 0.5;
  18475. },
  18476. isClockWise: function isClockWise(pts) {
  18477. return ShapeUtils.area(pts) < 0;
  18478. },
  18479. triangulateShape: function triangulateShape(contour, holes) {
  18480. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18481. var holeIndices = []; // array of hole indices
  18482. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18483. removeDupEndPts(contour);
  18484. addContour(vertices, contour); //
  18485. var holeIndex = contour.length;
  18486. holes.forEach(removeDupEndPts);
  18487. for (var i = 0; i < holes.length; i++) {
  18488. holeIndices.push(holeIndex);
  18489. holeIndex += holes[i].length;
  18490. addContour(vertices, holes[i]);
  18491. } //
  18492. var triangles = Earcut.triangulate(vertices, holeIndices); //
  18493. for (var _i = 0; _i < triangles.length; _i += 3) {
  18494. faces.push(triangles.slice(_i, _i + 3));
  18495. }
  18496. return faces;
  18497. }
  18498. };
  18499. function removeDupEndPts(points) {
  18500. var l = points.length;
  18501. if (l > 2 && points[l - 1].equals(points[0])) {
  18502. points.pop();
  18503. }
  18504. }
  18505. function addContour(vertices, contour) {
  18506. for (var i = 0; i < contour.length; i++) {
  18507. vertices.push(contour[i].x);
  18508. vertices.push(contour[i].y);
  18509. }
  18510. }
  18511. var ExtrudeBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18512. _inheritsLoose(ExtrudeBufferGeometry, _BufferGeometry);
  18513. function ExtrudeBufferGeometry(shapes, options) {
  18514. var _this;
  18515. _this = _BufferGeometry.call(this) || this;
  18516. _this.type = 'ExtrudeBufferGeometry';
  18517. _this.parameters = {
  18518. shapes: shapes,
  18519. options: options
  18520. };
  18521. shapes = Array.isArray(shapes) ? shapes : [shapes];
  18522. var scope = _assertThisInitialized(_this);
  18523. var verticesArray = [];
  18524. var uvArray = [];
  18525. for (var i = 0, l = shapes.length; i < l; i++) {
  18526. var shape = shapes[i];
  18527. addShape(shape);
  18528. } // build geometry
  18529. _this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
  18530. _this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
  18531. _this.computeVertexNormals(); // functions
  18532. function addShape(shape) {
  18533. var placeholder = []; // options
  18534. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18535. var steps = options.steps !== undefined ? options.steps : 1;
  18536. var depth = options.depth !== undefined ? options.depth : 100;
  18537. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18538. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18539. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18540. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18541. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18542. var extrudePath = options.extrudePath;
  18543. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options
  18544. if (options.amount !== undefined) {
  18545. console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
  18546. depth = options.amount;
  18547. } //
  18548. var extrudePts,
  18549. extrudeByPath = false;
  18550. var splineTube, binormal, normal, position2;
  18551. if (extrudePath) {
  18552. extrudePts = extrudePath.getSpacedPoints(steps);
  18553. extrudeByPath = true;
  18554. bevelEnabled = false; // bevels not supported for path extrusion
  18555. // SETUP TNB variables
  18556. // TODO1 - have a .isClosed in spline?
  18557. splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18558. binormal = new Vector3();
  18559. normal = new Vector3();
  18560. position2 = new Vector3();
  18561. } // Safeguards if bevels are not enabled
  18562. if (!bevelEnabled) {
  18563. bevelSegments = 0;
  18564. bevelThickness = 0;
  18565. bevelSize = 0;
  18566. bevelOffset = 0;
  18567. } // Variables initialization
  18568. var shapePoints = shape.extractPoints(curveSegments);
  18569. var vertices = shapePoints.shape;
  18570. var holes = shapePoints.holes;
  18571. var reverse = !ShapeUtils.isClockWise(vertices);
  18572. if (reverse) {
  18573. vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18574. for (var h = 0, hl = holes.length; h < hl; h++) {
  18575. var ahole = holes[h];
  18576. if (ShapeUtils.isClockWise(ahole)) {
  18577. holes[h] = ahole.reverse();
  18578. }
  18579. }
  18580. }
  18581. var faces = ShapeUtils.triangulateShape(vertices, holes);
  18582. /* Vertices */
  18583. var contour = vertices; // vertices has all points but contour has only points of circumference
  18584. for (var _h = 0, _hl = holes.length; _h < _hl; _h++) {
  18585. var _ahole = holes[_h];
  18586. vertices = vertices.concat(_ahole);
  18587. }
  18588. function scalePt2(pt, vec, size) {
  18589. if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
  18590. return vec.clone().multiplyScalar(size).add(pt);
  18591. }
  18592. var vlen = vertices.length,
  18593. flen = faces.length; // Find directions for point movement
  18594. function getBevelVec(inPt, inPrev, inNext) {
  18595. // computes for inPt the corresponding point inPt' on a new contour
  18596. // shifted by 1 unit (length of normalized vector) to the left
  18597. // if we walk along contour clockwise, this new contour is outside the old one
  18598. //
  18599. // inPt' is the intersection of the two lines parallel to the two
  18600. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18601. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18602. // good reading for geometry algorithms (here: line-line intersection)
  18603. // http://geomalgorithms.com/a05-_intersect-1.html
  18604. var v_prev_x = inPt.x - inPrev.x,
  18605. v_prev_y = inPt.y - inPrev.y;
  18606. var v_next_x = inNext.x - inPt.x,
  18607. v_next_y = inNext.y - inPt.y;
  18608. var v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
  18609. var collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
  18610. if (Math.abs(collinear0) > Number.EPSILON) {
  18611. // not collinear
  18612. // length of vectors for normalizing
  18613. var v_prev_len = Math.sqrt(v_prev_lensq);
  18614. var v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left
  18615. var ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
  18616. var ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
  18617. var ptNextShift_x = inNext.x - v_next_y / v_next_len;
  18618. var ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
  18619. var sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point
  18620. v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
  18621. v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly
  18622. // but prevent crazy spikes
  18623. var v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
  18624. if (v_trans_lensq <= 2) {
  18625. return new Vector2(v_trans_x, v_trans_y);
  18626. } else {
  18627. shrink_by = Math.sqrt(v_trans_lensq / 2);
  18628. }
  18629. } else {
  18630. // handle special case of collinear edges
  18631. var direction_eq = false; // assumes: opposite
  18632. if (v_prev_x > Number.EPSILON) {
  18633. if (v_next_x > Number.EPSILON) {
  18634. direction_eq = true;
  18635. }
  18636. } else {
  18637. if (v_prev_x < -Number.EPSILON) {
  18638. if (v_next_x < -Number.EPSILON) {
  18639. direction_eq = true;
  18640. }
  18641. } else {
  18642. if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
  18643. direction_eq = true;
  18644. }
  18645. }
  18646. }
  18647. if (direction_eq) {
  18648. // console.log("Warning: lines are a straight sequence");
  18649. v_trans_x = -v_prev_y;
  18650. v_trans_y = v_prev_x;
  18651. shrink_by = Math.sqrt(v_prev_lensq);
  18652. } else {
  18653. // console.log("Warning: lines are a straight spike");
  18654. v_trans_x = v_prev_x;
  18655. v_trans_y = v_prev_y;
  18656. shrink_by = Math.sqrt(v_prev_lensq / 2);
  18657. }
  18658. }
  18659. return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
  18660. }
  18661. var contourMovements = [];
  18662. for (var _i = 0, il = contour.length, j = il - 1, k = _i + 1; _i < il; _i++, j++, k++) {
  18663. if (j === il) j = 0;
  18664. if (k === il) k = 0; // (j)---(i)---(k)
  18665. // console.log('i,j,k', i, j , k)
  18666. contourMovements[_i] = getBevelVec(contour[_i], contour[j], contour[k]);
  18667. }
  18668. var holesMovements = [];
  18669. var oneHoleMovements,
  18670. verticesMovements = contourMovements.concat();
  18671. for (var _h2 = 0, _hl2 = holes.length; _h2 < _hl2; _h2++) {
  18672. var _ahole2 = holes[_h2];
  18673. oneHoleMovements = [];
  18674. for (var _i2 = 0, _il = _ahole2.length, _j = _il - 1, _k = _i2 + 1; _i2 < _il; _i2++, _j++, _k++) {
  18675. if (_j === _il) _j = 0;
  18676. if (_k === _il) _k = 0; // (j)---(i)---(k)
  18677. oneHoleMovements[_i2] = getBevelVec(_ahole2[_i2], _ahole2[_j], _ahole2[_k]);
  18678. }
  18679. holesMovements.push(oneHoleMovements);
  18680. verticesMovements = verticesMovements.concat(oneHoleMovements);
  18681. } // Loop bevelSegments, 1 for the front, 1 for the back
  18682. for (var b = 0; b < bevelSegments; b++) {
  18683. //for ( b = bevelSegments; b > 0; b -- ) {
  18684. var t = b / bevelSegments;
  18685. var z = bevelThickness * Math.cos(t * Math.PI / 2);
  18686. var _bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  18687. for (var _i3 = 0, _il2 = contour.length; _i3 < _il2; _i3++) {
  18688. var vert = scalePt2(contour[_i3], contourMovements[_i3], _bs);
  18689. v(vert.x, vert.y, -z);
  18690. } // expand holes
  18691. for (var _h3 = 0, _hl3 = holes.length; _h3 < _hl3; _h3++) {
  18692. var _ahole3 = holes[_h3];
  18693. oneHoleMovements = holesMovements[_h3];
  18694. for (var _i4 = 0, _il3 = _ahole3.length; _i4 < _il3; _i4++) {
  18695. var _vert = scalePt2(_ahole3[_i4], oneHoleMovements[_i4], _bs);
  18696. v(_vert.x, _vert.y, -z);
  18697. }
  18698. }
  18699. }
  18700. var bs = bevelSize + bevelOffset; // Back facing vertices
  18701. for (var _i5 = 0; _i5 < vlen; _i5++) {
  18702. var _vert2 = bevelEnabled ? scalePt2(vertices[_i5], verticesMovements[_i5], bs) : vertices[_i5];
  18703. if (!extrudeByPath) {
  18704. v(_vert2.x, _vert2.y, 0);
  18705. } else {
  18706. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18707. normal.copy(splineTube.normals[0]).multiplyScalar(_vert2.x);
  18708. binormal.copy(splineTube.binormals[0]).multiplyScalar(_vert2.y);
  18709. position2.copy(extrudePts[0]).add(normal).add(binormal);
  18710. v(position2.x, position2.y, position2.z);
  18711. }
  18712. } // Add stepped vertices...
  18713. // Including front facing vertices
  18714. for (var s = 1; s <= steps; s++) {
  18715. for (var _i6 = 0; _i6 < vlen; _i6++) {
  18716. var _vert3 = bevelEnabled ? scalePt2(vertices[_i6], verticesMovements[_i6], bs) : vertices[_i6];
  18717. if (!extrudeByPath) {
  18718. v(_vert3.x, _vert3.y, depth / steps * s);
  18719. } else {
  18720. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18721. normal.copy(splineTube.normals[s]).multiplyScalar(_vert3.x);
  18722. binormal.copy(splineTube.binormals[s]).multiplyScalar(_vert3.y);
  18723. position2.copy(extrudePts[s]).add(normal).add(binormal);
  18724. v(position2.x, position2.y, position2.z);
  18725. }
  18726. }
  18727. } // Add bevel segments planes
  18728. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18729. for (var _b = bevelSegments - 1; _b >= 0; _b--) {
  18730. var _t = _b / bevelSegments;
  18731. var _z = bevelThickness * Math.cos(_t * Math.PI / 2);
  18732. var _bs2 = bevelSize * Math.sin(_t * Math.PI / 2) + bevelOffset; // contract shape
  18733. for (var _i7 = 0, _il4 = contour.length; _i7 < _il4; _i7++) {
  18734. var _vert4 = scalePt2(contour[_i7], contourMovements[_i7], _bs2);
  18735. v(_vert4.x, _vert4.y, depth + _z);
  18736. } // expand holes
  18737. for (var _h4 = 0, _hl4 = holes.length; _h4 < _hl4; _h4++) {
  18738. var _ahole4 = holes[_h4];
  18739. oneHoleMovements = holesMovements[_h4];
  18740. for (var _i8 = 0, _il5 = _ahole4.length; _i8 < _il5; _i8++) {
  18741. var _vert5 = scalePt2(_ahole4[_i8], oneHoleMovements[_i8], _bs2);
  18742. if (!extrudeByPath) {
  18743. v(_vert5.x, _vert5.y, depth + _z);
  18744. } else {
  18745. v(_vert5.x, _vert5.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + _z);
  18746. }
  18747. }
  18748. }
  18749. }
  18750. /* Faces */
  18751. // Top and bottom faces
  18752. buildLidFaces(); // Sides faces
  18753. buildSideFaces(); ///// Internal functions
  18754. function buildLidFaces() {
  18755. var start = verticesArray.length / 3;
  18756. if (bevelEnabled) {
  18757. var layer = 0; // steps + 1
  18758. var offset = vlen * layer; // Bottom faces
  18759. for (var _i9 = 0; _i9 < flen; _i9++) {
  18760. var face = faces[_i9];
  18761. f3(face[2] + offset, face[1] + offset, face[0] + offset);
  18762. }
  18763. layer = steps + bevelSegments * 2;
  18764. offset = vlen * layer; // Top faces
  18765. for (var _i10 = 0; _i10 < flen; _i10++) {
  18766. var _face = faces[_i10];
  18767. f3(_face[0] + offset, _face[1] + offset, _face[2] + offset);
  18768. }
  18769. } else {
  18770. // Bottom faces
  18771. for (var _i11 = 0; _i11 < flen; _i11++) {
  18772. var _face2 = faces[_i11];
  18773. f3(_face2[2], _face2[1], _face2[0]);
  18774. } // Top faces
  18775. for (var _i12 = 0; _i12 < flen; _i12++) {
  18776. var _face3 = faces[_i12];
  18777. f3(_face3[0] + vlen * steps, _face3[1] + vlen * steps, _face3[2] + vlen * steps);
  18778. }
  18779. }
  18780. scope.addGroup(start, verticesArray.length / 3 - start, 0);
  18781. } // Create faces for the z-sides of the shape
  18782. function buildSideFaces() {
  18783. var start = verticesArray.length / 3;
  18784. var layeroffset = 0;
  18785. sidewalls(contour, layeroffset);
  18786. layeroffset += contour.length;
  18787. for (var _h5 = 0, _hl5 = holes.length; _h5 < _hl5; _h5++) {
  18788. var _ahole5 = holes[_h5];
  18789. sidewalls(_ahole5, layeroffset); //, true
  18790. layeroffset += _ahole5.length;
  18791. }
  18792. scope.addGroup(start, verticesArray.length / 3 - start, 1);
  18793. }
  18794. function sidewalls(contour, layeroffset) {
  18795. var i = contour.length;
  18796. while (--i >= 0) {
  18797. var _j2 = i;
  18798. var _k2 = i - 1;
  18799. if (_k2 < 0) _k2 = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
  18800. for (var _s = 0, sl = steps + bevelSegments * 2; _s < sl; _s++) {
  18801. var slen1 = vlen * _s;
  18802. var slen2 = vlen * (_s + 1);
  18803. var a = layeroffset + _j2 + slen1,
  18804. _b2 = layeroffset + _k2 + slen1,
  18805. c = layeroffset + _k2 + slen2,
  18806. d = layeroffset + _j2 + slen2;
  18807. f4(a, _b2, c, d);
  18808. }
  18809. }
  18810. }
  18811. function v(x, y, z) {
  18812. placeholder.push(x);
  18813. placeholder.push(y);
  18814. placeholder.push(z);
  18815. }
  18816. function f3(a, b, c) {
  18817. addVertex(a);
  18818. addVertex(b);
  18819. addVertex(c);
  18820. var nextIndex = verticesArray.length / 3;
  18821. var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  18822. addUV(uvs[0]);
  18823. addUV(uvs[1]);
  18824. addUV(uvs[2]);
  18825. }
  18826. function f4(a, b, c, d) {
  18827. addVertex(a);
  18828. addVertex(b);
  18829. addVertex(d);
  18830. addVertex(b);
  18831. addVertex(c);
  18832. addVertex(d);
  18833. var nextIndex = verticesArray.length / 3;
  18834. var uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  18835. addUV(uvs[0]);
  18836. addUV(uvs[1]);
  18837. addUV(uvs[3]);
  18838. addUV(uvs[1]);
  18839. addUV(uvs[2]);
  18840. addUV(uvs[3]);
  18841. }
  18842. function addVertex(index) {
  18843. verticesArray.push(placeholder[index * 3 + 0]);
  18844. verticesArray.push(placeholder[index * 3 + 1]);
  18845. verticesArray.push(placeholder[index * 3 + 2]);
  18846. }
  18847. function addUV(vector2) {
  18848. uvArray.push(vector2.x);
  18849. uvArray.push(vector2.y);
  18850. }
  18851. }
  18852. return _this;
  18853. }
  18854. var _proto = ExtrudeBufferGeometry.prototype;
  18855. _proto.toJSON = function toJSON() {
  18856. var data = BufferGeometry.prototype.toJSON.call(this);
  18857. var shapes = this.parameters.shapes;
  18858. var options = this.parameters.options;
  18859. return _toJSON(shapes, options, data);
  18860. };
  18861. return ExtrudeBufferGeometry;
  18862. }(BufferGeometry);
  18863. var WorldUVGenerator = {
  18864. generateTopUV: function generateTopUV(geometry, vertices, indexA, indexB, indexC) {
  18865. var a_x = vertices[indexA * 3];
  18866. var a_y = vertices[indexA * 3 + 1];
  18867. var b_x = vertices[indexB * 3];
  18868. var b_y = vertices[indexB * 3 + 1];
  18869. var c_x = vertices[indexC * 3];
  18870. var c_y = vertices[indexC * 3 + 1];
  18871. return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
  18872. },
  18873. generateSideWallUV: function generateSideWallUV(geometry, vertices, indexA, indexB, indexC, indexD) {
  18874. var a_x = vertices[indexA * 3];
  18875. var a_y = vertices[indexA * 3 + 1];
  18876. var a_z = vertices[indexA * 3 + 2];
  18877. var b_x = vertices[indexB * 3];
  18878. var b_y = vertices[indexB * 3 + 1];
  18879. var b_z = vertices[indexB * 3 + 2];
  18880. var c_x = vertices[indexC * 3];
  18881. var c_y = vertices[indexC * 3 + 1];
  18882. var c_z = vertices[indexC * 3 + 2];
  18883. var d_x = vertices[indexD * 3];
  18884. var d_y = vertices[indexD * 3 + 1];
  18885. var d_z = vertices[indexD * 3 + 2];
  18886. if (Math.abs(a_y - b_y) < 0.01) {
  18887. return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];
  18888. } else {
  18889. return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];
  18890. }
  18891. }
  18892. };
  18893. function _toJSON(shapes, options, data) {
  18894. data.shapes = [];
  18895. if (Array.isArray(shapes)) {
  18896. for (var i = 0, l = shapes.length; i < l; i++) {
  18897. var shape = shapes[i];
  18898. data.shapes.push(shape.uuid);
  18899. }
  18900. } else {
  18901. data.shapes.push(shapes.uuid);
  18902. }
  18903. if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
  18904. return data;
  18905. }
  18906. var ExtrudeGeometry = /*#__PURE__*/function (_Geometry) {
  18907. _inheritsLoose(ExtrudeGeometry, _Geometry);
  18908. function ExtrudeGeometry(shapes, options) {
  18909. var _this;
  18910. _this = _Geometry.call(this) || this;
  18911. _this.type = 'ExtrudeGeometry';
  18912. _this.parameters = {
  18913. shapes: shapes,
  18914. options: options
  18915. };
  18916. _this.fromBufferGeometry(new ExtrudeBufferGeometry(shapes, options));
  18917. _this.mergeVertices();
  18918. return _this;
  18919. }
  18920. var _proto = ExtrudeGeometry.prototype;
  18921. _proto.toJSON = function toJSON() {
  18922. var data = _Geometry.prototype.toJSON.call(this);
  18923. var shapes = this.parameters.shapes;
  18924. var options = this.parameters.options;
  18925. return _toJSON$1(shapes, options, data);
  18926. };
  18927. return ExtrudeGeometry;
  18928. }(Geometry);
  18929. function _toJSON$1(shapes, options, data) {
  18930. data.shapes = [];
  18931. if (Array.isArray(shapes)) {
  18932. for (var i = 0, l = shapes.length; i < l; i++) {
  18933. var shape = shapes[i];
  18934. data.shapes.push(shape.uuid);
  18935. }
  18936. } else {
  18937. data.shapes.push(shapes.uuid);
  18938. }
  18939. if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
  18940. return data;
  18941. }
  18942. var IcosahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom) {
  18943. _inheritsLoose(IcosahedronBufferGeometry, _PolyhedronBufferGeom);
  18944. function IcosahedronBufferGeometry(radius, detail) {
  18945. var _this;
  18946. if (radius === void 0) {
  18947. radius = 1;
  18948. }
  18949. if (detail === void 0) {
  18950. detail = 0;
  18951. }
  18952. var t = (1 + Math.sqrt(5)) / 2;
  18953. var vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1];
  18954. var indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1];
  18955. _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this;
  18956. _this.type = 'IcosahedronBufferGeometry';
  18957. _this.parameters = {
  18958. radius: radius,
  18959. detail: detail
  18960. };
  18961. return _this;
  18962. }
  18963. return IcosahedronBufferGeometry;
  18964. }(PolyhedronBufferGeometry);
  18965. var IcosahedronGeometry = /*#__PURE__*/function (_Geometry) {
  18966. _inheritsLoose(IcosahedronGeometry, _Geometry);
  18967. function IcosahedronGeometry(radius, detail) {
  18968. var _this;
  18969. _this = _Geometry.call(this) || this;
  18970. _this.type = 'IcosahedronGeometry';
  18971. _this.parameters = {
  18972. radius: radius,
  18973. detail: detail
  18974. };
  18975. _this.fromBufferGeometry(new IcosahedronBufferGeometry(radius, detail));
  18976. _this.mergeVertices();
  18977. return _this;
  18978. }
  18979. return IcosahedronGeometry;
  18980. }(Geometry);
  18981. var LatheBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  18982. _inheritsLoose(LatheBufferGeometry, _BufferGeometry);
  18983. function LatheBufferGeometry(points, segments, phiStart, phiLength) {
  18984. var _this;
  18985. if (segments === void 0) {
  18986. segments = 12;
  18987. }
  18988. if (phiStart === void 0) {
  18989. phiStart = 0;
  18990. }
  18991. if (phiLength === void 0) {
  18992. phiLength = Math.PI * 2;
  18993. }
  18994. _this = _BufferGeometry.call(this) || this;
  18995. _this.type = 'LatheBufferGeometry';
  18996. _this.parameters = {
  18997. points: points,
  18998. segments: segments,
  18999. phiStart: phiStart,
  19000. phiLength: phiLength
  19001. };
  19002. segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
  19003. phiLength = MathUtils.clamp(phiLength, 0, Math.PI * 2); // buffers
  19004. var indices = [];
  19005. var vertices = [];
  19006. var uvs = []; // helper variables
  19007. var inverseSegments = 1.0 / segments;
  19008. var vertex = new Vector3();
  19009. var uv = new Vector2(); // generate vertices and uvs
  19010. for (var i = 0; i <= segments; i++) {
  19011. var phi = phiStart + i * inverseSegments * phiLength;
  19012. var sin = Math.sin(phi);
  19013. var cos = Math.cos(phi);
  19014. for (var j = 0; j <= points.length - 1; j++) {
  19015. // vertex
  19016. vertex.x = points[j].x * sin;
  19017. vertex.y = points[j].y;
  19018. vertex.z = points[j].x * cos;
  19019. vertices.push(vertex.x, vertex.y, vertex.z); // uv
  19020. uv.x = i / segments;
  19021. uv.y = j / (points.length - 1);
  19022. uvs.push(uv.x, uv.y);
  19023. }
  19024. } // indices
  19025. for (var _i = 0; _i < segments; _i++) {
  19026. for (var _j = 0; _j < points.length - 1; _j++) {
  19027. var base = _j + _i * points.length;
  19028. var a = base;
  19029. var b = base + points.length;
  19030. var c = base + points.length + 1;
  19031. var d = base + 1; // faces
  19032. indices.push(a, b, d);
  19033. indices.push(b, c, d);
  19034. }
  19035. } // build geometry
  19036. _this.setIndex(indices);
  19037. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19038. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals
  19039. _this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.
  19040. // because the corresponding vertices are identical (but still have different UVs).
  19041. if (phiLength === Math.PI * 2) {
  19042. var normals = _this.attributes.normal.array;
  19043. var n1 = new Vector3();
  19044. var n2 = new Vector3();
  19045. var n = new Vector3(); // this is the buffer offset for the last line of vertices
  19046. var _base = segments * points.length * 3;
  19047. for (var _i2 = 0, _j2 = 0; _i2 < points.length; _i2++, _j2 += 3) {
  19048. // select the normal of the vertex in the first line
  19049. n1.x = normals[_j2 + 0];
  19050. n1.y = normals[_j2 + 1];
  19051. n1.z = normals[_j2 + 2]; // select the normal of the vertex in the last line
  19052. n2.x = normals[_base + _j2 + 0];
  19053. n2.y = normals[_base + _j2 + 1];
  19054. n2.z = normals[_base + _j2 + 2]; // average normals
  19055. n.addVectors(n1, n2).normalize(); // assign the new values to both normals
  19056. normals[_j2 + 0] = normals[_base + _j2 + 0] = n.x;
  19057. normals[_j2 + 1] = normals[_base + _j2 + 1] = n.y;
  19058. normals[_j2 + 2] = normals[_base + _j2 + 2] = n.z;
  19059. }
  19060. }
  19061. return _this;
  19062. }
  19063. return LatheBufferGeometry;
  19064. }(BufferGeometry);
  19065. var LatheGeometry = /*#__PURE__*/function (_Geometry) {
  19066. _inheritsLoose(LatheGeometry, _Geometry);
  19067. function LatheGeometry(points, segments, phiStart, phiLength) {
  19068. var _this;
  19069. _this = _Geometry.call(this) || this;
  19070. _this.type = 'LatheGeometry';
  19071. _this.parameters = {
  19072. points: points,
  19073. segments: segments,
  19074. phiStart: phiStart,
  19075. phiLength: phiLength
  19076. };
  19077. _this.fromBufferGeometry(new LatheBufferGeometry(points, segments, phiStart, phiLength));
  19078. _this.mergeVertices();
  19079. return _this;
  19080. }
  19081. return LatheGeometry;
  19082. }(Geometry);
  19083. var OctahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom) {
  19084. _inheritsLoose(OctahedronBufferGeometry, _PolyhedronBufferGeom);
  19085. function OctahedronBufferGeometry(radius, detail) {
  19086. var _this;
  19087. if (radius === void 0) {
  19088. radius = 1;
  19089. }
  19090. if (detail === void 0) {
  19091. detail = 0;
  19092. }
  19093. var vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
  19094. var indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2];
  19095. _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this;
  19096. _this.type = 'OctahedronBufferGeometry';
  19097. _this.parameters = {
  19098. radius: radius,
  19099. detail: detail
  19100. };
  19101. return _this;
  19102. }
  19103. return OctahedronBufferGeometry;
  19104. }(PolyhedronBufferGeometry);
  19105. var OctahedronGeometry = /*#__PURE__*/function (_Geometry) {
  19106. _inheritsLoose(OctahedronGeometry, _Geometry);
  19107. function OctahedronGeometry(radius, detail) {
  19108. var _this;
  19109. _this = _Geometry.call(this) || this;
  19110. _this.type = 'OctahedronGeometry';
  19111. _this.parameters = {
  19112. radius: radius,
  19113. detail: detail
  19114. };
  19115. _this.fromBufferGeometry(new OctahedronBufferGeometry(radius, detail));
  19116. _this.mergeVertices();
  19117. return _this;
  19118. }
  19119. return OctahedronGeometry;
  19120. }(Geometry);
  19121. /**
  19122. * Parametric Surfaces Geometry
  19123. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  19124. */
  19125. function ParametricBufferGeometry(func, slices, stacks) {
  19126. BufferGeometry.call(this);
  19127. this.type = 'ParametricBufferGeometry';
  19128. this.parameters = {
  19129. func: func,
  19130. slices: slices,
  19131. stacks: stacks
  19132. }; // buffers
  19133. var indices = [];
  19134. var vertices = [];
  19135. var normals = [];
  19136. var uvs = [];
  19137. var EPS = 0.00001;
  19138. var normal = new Vector3();
  19139. var p0 = new Vector3(),
  19140. p1 = new Vector3();
  19141. var pu = new Vector3(),
  19142. pv = new Vector3();
  19143. if (func.length < 3) {
  19144. console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
  19145. } // generate vertices, normals and uvs
  19146. var sliceCount = slices + 1;
  19147. for (var i = 0; i <= stacks; i++) {
  19148. var v = i / stacks;
  19149. for (var j = 0; j <= slices; j++) {
  19150. var u = j / slices; // vertex
  19151. func(u, v, p0);
  19152. vertices.push(p0.x, p0.y, p0.z); // normal
  19153. // approximate tangent vectors via finite differences
  19154. if (u - EPS >= 0) {
  19155. func(u - EPS, v, p1);
  19156. pu.subVectors(p0, p1);
  19157. } else {
  19158. func(u + EPS, v, p1);
  19159. pu.subVectors(p1, p0);
  19160. }
  19161. if (v - EPS >= 0) {
  19162. func(u, v - EPS, p1);
  19163. pv.subVectors(p0, p1);
  19164. } else {
  19165. func(u, v + EPS, p1);
  19166. pv.subVectors(p1, p0);
  19167. } // cross product of tangent vectors returns surface normal
  19168. normal.crossVectors(pu, pv).normalize();
  19169. normals.push(normal.x, normal.y, normal.z); // uv
  19170. uvs.push(u, v);
  19171. }
  19172. } // generate indices
  19173. for (var _i = 0; _i < stacks; _i++) {
  19174. for (var _j = 0; _j < slices; _j++) {
  19175. var a = _i * sliceCount + _j;
  19176. var b = _i * sliceCount + _j + 1;
  19177. var c = (_i + 1) * sliceCount + _j + 1;
  19178. var d = (_i + 1) * sliceCount + _j; // faces one and two
  19179. indices.push(a, b, d);
  19180. indices.push(b, c, d);
  19181. }
  19182. } // build geometry
  19183. this.setIndex(indices);
  19184. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19185. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19186. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  19187. }
  19188. ParametricBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
  19189. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  19190. /**
  19191. * Parametric Surfaces Geometry
  19192. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  19193. */
  19194. function ParametricGeometry(func, slices, stacks) {
  19195. Geometry.call(this);
  19196. this.type = 'ParametricGeometry';
  19197. this.parameters = {
  19198. func: func,
  19199. slices: slices,
  19200. stacks: stacks
  19201. };
  19202. this.fromBufferGeometry(new ParametricBufferGeometry(func, slices, stacks));
  19203. this.mergeVertices();
  19204. }
  19205. ParametricGeometry.prototype = Object.create(Geometry.prototype);
  19206. ParametricGeometry.prototype.constructor = ParametricGeometry;
  19207. var PlaneGeometry = /*#__PURE__*/function (_Geometry) {
  19208. _inheritsLoose(PlaneGeometry, _Geometry);
  19209. function PlaneGeometry(width, height, widthSegments, heightSegments) {
  19210. var _this;
  19211. _this = _Geometry.call(this) || this;
  19212. _this.type = 'PlaneGeometry';
  19213. _this.parameters = {
  19214. width: width,
  19215. height: height,
  19216. widthSegments: widthSegments,
  19217. heightSegments: heightSegments
  19218. };
  19219. _this.fromBufferGeometry(new PlaneBufferGeometry(width, height, widthSegments, heightSegments));
  19220. _this.mergeVertices();
  19221. return _this;
  19222. }
  19223. return PlaneGeometry;
  19224. }(Geometry);
  19225. var PolyhedronGeometry = /*#__PURE__*/function (_Geometry) {
  19226. _inheritsLoose(PolyhedronGeometry, _Geometry);
  19227. function PolyhedronGeometry(vertices, indices, radius, detail) {
  19228. var _this;
  19229. _this = _Geometry.call(this) || this;
  19230. _this.type = 'PolyhedronGeometry';
  19231. _this.parameters = {
  19232. vertices: vertices,
  19233. indices: indices,
  19234. radius: radius,
  19235. detail: detail
  19236. };
  19237. _this.fromBufferGeometry(new PolyhedronBufferGeometry(vertices, indices, radius, detail));
  19238. _this.mergeVertices();
  19239. return _this;
  19240. }
  19241. return PolyhedronGeometry;
  19242. }(Geometry);
  19243. var RingBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19244. _inheritsLoose(RingBufferGeometry, _BufferGeometry);
  19245. function RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {
  19246. var _this;
  19247. if (innerRadius === void 0) {
  19248. innerRadius = 0.5;
  19249. }
  19250. if (outerRadius === void 0) {
  19251. outerRadius = 1;
  19252. }
  19253. if (thetaSegments === void 0) {
  19254. thetaSegments = 8;
  19255. }
  19256. if (phiSegments === void 0) {
  19257. phiSegments = 1;
  19258. }
  19259. if (thetaStart === void 0) {
  19260. thetaStart = 0;
  19261. }
  19262. if (thetaLength === void 0) {
  19263. thetaLength = Math.PI * 2;
  19264. }
  19265. _this = _BufferGeometry.call(this) || this;
  19266. _this.type = 'RingBufferGeometry';
  19267. _this.parameters = {
  19268. innerRadius: innerRadius,
  19269. outerRadius: outerRadius,
  19270. thetaSegments: thetaSegments,
  19271. phiSegments: phiSegments,
  19272. thetaStart: thetaStart,
  19273. thetaLength: thetaLength
  19274. };
  19275. thetaSegments = Math.max(3, thetaSegments);
  19276. phiSegments = Math.max(1, phiSegments); // buffers
  19277. var indices = [];
  19278. var vertices = [];
  19279. var normals = [];
  19280. var uvs = []; // some helper variables
  19281. var radius = innerRadius;
  19282. var radiusStep = (outerRadius - innerRadius) / phiSegments;
  19283. var vertex = new Vector3();
  19284. var uv = new Vector2(); // generate vertices, normals and uvs
  19285. for (var j = 0; j <= phiSegments; j++) {
  19286. for (var i = 0; i <= thetaSegments; i++) {
  19287. // values are generate from the inside of the ring to the outside
  19288. var segment = thetaStart + i / thetaSegments * thetaLength; // vertex
  19289. vertex.x = radius * Math.cos(segment);
  19290. vertex.y = radius * Math.sin(segment);
  19291. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  19292. normals.push(0, 0, 1); // uv
  19293. uv.x = (vertex.x / outerRadius + 1) / 2;
  19294. uv.y = (vertex.y / outerRadius + 1) / 2;
  19295. uvs.push(uv.x, uv.y);
  19296. } // increase the radius for next row of vertices
  19297. radius += radiusStep;
  19298. } // indices
  19299. for (var _j = 0; _j < phiSegments; _j++) {
  19300. var thetaSegmentLevel = _j * (thetaSegments + 1);
  19301. for (var _i = 0; _i < thetaSegments; _i++) {
  19302. var _segment = _i + thetaSegmentLevel;
  19303. var a = _segment;
  19304. var b = _segment + thetaSegments + 1;
  19305. var c = _segment + thetaSegments + 2;
  19306. var d = _segment + 1; // faces
  19307. indices.push(a, b, d);
  19308. indices.push(b, c, d);
  19309. }
  19310. } // build geometry
  19311. _this.setIndex(indices);
  19312. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19313. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19314. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  19315. return _this;
  19316. }
  19317. return RingBufferGeometry;
  19318. }(BufferGeometry);
  19319. var RingGeometry = /*#__PURE__*/function (_Geometry) {
  19320. _inheritsLoose(RingGeometry, _Geometry);
  19321. function RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {
  19322. var _this;
  19323. _this = _Geometry.call(this) || this;
  19324. _this.type = 'RingGeometry';
  19325. _this.parameters = {
  19326. innerRadius: innerRadius,
  19327. outerRadius: outerRadius,
  19328. thetaSegments: thetaSegments,
  19329. phiSegments: phiSegments,
  19330. thetaStart: thetaStart,
  19331. thetaLength: thetaLength
  19332. };
  19333. _this.fromBufferGeometry(new RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength));
  19334. _this.mergeVertices();
  19335. return _this;
  19336. }
  19337. return RingGeometry;
  19338. }(Geometry);
  19339. var ShapeBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19340. _inheritsLoose(ShapeBufferGeometry, _BufferGeometry);
  19341. function ShapeBufferGeometry(shapes, curveSegments) {
  19342. var _this;
  19343. if (curveSegments === void 0) {
  19344. curveSegments = 12;
  19345. }
  19346. _this = _BufferGeometry.call(this) || this;
  19347. _this.type = 'ShapeBufferGeometry';
  19348. _this.parameters = {
  19349. shapes: shapes,
  19350. curveSegments: curveSegments
  19351. }; // buffers
  19352. var indices = [];
  19353. var vertices = [];
  19354. var normals = [];
  19355. var uvs = []; // helper variables
  19356. var groupStart = 0;
  19357. var groupCount = 0; // allow single and array values for "shapes" parameter
  19358. if (Array.isArray(shapes) === false) {
  19359. addShape(shapes);
  19360. } else {
  19361. for (var i = 0; i < shapes.length; i++) {
  19362. addShape(shapes[i]);
  19363. _this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
  19364. groupStart += groupCount;
  19365. groupCount = 0;
  19366. }
  19367. } // build geometry
  19368. _this.setIndex(indices);
  19369. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19370. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19371. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
  19372. function addShape(shape) {
  19373. var indexOffset = vertices.length / 3;
  19374. var points = shape.extractPoints(curveSegments);
  19375. var shapeVertices = points.shape;
  19376. var shapeHoles = points.holes; // check direction of vertices
  19377. if (ShapeUtils.isClockWise(shapeVertices) === false) {
  19378. shapeVertices = shapeVertices.reverse();
  19379. }
  19380. for (var _i = 0, l = shapeHoles.length; _i < l; _i++) {
  19381. var shapeHole = shapeHoles[_i];
  19382. if (ShapeUtils.isClockWise(shapeHole) === true) {
  19383. shapeHoles[_i] = shapeHole.reverse();
  19384. }
  19385. }
  19386. var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
  19387. for (var _i2 = 0, _l = shapeHoles.length; _i2 < _l; _i2++) {
  19388. var _shapeHole = shapeHoles[_i2];
  19389. shapeVertices = shapeVertices.concat(_shapeHole);
  19390. } // vertices, normals, uvs
  19391. for (var _i3 = 0, _l2 = shapeVertices.length; _i3 < _l2; _i3++) {
  19392. var vertex = shapeVertices[_i3];
  19393. vertices.push(vertex.x, vertex.y, 0);
  19394. normals.push(0, 0, 1);
  19395. uvs.push(vertex.x, vertex.y); // world uvs
  19396. } // incides
  19397. for (var _i4 = 0, _l3 = faces.length; _i4 < _l3; _i4++) {
  19398. var face = faces[_i4];
  19399. var a = face[0] + indexOffset;
  19400. var b = face[1] + indexOffset;
  19401. var c = face[2] + indexOffset;
  19402. indices.push(a, b, c);
  19403. groupCount += 3;
  19404. }
  19405. }
  19406. return _this;
  19407. }
  19408. var _proto = ShapeBufferGeometry.prototype;
  19409. _proto.toJSON = function toJSON() {
  19410. var data = BufferGeometry.prototype.toJSON.call(this);
  19411. var shapes = this.parameters.shapes;
  19412. return _toJSON$2(shapes, data);
  19413. };
  19414. return ShapeBufferGeometry;
  19415. }(BufferGeometry);
  19416. function _toJSON$2(shapes, data) {
  19417. data.shapes = [];
  19418. if (Array.isArray(shapes)) {
  19419. for (var i = 0, l = shapes.length; i < l; i++) {
  19420. var shape = shapes[i];
  19421. data.shapes.push(shape.uuid);
  19422. }
  19423. } else {
  19424. data.shapes.push(shapes.uuid);
  19425. }
  19426. return data;
  19427. }
  19428. var ShapeGeometry = /*#__PURE__*/function (_Geometry) {
  19429. _inheritsLoose(ShapeGeometry, _Geometry);
  19430. function ShapeGeometry(shapes, curveSegments) {
  19431. var _this;
  19432. _this = _Geometry.call(this) || this;
  19433. _this.type = 'ShapeGeometry';
  19434. if (typeof curveSegments === 'object') {
  19435. console.warn('THREE.ShapeGeometry: Options parameter has been removed.');
  19436. curveSegments = curveSegments.curveSegments;
  19437. }
  19438. _this.parameters = {
  19439. shapes: shapes,
  19440. curveSegments: curveSegments
  19441. };
  19442. _this.fromBufferGeometry(new ShapeBufferGeometry(shapes, curveSegments));
  19443. _this.mergeVertices();
  19444. return _this;
  19445. }
  19446. var _proto = ShapeGeometry.prototype;
  19447. _proto.toJSON = function toJSON() {
  19448. var data = Geometry.prototype.toJSON.call(this);
  19449. var shapes = this.parameters.shapes;
  19450. return _toJSON$3(shapes, data);
  19451. };
  19452. return ShapeGeometry;
  19453. }(Geometry);
  19454. function _toJSON$3(shapes, data) {
  19455. data.shapes = [];
  19456. if (Array.isArray(shapes)) {
  19457. for (var i = 0, l = shapes.length; i < l; i++) {
  19458. var shape = shapes[i];
  19459. data.shapes.push(shape.uuid);
  19460. }
  19461. } else {
  19462. data.shapes.push(shapes.uuid);
  19463. }
  19464. return data;
  19465. }
  19466. var SphereBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19467. _inheritsLoose(SphereBufferGeometry, _BufferGeometry);
  19468. function SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
  19469. var _this;
  19470. if (radius === void 0) {
  19471. radius = 1;
  19472. }
  19473. if (widthSegments === void 0) {
  19474. widthSegments = 8;
  19475. }
  19476. if (heightSegments === void 0) {
  19477. heightSegments = 6;
  19478. }
  19479. if (phiStart === void 0) {
  19480. phiStart = 0;
  19481. }
  19482. if (phiLength === void 0) {
  19483. phiLength = Math.PI * 2;
  19484. }
  19485. if (thetaStart === void 0) {
  19486. thetaStart = 0;
  19487. }
  19488. if (thetaLength === void 0) {
  19489. thetaLength = Math.PI;
  19490. }
  19491. _this = _BufferGeometry.call(this) || this;
  19492. _this.type = 'SphereBufferGeometry';
  19493. _this.parameters = {
  19494. radius: radius,
  19495. widthSegments: widthSegments,
  19496. heightSegments: heightSegments,
  19497. phiStart: phiStart,
  19498. phiLength: phiLength,
  19499. thetaStart: thetaStart,
  19500. thetaLength: thetaLength
  19501. };
  19502. widthSegments = Math.max(3, Math.floor(widthSegments));
  19503. heightSegments = Math.max(2, Math.floor(heightSegments));
  19504. var thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
  19505. var index = 0;
  19506. var grid = [];
  19507. var vertex = new Vector3();
  19508. var normal = new Vector3(); // buffers
  19509. var indices = [];
  19510. var vertices = [];
  19511. var normals = [];
  19512. var uvs = []; // generate vertices, normals and uvs
  19513. for (var iy = 0; iy <= heightSegments; iy++) {
  19514. var verticesRow = [];
  19515. var v = iy / heightSegments; // special case for the poles
  19516. var uOffset = 0;
  19517. if (iy == 0 && thetaStart == 0) {
  19518. uOffset = 0.5 / widthSegments;
  19519. } else if (iy == heightSegments && thetaEnd == Math.PI) {
  19520. uOffset = -0.5 / widthSegments;
  19521. }
  19522. for (var ix = 0; ix <= widthSegments; ix++) {
  19523. var u = ix / widthSegments; // vertex
  19524. vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  19525. vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
  19526. vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  19527. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  19528. normal.copy(vertex).normalize();
  19529. normals.push(normal.x, normal.y, normal.z); // uv
  19530. uvs.push(u + uOffset, 1 - v);
  19531. verticesRow.push(index++);
  19532. }
  19533. grid.push(verticesRow);
  19534. } // indices
  19535. for (var _iy = 0; _iy < heightSegments; _iy++) {
  19536. for (var _ix = 0; _ix < widthSegments; _ix++) {
  19537. var a = grid[_iy][_ix + 1];
  19538. var b = grid[_iy][_ix];
  19539. var c = grid[_iy + 1][_ix];
  19540. var d = grid[_iy + 1][_ix + 1];
  19541. if (_iy !== 0 || thetaStart > 0) indices.push(a, b, d);
  19542. if (_iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
  19543. }
  19544. } // build geometry
  19545. _this.setIndex(indices);
  19546. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19547. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19548. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  19549. return _this;
  19550. }
  19551. return SphereBufferGeometry;
  19552. }(BufferGeometry);
  19553. var SphereGeometry = /*#__PURE__*/function (_Geometry) {
  19554. _inheritsLoose(SphereGeometry, _Geometry);
  19555. function SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
  19556. var _this;
  19557. _this = _Geometry.call(this) || this;
  19558. _this.type = 'SphereGeometry';
  19559. _this.parameters = {
  19560. radius: radius,
  19561. widthSegments: widthSegments,
  19562. heightSegments: heightSegments,
  19563. phiStart: phiStart,
  19564. phiLength: phiLength,
  19565. thetaStart: thetaStart,
  19566. thetaLength: thetaLength
  19567. };
  19568. _this.fromBufferGeometry(new SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength));
  19569. _this.mergeVertices();
  19570. return _this;
  19571. }
  19572. return SphereGeometry;
  19573. }(Geometry);
  19574. var TetrahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom) {
  19575. _inheritsLoose(TetrahedronBufferGeometry, _PolyhedronBufferGeom);
  19576. function TetrahedronBufferGeometry(radius, detail) {
  19577. var _this;
  19578. if (radius === void 0) {
  19579. radius = 1;
  19580. }
  19581. if (detail === void 0) {
  19582. detail = 0;
  19583. }
  19584. var vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
  19585. var indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
  19586. _this = _PolyhedronBufferGeom.call(this, vertices, indices, radius, detail) || this;
  19587. _this.type = 'TetrahedronBufferGeometry';
  19588. _this.parameters = {
  19589. radius: radius,
  19590. detail: detail
  19591. };
  19592. return _this;
  19593. }
  19594. return TetrahedronBufferGeometry;
  19595. }(PolyhedronBufferGeometry);
  19596. var TetrahedronGeometry = /*#__PURE__*/function (_Geometry) {
  19597. _inheritsLoose(TetrahedronGeometry, _Geometry);
  19598. function TetrahedronGeometry(radius, detail) {
  19599. var _this;
  19600. _this = _Geometry.call(this) || this;
  19601. _this.type = 'TetrahedronGeometry';
  19602. _this.parameters = {
  19603. radius: radius,
  19604. detail: detail
  19605. };
  19606. _this.fromBufferGeometry(new TetrahedronBufferGeometry(radius, detail));
  19607. _this.mergeVertices();
  19608. return _this;
  19609. }
  19610. return TetrahedronGeometry;
  19611. }(Geometry);
  19612. var TextBufferGeometry = /*#__PURE__*/function (_ExtrudeBufferGeometr) {
  19613. _inheritsLoose(TextBufferGeometry, _ExtrudeBufferGeometr);
  19614. function TextBufferGeometry(text, parameters) {
  19615. var _this;
  19616. if (parameters === void 0) {
  19617. parameters = {};
  19618. }
  19619. var font = parameters.font;
  19620. if (!(font && font.isFont)) {
  19621. console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
  19622. return new BufferGeometry() || _assertThisInitialized(_this);
  19623. }
  19624. var shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API
  19625. parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults
  19626. if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;
  19627. if (parameters.bevelSize === undefined) parameters.bevelSize = 8;
  19628. if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;
  19629. _this = _ExtrudeBufferGeometr.call(this, shapes, parameters) || this;
  19630. _this.type = 'TextBufferGeometry';
  19631. return _this;
  19632. }
  19633. return TextBufferGeometry;
  19634. }(ExtrudeBufferGeometry);
  19635. var TextGeometry = /*#__PURE__*/function (_Geometry) {
  19636. _inheritsLoose(TextGeometry, _Geometry);
  19637. function TextGeometry(text, parameters) {
  19638. var _this;
  19639. _this = _Geometry.call(this) || this;
  19640. _this.type = 'TextGeometry';
  19641. _this.parameters = {
  19642. text: text,
  19643. parameters: parameters
  19644. };
  19645. _this.fromBufferGeometry(new TextBufferGeometry(text, parameters));
  19646. _this.mergeVertices();
  19647. return _this;
  19648. }
  19649. return TextGeometry;
  19650. }(Geometry);
  19651. var TorusBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19652. _inheritsLoose(TorusBufferGeometry, _BufferGeometry);
  19653. function TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc) {
  19654. var _this;
  19655. if (radius === void 0) {
  19656. radius = 1;
  19657. }
  19658. if (tube === void 0) {
  19659. tube = 0.4;
  19660. }
  19661. if (radialSegments === void 0) {
  19662. radialSegments = 8;
  19663. }
  19664. if (tubularSegments === void 0) {
  19665. tubularSegments = 6;
  19666. }
  19667. if (arc === void 0) {
  19668. arc = Math.PI * 2;
  19669. }
  19670. _this = _BufferGeometry.call(this) || this;
  19671. _this.type = 'TorusBufferGeometry';
  19672. _this.parameters = {
  19673. radius: radius,
  19674. tube: tube,
  19675. radialSegments: radialSegments,
  19676. tubularSegments: tubularSegments,
  19677. arc: arc
  19678. };
  19679. radialSegments = Math.floor(radialSegments);
  19680. tubularSegments = Math.floor(tubularSegments); // buffers
  19681. var indices = [];
  19682. var vertices = [];
  19683. var normals = [];
  19684. var uvs = []; // helper variables
  19685. var center = new Vector3();
  19686. var vertex = new Vector3();
  19687. var normal = new Vector3(); // generate vertices, normals and uvs
  19688. for (var j = 0; j <= radialSegments; j++) {
  19689. for (var i = 0; i <= tubularSegments; i++) {
  19690. var u = i / tubularSegments * arc;
  19691. var v = j / radialSegments * Math.PI * 2; // vertex
  19692. vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);
  19693. vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);
  19694. vertex.z = tube * Math.sin(v);
  19695. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  19696. center.x = radius * Math.cos(u);
  19697. center.y = radius * Math.sin(u);
  19698. normal.subVectors(vertex, center).normalize();
  19699. normals.push(normal.x, normal.y, normal.z); // uv
  19700. uvs.push(i / tubularSegments);
  19701. uvs.push(j / radialSegments);
  19702. }
  19703. } // generate indices
  19704. for (var _j = 1; _j <= radialSegments; _j++) {
  19705. for (var _i = 1; _i <= tubularSegments; _i++) {
  19706. // indices
  19707. var a = (tubularSegments + 1) * _j + _i - 1;
  19708. var b = (tubularSegments + 1) * (_j - 1) + _i - 1;
  19709. var c = (tubularSegments + 1) * (_j - 1) + _i;
  19710. var d = (tubularSegments + 1) * _j + _i; // faces
  19711. indices.push(a, b, d);
  19712. indices.push(b, c, d);
  19713. }
  19714. } // build geometry
  19715. _this.setIndex(indices);
  19716. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19717. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19718. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  19719. return _this;
  19720. }
  19721. return TorusBufferGeometry;
  19722. }(BufferGeometry);
  19723. var TorusGeometry = /*#__PURE__*/function (_Geometry) {
  19724. _inheritsLoose(TorusGeometry, _Geometry);
  19725. function TorusGeometry(radius, tube, radialSegments, tubularSegments, arc) {
  19726. var _this;
  19727. _this = _Geometry.call(this) || this;
  19728. _this.type = 'TorusGeometry';
  19729. _this.parameters = {
  19730. radius: radius,
  19731. tube: tube,
  19732. radialSegments: radialSegments,
  19733. tubularSegments: tubularSegments,
  19734. arc: arc
  19735. };
  19736. _this.fromBufferGeometry(new TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc));
  19737. _this.mergeVertices();
  19738. return _this;
  19739. }
  19740. return TorusGeometry;
  19741. }(Geometry);
  19742. var TorusKnotBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19743. _inheritsLoose(TorusKnotBufferGeometry, _BufferGeometry);
  19744. function TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q) {
  19745. var _this;
  19746. if (radius === void 0) {
  19747. radius = 1;
  19748. }
  19749. if (tube === void 0) {
  19750. tube = 0.4;
  19751. }
  19752. if (tubularSegments === void 0) {
  19753. tubularSegments = 64;
  19754. }
  19755. if (radialSegments === void 0) {
  19756. radialSegments = 8;
  19757. }
  19758. if (p === void 0) {
  19759. p = 2;
  19760. }
  19761. if (q === void 0) {
  19762. q = 3;
  19763. }
  19764. _this = _BufferGeometry.call(this) || this;
  19765. _this.type = 'TorusKnotBufferGeometry';
  19766. _this.parameters = {
  19767. radius: radius,
  19768. tube: tube,
  19769. tubularSegments: tubularSegments,
  19770. radialSegments: radialSegments,
  19771. p: p,
  19772. q: q
  19773. };
  19774. tubularSegments = Math.floor(tubularSegments);
  19775. radialSegments = Math.floor(radialSegments); // buffers
  19776. var indices = [];
  19777. var vertices = [];
  19778. var normals = [];
  19779. var uvs = []; // helper variables
  19780. var vertex = new Vector3();
  19781. var normal = new Vector3();
  19782. var P1 = new Vector3();
  19783. var P2 = new Vector3();
  19784. var B = new Vector3();
  19785. var T = new Vector3();
  19786. var N = new Vector3(); // generate vertices, normals and uvs
  19787. for (var i = 0; i <= tubularSegments; ++i) {
  19788. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  19789. var u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  19790. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  19791. calculatePositionOnCurve(u, p, q, radius, P1);
  19792. calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis
  19793. T.subVectors(P2, P1);
  19794. N.addVectors(P2, P1);
  19795. B.crossVectors(T, N);
  19796. N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it
  19797. B.normalize();
  19798. N.normalize();
  19799. for (var j = 0; j <= radialSegments; ++j) {
  19800. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  19801. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  19802. var v = j / radialSegments * Math.PI * 2;
  19803. var cx = -tube * Math.cos(v);
  19804. var cy = tube * Math.sin(v); // now calculate the final vertex position.
  19805. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  19806. vertex.x = P1.x + (cx * N.x + cy * B.x);
  19807. vertex.y = P1.y + (cx * N.y + cy * B.y);
  19808. vertex.z = P1.z + (cx * N.z + cy * B.z);
  19809. vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  19810. normal.subVectors(vertex, P1).normalize();
  19811. normals.push(normal.x, normal.y, normal.z); // uv
  19812. uvs.push(i / tubularSegments);
  19813. uvs.push(j / radialSegments);
  19814. }
  19815. } // generate indices
  19816. for (var _j = 1; _j <= tubularSegments; _j++) {
  19817. for (var _i = 1; _i <= radialSegments; _i++) {
  19818. // indices
  19819. var a = (radialSegments + 1) * (_j - 1) + (_i - 1);
  19820. var b = (radialSegments + 1) * _j + (_i - 1);
  19821. var c = (radialSegments + 1) * _j + _i;
  19822. var d = (radialSegments + 1) * (_j - 1) + _i; // faces
  19823. indices.push(a, b, d);
  19824. indices.push(b, c, d);
  19825. }
  19826. } // build geometry
  19827. _this.setIndex(indices);
  19828. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19829. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19830. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
  19831. function calculatePositionOnCurve(u, p, q, radius, position) {
  19832. var cu = Math.cos(u);
  19833. var su = Math.sin(u);
  19834. var quOverP = q / p * u;
  19835. var cs = Math.cos(quOverP);
  19836. position.x = radius * (2 + cs) * 0.5 * cu;
  19837. position.y = radius * (2 + cs) * su * 0.5;
  19838. position.z = radius * Math.sin(quOverP) * 0.5;
  19839. }
  19840. return _this;
  19841. }
  19842. return TorusKnotBufferGeometry;
  19843. }(BufferGeometry);
  19844. var TorusKnotGeometry = /*#__PURE__*/function (_Geometry) {
  19845. _inheritsLoose(TorusKnotGeometry, _Geometry);
  19846. function TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q, heightScale) {
  19847. var _this;
  19848. _this = _Geometry.call(this) || this;
  19849. _this.type = 'TorusKnotGeometry';
  19850. _this.parameters = {
  19851. radius: radius,
  19852. tube: tube,
  19853. tubularSegments: tubularSegments,
  19854. radialSegments: radialSegments,
  19855. p: p,
  19856. q: q
  19857. };
  19858. if (heightScale !== undefined) console.warn('THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.');
  19859. _this.fromBufferGeometry(new TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q));
  19860. _this.mergeVertices();
  19861. return _this;
  19862. }
  19863. return TorusKnotGeometry;
  19864. }(Geometry);
  19865. var TubeBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19866. _inheritsLoose(TubeBufferGeometry, _BufferGeometry);
  19867. function TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed) {
  19868. var _this;
  19869. if (tubularSegments === void 0) {
  19870. tubularSegments = 64;
  19871. }
  19872. if (radius === void 0) {
  19873. radius = 1;
  19874. }
  19875. if (radialSegments === void 0) {
  19876. radialSegments = 8;
  19877. }
  19878. if (closed === void 0) {
  19879. closed = false;
  19880. }
  19881. _this = _BufferGeometry.call(this) || this;
  19882. _this.type = 'TubeBufferGeometry';
  19883. _this.parameters = {
  19884. path: path,
  19885. tubularSegments: tubularSegments,
  19886. radius: radius,
  19887. radialSegments: radialSegments,
  19888. closed: closed
  19889. };
  19890. var frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
  19891. _this.tangents = frames.tangents;
  19892. _this.normals = frames.normals;
  19893. _this.binormals = frames.binormals; // helper variables
  19894. var vertex = new Vector3();
  19895. var normal = new Vector3();
  19896. var uv = new Vector2();
  19897. var P = new Vector3(); // buffer
  19898. var vertices = [];
  19899. var normals = [];
  19900. var uvs = [];
  19901. var indices = []; // create buffer data
  19902. generateBufferData(); // build geometry
  19903. _this.setIndex(indices);
  19904. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  19905. _this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  19906. _this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
  19907. function generateBufferData() {
  19908. for (var i = 0; i < tubularSegments; i++) {
  19909. generateSegment(i);
  19910. } // if the geometry is not closed, generate the last row of vertices and normals
  19911. // at the regular position on the given path
  19912. //
  19913. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  19914. generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
  19915. // this makes it easy compute correct values for closed geometries
  19916. generateUVs(); // finally create faces
  19917. generateIndices();
  19918. }
  19919. function generateSegment(i) {
  19920. // we use getPointAt to sample evenly distributed points from the given path
  19921. P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal
  19922. var N = frames.normals[i];
  19923. var B = frames.binormals[i]; // generate normals and vertices for the current segment
  19924. for (var j = 0; j <= radialSegments; j++) {
  19925. var v = j / radialSegments * Math.PI * 2;
  19926. var sin = Math.sin(v);
  19927. var cos = -Math.cos(v); // normal
  19928. normal.x = cos * N.x + sin * B.x;
  19929. normal.y = cos * N.y + sin * B.y;
  19930. normal.z = cos * N.z + sin * B.z;
  19931. normal.normalize();
  19932. normals.push(normal.x, normal.y, normal.z); // vertex
  19933. vertex.x = P.x + radius * normal.x;
  19934. vertex.y = P.y + radius * normal.y;
  19935. vertex.z = P.z + radius * normal.z;
  19936. vertices.push(vertex.x, vertex.y, vertex.z);
  19937. }
  19938. }
  19939. function generateIndices() {
  19940. for (var j = 1; j <= tubularSegments; j++) {
  19941. for (var i = 1; i <= radialSegments; i++) {
  19942. var a = (radialSegments + 1) * (j - 1) + (i - 1);
  19943. var b = (radialSegments + 1) * j + (i - 1);
  19944. var c = (radialSegments + 1) * j + i;
  19945. var d = (radialSegments + 1) * (j - 1) + i; // faces
  19946. indices.push(a, b, d);
  19947. indices.push(b, c, d);
  19948. }
  19949. }
  19950. }
  19951. function generateUVs() {
  19952. for (var i = 0; i <= tubularSegments; i++) {
  19953. for (var j = 0; j <= radialSegments; j++) {
  19954. uv.x = i / tubularSegments;
  19955. uv.y = j / radialSegments;
  19956. uvs.push(uv.x, uv.y);
  19957. }
  19958. }
  19959. }
  19960. return _this;
  19961. }
  19962. var _proto = TubeBufferGeometry.prototype;
  19963. _proto.toJSON = function toJSON() {
  19964. var data = BufferGeometry.prototype.toJSON.call(this);
  19965. data.path = this.parameters.path.toJSON();
  19966. return data;
  19967. };
  19968. return TubeBufferGeometry;
  19969. }(BufferGeometry);
  19970. var TubeGeometry = /*#__PURE__*/function (_Geometry) {
  19971. _inheritsLoose(TubeGeometry, _Geometry);
  19972. function TubeGeometry(path, tubularSegments, radius, radialSegments, closed, taper) {
  19973. var _this;
  19974. _this = _Geometry.call(this) || this;
  19975. _this.type = 'TubeGeometry';
  19976. _this.parameters = {
  19977. path: path,
  19978. tubularSegments: tubularSegments,
  19979. radius: radius,
  19980. radialSegments: radialSegments,
  19981. closed: closed
  19982. };
  19983. if (taper !== undefined) console.warn('THREE.TubeGeometry: taper has been removed.');
  19984. var bufferGeometry = new TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed); // expose internals
  19985. _this.tangents = bufferGeometry.tangents;
  19986. _this.normals = bufferGeometry.normals;
  19987. _this.binormals = bufferGeometry.binormals; // create geometry
  19988. _this.fromBufferGeometry(bufferGeometry);
  19989. _this.mergeVertices();
  19990. return _this;
  19991. }
  19992. return TubeGeometry;
  19993. }(Geometry);
  19994. var WireframeGeometry = /*#__PURE__*/function (_BufferGeometry) {
  19995. _inheritsLoose(WireframeGeometry, _BufferGeometry);
  19996. function WireframeGeometry(geometry) {
  19997. var _this;
  19998. _this = _BufferGeometry.call(this) || this;
  19999. _this.type = 'WireframeGeometry'; // buffer
  20000. var vertices = []; // helper variables
  20001. var edge = [0, 0],
  20002. edges = {};
  20003. var keys = ['a', 'b', 'c']; // different logic for Geometry and BufferGeometry
  20004. if (geometry && geometry.isGeometry) {
  20005. // create a data structure that contains all edges without duplicates
  20006. var faces = geometry.faces;
  20007. for (var i = 0, l = faces.length; i < l; i++) {
  20008. var face = faces[i];
  20009. for (var j = 0; j < 3; j++) {
  20010. var edge1 = face[keys[j]];
  20011. var edge2 = face[keys[(j + 1) % 3]];
  20012. edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates
  20013. edge[1] = Math.max(edge1, edge2);
  20014. var key = edge[0] + ',' + edge[1];
  20015. if (edges[key] === undefined) {
  20016. edges[key] = {
  20017. index1: edge[0],
  20018. index2: edge[1]
  20019. };
  20020. }
  20021. }
  20022. } // generate vertices
  20023. for (var _key in edges) {
  20024. var e = edges[_key];
  20025. var vertex = geometry.vertices[e.index1];
  20026. vertices.push(vertex.x, vertex.y, vertex.z);
  20027. vertex = geometry.vertices[e.index2];
  20028. vertices.push(vertex.x, vertex.y, vertex.z);
  20029. }
  20030. } else if (geometry && geometry.isBufferGeometry) {
  20031. var _vertex = new Vector3();
  20032. if (geometry.index !== null) {
  20033. // indexed BufferGeometry
  20034. var position = geometry.attributes.position;
  20035. var indices = geometry.index;
  20036. var groups = geometry.groups;
  20037. if (groups.length === 0) {
  20038. groups = [{
  20039. start: 0,
  20040. count: indices.count,
  20041. materialIndex: 0
  20042. }];
  20043. } // create a data structure that contains all eges without duplicates
  20044. for (var o = 0, ol = groups.length; o < ol; ++o) {
  20045. var group = groups[o];
  20046. var start = group.start;
  20047. var count = group.count;
  20048. for (var _i = start, _l = start + count; _i < _l; _i += 3) {
  20049. for (var _j = 0; _j < 3; _j++) {
  20050. var _edge = indices.getX(_i + _j);
  20051. var _edge2 = indices.getX(_i + (_j + 1) % 3);
  20052. edge[0] = Math.min(_edge, _edge2); // sorting prevents duplicates
  20053. edge[1] = Math.max(_edge, _edge2);
  20054. var _key2 = edge[0] + ',' + edge[1];
  20055. if (edges[_key2] === undefined) {
  20056. edges[_key2] = {
  20057. index1: edge[0],
  20058. index2: edge[1]
  20059. };
  20060. }
  20061. }
  20062. }
  20063. } // generate vertices
  20064. for (var _key3 in edges) {
  20065. var _e = edges[_key3];
  20066. _vertex.fromBufferAttribute(position, _e.index1);
  20067. vertices.push(_vertex.x, _vertex.y, _vertex.z);
  20068. _vertex.fromBufferAttribute(position, _e.index2);
  20069. vertices.push(_vertex.x, _vertex.y, _vertex.z);
  20070. }
  20071. } else {
  20072. // non-indexed BufferGeometry
  20073. var _position = geometry.attributes.position;
  20074. for (var _i2 = 0, _l2 = _position.count / 3; _i2 < _l2; _i2++) {
  20075. for (var _j2 = 0; _j2 < 3; _j2++) {
  20076. // three edges per triangle, an edge is represented as (index1, index2)
  20077. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  20078. var index1 = 3 * _i2 + _j2;
  20079. _vertex.fromBufferAttribute(_position, index1);
  20080. vertices.push(_vertex.x, _vertex.y, _vertex.z);
  20081. var index2 = 3 * _i2 + (_j2 + 1) % 3;
  20082. _vertex.fromBufferAttribute(_position, index2);
  20083. vertices.push(_vertex.x, _vertex.y, _vertex.z);
  20084. }
  20085. }
  20086. }
  20087. } // build geometry
  20088. _this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20089. return _this;
  20090. }
  20091. return WireframeGeometry;
  20092. }(BufferGeometry);
  20093. var Geometries = /*#__PURE__*/Object.freeze({
  20094. __proto__: null,
  20095. BoxGeometry: BoxGeometry,
  20096. BoxBufferGeometry: BoxBufferGeometry,
  20097. CircleGeometry: CircleGeometry,
  20098. CircleBufferGeometry: CircleBufferGeometry,
  20099. ConeGeometry: ConeGeometry,
  20100. ConeBufferGeometry: ConeBufferGeometry,
  20101. CylinderGeometry: CylinderGeometry,
  20102. CylinderBufferGeometry: CylinderBufferGeometry,
  20103. DodecahedronGeometry: DodecahedronGeometry,
  20104. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  20105. EdgesGeometry: EdgesGeometry,
  20106. ExtrudeGeometry: ExtrudeGeometry,
  20107. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  20108. IcosahedronGeometry: IcosahedronGeometry,
  20109. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  20110. LatheGeometry: LatheGeometry,
  20111. LatheBufferGeometry: LatheBufferGeometry,
  20112. OctahedronGeometry: OctahedronGeometry,
  20113. OctahedronBufferGeometry: OctahedronBufferGeometry,
  20114. ParametricGeometry: ParametricGeometry,
  20115. ParametricBufferGeometry: ParametricBufferGeometry,
  20116. PlaneGeometry: PlaneGeometry,
  20117. PlaneBufferGeometry: PlaneBufferGeometry,
  20118. PolyhedronGeometry: PolyhedronGeometry,
  20119. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  20120. RingGeometry: RingGeometry,
  20121. RingBufferGeometry: RingBufferGeometry,
  20122. ShapeGeometry: ShapeGeometry,
  20123. ShapeBufferGeometry: ShapeBufferGeometry,
  20124. SphereGeometry: SphereGeometry,
  20125. SphereBufferGeometry: SphereBufferGeometry,
  20126. TetrahedronGeometry: TetrahedronGeometry,
  20127. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  20128. TextGeometry: TextGeometry,
  20129. TextBufferGeometry: TextBufferGeometry,
  20130. TorusGeometry: TorusGeometry,
  20131. TorusBufferGeometry: TorusBufferGeometry,
  20132. TorusKnotGeometry: TorusKnotGeometry,
  20133. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  20134. TubeGeometry: TubeGeometry,
  20135. TubeBufferGeometry: TubeBufferGeometry,
  20136. WireframeGeometry: WireframeGeometry
  20137. });
  20138. /**
  20139. * parameters = {
  20140. * color: <THREE.Color>
  20141. * }
  20142. */
  20143. function ShadowMaterial(parameters) {
  20144. Material.call(this);
  20145. this.type = 'ShadowMaterial';
  20146. this.color = new Color(0x000000);
  20147. this.transparent = true;
  20148. this.setValues(parameters);
  20149. }
  20150. ShadowMaterial.prototype = Object.create(Material.prototype);
  20151. ShadowMaterial.prototype.constructor = ShadowMaterial;
  20152. ShadowMaterial.prototype.isShadowMaterial = true;
  20153. ShadowMaterial.prototype.copy = function (source) {
  20154. Material.prototype.copy.call(this, source);
  20155. this.color.copy(source.color);
  20156. return this;
  20157. };
  20158. function RawShaderMaterial(parameters) {
  20159. ShaderMaterial.call(this, parameters);
  20160. this.type = 'RawShaderMaterial';
  20161. }
  20162. RawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype);
  20163. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20164. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20165. /**
  20166. * parameters = {
  20167. * color: <hex>,
  20168. * roughness: <float>,
  20169. * metalness: <float>,
  20170. * opacity: <float>,
  20171. *
  20172. * map: new THREE.Texture( <Image> ),
  20173. *
  20174. * lightMap: new THREE.Texture( <Image> ),
  20175. * lightMapIntensity: <float>
  20176. *
  20177. * aoMap: new THREE.Texture( <Image> ),
  20178. * aoMapIntensity: <float>
  20179. *
  20180. * emissive: <hex>,
  20181. * emissiveIntensity: <float>
  20182. * emissiveMap: new THREE.Texture( <Image> ),
  20183. *
  20184. * bumpMap: new THREE.Texture( <Image> ),
  20185. * bumpScale: <float>,
  20186. *
  20187. * normalMap: new THREE.Texture( <Image> ),
  20188. * normalMapType: THREE.TangentSpaceNormalMap,
  20189. * normalScale: <Vector2>,
  20190. *
  20191. * displacementMap: new THREE.Texture( <Image> ),
  20192. * displacementScale: <float>,
  20193. * displacementBias: <float>,
  20194. *
  20195. * roughnessMap: new THREE.Texture( <Image> ),
  20196. *
  20197. * metalnessMap: new THREE.Texture( <Image> ),
  20198. *
  20199. * alphaMap: new THREE.Texture( <Image> ),
  20200. *
  20201. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20202. * envMapIntensity: <float>
  20203. *
  20204. * refractionRatio: <float>,
  20205. *
  20206. * wireframe: <boolean>,
  20207. * wireframeLinewidth: <float>,
  20208. *
  20209. * skinning: <bool>,
  20210. * morphTargets: <bool>,
  20211. * morphNormals: <bool>
  20212. * }
  20213. */
  20214. function MeshStandardMaterial(parameters) {
  20215. Material.call(this);
  20216. this.defines = {
  20217. 'STANDARD': ''
  20218. };
  20219. this.type = 'MeshStandardMaterial';
  20220. this.color = new Color(0xffffff); // diffuse
  20221. this.roughness = 1.0;
  20222. this.metalness = 0.0;
  20223. this.map = null;
  20224. this.lightMap = null;
  20225. this.lightMapIntensity = 1.0;
  20226. this.aoMap = null;
  20227. this.aoMapIntensity = 1.0;
  20228. this.emissive = new Color(0x000000);
  20229. this.emissiveIntensity = 1.0;
  20230. this.emissiveMap = null;
  20231. this.bumpMap = null;
  20232. this.bumpScale = 1;
  20233. this.normalMap = null;
  20234. this.normalMapType = TangentSpaceNormalMap;
  20235. this.normalScale = new Vector2(1, 1);
  20236. this.displacementMap = null;
  20237. this.displacementScale = 1;
  20238. this.displacementBias = 0;
  20239. this.roughnessMap = null;
  20240. this.metalnessMap = null;
  20241. this.alphaMap = null;
  20242. this.envMap = null;
  20243. this.envMapIntensity = 1.0;
  20244. this.refractionRatio = 0.98;
  20245. this.wireframe = false;
  20246. this.wireframeLinewidth = 1;
  20247. this.wireframeLinecap = 'round';
  20248. this.wireframeLinejoin = 'round';
  20249. this.skinning = false;
  20250. this.morphTargets = false;
  20251. this.morphNormals = false;
  20252. this.vertexTangents = false;
  20253. this.setValues(parameters);
  20254. }
  20255. MeshStandardMaterial.prototype = Object.create(Material.prototype);
  20256. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20257. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20258. MeshStandardMaterial.prototype.copy = function (source) {
  20259. Material.prototype.copy.call(this, source);
  20260. this.defines = {
  20261. 'STANDARD': ''
  20262. };
  20263. this.color.copy(source.color);
  20264. this.roughness = source.roughness;
  20265. this.metalness = source.metalness;
  20266. this.map = source.map;
  20267. this.lightMap = source.lightMap;
  20268. this.lightMapIntensity = source.lightMapIntensity;
  20269. this.aoMap = source.aoMap;
  20270. this.aoMapIntensity = source.aoMapIntensity;
  20271. this.emissive.copy(source.emissive);
  20272. this.emissiveMap = source.emissiveMap;
  20273. this.emissiveIntensity = source.emissiveIntensity;
  20274. this.bumpMap = source.bumpMap;
  20275. this.bumpScale = source.bumpScale;
  20276. this.normalMap = source.normalMap;
  20277. this.normalMapType = source.normalMapType;
  20278. this.normalScale.copy(source.normalScale);
  20279. this.displacementMap = source.displacementMap;
  20280. this.displacementScale = source.displacementScale;
  20281. this.displacementBias = source.displacementBias;
  20282. this.roughnessMap = source.roughnessMap;
  20283. this.metalnessMap = source.metalnessMap;
  20284. this.alphaMap = source.alphaMap;
  20285. this.envMap = source.envMap;
  20286. this.envMapIntensity = source.envMapIntensity;
  20287. this.refractionRatio = source.refractionRatio;
  20288. this.wireframe = source.wireframe;
  20289. this.wireframeLinewidth = source.wireframeLinewidth;
  20290. this.wireframeLinecap = source.wireframeLinecap;
  20291. this.wireframeLinejoin = source.wireframeLinejoin;
  20292. this.skinning = source.skinning;
  20293. this.morphTargets = source.morphTargets;
  20294. this.morphNormals = source.morphNormals;
  20295. this.vertexTangents = source.vertexTangents;
  20296. return this;
  20297. };
  20298. /**
  20299. * parameters = {
  20300. * clearcoat: <float>,
  20301. * clearcoatMap: new THREE.Texture( <Image> ),
  20302. * clearcoatRoughness: <float>,
  20303. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20304. * clearcoatNormalScale: <Vector2>,
  20305. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20306. *
  20307. * reflectivity: <float>,
  20308. * ior: <float>,
  20309. *
  20310. * sheen: <Color>,
  20311. *
  20312. * transmission: <float>,
  20313. * transmissionMap: new THREE.Texture( <Image> )
  20314. * }
  20315. */
  20316. function MeshPhysicalMaterial(parameters) {
  20317. MeshStandardMaterial.call(this);
  20318. this.defines = {
  20319. 'STANDARD': '',
  20320. 'PHYSICAL': ''
  20321. };
  20322. this.type = 'MeshPhysicalMaterial';
  20323. this.clearcoat = 0.0;
  20324. this.clearcoatMap = null;
  20325. this.clearcoatRoughness = 0.0;
  20326. this.clearcoatRoughnessMap = null;
  20327. this.clearcoatNormalScale = new Vector2(1, 1);
  20328. this.clearcoatNormalMap = null;
  20329. this.reflectivity = 0.5; // maps to F0 = 0.04
  20330. Object.defineProperty(this, 'ior', {
  20331. get: function get() {
  20332. return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity);
  20333. },
  20334. set: function set(ior) {
  20335. this.reflectivity = MathUtils.clamp(2.5 * (ior - 1) / (ior + 1), 0, 1);
  20336. }
  20337. });
  20338. this.sheen = null; // null will disable sheen bsdf
  20339. this.transmission = 0.0;
  20340. this.transmissionMap = null;
  20341. this.setValues(parameters);
  20342. }
  20343. MeshPhysicalMaterial.prototype = Object.create(MeshStandardMaterial.prototype);
  20344. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20345. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20346. MeshPhysicalMaterial.prototype.copy = function (source) {
  20347. MeshStandardMaterial.prototype.copy.call(this, source);
  20348. this.defines = {
  20349. 'STANDARD': '',
  20350. 'PHYSICAL': ''
  20351. };
  20352. this.clearcoat = source.clearcoat;
  20353. this.clearcoatMap = source.clearcoatMap;
  20354. this.clearcoatRoughness = source.clearcoatRoughness;
  20355. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20356. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20357. this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
  20358. this.reflectivity = source.reflectivity;
  20359. if (source.sheen) {
  20360. this.sheen = (this.sheen || new Color()).copy(source.sheen);
  20361. } else {
  20362. this.sheen = null;
  20363. }
  20364. this.transmission = source.transmission;
  20365. this.transmissionMap = source.transmissionMap;
  20366. return this;
  20367. };
  20368. /**
  20369. * parameters = {
  20370. * color: <hex>,
  20371. * specular: <hex>,
  20372. * shininess: <float>,
  20373. * opacity: <float>,
  20374. *
  20375. * map: new THREE.Texture( <Image> ),
  20376. *
  20377. * lightMap: new THREE.Texture( <Image> ),
  20378. * lightMapIntensity: <float>
  20379. *
  20380. * aoMap: new THREE.Texture( <Image> ),
  20381. * aoMapIntensity: <float>
  20382. *
  20383. * emissive: <hex>,
  20384. * emissiveIntensity: <float>
  20385. * emissiveMap: new THREE.Texture( <Image> ),
  20386. *
  20387. * bumpMap: new THREE.Texture( <Image> ),
  20388. * bumpScale: <float>,
  20389. *
  20390. * normalMap: new THREE.Texture( <Image> ),
  20391. * normalMapType: THREE.TangentSpaceNormalMap,
  20392. * normalScale: <Vector2>,
  20393. *
  20394. * displacementMap: new THREE.Texture( <Image> ),
  20395. * displacementScale: <float>,
  20396. * displacementBias: <float>,
  20397. *
  20398. * specularMap: new THREE.Texture( <Image> ),
  20399. *
  20400. * alphaMap: new THREE.Texture( <Image> ),
  20401. *
  20402. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20403. * combine: THREE.MultiplyOperation,
  20404. * reflectivity: <float>,
  20405. * refractionRatio: <float>,
  20406. *
  20407. * wireframe: <boolean>,
  20408. * wireframeLinewidth: <float>,
  20409. *
  20410. * skinning: <bool>,
  20411. * morphTargets: <bool>,
  20412. * morphNormals: <bool>
  20413. * }
  20414. */
  20415. function MeshPhongMaterial(parameters) {
  20416. Material.call(this);
  20417. this.type = 'MeshPhongMaterial';
  20418. this.color = new Color(0xffffff); // diffuse
  20419. this.specular = new Color(0x111111);
  20420. this.shininess = 30;
  20421. this.map = null;
  20422. this.lightMap = null;
  20423. this.lightMapIntensity = 1.0;
  20424. this.aoMap = null;
  20425. this.aoMapIntensity = 1.0;
  20426. this.emissive = new Color(0x000000);
  20427. this.emissiveIntensity = 1.0;
  20428. this.emissiveMap = null;
  20429. this.bumpMap = null;
  20430. this.bumpScale = 1;
  20431. this.normalMap = null;
  20432. this.normalMapType = TangentSpaceNormalMap;
  20433. this.normalScale = new Vector2(1, 1);
  20434. this.displacementMap = null;
  20435. this.displacementScale = 1;
  20436. this.displacementBias = 0;
  20437. this.specularMap = null;
  20438. this.alphaMap = null;
  20439. this.envMap = null;
  20440. this.combine = MultiplyOperation;
  20441. this.reflectivity = 1;
  20442. this.refractionRatio = 0.98;
  20443. this.wireframe = false;
  20444. this.wireframeLinewidth = 1;
  20445. this.wireframeLinecap = 'round';
  20446. this.wireframeLinejoin = 'round';
  20447. this.skinning = false;
  20448. this.morphTargets = false;
  20449. this.morphNormals = false;
  20450. this.setValues(parameters);
  20451. }
  20452. MeshPhongMaterial.prototype = Object.create(Material.prototype);
  20453. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20454. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20455. MeshPhongMaterial.prototype.copy = function (source) {
  20456. Material.prototype.copy.call(this, source);
  20457. this.color.copy(source.color);
  20458. this.specular.copy(source.specular);
  20459. this.shininess = source.shininess;
  20460. this.map = source.map;
  20461. this.lightMap = source.lightMap;
  20462. this.lightMapIntensity = source.lightMapIntensity;
  20463. this.aoMap = source.aoMap;
  20464. this.aoMapIntensity = source.aoMapIntensity;
  20465. this.emissive.copy(source.emissive);
  20466. this.emissiveMap = source.emissiveMap;
  20467. this.emissiveIntensity = source.emissiveIntensity;
  20468. this.bumpMap = source.bumpMap;
  20469. this.bumpScale = source.bumpScale;
  20470. this.normalMap = source.normalMap;
  20471. this.normalMapType = source.normalMapType;
  20472. this.normalScale.copy(source.normalScale);
  20473. this.displacementMap = source.displacementMap;
  20474. this.displacementScale = source.displacementScale;
  20475. this.displacementBias = source.displacementBias;
  20476. this.specularMap = source.specularMap;
  20477. this.alphaMap = source.alphaMap;
  20478. this.envMap = source.envMap;
  20479. this.combine = source.combine;
  20480. this.reflectivity = source.reflectivity;
  20481. this.refractionRatio = source.refractionRatio;
  20482. this.wireframe = source.wireframe;
  20483. this.wireframeLinewidth = source.wireframeLinewidth;
  20484. this.wireframeLinecap = source.wireframeLinecap;
  20485. this.wireframeLinejoin = source.wireframeLinejoin;
  20486. this.skinning = source.skinning;
  20487. this.morphTargets = source.morphTargets;
  20488. this.morphNormals = source.morphNormals;
  20489. return this;
  20490. };
  20491. /**
  20492. * parameters = {
  20493. * color: <hex>,
  20494. *
  20495. * map: new THREE.Texture( <Image> ),
  20496. * gradientMap: new THREE.Texture( <Image> ),
  20497. *
  20498. * lightMap: new THREE.Texture( <Image> ),
  20499. * lightMapIntensity: <float>
  20500. *
  20501. * aoMap: new THREE.Texture( <Image> ),
  20502. * aoMapIntensity: <float>
  20503. *
  20504. * emissive: <hex>,
  20505. * emissiveIntensity: <float>
  20506. * emissiveMap: new THREE.Texture( <Image> ),
  20507. *
  20508. * bumpMap: new THREE.Texture( <Image> ),
  20509. * bumpScale: <float>,
  20510. *
  20511. * normalMap: new THREE.Texture( <Image> ),
  20512. * normalMapType: THREE.TangentSpaceNormalMap,
  20513. * normalScale: <Vector2>,
  20514. *
  20515. * displacementMap: new THREE.Texture( <Image> ),
  20516. * displacementScale: <float>,
  20517. * displacementBias: <float>,
  20518. *
  20519. * alphaMap: new THREE.Texture( <Image> ),
  20520. *
  20521. * wireframe: <boolean>,
  20522. * wireframeLinewidth: <float>,
  20523. *
  20524. * skinning: <bool>,
  20525. * morphTargets: <bool>,
  20526. * morphNormals: <bool>
  20527. * }
  20528. */
  20529. function MeshToonMaterial(parameters) {
  20530. Material.call(this);
  20531. this.defines = {
  20532. 'TOON': ''
  20533. };
  20534. this.type = 'MeshToonMaterial';
  20535. this.color = new Color(0xffffff);
  20536. this.map = null;
  20537. this.gradientMap = null;
  20538. this.lightMap = null;
  20539. this.lightMapIntensity = 1.0;
  20540. this.aoMap = null;
  20541. this.aoMapIntensity = 1.0;
  20542. this.emissive = new Color(0x000000);
  20543. this.emissiveIntensity = 1.0;
  20544. this.emissiveMap = null;
  20545. this.bumpMap = null;
  20546. this.bumpScale = 1;
  20547. this.normalMap = null;
  20548. this.normalMapType = TangentSpaceNormalMap;
  20549. this.normalScale = new Vector2(1, 1);
  20550. this.displacementMap = null;
  20551. this.displacementScale = 1;
  20552. this.displacementBias = 0;
  20553. this.alphaMap = null;
  20554. this.wireframe = false;
  20555. this.wireframeLinewidth = 1;
  20556. this.wireframeLinecap = 'round';
  20557. this.wireframeLinejoin = 'round';
  20558. this.skinning = false;
  20559. this.morphTargets = false;
  20560. this.morphNormals = false;
  20561. this.setValues(parameters);
  20562. }
  20563. MeshToonMaterial.prototype = Object.create(Material.prototype);
  20564. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20565. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20566. MeshToonMaterial.prototype.copy = function (source) {
  20567. Material.prototype.copy.call(this, source);
  20568. this.color.copy(source.color);
  20569. this.map = source.map;
  20570. this.gradientMap = source.gradientMap;
  20571. this.lightMap = source.lightMap;
  20572. this.lightMapIntensity = source.lightMapIntensity;
  20573. this.aoMap = source.aoMap;
  20574. this.aoMapIntensity = source.aoMapIntensity;
  20575. this.emissive.copy(source.emissive);
  20576. this.emissiveMap = source.emissiveMap;
  20577. this.emissiveIntensity = source.emissiveIntensity;
  20578. this.bumpMap = source.bumpMap;
  20579. this.bumpScale = source.bumpScale;
  20580. this.normalMap = source.normalMap;
  20581. this.normalMapType = source.normalMapType;
  20582. this.normalScale.copy(source.normalScale);
  20583. this.displacementMap = source.displacementMap;
  20584. this.displacementScale = source.displacementScale;
  20585. this.displacementBias = source.displacementBias;
  20586. this.alphaMap = source.alphaMap;
  20587. this.wireframe = source.wireframe;
  20588. this.wireframeLinewidth = source.wireframeLinewidth;
  20589. this.wireframeLinecap = source.wireframeLinecap;
  20590. this.wireframeLinejoin = source.wireframeLinejoin;
  20591. this.skinning = source.skinning;
  20592. this.morphTargets = source.morphTargets;
  20593. this.morphNormals = source.morphNormals;
  20594. return this;
  20595. };
  20596. /**
  20597. * parameters = {
  20598. * opacity: <float>,
  20599. *
  20600. * bumpMap: new THREE.Texture( <Image> ),
  20601. * bumpScale: <float>,
  20602. *
  20603. * normalMap: new THREE.Texture( <Image> ),
  20604. * normalMapType: THREE.TangentSpaceNormalMap,
  20605. * normalScale: <Vector2>,
  20606. *
  20607. * displacementMap: new THREE.Texture( <Image> ),
  20608. * displacementScale: <float>,
  20609. * displacementBias: <float>,
  20610. *
  20611. * wireframe: <boolean>,
  20612. * wireframeLinewidth: <float>
  20613. *
  20614. * skinning: <bool>,
  20615. * morphTargets: <bool>,
  20616. * morphNormals: <bool>
  20617. * }
  20618. */
  20619. function MeshNormalMaterial(parameters) {
  20620. Material.call(this);
  20621. this.type = 'MeshNormalMaterial';
  20622. this.bumpMap = null;
  20623. this.bumpScale = 1;
  20624. this.normalMap = null;
  20625. this.normalMapType = TangentSpaceNormalMap;
  20626. this.normalScale = new Vector2(1, 1);
  20627. this.displacementMap = null;
  20628. this.displacementScale = 1;
  20629. this.displacementBias = 0;
  20630. this.wireframe = false;
  20631. this.wireframeLinewidth = 1;
  20632. this.fog = false;
  20633. this.skinning = false;
  20634. this.morphTargets = false;
  20635. this.morphNormals = false;
  20636. this.setValues(parameters);
  20637. }
  20638. MeshNormalMaterial.prototype = Object.create(Material.prototype);
  20639. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20640. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20641. MeshNormalMaterial.prototype.copy = function (source) {
  20642. Material.prototype.copy.call(this, source);
  20643. this.bumpMap = source.bumpMap;
  20644. this.bumpScale = source.bumpScale;
  20645. this.normalMap = source.normalMap;
  20646. this.normalMapType = source.normalMapType;
  20647. this.normalScale.copy(source.normalScale);
  20648. this.displacementMap = source.displacementMap;
  20649. this.displacementScale = source.displacementScale;
  20650. this.displacementBias = source.displacementBias;
  20651. this.wireframe = source.wireframe;
  20652. this.wireframeLinewidth = source.wireframeLinewidth;
  20653. this.skinning = source.skinning;
  20654. this.morphTargets = source.morphTargets;
  20655. this.morphNormals = source.morphNormals;
  20656. return this;
  20657. };
  20658. /**
  20659. * parameters = {
  20660. * color: <hex>,
  20661. * opacity: <float>,
  20662. *
  20663. * map: new THREE.Texture( <Image> ),
  20664. *
  20665. * lightMap: new THREE.Texture( <Image> ),
  20666. * lightMapIntensity: <float>
  20667. *
  20668. * aoMap: new THREE.Texture( <Image> ),
  20669. * aoMapIntensity: <float>
  20670. *
  20671. * emissive: <hex>,
  20672. * emissiveIntensity: <float>
  20673. * emissiveMap: new THREE.Texture( <Image> ),
  20674. *
  20675. * specularMap: new THREE.Texture( <Image> ),
  20676. *
  20677. * alphaMap: new THREE.Texture( <Image> ),
  20678. *
  20679. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20680. * combine: THREE.Multiply,
  20681. * reflectivity: <float>,
  20682. * refractionRatio: <float>,
  20683. *
  20684. * wireframe: <boolean>,
  20685. * wireframeLinewidth: <float>,
  20686. *
  20687. * skinning: <bool>,
  20688. * morphTargets: <bool>,
  20689. * morphNormals: <bool>
  20690. * }
  20691. */
  20692. function MeshLambertMaterial(parameters) {
  20693. Material.call(this);
  20694. this.type = 'MeshLambertMaterial';
  20695. this.color = new Color(0xffffff); // diffuse
  20696. this.map = null;
  20697. this.lightMap = null;
  20698. this.lightMapIntensity = 1.0;
  20699. this.aoMap = null;
  20700. this.aoMapIntensity = 1.0;
  20701. this.emissive = new Color(0x000000);
  20702. this.emissiveIntensity = 1.0;
  20703. this.emissiveMap = null;
  20704. this.specularMap = null;
  20705. this.alphaMap = null;
  20706. this.envMap = null;
  20707. this.combine = MultiplyOperation;
  20708. this.reflectivity = 1;
  20709. this.refractionRatio = 0.98;
  20710. this.wireframe = false;
  20711. this.wireframeLinewidth = 1;
  20712. this.wireframeLinecap = 'round';
  20713. this.wireframeLinejoin = 'round';
  20714. this.skinning = false;
  20715. this.morphTargets = false;
  20716. this.morphNormals = false;
  20717. this.setValues(parameters);
  20718. }
  20719. MeshLambertMaterial.prototype = Object.create(Material.prototype);
  20720. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20721. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20722. MeshLambertMaterial.prototype.copy = function (source) {
  20723. Material.prototype.copy.call(this, source);
  20724. this.color.copy(source.color);
  20725. this.map = source.map;
  20726. this.lightMap = source.lightMap;
  20727. this.lightMapIntensity = source.lightMapIntensity;
  20728. this.aoMap = source.aoMap;
  20729. this.aoMapIntensity = source.aoMapIntensity;
  20730. this.emissive.copy(source.emissive);
  20731. this.emissiveMap = source.emissiveMap;
  20732. this.emissiveIntensity = source.emissiveIntensity;
  20733. this.specularMap = source.specularMap;
  20734. this.alphaMap = source.alphaMap;
  20735. this.envMap = source.envMap;
  20736. this.combine = source.combine;
  20737. this.reflectivity = source.reflectivity;
  20738. this.refractionRatio = source.refractionRatio;
  20739. this.wireframe = source.wireframe;
  20740. this.wireframeLinewidth = source.wireframeLinewidth;
  20741. this.wireframeLinecap = source.wireframeLinecap;
  20742. this.wireframeLinejoin = source.wireframeLinejoin;
  20743. this.skinning = source.skinning;
  20744. this.morphTargets = source.morphTargets;
  20745. this.morphNormals = source.morphNormals;
  20746. return this;
  20747. };
  20748. /**
  20749. * parameters = {
  20750. * color: <hex>,
  20751. * opacity: <float>,
  20752. *
  20753. * matcap: new THREE.Texture( <Image> ),
  20754. *
  20755. * map: new THREE.Texture( <Image> ),
  20756. *
  20757. * bumpMap: new THREE.Texture( <Image> ),
  20758. * bumpScale: <float>,
  20759. *
  20760. * normalMap: new THREE.Texture( <Image> ),
  20761. * normalMapType: THREE.TangentSpaceNormalMap,
  20762. * normalScale: <Vector2>,
  20763. *
  20764. * displacementMap: new THREE.Texture( <Image> ),
  20765. * displacementScale: <float>,
  20766. * displacementBias: <float>,
  20767. *
  20768. * alphaMap: new THREE.Texture( <Image> ),
  20769. *
  20770. * skinning: <bool>,
  20771. * morphTargets: <bool>,
  20772. * morphNormals: <bool>
  20773. * }
  20774. */
  20775. function MeshMatcapMaterial(parameters) {
  20776. Material.call(this);
  20777. this.defines = {
  20778. 'MATCAP': ''
  20779. };
  20780. this.type = 'MeshMatcapMaterial';
  20781. this.color = new Color(0xffffff); // diffuse
  20782. this.matcap = null;
  20783. this.map = null;
  20784. this.bumpMap = null;
  20785. this.bumpScale = 1;
  20786. this.normalMap = null;
  20787. this.normalMapType = TangentSpaceNormalMap;
  20788. this.normalScale = new Vector2(1, 1);
  20789. this.displacementMap = null;
  20790. this.displacementScale = 1;
  20791. this.displacementBias = 0;
  20792. this.alphaMap = null;
  20793. this.skinning = false;
  20794. this.morphTargets = false;
  20795. this.morphNormals = false;
  20796. this.setValues(parameters);
  20797. }
  20798. MeshMatcapMaterial.prototype = Object.create(Material.prototype);
  20799. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20800. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20801. MeshMatcapMaterial.prototype.copy = function (source) {
  20802. Material.prototype.copy.call(this, source);
  20803. this.defines = {
  20804. 'MATCAP': ''
  20805. };
  20806. this.color.copy(source.color);
  20807. this.matcap = source.matcap;
  20808. this.map = source.map;
  20809. this.bumpMap = source.bumpMap;
  20810. this.bumpScale = source.bumpScale;
  20811. this.normalMap = source.normalMap;
  20812. this.normalMapType = source.normalMapType;
  20813. this.normalScale.copy(source.normalScale);
  20814. this.displacementMap = source.displacementMap;
  20815. this.displacementScale = source.displacementScale;
  20816. this.displacementBias = source.displacementBias;
  20817. this.alphaMap = source.alphaMap;
  20818. this.skinning = source.skinning;
  20819. this.morphTargets = source.morphTargets;
  20820. this.morphNormals = source.morphNormals;
  20821. return this;
  20822. };
  20823. /**
  20824. * parameters = {
  20825. * color: <hex>,
  20826. * opacity: <float>,
  20827. *
  20828. * linewidth: <float>,
  20829. *
  20830. * scale: <float>,
  20831. * dashSize: <float>,
  20832. * gapSize: <float>
  20833. * }
  20834. */
  20835. function LineDashedMaterial(parameters) {
  20836. LineBasicMaterial.call(this);
  20837. this.type = 'LineDashedMaterial';
  20838. this.scale = 1;
  20839. this.dashSize = 3;
  20840. this.gapSize = 1;
  20841. this.setValues(parameters);
  20842. }
  20843. LineDashedMaterial.prototype = Object.create(LineBasicMaterial.prototype);
  20844. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20845. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20846. LineDashedMaterial.prototype.copy = function (source) {
  20847. LineBasicMaterial.prototype.copy.call(this, source);
  20848. this.scale = source.scale;
  20849. this.dashSize = source.dashSize;
  20850. this.gapSize = source.gapSize;
  20851. return this;
  20852. };
  20853. var Materials = /*#__PURE__*/Object.freeze({
  20854. __proto__: null,
  20855. ShadowMaterial: ShadowMaterial,
  20856. SpriteMaterial: SpriteMaterial,
  20857. RawShaderMaterial: RawShaderMaterial,
  20858. ShaderMaterial: ShaderMaterial,
  20859. PointsMaterial: PointsMaterial,
  20860. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20861. MeshStandardMaterial: MeshStandardMaterial,
  20862. MeshPhongMaterial: MeshPhongMaterial,
  20863. MeshToonMaterial: MeshToonMaterial,
  20864. MeshNormalMaterial: MeshNormalMaterial,
  20865. MeshLambertMaterial: MeshLambertMaterial,
  20866. MeshDepthMaterial: MeshDepthMaterial,
  20867. MeshDistanceMaterial: MeshDistanceMaterial,
  20868. MeshBasicMaterial: MeshBasicMaterial,
  20869. MeshMatcapMaterial: MeshMatcapMaterial,
  20870. LineDashedMaterial: LineDashedMaterial,
  20871. LineBasicMaterial: LineBasicMaterial,
  20872. Material: Material
  20873. });
  20874. var AnimationUtils = {
  20875. // same as Array.prototype.slice, but also works on typed arrays
  20876. arraySlice: function arraySlice(array, from, to) {
  20877. if (AnimationUtils.isTypedArray(array)) {
  20878. // in ios9 array.subarray(from, undefined) will return empty array
  20879. // but array.subarray(from) or array.subarray(from, len) is correct
  20880. return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
  20881. }
  20882. return array.slice(from, to);
  20883. },
  20884. // converts an array to a specific type
  20885. convertArray: function convertArray(array, type, forceClone) {
  20886. if (!array || // let 'undefined' and 'null' pass
  20887. !forceClone && array.constructor === type) return array;
  20888. if (typeof type.BYTES_PER_ELEMENT === 'number') {
  20889. return new type(array); // create typed array
  20890. }
  20891. return Array.prototype.slice.call(array); // create Array
  20892. },
  20893. isTypedArray: function isTypedArray(object) {
  20894. return ArrayBuffer.isView(object) && !(object instanceof DataView);
  20895. },
  20896. // returns an array by which times and values can be sorted
  20897. getKeyframeOrder: function getKeyframeOrder(times) {
  20898. function compareTime(i, j) {
  20899. return times[i] - times[j];
  20900. }
  20901. var n = times.length;
  20902. var result = new Array(n);
  20903. for (var i = 0; i !== n; ++i) {
  20904. result[i] = i;
  20905. }
  20906. result.sort(compareTime);
  20907. return result;
  20908. },
  20909. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20910. sortedArray: function sortedArray(values, stride, order) {
  20911. var nValues = values.length;
  20912. var result = new values.constructor(nValues);
  20913. for (var i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
  20914. var srcOffset = order[i] * stride;
  20915. for (var j = 0; j !== stride; ++j) {
  20916. result[dstOffset++] = values[srcOffset + j];
  20917. }
  20918. }
  20919. return result;
  20920. },
  20921. // function for parsing AOS keyframe formats
  20922. flattenJSON: function flattenJSON(jsonKeys, times, values, valuePropertyName) {
  20923. var i = 1,
  20924. key = jsonKeys[0];
  20925. while (key !== undefined && key[valuePropertyName] === undefined) {
  20926. key = jsonKeys[i++];
  20927. }
  20928. if (key === undefined) return; // no data
  20929. var value = key[valuePropertyName];
  20930. if (value === undefined) return; // no data
  20931. if (Array.isArray(value)) {
  20932. do {
  20933. value = key[valuePropertyName];
  20934. if (value !== undefined) {
  20935. times.push(key.time);
  20936. values.push.apply(values, value); // push all elements
  20937. }
  20938. key = jsonKeys[i++];
  20939. } while (key !== undefined);
  20940. } else if (value.toArray !== undefined) {
  20941. // ...assume THREE.Math-ish
  20942. do {
  20943. value = key[valuePropertyName];
  20944. if (value !== undefined) {
  20945. times.push(key.time);
  20946. value.toArray(values, values.length);
  20947. }
  20948. key = jsonKeys[i++];
  20949. } while (key !== undefined);
  20950. } else {
  20951. // otherwise push as-is
  20952. do {
  20953. value = key[valuePropertyName];
  20954. if (value !== undefined) {
  20955. times.push(key.time);
  20956. values.push(value);
  20957. }
  20958. key = jsonKeys[i++];
  20959. } while (key !== undefined);
  20960. }
  20961. },
  20962. subclip: function subclip(sourceClip, name, startFrame, endFrame, fps) {
  20963. if (fps === void 0) {
  20964. fps = 30;
  20965. }
  20966. var clip = sourceClip.clone();
  20967. clip.name = name;
  20968. var tracks = [];
  20969. for (var i = 0; i < clip.tracks.length; ++i) {
  20970. var track = clip.tracks[i];
  20971. var valueSize = track.getValueSize();
  20972. var times = [];
  20973. var values = [];
  20974. for (var j = 0; j < track.times.length; ++j) {
  20975. var frame = track.times[j] * fps;
  20976. if (frame < startFrame || frame >= endFrame) continue;
  20977. times.push(track.times[j]);
  20978. for (var k = 0; k < valueSize; ++k) {
  20979. values.push(track.values[j * valueSize + k]);
  20980. }
  20981. }
  20982. if (times.length === 0) continue;
  20983. track.times = AnimationUtils.convertArray(times, track.times.constructor);
  20984. track.values = AnimationUtils.convertArray(values, track.values.constructor);
  20985. tracks.push(track);
  20986. }
  20987. clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
  20988. var minStartTime = Infinity;
  20989. for (var _i = 0; _i < clip.tracks.length; ++_i) {
  20990. if (minStartTime > clip.tracks[_i].times[0]) {
  20991. minStartTime = clip.tracks[_i].times[0];
  20992. }
  20993. } // shift all tracks such that clip begins at t=0
  20994. for (var _i2 = 0; _i2 < clip.tracks.length; ++_i2) {
  20995. clip.tracks[_i2].shift(-1 * minStartTime);
  20996. }
  20997. clip.resetDuration();
  20998. return clip;
  20999. },
  21000. makeClipAdditive: function makeClipAdditive(targetClip, referenceFrame, referenceClip, fps) {
  21001. if (referenceFrame === void 0) {
  21002. referenceFrame = 0;
  21003. }
  21004. if (referenceClip === void 0) {
  21005. referenceClip = targetClip;
  21006. }
  21007. if (fps === void 0) {
  21008. fps = 30;
  21009. }
  21010. if (fps <= 0) fps = 30;
  21011. var numTracks = referenceClip.tracks.length;
  21012. var referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
  21013. var _loop = function _loop(i) {
  21014. var referenceTrack = referenceClip.tracks[i];
  21015. var referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
  21016. if (referenceTrackType === 'bool' || referenceTrackType === 'string') return "continue"; // Find the track in the target clip whose name and type matches the reference track
  21017. var targetTrack = targetClip.tracks.find(function (track) {
  21018. return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
  21019. });
  21020. if (targetTrack === undefined) return "continue";
  21021. var referenceOffset = 0;
  21022. var referenceValueSize = referenceTrack.getValueSize();
  21023. if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  21024. referenceOffset = referenceValueSize / 3;
  21025. }
  21026. var targetOffset = 0;
  21027. var targetValueSize = targetTrack.getValueSize();
  21028. if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  21029. targetOffset = targetValueSize / 3;
  21030. }
  21031. var lastIndex = referenceTrack.times.length - 1;
  21032. var referenceValue = void 0; // Find the value to subtract out of the track
  21033. if (referenceTime <= referenceTrack.times[0]) {
  21034. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  21035. var startIndex = referenceOffset;
  21036. var endIndex = referenceValueSize - referenceOffset;
  21037. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  21038. } else if (referenceTime >= referenceTrack.times[lastIndex]) {
  21039. // Reference frame is after the last keyframe, so just use the last keyframe
  21040. var _startIndex = lastIndex * referenceValueSize + referenceOffset;
  21041. var _endIndex = _startIndex + referenceValueSize - referenceOffset;
  21042. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, _startIndex, _endIndex);
  21043. } else {
  21044. // Interpolate to the reference value
  21045. var interpolant = referenceTrack.createInterpolant();
  21046. var _startIndex2 = referenceOffset;
  21047. var _endIndex2 = referenceValueSize - referenceOffset;
  21048. interpolant.evaluate(referenceTime);
  21049. referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, _startIndex2, _endIndex2);
  21050. } // Conjugate the quaternion
  21051. if (referenceTrackType === 'quaternion') {
  21052. var referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
  21053. referenceQuat.toArray(referenceValue);
  21054. } // Subtract the reference value from all of the track values
  21055. var numTimes = targetTrack.times.length;
  21056. for (var j = 0; j < numTimes; ++j) {
  21057. var valueStart = j * targetValueSize + targetOffset;
  21058. if (referenceTrackType === 'quaternion') {
  21059. // Multiply the conjugate for quaternion track types
  21060. Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
  21061. } else {
  21062. var valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
  21063. for (var k = 0; k < valueEnd; ++k) {
  21064. targetTrack.values[valueStart + k] -= referenceValue[k];
  21065. }
  21066. }
  21067. }
  21068. };
  21069. for (var i = 0; i < numTracks; ++i) {
  21070. var _ret = _loop(i);
  21071. if (_ret === "continue") continue;
  21072. }
  21073. targetClip.blendMode = AdditiveAnimationBlendMode;
  21074. return targetClip;
  21075. }
  21076. };
  21077. /**
  21078. * Abstract base class of interpolants over parametric samples.
  21079. *
  21080. * The parameter domain is one dimensional, typically the time or a path
  21081. * along a curve defined by the data.
  21082. *
  21083. * The sample values can have any dimensionality and derived classes may
  21084. * apply special interpretations to the data.
  21085. *
  21086. * This class provides the interval seek in a Template Method, deferring
  21087. * the actual interpolation to derived classes.
  21088. *
  21089. * Time complexity is O(1) for linear access crossing at most two points
  21090. * and O(log N) for random access, where N is the number of positions.
  21091. *
  21092. * References:
  21093. *
  21094. * http://www.oodesign.com/template-method-pattern.html
  21095. *
  21096. */
  21097. function Interpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21098. this.parameterPositions = parameterPositions;
  21099. this._cachedIndex = 0;
  21100. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);
  21101. this.sampleValues = sampleValues;
  21102. this.valueSize = sampleSize;
  21103. }
  21104. Object.assign(Interpolant.prototype, {
  21105. evaluate: function evaluate(t) {
  21106. var pp = this.parameterPositions;
  21107. var i1 = this._cachedIndex,
  21108. t1 = pp[i1],
  21109. t0 = pp[i1 - 1];
  21110. validate_interval: {
  21111. seek: {
  21112. var right;
  21113. linear_scan: {
  21114. //- See http://jsperf.com/comparison-to-undefined/3
  21115. //- slower code:
  21116. //-
  21117. //- if ( t >= t1 || t1 === undefined ) {
  21118. forward_scan: if (!(t < t1)) {
  21119. for (var giveUpAt = i1 + 2;;) {
  21120. if (t1 === undefined) {
  21121. if (t < t0) break forward_scan; // after end
  21122. i1 = pp.length;
  21123. this._cachedIndex = i1;
  21124. return this.afterEnd_(i1 - 1, t, t0);
  21125. }
  21126. if (i1 === giveUpAt) break; // this loop
  21127. t0 = t1;
  21128. t1 = pp[++i1];
  21129. if (t < t1) {
  21130. // we have arrived at the sought interval
  21131. break seek;
  21132. }
  21133. } // prepare binary search on the right side of the index
  21134. right = pp.length;
  21135. break linear_scan;
  21136. } //- slower code:
  21137. //- if ( t < t0 || t0 === undefined ) {
  21138. if (!(t >= t0)) {
  21139. // looping?
  21140. var t1global = pp[1];
  21141. if (t < t1global) {
  21142. i1 = 2; // + 1, using the scan for the details
  21143. t0 = t1global;
  21144. } // linear reverse scan
  21145. for (var _giveUpAt = i1 - 2;;) {
  21146. if (t0 === undefined) {
  21147. // before start
  21148. this._cachedIndex = 0;
  21149. return this.beforeStart_(0, t, t1);
  21150. }
  21151. if (i1 === _giveUpAt) break; // this loop
  21152. t1 = t0;
  21153. t0 = pp[--i1 - 1];
  21154. if (t >= t0) {
  21155. // we have arrived at the sought interval
  21156. break seek;
  21157. }
  21158. } // prepare binary search on the left side of the index
  21159. right = i1;
  21160. i1 = 0;
  21161. break linear_scan;
  21162. } // the interval is valid
  21163. break validate_interval;
  21164. } // linear scan
  21165. // binary search
  21166. while (i1 < right) {
  21167. var mid = i1 + right >>> 1;
  21168. if (t < pp[mid]) {
  21169. right = mid;
  21170. } else {
  21171. i1 = mid + 1;
  21172. }
  21173. }
  21174. t1 = pp[i1];
  21175. t0 = pp[i1 - 1]; // check boundary cases, again
  21176. if (t0 === undefined) {
  21177. this._cachedIndex = 0;
  21178. return this.beforeStart_(0, t, t1);
  21179. }
  21180. if (t1 === undefined) {
  21181. i1 = pp.length;
  21182. this._cachedIndex = i1;
  21183. return this.afterEnd_(i1 - 1, t0, t);
  21184. }
  21185. } // seek
  21186. this._cachedIndex = i1;
  21187. this.intervalChanged_(i1, t0, t1);
  21188. } // validate_interval
  21189. return this.interpolate_(i1, t0, t, t1);
  21190. },
  21191. settings: null,
  21192. // optional, subclass-specific settings structure
  21193. // Note: The indirection allows central control of many interpolants.
  21194. // --- Protected interface
  21195. DefaultSettings_: {},
  21196. getSettings_: function getSettings_() {
  21197. return this.settings || this.DefaultSettings_;
  21198. },
  21199. copySampleValue_: function copySampleValue_(index) {
  21200. // copies a sample value to the result buffer
  21201. var result = this.resultBuffer,
  21202. values = this.sampleValues,
  21203. stride = this.valueSize,
  21204. offset = index * stride;
  21205. for (var i = 0; i !== stride; ++i) {
  21206. result[i] = values[offset + i];
  21207. }
  21208. return result;
  21209. },
  21210. // Template methods for derived classes:
  21211. interpolate_: function interpolate_()
  21212. /* i1, t0, t, t1 */
  21213. {
  21214. throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
  21215. },
  21216. intervalChanged_: function intervalChanged_()
  21217. /* i1, t0, t1 */
  21218. {// empty
  21219. }
  21220. }); // DECLARE ALIAS AFTER assign prototype
  21221. Object.assign(Interpolant.prototype, {
  21222. //( 0, t, t0 ), returns this.resultBuffer
  21223. beforeStart_: Interpolant.prototype.copySampleValue_,
  21224. //( N-1, tN-1, t ), returns this.resultBuffer
  21225. afterEnd_: Interpolant.prototype.copySampleValue_
  21226. });
  21227. /**
  21228. * Fast and simple cubic spline interpolant.
  21229. *
  21230. * It was derived from a Hermitian construction setting the first derivative
  21231. * at each sample position to the linear slope between neighboring positions
  21232. * over their parameter interval.
  21233. */
  21234. function CubicInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21235. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  21236. this._weightPrev = -0;
  21237. this._offsetPrev = -0;
  21238. this._weightNext = -0;
  21239. this._offsetNext = -0;
  21240. }
  21241. CubicInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  21242. constructor: CubicInterpolant,
  21243. DefaultSettings_: {
  21244. endingStart: ZeroCurvatureEnding,
  21245. endingEnd: ZeroCurvatureEnding
  21246. },
  21247. intervalChanged_: function intervalChanged_(i1, t0, t1) {
  21248. var pp = this.parameterPositions;
  21249. var iPrev = i1 - 2,
  21250. iNext = i1 + 1,
  21251. tPrev = pp[iPrev],
  21252. tNext = pp[iNext];
  21253. if (tPrev === undefined) {
  21254. switch (this.getSettings_().endingStart) {
  21255. case ZeroSlopeEnding:
  21256. // f'(t0) = 0
  21257. iPrev = i1;
  21258. tPrev = 2 * t0 - t1;
  21259. break;
  21260. case WrapAroundEnding:
  21261. // use the other end of the curve
  21262. iPrev = pp.length - 2;
  21263. tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
  21264. break;
  21265. default:
  21266. // ZeroCurvatureEnding
  21267. // f''(t0) = 0 a.k.a. Natural Spline
  21268. iPrev = i1;
  21269. tPrev = t1;
  21270. }
  21271. }
  21272. if (tNext === undefined) {
  21273. switch (this.getSettings_().endingEnd) {
  21274. case ZeroSlopeEnding:
  21275. // f'(tN) = 0
  21276. iNext = i1;
  21277. tNext = 2 * t1 - t0;
  21278. break;
  21279. case WrapAroundEnding:
  21280. // use the other end of the curve
  21281. iNext = 1;
  21282. tNext = t1 + pp[1] - pp[0];
  21283. break;
  21284. default:
  21285. // ZeroCurvatureEnding
  21286. // f''(tN) = 0, a.k.a. Natural Spline
  21287. iNext = i1 - 1;
  21288. tNext = t0;
  21289. }
  21290. }
  21291. var halfDt = (t1 - t0) * 0.5,
  21292. stride = this.valueSize;
  21293. this._weightPrev = halfDt / (t0 - tPrev);
  21294. this._weightNext = halfDt / (tNext - t1);
  21295. this._offsetPrev = iPrev * stride;
  21296. this._offsetNext = iNext * stride;
  21297. },
  21298. interpolate_: function interpolate_(i1, t0, t, t1) {
  21299. var result = this.resultBuffer,
  21300. values = this.sampleValues,
  21301. stride = this.valueSize,
  21302. o1 = i1 * stride,
  21303. o0 = o1 - stride,
  21304. oP = this._offsetPrev,
  21305. oN = this._offsetNext,
  21306. wP = this._weightPrev,
  21307. wN = this._weightNext,
  21308. p = (t - t0) / (t1 - t0),
  21309. pp = p * p,
  21310. ppp = pp * p; // evaluate polynomials
  21311. var sP = -wP * ppp + 2 * wP * pp - wP * p;
  21312. var s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
  21313. var s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
  21314. var sN = wN * ppp - wN * pp; // combine data linearly
  21315. for (var i = 0; i !== stride; ++i) {
  21316. result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
  21317. }
  21318. return result;
  21319. }
  21320. });
  21321. function LinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21322. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  21323. }
  21324. LinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  21325. constructor: LinearInterpolant,
  21326. interpolate_: function interpolate_(i1, t0, t, t1) {
  21327. var result = this.resultBuffer,
  21328. values = this.sampleValues,
  21329. stride = this.valueSize,
  21330. offset1 = i1 * stride,
  21331. offset0 = offset1 - stride,
  21332. weight1 = (t - t0) / (t1 - t0),
  21333. weight0 = 1 - weight1;
  21334. for (var i = 0; i !== stride; ++i) {
  21335. result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
  21336. }
  21337. return result;
  21338. }
  21339. });
  21340. /**
  21341. *
  21342. * Interpolant that evaluates to the sample value at the position preceeding
  21343. * the parameter.
  21344. */
  21345. function DiscreteInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21346. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  21347. }
  21348. DiscreteInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  21349. constructor: DiscreteInterpolant,
  21350. interpolate_: function interpolate_(i1
  21351. /*, t0, t, t1 */
  21352. ) {
  21353. return this.copySampleValue_(i1 - 1);
  21354. }
  21355. });
  21356. function KeyframeTrack(name, times, values, interpolation) {
  21357. if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');
  21358. if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
  21359. this.name = name;
  21360. this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
  21361. this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
  21362. this.setInterpolation(interpolation || this.DefaultInterpolation);
  21363. } // Static methods
  21364. Object.assign(KeyframeTrack, {
  21365. // Serialization (in static context, because of constructor invocation
  21366. // and automatic invocation of .toJSON):
  21367. toJSON: function toJSON(track) {
  21368. var trackType = track.constructor;
  21369. var json; // derived classes can define a static toJSON method
  21370. if (trackType.toJSON !== undefined) {
  21371. json = trackType.toJSON(track);
  21372. } else {
  21373. // by default, we assume the data can be serialized as-is
  21374. json = {
  21375. 'name': track.name,
  21376. 'times': AnimationUtils.convertArray(track.times, Array),
  21377. 'values': AnimationUtils.convertArray(track.values, Array)
  21378. };
  21379. var interpolation = track.getInterpolation();
  21380. if (interpolation !== track.DefaultInterpolation) {
  21381. json.interpolation = interpolation;
  21382. }
  21383. }
  21384. json.type = track.ValueTypeName; // mandatory
  21385. return json;
  21386. }
  21387. });
  21388. Object.assign(KeyframeTrack.prototype, {
  21389. constructor: KeyframeTrack,
  21390. TimeBufferType: Float32Array,
  21391. ValueBufferType: Float32Array,
  21392. DefaultInterpolation: InterpolateLinear,
  21393. InterpolantFactoryMethodDiscrete: function InterpolantFactoryMethodDiscrete(result) {
  21394. return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
  21395. },
  21396. InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {
  21397. return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
  21398. },
  21399. InterpolantFactoryMethodSmooth: function InterpolantFactoryMethodSmooth(result) {
  21400. return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
  21401. },
  21402. setInterpolation: function setInterpolation(interpolation) {
  21403. var factoryMethod;
  21404. switch (interpolation) {
  21405. case InterpolateDiscrete:
  21406. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21407. break;
  21408. case InterpolateLinear:
  21409. factoryMethod = this.InterpolantFactoryMethodLinear;
  21410. break;
  21411. case InterpolateSmooth:
  21412. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21413. break;
  21414. }
  21415. if (factoryMethod === undefined) {
  21416. var message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;
  21417. if (this.createInterpolant === undefined) {
  21418. // fall back to default, unless the default itself is messed up
  21419. if (interpolation !== this.DefaultInterpolation) {
  21420. this.setInterpolation(this.DefaultInterpolation);
  21421. } else {
  21422. throw new Error(message); // fatal, in this case
  21423. }
  21424. }
  21425. console.warn('THREE.KeyframeTrack:', message);
  21426. return this;
  21427. }
  21428. this.createInterpolant = factoryMethod;
  21429. return this;
  21430. },
  21431. getInterpolation: function getInterpolation() {
  21432. switch (this.createInterpolant) {
  21433. case this.InterpolantFactoryMethodDiscrete:
  21434. return InterpolateDiscrete;
  21435. case this.InterpolantFactoryMethodLinear:
  21436. return InterpolateLinear;
  21437. case this.InterpolantFactoryMethodSmooth:
  21438. return InterpolateSmooth;
  21439. }
  21440. },
  21441. getValueSize: function getValueSize() {
  21442. return this.values.length / this.times.length;
  21443. },
  21444. // move all keyframes either forwards or backwards in time
  21445. shift: function shift(timeOffset) {
  21446. if (timeOffset !== 0.0) {
  21447. var times = this.times;
  21448. for (var i = 0, n = times.length; i !== n; ++i) {
  21449. times[i] += timeOffset;
  21450. }
  21451. }
  21452. return this;
  21453. },
  21454. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21455. scale: function scale(timeScale) {
  21456. if (timeScale !== 1.0) {
  21457. var times = this.times;
  21458. for (var i = 0, n = times.length; i !== n; ++i) {
  21459. times[i] *= timeScale;
  21460. }
  21461. }
  21462. return this;
  21463. },
  21464. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21465. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21466. trim: function trim(startTime, endTime) {
  21467. var times = this.times,
  21468. nKeys = times.length;
  21469. var from = 0,
  21470. to = nKeys - 1;
  21471. while (from !== nKeys && times[from] < startTime) {
  21472. ++from;
  21473. }
  21474. while (to !== -1 && times[to] > endTime) {
  21475. --to;
  21476. }
  21477. ++to; // inclusive -> exclusive bound
  21478. if (from !== 0 || to !== nKeys) {
  21479. // empty tracks are forbidden, so keep at least one keyframe
  21480. if (from >= to) {
  21481. to = Math.max(to, 1);
  21482. from = to - 1;
  21483. }
  21484. var stride = this.getValueSize();
  21485. this.times = AnimationUtils.arraySlice(times, from, to);
  21486. this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
  21487. }
  21488. return this;
  21489. },
  21490. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21491. validate: function validate() {
  21492. var valid = true;
  21493. var valueSize = this.getValueSize();
  21494. if (valueSize - Math.floor(valueSize) !== 0) {
  21495. console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
  21496. valid = false;
  21497. }
  21498. var times = this.times,
  21499. values = this.values,
  21500. nKeys = times.length;
  21501. if (nKeys === 0) {
  21502. console.error('THREE.KeyframeTrack: Track is empty.', this);
  21503. valid = false;
  21504. }
  21505. var prevTime = null;
  21506. for (var i = 0; i !== nKeys; i++) {
  21507. var currTime = times[i];
  21508. if (typeof currTime === 'number' && isNaN(currTime)) {
  21509. console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
  21510. valid = false;
  21511. break;
  21512. }
  21513. if (prevTime !== null && prevTime > currTime) {
  21514. console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
  21515. valid = false;
  21516. break;
  21517. }
  21518. prevTime = currTime;
  21519. }
  21520. if (values !== undefined) {
  21521. if (AnimationUtils.isTypedArray(values)) {
  21522. for (var _i = 0, n = values.length; _i !== n; ++_i) {
  21523. var value = values[_i];
  21524. if (isNaN(value)) {
  21525. console.error('THREE.KeyframeTrack: Value is not a valid number.', this, _i, value);
  21526. valid = false;
  21527. break;
  21528. }
  21529. }
  21530. }
  21531. }
  21532. return valid;
  21533. },
  21534. // removes equivalent sequential keys as common in morph target sequences
  21535. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21536. optimize: function optimize() {
  21537. // times or values may be shared with other tracks, so overwriting is unsafe
  21538. var times = AnimationUtils.arraySlice(this.times),
  21539. values = AnimationUtils.arraySlice(this.values),
  21540. stride = this.getValueSize(),
  21541. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21542. lastIndex = times.length - 1;
  21543. var writeIndex = 1;
  21544. for (var i = 1; i < lastIndex; ++i) {
  21545. var keep = false;
  21546. var time = times[i];
  21547. var timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
  21548. if (time !== timeNext && (i !== 1 || time !== time[0])) {
  21549. if (!smoothInterpolation) {
  21550. // remove unnecessary keyframes same as their neighbors
  21551. var offset = i * stride,
  21552. offsetP = offset - stride,
  21553. offsetN = offset + stride;
  21554. for (var j = 0; j !== stride; ++j) {
  21555. var value = values[offset + j];
  21556. if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
  21557. keep = true;
  21558. break;
  21559. }
  21560. }
  21561. } else {
  21562. keep = true;
  21563. }
  21564. } // in-place compaction
  21565. if (keep) {
  21566. if (i !== writeIndex) {
  21567. times[writeIndex] = times[i];
  21568. var readOffset = i * stride,
  21569. writeOffset = writeIndex * stride;
  21570. for (var _j = 0; _j !== stride; ++_j) {
  21571. values[writeOffset + _j] = values[readOffset + _j];
  21572. }
  21573. }
  21574. ++writeIndex;
  21575. }
  21576. } // flush last keyframe (compaction looks ahead)
  21577. if (lastIndex > 0) {
  21578. times[writeIndex] = times[lastIndex];
  21579. for (var _readOffset = lastIndex * stride, _writeOffset = writeIndex * stride, _j2 = 0; _j2 !== stride; ++_j2) {
  21580. values[_writeOffset + _j2] = values[_readOffset + _j2];
  21581. }
  21582. ++writeIndex;
  21583. }
  21584. if (writeIndex !== times.length) {
  21585. this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
  21586. this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
  21587. } else {
  21588. this.times = times;
  21589. this.values = values;
  21590. }
  21591. return this;
  21592. },
  21593. clone: function clone() {
  21594. var times = AnimationUtils.arraySlice(this.times, 0);
  21595. var values = AnimationUtils.arraySlice(this.values, 0);
  21596. var TypedKeyframeTrack = this.constructor;
  21597. var track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21598. track.createInterpolant = this.createInterpolant;
  21599. return track;
  21600. }
  21601. });
  21602. /**
  21603. * A Track of Boolean keyframe values.
  21604. */
  21605. function BooleanKeyframeTrack(name, times, values) {
  21606. KeyframeTrack.call(this, name, times, values);
  21607. }
  21608. BooleanKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  21609. constructor: BooleanKeyframeTrack,
  21610. ValueTypeName: 'bool',
  21611. ValueBufferType: Array,
  21612. DefaultInterpolation: InterpolateDiscrete,
  21613. InterpolantFactoryMethodLinear: undefined,
  21614. InterpolantFactoryMethodSmooth: undefined // Note: Actually this track could have a optimized / compressed
  21615. // representation of a single value and a custom interpolant that
  21616. // computes "firstValue ^ isOdd( index )".
  21617. });
  21618. /**
  21619. * A Track of keyframe values that represent color.
  21620. */
  21621. function ColorKeyframeTrack(name, times, values, interpolation) {
  21622. KeyframeTrack.call(this, name, times, values, interpolation);
  21623. }
  21624. ColorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  21625. constructor: ColorKeyframeTrack,
  21626. ValueTypeName: 'color' // ValueBufferType is inherited
  21627. // DefaultInterpolation is inherited
  21628. // Note: Very basic implementation and nothing special yet.
  21629. // However, this is the place for color space parameterization.
  21630. });
  21631. /**
  21632. * A Track of numeric keyframe values.
  21633. */
  21634. function NumberKeyframeTrack(name, times, values, interpolation) {
  21635. KeyframeTrack.call(this, name, times, values, interpolation);
  21636. }
  21637. NumberKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  21638. constructor: NumberKeyframeTrack,
  21639. ValueTypeName: 'number' // ValueBufferType is inherited
  21640. // DefaultInterpolation is inherited
  21641. });
  21642. /**
  21643. * Spherical linear unit quaternion interpolant.
  21644. */
  21645. function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21646. Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);
  21647. }
  21648. QuaternionLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {
  21649. constructor: QuaternionLinearInterpolant,
  21650. interpolate_: function interpolate_(i1, t0, t, t1) {
  21651. var result = this.resultBuffer,
  21652. values = this.sampleValues,
  21653. stride = this.valueSize,
  21654. alpha = (t - t0) / (t1 - t0);
  21655. var offset = i1 * stride;
  21656. for (var end = offset + stride; offset !== end; offset += 4) {
  21657. Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
  21658. }
  21659. return result;
  21660. }
  21661. });
  21662. /**
  21663. * A Track of quaternion keyframe values.
  21664. */
  21665. function QuaternionKeyframeTrack(name, times, values, interpolation) {
  21666. KeyframeTrack.call(this, name, times, values, interpolation);
  21667. }
  21668. QuaternionKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  21669. constructor: QuaternionKeyframeTrack,
  21670. ValueTypeName: 'quaternion',
  21671. // ValueBufferType is inherited
  21672. DefaultInterpolation: InterpolateLinear,
  21673. InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {
  21674. return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
  21675. },
  21676. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21677. });
  21678. /**
  21679. * A Track that interpolates Strings
  21680. */
  21681. function StringKeyframeTrack(name, times, values, interpolation) {
  21682. KeyframeTrack.call(this, name, times, values, interpolation);
  21683. }
  21684. StringKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  21685. constructor: StringKeyframeTrack,
  21686. ValueTypeName: 'string',
  21687. ValueBufferType: Array,
  21688. DefaultInterpolation: InterpolateDiscrete,
  21689. InterpolantFactoryMethodLinear: undefined,
  21690. InterpolantFactoryMethodSmooth: undefined
  21691. });
  21692. /**
  21693. * A Track of vectored keyframe values.
  21694. */
  21695. function VectorKeyframeTrack(name, times, values, interpolation) {
  21696. KeyframeTrack.call(this, name, times, values, interpolation);
  21697. }
  21698. VectorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {
  21699. constructor: VectorKeyframeTrack,
  21700. ValueTypeName: 'vector' // ValueBufferType is inherited
  21701. // DefaultInterpolation is inherited
  21702. });
  21703. function AnimationClip(name, duration, tracks, blendMode) {
  21704. this.name = name;
  21705. this.tracks = tracks;
  21706. this.duration = duration !== undefined ? duration : -1;
  21707. this.blendMode = blendMode !== undefined ? blendMode : NormalAnimationBlendMode;
  21708. this.uuid = MathUtils.generateUUID(); // this means it should figure out its duration by scanning the tracks
  21709. if (this.duration < 0) {
  21710. this.resetDuration();
  21711. }
  21712. }
  21713. function getTrackTypeForValueTypeName(typeName) {
  21714. switch (typeName.toLowerCase()) {
  21715. case 'scalar':
  21716. case 'double':
  21717. case 'float':
  21718. case 'number':
  21719. case 'integer':
  21720. return NumberKeyframeTrack;
  21721. case 'vector':
  21722. case 'vector2':
  21723. case 'vector3':
  21724. case 'vector4':
  21725. return VectorKeyframeTrack;
  21726. case 'color':
  21727. return ColorKeyframeTrack;
  21728. case 'quaternion':
  21729. return QuaternionKeyframeTrack;
  21730. case 'bool':
  21731. case 'boolean':
  21732. return BooleanKeyframeTrack;
  21733. case 'string':
  21734. return StringKeyframeTrack;
  21735. }
  21736. throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
  21737. }
  21738. function parseKeyframeTrack(json) {
  21739. if (json.type === undefined) {
  21740. throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
  21741. }
  21742. var trackType = getTrackTypeForValueTypeName(json.type);
  21743. if (json.times === undefined) {
  21744. var times = [],
  21745. values = [];
  21746. AnimationUtils.flattenJSON(json.keys, times, values, 'value');
  21747. json.times = times;
  21748. json.values = values;
  21749. } // derived classes can define a static parse method
  21750. if (trackType.parse !== undefined) {
  21751. return trackType.parse(json);
  21752. } else {
  21753. // by default, we assume a constructor compatible with the base
  21754. return new trackType(json.name, json.times, json.values, json.interpolation);
  21755. }
  21756. }
  21757. Object.assign(AnimationClip, {
  21758. parse: function parse(json) {
  21759. var tracks = [],
  21760. jsonTracks = json.tracks,
  21761. frameTime = 1.0 / (json.fps || 1.0);
  21762. for (var i = 0, n = jsonTracks.length; i !== n; ++i) {
  21763. tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
  21764. }
  21765. var clip = new AnimationClip(json.name, json.duration, tracks, json.blendMode);
  21766. clip.uuid = json.uuid;
  21767. return clip;
  21768. },
  21769. toJSON: function toJSON(clip) {
  21770. var tracks = [],
  21771. clipTracks = clip.tracks;
  21772. var json = {
  21773. 'name': clip.name,
  21774. 'duration': clip.duration,
  21775. 'tracks': tracks,
  21776. 'uuid': clip.uuid,
  21777. 'blendMode': clip.blendMode
  21778. };
  21779. for (var i = 0, n = clipTracks.length; i !== n; ++i) {
  21780. tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
  21781. }
  21782. return json;
  21783. },
  21784. CreateFromMorphTargetSequence: function CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
  21785. var numMorphTargets = morphTargetSequence.length;
  21786. var tracks = [];
  21787. for (var i = 0; i < numMorphTargets; i++) {
  21788. var times = [];
  21789. var values = [];
  21790. times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
  21791. values.push(0, 1, 0);
  21792. var order = AnimationUtils.getKeyframeOrder(times);
  21793. times = AnimationUtils.sortedArray(times, 1, order);
  21794. values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the
  21795. // last frame as well for perfect loop.
  21796. if (!noLoop && times[0] === 0) {
  21797. times.push(numMorphTargets);
  21798. values.push(values[0]);
  21799. }
  21800. tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
  21801. }
  21802. return new AnimationClip(name, -1, tracks);
  21803. },
  21804. findByName: function findByName(objectOrClipArray, name) {
  21805. var clipArray = objectOrClipArray;
  21806. if (!Array.isArray(objectOrClipArray)) {
  21807. var o = objectOrClipArray;
  21808. clipArray = o.geometry && o.geometry.animations || o.animations;
  21809. }
  21810. for (var i = 0; i < clipArray.length; i++) {
  21811. if (clipArray[i].name === name) {
  21812. return clipArray[i];
  21813. }
  21814. }
  21815. return null;
  21816. },
  21817. CreateClipsFromMorphTargetSequences: function CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
  21818. var animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
  21819. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21820. var pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
  21821. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21822. for (var i = 0, il = morphTargets.length; i < il; i++) {
  21823. var morphTarget = morphTargets[i];
  21824. var parts = morphTarget.name.match(pattern);
  21825. if (parts && parts.length > 1) {
  21826. var name = parts[1];
  21827. var animationMorphTargets = animationToMorphTargets[name];
  21828. if (!animationMorphTargets) {
  21829. animationToMorphTargets[name] = animationMorphTargets = [];
  21830. }
  21831. animationMorphTargets.push(morphTarget);
  21832. }
  21833. }
  21834. var clips = [];
  21835. for (var _name in animationToMorphTargets) {
  21836. clips.push(AnimationClip.CreateFromMorphTargetSequence(_name, animationToMorphTargets[_name], fps, noLoop));
  21837. }
  21838. return clips;
  21839. },
  21840. // parse the animation.hierarchy format
  21841. parseAnimation: function parseAnimation(animation, bones) {
  21842. if (!animation) {
  21843. console.error('THREE.AnimationClip: No animation in JSONLoader data.');
  21844. return null;
  21845. }
  21846. var addNonemptyTrack = function addNonemptyTrack(trackType, trackName, animationKeys, propertyName, destTracks) {
  21847. // only return track if there are actually keys.
  21848. if (animationKeys.length !== 0) {
  21849. var times = [];
  21850. var values = [];
  21851. AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again
  21852. if (times.length !== 0) {
  21853. destTracks.push(new trackType(trackName, times, values));
  21854. }
  21855. }
  21856. };
  21857. var tracks = [];
  21858. var clipName = animation.name || 'default';
  21859. var fps = animation.fps || 30;
  21860. var blendMode = animation.blendMode; // automatic length determination in AnimationClip.
  21861. var duration = animation.length || -1;
  21862. var hierarchyTracks = animation.hierarchy || [];
  21863. for (var h = 0; h < hierarchyTracks.length; h++) {
  21864. var animationKeys = hierarchyTracks[h].keys; // skip empty tracks
  21865. if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
  21866. if (animationKeys[0].morphTargets) {
  21867. // figure out all morph targets used in this track
  21868. var morphTargetNames = {};
  21869. var k = void 0;
  21870. for (k = 0; k < animationKeys.length; k++) {
  21871. if (animationKeys[k].morphTargets) {
  21872. for (var m = 0; m < animationKeys[k].morphTargets.length; m++) {
  21873. morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
  21874. }
  21875. }
  21876. } // create a track for each morph target with all zero
  21877. // morphTargetInfluences except for the keys in which
  21878. // the morphTarget is named.
  21879. for (var morphTargetName in morphTargetNames) {
  21880. var times = [];
  21881. var values = [];
  21882. for (var _m = 0; _m !== animationKeys[k].morphTargets.length; ++_m) {
  21883. var animationKey = animationKeys[k];
  21884. times.push(animationKey.time);
  21885. values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
  21886. }
  21887. tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
  21888. }
  21889. duration = morphTargetNames.length * (fps || 1.0);
  21890. } else {
  21891. // ...assume skeletal animation
  21892. var boneName = '.bones[' + bones[h].name + ']';
  21893. addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
  21894. addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
  21895. addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
  21896. }
  21897. }
  21898. if (tracks.length === 0) {
  21899. return null;
  21900. }
  21901. var clip = new AnimationClip(clipName, duration, tracks, blendMode);
  21902. return clip;
  21903. }
  21904. });
  21905. Object.assign(AnimationClip.prototype, {
  21906. resetDuration: function resetDuration() {
  21907. var tracks = this.tracks;
  21908. var duration = 0;
  21909. for (var i = 0, n = tracks.length; i !== n; ++i) {
  21910. var track = this.tracks[i];
  21911. duration = Math.max(duration, track.times[track.times.length - 1]);
  21912. }
  21913. this.duration = duration;
  21914. return this;
  21915. },
  21916. trim: function trim() {
  21917. for (var i = 0; i < this.tracks.length; i++) {
  21918. this.tracks[i].trim(0, this.duration);
  21919. }
  21920. return this;
  21921. },
  21922. validate: function validate() {
  21923. var valid = true;
  21924. for (var i = 0; i < this.tracks.length; i++) {
  21925. valid = valid && this.tracks[i].validate();
  21926. }
  21927. return valid;
  21928. },
  21929. optimize: function optimize() {
  21930. for (var i = 0; i < this.tracks.length; i++) {
  21931. this.tracks[i].optimize();
  21932. }
  21933. return this;
  21934. },
  21935. clone: function clone() {
  21936. var tracks = [];
  21937. for (var i = 0; i < this.tracks.length; i++) {
  21938. tracks.push(this.tracks[i].clone());
  21939. }
  21940. return new AnimationClip(this.name, this.duration, tracks, this.blendMode);
  21941. },
  21942. toJSON: function toJSON() {
  21943. return AnimationClip.toJSON(this);
  21944. }
  21945. });
  21946. var Cache = {
  21947. enabled: false,
  21948. files: {},
  21949. add: function add(key, file) {
  21950. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );
  21951. this.files[key] = file;
  21952. },
  21953. get: function get(key) {
  21954. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );
  21955. return this.files[key];
  21956. },
  21957. remove: function remove(key) {
  21958. delete this.files[key];
  21959. },
  21960. clear: function clear() {
  21961. this.files = {};
  21962. }
  21963. };
  21964. function LoadingManager(onLoad, onProgress, onError) {
  21965. var scope = this;
  21966. var isLoading = false;
  21967. var itemsLoaded = 0;
  21968. var itemsTotal = 0;
  21969. var urlModifier = undefined;
  21970. var handlers = []; // Refer to #5689 for the reason why we don't set .onStart
  21971. // in the constructor
  21972. this.onStart = undefined;
  21973. this.onLoad = onLoad;
  21974. this.onProgress = onProgress;
  21975. this.onError = onError;
  21976. this.itemStart = function (url) {
  21977. itemsTotal++;
  21978. if (isLoading === false) {
  21979. if (scope.onStart !== undefined) {
  21980. scope.onStart(url, itemsLoaded, itemsTotal);
  21981. }
  21982. }
  21983. isLoading = true;
  21984. };
  21985. this.itemEnd = function (url) {
  21986. itemsLoaded++;
  21987. if (scope.onProgress !== undefined) {
  21988. scope.onProgress(url, itemsLoaded, itemsTotal);
  21989. }
  21990. if (itemsLoaded === itemsTotal) {
  21991. isLoading = false;
  21992. if (scope.onLoad !== undefined) {
  21993. scope.onLoad();
  21994. }
  21995. }
  21996. };
  21997. this.itemError = function (url) {
  21998. if (scope.onError !== undefined) {
  21999. scope.onError(url);
  22000. }
  22001. };
  22002. this.resolveURL = function (url) {
  22003. if (urlModifier) {
  22004. return urlModifier(url);
  22005. }
  22006. return url;
  22007. };
  22008. this.setURLModifier = function (transform) {
  22009. urlModifier = transform;
  22010. return this;
  22011. };
  22012. this.addHandler = function (regex, loader) {
  22013. handlers.push(regex, loader);
  22014. return this;
  22015. };
  22016. this.removeHandler = function (regex) {
  22017. var index = handlers.indexOf(regex);
  22018. if (index !== -1) {
  22019. handlers.splice(index, 2);
  22020. }
  22021. return this;
  22022. };
  22023. this.getHandler = function (file) {
  22024. for (var i = 0, l = handlers.length; i < l; i += 2) {
  22025. var regex = handlers[i];
  22026. var loader = handlers[i + 1];
  22027. if (regex.global) regex.lastIndex = 0; // see #17920
  22028. if (regex.test(file)) {
  22029. return loader;
  22030. }
  22031. }
  22032. return null;
  22033. };
  22034. }
  22035. var DefaultLoadingManager = new LoadingManager();
  22036. function Loader(manager) {
  22037. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  22038. this.crossOrigin = 'anonymous';
  22039. this.withCredentials = false;
  22040. this.path = '';
  22041. this.resourcePath = '';
  22042. this.requestHeader = {};
  22043. }
  22044. Object.assign(Loader.prototype, {
  22045. load: function load()
  22046. /* url, onLoad, onProgress, onError */
  22047. {},
  22048. loadAsync: function loadAsync(url, onProgress) {
  22049. var scope = this;
  22050. return new Promise(function (resolve, reject) {
  22051. scope.load(url, resolve, onProgress, reject);
  22052. });
  22053. },
  22054. parse: function parse()
  22055. /* data */
  22056. {},
  22057. setCrossOrigin: function setCrossOrigin(crossOrigin) {
  22058. this.crossOrigin = crossOrigin;
  22059. return this;
  22060. },
  22061. setWithCredentials: function setWithCredentials(value) {
  22062. this.withCredentials = value;
  22063. return this;
  22064. },
  22065. setPath: function setPath(path) {
  22066. this.path = path;
  22067. return this;
  22068. },
  22069. setResourcePath: function setResourcePath(resourcePath) {
  22070. this.resourcePath = resourcePath;
  22071. return this;
  22072. },
  22073. setRequestHeader: function setRequestHeader(requestHeader) {
  22074. this.requestHeader = requestHeader;
  22075. return this;
  22076. }
  22077. });
  22078. var loading = {};
  22079. function FileLoader(manager) {
  22080. Loader.call(this, manager);
  22081. }
  22082. FileLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22083. constructor: FileLoader,
  22084. load: function load(url, onLoad, onProgress, onError) {
  22085. if (url === undefined) url = '';
  22086. if (this.path !== undefined) url = this.path + url;
  22087. url = this.manager.resolveURL(url);
  22088. var scope = this;
  22089. var cached = Cache.get(url);
  22090. if (cached !== undefined) {
  22091. scope.manager.itemStart(url);
  22092. setTimeout(function () {
  22093. if (onLoad) onLoad(cached);
  22094. scope.manager.itemEnd(url);
  22095. }, 0);
  22096. return cached;
  22097. } // Check if request is duplicate
  22098. if (loading[url] !== undefined) {
  22099. loading[url].push({
  22100. onLoad: onLoad,
  22101. onProgress: onProgress,
  22102. onError: onError
  22103. });
  22104. return;
  22105. } // Check for data: URI
  22106. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22107. var dataUriRegexResult = url.match(dataUriRegex);
  22108. var request; // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22109. if (dataUriRegexResult) {
  22110. var mimeType = dataUriRegexResult[1];
  22111. var isBase64 = !!dataUriRegexResult[2];
  22112. var data = dataUriRegexResult[3];
  22113. data = decodeURIComponent(data);
  22114. if (isBase64) data = atob(data);
  22115. try {
  22116. var response;
  22117. var responseType = (this.responseType || '').toLowerCase();
  22118. switch (responseType) {
  22119. case 'arraybuffer':
  22120. case 'blob':
  22121. var view = new Uint8Array(data.length);
  22122. for (var i = 0; i < data.length; i++) {
  22123. view[i] = data.charCodeAt(i);
  22124. }
  22125. if (responseType === 'blob') {
  22126. response = new Blob([view.buffer], {
  22127. type: mimeType
  22128. });
  22129. } else {
  22130. response = view.buffer;
  22131. }
  22132. break;
  22133. case 'document':
  22134. var parser = new DOMParser();
  22135. response = parser.parseFromString(data, mimeType);
  22136. break;
  22137. case 'json':
  22138. response = JSON.parse(data);
  22139. break;
  22140. default:
  22141. // 'text' or other
  22142. response = data;
  22143. break;
  22144. } // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22145. setTimeout(function () {
  22146. if (onLoad) onLoad(response);
  22147. scope.manager.itemEnd(url);
  22148. }, 0);
  22149. } catch (error) {
  22150. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22151. setTimeout(function () {
  22152. if (onError) onError(error);
  22153. scope.manager.itemError(url);
  22154. scope.manager.itemEnd(url);
  22155. }, 0);
  22156. }
  22157. } else {
  22158. // Initialise array for duplicate requests
  22159. loading[url] = [];
  22160. loading[url].push({
  22161. onLoad: onLoad,
  22162. onProgress: onProgress,
  22163. onError: onError
  22164. });
  22165. request = new XMLHttpRequest();
  22166. request.open('GET', url, true);
  22167. request.addEventListener('load', function (event) {
  22168. var response = this.response;
  22169. var callbacks = loading[url];
  22170. delete loading[url];
  22171. if (this.status === 200 || this.status === 0) {
  22172. // Some browsers return HTTP Status 0 when using non-http protocol
  22173. // e.g. 'file://' or 'data://'. Handle as success.
  22174. if (this.status === 0) console.warn('THREE.FileLoader: HTTP Status 0 received.'); // Add to cache only on HTTP success, so that we do not cache
  22175. // error response bodies as proper responses to requests.
  22176. Cache.add(url, response);
  22177. for (var _i = 0, il = callbacks.length; _i < il; _i++) {
  22178. var callback = callbacks[_i];
  22179. if (callback.onLoad) callback.onLoad(response);
  22180. }
  22181. scope.manager.itemEnd(url);
  22182. } else {
  22183. for (var _i2 = 0, _il = callbacks.length; _i2 < _il; _i2++) {
  22184. var _callback = callbacks[_i2];
  22185. if (_callback.onError) _callback.onError(event);
  22186. }
  22187. scope.manager.itemError(url);
  22188. scope.manager.itemEnd(url);
  22189. }
  22190. }, false);
  22191. request.addEventListener('progress', function (event) {
  22192. var callbacks = loading[url];
  22193. for (var _i3 = 0, il = callbacks.length; _i3 < il; _i3++) {
  22194. var callback = callbacks[_i3];
  22195. if (callback.onProgress) callback.onProgress(event);
  22196. }
  22197. }, false);
  22198. request.addEventListener('error', function (event) {
  22199. var callbacks = loading[url];
  22200. delete loading[url];
  22201. for (var _i4 = 0, il = callbacks.length; _i4 < il; _i4++) {
  22202. var callback = callbacks[_i4];
  22203. if (callback.onError) callback.onError(event);
  22204. }
  22205. scope.manager.itemError(url);
  22206. scope.manager.itemEnd(url);
  22207. }, false);
  22208. request.addEventListener('abort', function (event) {
  22209. var callbacks = loading[url];
  22210. delete loading[url];
  22211. for (var _i5 = 0, il = callbacks.length; _i5 < il; _i5++) {
  22212. var callback = callbacks[_i5];
  22213. if (callback.onError) callback.onError(event);
  22214. }
  22215. scope.manager.itemError(url);
  22216. scope.manager.itemEnd(url);
  22217. }, false);
  22218. if (this.responseType !== undefined) request.responseType = this.responseType;
  22219. if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials;
  22220. if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');
  22221. for (var header in this.requestHeader) {
  22222. request.setRequestHeader(header, this.requestHeader[header]);
  22223. }
  22224. request.send(null);
  22225. }
  22226. scope.manager.itemStart(url);
  22227. return request;
  22228. },
  22229. setResponseType: function setResponseType(value) {
  22230. this.responseType = value;
  22231. return this;
  22232. },
  22233. setMimeType: function setMimeType(value) {
  22234. this.mimeType = value;
  22235. return this;
  22236. }
  22237. });
  22238. function AnimationLoader(manager) {
  22239. Loader.call(this, manager);
  22240. }
  22241. AnimationLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22242. constructor: AnimationLoader,
  22243. load: function load(url, onLoad, onProgress, onError) {
  22244. var scope = this;
  22245. var loader = new FileLoader(scope.manager);
  22246. loader.setPath(scope.path);
  22247. loader.setRequestHeader(scope.requestHeader);
  22248. loader.setWithCredentials(scope.withCredentials);
  22249. loader.load(url, function (text) {
  22250. try {
  22251. onLoad(scope.parse(JSON.parse(text)));
  22252. } catch (e) {
  22253. if (onError) {
  22254. onError(e);
  22255. } else {
  22256. console.error(e);
  22257. }
  22258. scope.manager.itemError(url);
  22259. }
  22260. }, onProgress, onError);
  22261. },
  22262. parse: function parse(json) {
  22263. var animations = [];
  22264. for (var i = 0; i < json.length; i++) {
  22265. var clip = AnimationClip.parse(json[i]);
  22266. animations.push(clip);
  22267. }
  22268. return animations;
  22269. }
  22270. });
  22271. /**
  22272. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22273. *
  22274. * Sub classes have to implement the parse() method which will be used in load().
  22275. */
  22276. function CompressedTextureLoader(manager) {
  22277. Loader.call(this, manager);
  22278. }
  22279. CompressedTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22280. constructor: CompressedTextureLoader,
  22281. load: function load(url, onLoad, onProgress, onError) {
  22282. var scope = this;
  22283. var images = [];
  22284. var texture = new CompressedTexture();
  22285. var loader = new FileLoader(this.manager);
  22286. loader.setPath(this.path);
  22287. loader.setResponseType('arraybuffer');
  22288. loader.setRequestHeader(this.requestHeader);
  22289. loader.setWithCredentials(scope.withCredentials);
  22290. var loaded = 0;
  22291. function loadTexture(i) {
  22292. loader.load(url[i], function (buffer) {
  22293. var texDatas = scope.parse(buffer, true);
  22294. images[i] = {
  22295. width: texDatas.width,
  22296. height: texDatas.height,
  22297. format: texDatas.format,
  22298. mipmaps: texDatas.mipmaps
  22299. };
  22300. loaded += 1;
  22301. if (loaded === 6) {
  22302. if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
  22303. texture.image = images;
  22304. texture.format = texDatas.format;
  22305. texture.needsUpdate = true;
  22306. if (onLoad) onLoad(texture);
  22307. }
  22308. }, onProgress, onError);
  22309. }
  22310. if (Array.isArray(url)) {
  22311. for (var i = 0, il = url.length; i < il; ++i) {
  22312. loadTexture(i);
  22313. }
  22314. } else {
  22315. // compressed cubemap texture stored in a single DDS file
  22316. loader.load(url, function (buffer) {
  22317. var texDatas = scope.parse(buffer, true);
  22318. if (texDatas.isCubemap) {
  22319. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22320. for (var f = 0; f < faces; f++) {
  22321. images[f] = {
  22322. mipmaps: []
  22323. };
  22324. for (var _i = 0; _i < texDatas.mipmapCount; _i++) {
  22325. images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + _i]);
  22326. images[f].format = texDatas.format;
  22327. images[f].width = texDatas.width;
  22328. images[f].height = texDatas.height;
  22329. }
  22330. }
  22331. texture.image = images;
  22332. } else {
  22333. texture.image.width = texDatas.width;
  22334. texture.image.height = texDatas.height;
  22335. texture.mipmaps = texDatas.mipmaps;
  22336. }
  22337. if (texDatas.mipmapCount === 1) {
  22338. texture.minFilter = LinearFilter;
  22339. }
  22340. texture.format = texDatas.format;
  22341. texture.needsUpdate = true;
  22342. if (onLoad) onLoad(texture);
  22343. }, onProgress, onError);
  22344. }
  22345. return texture;
  22346. }
  22347. });
  22348. function ImageLoader(manager) {
  22349. Loader.call(this, manager);
  22350. }
  22351. ImageLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22352. constructor: ImageLoader,
  22353. load: function load(url, onLoad, onProgress, onError) {
  22354. if (this.path !== undefined) url = this.path + url;
  22355. url = this.manager.resolveURL(url);
  22356. var scope = this;
  22357. var cached = Cache.get(url);
  22358. if (cached !== undefined) {
  22359. scope.manager.itemStart(url);
  22360. setTimeout(function () {
  22361. if (onLoad) onLoad(cached);
  22362. scope.manager.itemEnd(url);
  22363. }, 0);
  22364. return cached;
  22365. }
  22366. var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
  22367. function onImageLoad() {
  22368. image.removeEventListener('load', onImageLoad, false);
  22369. image.removeEventListener('error', onImageError, false);
  22370. Cache.add(url, this);
  22371. if (onLoad) onLoad(this);
  22372. scope.manager.itemEnd(url);
  22373. }
  22374. function onImageError(event) {
  22375. image.removeEventListener('load', onImageLoad, false);
  22376. image.removeEventListener('error', onImageError, false);
  22377. if (onError) onError(event);
  22378. scope.manager.itemError(url);
  22379. scope.manager.itemEnd(url);
  22380. }
  22381. image.addEventListener('load', onImageLoad, false);
  22382. image.addEventListener('error', onImageError, false);
  22383. if (url.substr(0, 5) !== 'data:') {
  22384. if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
  22385. }
  22386. scope.manager.itemStart(url);
  22387. image.src = url;
  22388. return image;
  22389. }
  22390. });
  22391. function CubeTextureLoader(manager) {
  22392. Loader.call(this, manager);
  22393. }
  22394. CubeTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22395. constructor: CubeTextureLoader,
  22396. load: function load(urls, onLoad, onProgress, onError) {
  22397. var texture = new CubeTexture();
  22398. var loader = new ImageLoader(this.manager);
  22399. loader.setCrossOrigin(this.crossOrigin);
  22400. loader.setPath(this.path);
  22401. var loaded = 0;
  22402. function loadTexture(i) {
  22403. loader.load(urls[i], function (image) {
  22404. texture.images[i] = image;
  22405. loaded++;
  22406. if (loaded === 6) {
  22407. texture.needsUpdate = true;
  22408. if (onLoad) onLoad(texture);
  22409. }
  22410. }, undefined, onError);
  22411. }
  22412. for (var i = 0; i < urls.length; ++i) {
  22413. loadTexture(i);
  22414. }
  22415. return texture;
  22416. }
  22417. });
  22418. /**
  22419. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22420. *
  22421. * Sub classes have to implement the parse() method which will be used in load().
  22422. */
  22423. function DataTextureLoader(manager) {
  22424. Loader.call(this, manager);
  22425. }
  22426. DataTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22427. constructor: DataTextureLoader,
  22428. load: function load(url, onLoad, onProgress, onError) {
  22429. var scope = this;
  22430. var texture = new DataTexture();
  22431. var loader = new FileLoader(this.manager);
  22432. loader.setResponseType('arraybuffer');
  22433. loader.setRequestHeader(this.requestHeader);
  22434. loader.setPath(this.path);
  22435. loader.setWithCredentials(scope.withCredentials);
  22436. loader.load(url, function (buffer) {
  22437. var texData = scope.parse(buffer);
  22438. if (!texData) return;
  22439. if (texData.image !== undefined) {
  22440. texture.image = texData.image;
  22441. } else if (texData.data !== undefined) {
  22442. texture.image.width = texData.width;
  22443. texture.image.height = texData.height;
  22444. texture.image.data = texData.data;
  22445. }
  22446. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22447. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22448. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22449. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22450. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22451. if (texData.format !== undefined) {
  22452. texture.format = texData.format;
  22453. }
  22454. if (texData.type !== undefined) {
  22455. texture.type = texData.type;
  22456. }
  22457. if (texData.mipmaps !== undefined) {
  22458. texture.mipmaps = texData.mipmaps;
  22459. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22460. }
  22461. if (texData.mipmapCount === 1) {
  22462. texture.minFilter = LinearFilter;
  22463. }
  22464. texture.needsUpdate = true;
  22465. if (onLoad) onLoad(texture, texData);
  22466. }, onProgress, onError);
  22467. return texture;
  22468. }
  22469. });
  22470. function TextureLoader(manager) {
  22471. Loader.call(this, manager);
  22472. }
  22473. TextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  22474. constructor: TextureLoader,
  22475. load: function load(url, onLoad, onProgress, onError) {
  22476. var texture = new Texture();
  22477. var loader = new ImageLoader(this.manager);
  22478. loader.setCrossOrigin(this.crossOrigin);
  22479. loader.setPath(this.path);
  22480. loader.load(url, function (image) {
  22481. texture.image = image; // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22482. var isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
  22483. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22484. texture.needsUpdate = true;
  22485. if (onLoad !== undefined) {
  22486. onLoad(texture);
  22487. }
  22488. }, onProgress, onError);
  22489. return texture;
  22490. }
  22491. });
  22492. /**
  22493. * Extensible curve object.
  22494. *
  22495. * Some common of curve methods:
  22496. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22497. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22498. * .getPoints(), .getSpacedPoints()
  22499. * .getLength()
  22500. * .updateArcLengths()
  22501. *
  22502. * This following curves inherit from THREE.Curve:
  22503. *
  22504. * -- 2D curves --
  22505. * THREE.ArcCurve
  22506. * THREE.CubicBezierCurve
  22507. * THREE.EllipseCurve
  22508. * THREE.LineCurve
  22509. * THREE.QuadraticBezierCurve
  22510. * THREE.SplineCurve
  22511. *
  22512. * -- 3D curves --
  22513. * THREE.CatmullRomCurve3
  22514. * THREE.CubicBezierCurve3
  22515. * THREE.LineCurve3
  22516. * THREE.QuadraticBezierCurve3
  22517. *
  22518. * A series of curves can be represented as a THREE.CurvePath.
  22519. *
  22520. **/
  22521. function Curve() {
  22522. this.type = 'Curve';
  22523. this.arcLengthDivisions = 200;
  22524. }
  22525. Object.assign(Curve.prototype, {
  22526. // Virtual base class method to overwrite and implement in subclasses
  22527. // - t [0 .. 1]
  22528. getPoint: function getPoint()
  22529. /* t, optionalTarget */
  22530. {
  22531. console.warn('THREE.Curve: .getPoint() not implemented.');
  22532. return null;
  22533. },
  22534. // Get point at relative position in curve according to arc length
  22535. // - u [0 .. 1]
  22536. getPointAt: function getPointAt(u, optionalTarget) {
  22537. var t = this.getUtoTmapping(u);
  22538. return this.getPoint(t, optionalTarget);
  22539. },
  22540. // Get sequence of points using getPoint( t )
  22541. getPoints: function getPoints(divisions) {
  22542. if (divisions === void 0) {
  22543. divisions = 5;
  22544. }
  22545. var points = [];
  22546. for (var d = 0; d <= divisions; d++) {
  22547. points.push(this.getPoint(d / divisions));
  22548. }
  22549. return points;
  22550. },
  22551. // Get sequence of points using getPointAt( u )
  22552. getSpacedPoints: function getSpacedPoints(divisions) {
  22553. if (divisions === void 0) {
  22554. divisions = 5;
  22555. }
  22556. var points = [];
  22557. for (var d = 0; d <= divisions; d++) {
  22558. points.push(this.getPointAt(d / divisions));
  22559. }
  22560. return points;
  22561. },
  22562. // Get total curve arc length
  22563. getLength: function getLength() {
  22564. var lengths = this.getLengths();
  22565. return lengths[lengths.length - 1];
  22566. },
  22567. // Get list of cumulative segment lengths
  22568. getLengths: function getLengths(divisions) {
  22569. if (divisions === undefined) divisions = this.arcLengthDivisions;
  22570. if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
  22571. return this.cacheArcLengths;
  22572. }
  22573. this.needsUpdate = false;
  22574. var cache = [];
  22575. var current,
  22576. last = this.getPoint(0);
  22577. var sum = 0;
  22578. cache.push(0);
  22579. for (var p = 1; p <= divisions; p++) {
  22580. current = this.getPoint(p / divisions);
  22581. sum += current.distanceTo(last);
  22582. cache.push(sum);
  22583. last = current;
  22584. }
  22585. this.cacheArcLengths = cache;
  22586. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22587. },
  22588. updateArcLengths: function updateArcLengths() {
  22589. this.needsUpdate = true;
  22590. this.getLengths();
  22591. },
  22592. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22593. getUtoTmapping: function getUtoTmapping(u, distance) {
  22594. var arcLengths = this.getLengths();
  22595. var i = 0;
  22596. var il = arcLengths.length;
  22597. var targetArcLength; // The targeted u distance value to get
  22598. if (distance) {
  22599. targetArcLength = distance;
  22600. } else {
  22601. targetArcLength = u * arcLengths[il - 1];
  22602. } // binary search for the index with largest value smaller than target u distance
  22603. var low = 0,
  22604. high = il - 1,
  22605. comparison;
  22606. while (low <= high) {
  22607. 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
  22608. comparison = arcLengths[i] - targetArcLength;
  22609. if (comparison < 0) {
  22610. low = i + 1;
  22611. } else if (comparison > 0) {
  22612. high = i - 1;
  22613. } else {
  22614. high = i;
  22615. break; // DONE
  22616. }
  22617. }
  22618. i = high;
  22619. if (arcLengths[i] === targetArcLength) {
  22620. return i / (il - 1);
  22621. } // we could get finer grain at lengths, or use simple interpolation between two points
  22622. var lengthBefore = arcLengths[i];
  22623. var lengthAfter = arcLengths[i + 1];
  22624. var segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
  22625. var segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
  22626. var t = (i + segmentFraction) / (il - 1);
  22627. return t;
  22628. },
  22629. // Returns a unit vector tangent at t
  22630. // In case any sub curve does not implement its tangent derivation,
  22631. // 2 points a small delta apart will be used to find its gradient
  22632. // which seems to give a reasonable approximation
  22633. getTangent: function getTangent(t, optionalTarget) {
  22634. var delta = 0.0001;
  22635. var t1 = t - delta;
  22636. var t2 = t + delta; // Capping in case of danger
  22637. if (t1 < 0) t1 = 0;
  22638. if (t2 > 1) t2 = 1;
  22639. var pt1 = this.getPoint(t1);
  22640. var pt2 = this.getPoint(t2);
  22641. var tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
  22642. tangent.copy(pt2).sub(pt1).normalize();
  22643. return tangent;
  22644. },
  22645. getTangentAt: function getTangentAt(u, optionalTarget) {
  22646. var t = this.getUtoTmapping(u);
  22647. return this.getTangent(t, optionalTarget);
  22648. },
  22649. computeFrenetFrames: function computeFrenetFrames(segments, closed) {
  22650. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22651. var normal = new Vector3();
  22652. var tangents = [];
  22653. var normals = [];
  22654. var binormals = [];
  22655. var vec = new Vector3();
  22656. var mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
  22657. for (var i = 0; i <= segments; i++) {
  22658. var u = i / segments;
  22659. tangents[i] = this.getTangentAt(u, new Vector3());
  22660. tangents[i].normalize();
  22661. } // select an initial normal vector perpendicular to the first tangent vector,
  22662. // and in the direction of the minimum tangent xyz component
  22663. normals[0] = new Vector3();
  22664. binormals[0] = new Vector3();
  22665. var min = Number.MAX_VALUE;
  22666. var tx = Math.abs(tangents[0].x);
  22667. var ty = Math.abs(tangents[0].y);
  22668. var tz = Math.abs(tangents[0].z);
  22669. if (tx <= min) {
  22670. min = tx;
  22671. normal.set(1, 0, 0);
  22672. }
  22673. if (ty <= min) {
  22674. min = ty;
  22675. normal.set(0, 1, 0);
  22676. }
  22677. if (tz <= min) {
  22678. normal.set(0, 0, 1);
  22679. }
  22680. vec.crossVectors(tangents[0], normal).normalize();
  22681. normals[0].crossVectors(tangents[0], vec);
  22682. binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22683. for (var _i = 1; _i <= segments; _i++) {
  22684. normals[_i] = normals[_i - 1].clone();
  22685. binormals[_i] = binormals[_i - 1].clone();
  22686. vec.crossVectors(tangents[_i - 1], tangents[_i]);
  22687. if (vec.length() > Number.EPSILON) {
  22688. vec.normalize();
  22689. var theta = Math.acos(MathUtils.clamp(tangents[_i - 1].dot(tangents[_i]), -1, 1)); // clamp for floating pt errors
  22690. normals[_i].applyMatrix4(mat.makeRotationAxis(vec, theta));
  22691. }
  22692. binormals[_i].crossVectors(tangents[_i], normals[_i]);
  22693. } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22694. if (closed === true) {
  22695. var _theta = Math.acos(MathUtils.clamp(normals[0].dot(normals[segments]), -1, 1));
  22696. _theta /= segments;
  22697. if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
  22698. _theta = -_theta;
  22699. }
  22700. for (var _i2 = 1; _i2 <= segments; _i2++) {
  22701. // twist a little...
  22702. normals[_i2].applyMatrix4(mat.makeRotationAxis(tangents[_i2], _theta * _i2));
  22703. binormals[_i2].crossVectors(tangents[_i2], normals[_i2]);
  22704. }
  22705. }
  22706. return {
  22707. tangents: tangents,
  22708. normals: normals,
  22709. binormals: binormals
  22710. };
  22711. },
  22712. clone: function clone() {
  22713. return new this.constructor().copy(this);
  22714. },
  22715. copy: function copy(source) {
  22716. this.arcLengthDivisions = source.arcLengthDivisions;
  22717. return this;
  22718. },
  22719. toJSON: function toJSON() {
  22720. var data = {
  22721. metadata: {
  22722. version: 4.5,
  22723. type: 'Curve',
  22724. generator: 'Curve.toJSON'
  22725. }
  22726. };
  22727. data.arcLengthDivisions = this.arcLengthDivisions;
  22728. data.type = this.type;
  22729. return data;
  22730. },
  22731. fromJSON: function fromJSON(json) {
  22732. this.arcLengthDivisions = json.arcLengthDivisions;
  22733. return this;
  22734. }
  22735. });
  22736. function EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  22737. Curve.call(this);
  22738. this.type = 'EllipseCurve';
  22739. this.aX = aX || 0;
  22740. this.aY = aY || 0;
  22741. this.xRadius = xRadius || 1;
  22742. this.yRadius = yRadius || 1;
  22743. this.aStartAngle = aStartAngle || 0;
  22744. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22745. this.aClockwise = aClockwise || false;
  22746. this.aRotation = aRotation || 0;
  22747. }
  22748. EllipseCurve.prototype = Object.create(Curve.prototype);
  22749. EllipseCurve.prototype.constructor = EllipseCurve;
  22750. EllipseCurve.prototype.isEllipseCurve = true;
  22751. EllipseCurve.prototype.getPoint = function (t, optionalTarget) {
  22752. var point = optionalTarget || new Vector2();
  22753. var twoPi = Math.PI * 2;
  22754. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22755. var samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
  22756. while (deltaAngle < 0) {
  22757. deltaAngle += twoPi;
  22758. }
  22759. while (deltaAngle > twoPi) {
  22760. deltaAngle -= twoPi;
  22761. }
  22762. if (deltaAngle < Number.EPSILON) {
  22763. if (samePoints) {
  22764. deltaAngle = 0;
  22765. } else {
  22766. deltaAngle = twoPi;
  22767. }
  22768. }
  22769. if (this.aClockwise === true && !samePoints) {
  22770. if (deltaAngle === twoPi) {
  22771. deltaAngle = -twoPi;
  22772. } else {
  22773. deltaAngle = deltaAngle - twoPi;
  22774. }
  22775. }
  22776. var angle = this.aStartAngle + t * deltaAngle;
  22777. var x = this.aX + this.xRadius * Math.cos(angle);
  22778. var y = this.aY + this.yRadius * Math.sin(angle);
  22779. if (this.aRotation !== 0) {
  22780. var cos = Math.cos(this.aRotation);
  22781. var sin = Math.sin(this.aRotation);
  22782. var tx = x - this.aX;
  22783. var ty = y - this.aY; // Rotate the point about the center of the ellipse.
  22784. x = tx * cos - ty * sin + this.aX;
  22785. y = tx * sin + ty * cos + this.aY;
  22786. }
  22787. return point.set(x, y);
  22788. };
  22789. EllipseCurve.prototype.copy = function (source) {
  22790. Curve.prototype.copy.call(this, source);
  22791. this.aX = source.aX;
  22792. this.aY = source.aY;
  22793. this.xRadius = source.xRadius;
  22794. this.yRadius = source.yRadius;
  22795. this.aStartAngle = source.aStartAngle;
  22796. this.aEndAngle = source.aEndAngle;
  22797. this.aClockwise = source.aClockwise;
  22798. this.aRotation = source.aRotation;
  22799. return this;
  22800. };
  22801. EllipseCurve.prototype.toJSON = function () {
  22802. var data = Curve.prototype.toJSON.call(this);
  22803. data.aX = this.aX;
  22804. data.aY = this.aY;
  22805. data.xRadius = this.xRadius;
  22806. data.yRadius = this.yRadius;
  22807. data.aStartAngle = this.aStartAngle;
  22808. data.aEndAngle = this.aEndAngle;
  22809. data.aClockwise = this.aClockwise;
  22810. data.aRotation = this.aRotation;
  22811. return data;
  22812. };
  22813. EllipseCurve.prototype.fromJSON = function (json) {
  22814. Curve.prototype.fromJSON.call(this, json);
  22815. this.aX = json.aX;
  22816. this.aY = json.aY;
  22817. this.xRadius = json.xRadius;
  22818. this.yRadius = json.yRadius;
  22819. this.aStartAngle = json.aStartAngle;
  22820. this.aEndAngle = json.aEndAngle;
  22821. this.aClockwise = json.aClockwise;
  22822. this.aRotation = json.aRotation;
  22823. return this;
  22824. };
  22825. function ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  22826. EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  22827. this.type = 'ArcCurve';
  22828. }
  22829. ArcCurve.prototype = Object.create(EllipseCurve.prototype);
  22830. ArcCurve.prototype.constructor = ArcCurve;
  22831. ArcCurve.prototype.isArcCurve = true;
  22832. /**
  22833. * Centripetal CatmullRom Curve - which is useful for avoiding
  22834. * cusps and self-intersections in non-uniform catmull rom curves.
  22835. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22836. *
  22837. * curve.type accepts centripetal(default), chordal and catmullrom
  22838. * curve.tension is used for catmullrom which defaults to 0.5
  22839. */
  22840. /*
  22841. Based on an optimized c++ solution in
  22842. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22843. - http://ideone.com/NoEbVM
  22844. This CubicPoly class could be used for reusing some variables and calculations,
  22845. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22846. which can be placed in CurveUtils.
  22847. */
  22848. function CubicPoly() {
  22849. var c0 = 0,
  22850. c1 = 0,
  22851. c2 = 0,
  22852. c3 = 0;
  22853. /*
  22854. * Compute coefficients for a cubic polynomial
  22855. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22856. * such that
  22857. * p(0) = x0, p(1) = x1
  22858. * and
  22859. * p'(0) = t0, p'(1) = t1.
  22860. */
  22861. function init(x0, x1, t0, t1) {
  22862. c0 = x0;
  22863. c1 = t0;
  22864. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  22865. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22866. }
  22867. return {
  22868. initCatmullRom: function initCatmullRom(x0, x1, x2, x3, tension) {
  22869. init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
  22870. },
  22871. initNonuniformCatmullRom: function initNonuniformCatmullRom(x0, x1, x2, x3, dt0, dt1, dt2) {
  22872. // compute tangents when parameterized in [t1,t2]
  22873. var t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
  22874. var t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]
  22875. t1 *= dt1;
  22876. t2 *= dt1;
  22877. init(x1, x2, t1, t2);
  22878. },
  22879. calc: function calc(t) {
  22880. var t2 = t * t;
  22881. var t3 = t2 * t;
  22882. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22883. }
  22884. };
  22885. } //
  22886. var tmp = new Vector3();
  22887. var px = new CubicPoly(),
  22888. py = new CubicPoly(),
  22889. pz = new CubicPoly();
  22890. function CatmullRomCurve3(points, closed, curveType, tension) {
  22891. if (points === void 0) {
  22892. points = [];
  22893. }
  22894. if (closed === void 0) {
  22895. closed = false;
  22896. }
  22897. if (curveType === void 0) {
  22898. curveType = 'centripetal';
  22899. }
  22900. if (tension === void 0) {
  22901. tension = 0.5;
  22902. }
  22903. Curve.call(this);
  22904. this.type = 'CatmullRomCurve3';
  22905. this.points = points;
  22906. this.closed = closed;
  22907. this.curveType = curveType;
  22908. this.tension = tension;
  22909. }
  22910. CatmullRomCurve3.prototype = Object.create(Curve.prototype);
  22911. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22912. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22913. CatmullRomCurve3.prototype.getPoint = function (t, optionalTarget) {
  22914. if (optionalTarget === void 0) {
  22915. optionalTarget = new Vector3();
  22916. }
  22917. var point = optionalTarget;
  22918. var points = this.points;
  22919. var l = points.length;
  22920. var p = (l - (this.closed ? 0 : 1)) * t;
  22921. var intPoint = Math.floor(p);
  22922. var weight = p - intPoint;
  22923. if (this.closed) {
  22924. intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
  22925. } else if (weight === 0 && intPoint === l - 1) {
  22926. intPoint = l - 2;
  22927. weight = 1;
  22928. }
  22929. var p0, p3; // 4 points (p1 & p2 defined below)
  22930. if (this.closed || intPoint > 0) {
  22931. p0 = points[(intPoint - 1) % l];
  22932. } else {
  22933. // extrapolate first point
  22934. tmp.subVectors(points[0], points[1]).add(points[0]);
  22935. p0 = tmp;
  22936. }
  22937. var p1 = points[intPoint % l];
  22938. var p2 = points[(intPoint + 1) % l];
  22939. if (this.closed || intPoint + 2 < l) {
  22940. p3 = points[(intPoint + 2) % l];
  22941. } else {
  22942. // extrapolate last point
  22943. tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
  22944. p3 = tmp;
  22945. }
  22946. if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
  22947. // init Centripetal / Chordal Catmull-Rom
  22948. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22949. var dt0 = Math.pow(p0.distanceToSquared(p1), pow);
  22950. var dt1 = Math.pow(p1.distanceToSquared(p2), pow);
  22951. var dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points
  22952. if (dt1 < 1e-4) dt1 = 1.0;
  22953. if (dt0 < 1e-4) dt0 = dt1;
  22954. if (dt2 < 1e-4) dt2 = dt1;
  22955. px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
  22956. py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
  22957. pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
  22958. } else if (this.curveType === 'catmullrom') {
  22959. px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
  22960. py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
  22961. pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
  22962. }
  22963. point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
  22964. return point;
  22965. };
  22966. CatmullRomCurve3.prototype.copy = function (source) {
  22967. Curve.prototype.copy.call(this, source);
  22968. this.points = [];
  22969. for (var i = 0, l = source.points.length; i < l; i++) {
  22970. var point = source.points[i];
  22971. this.points.push(point.clone());
  22972. }
  22973. this.closed = source.closed;
  22974. this.curveType = source.curveType;
  22975. this.tension = source.tension;
  22976. return this;
  22977. };
  22978. CatmullRomCurve3.prototype.toJSON = function () {
  22979. var data = Curve.prototype.toJSON.call(this);
  22980. data.points = [];
  22981. for (var i = 0, l = this.points.length; i < l; i++) {
  22982. var point = this.points[i];
  22983. data.points.push(point.toArray());
  22984. }
  22985. data.closed = this.closed;
  22986. data.curveType = this.curveType;
  22987. data.tension = this.tension;
  22988. return data;
  22989. };
  22990. CatmullRomCurve3.prototype.fromJSON = function (json) {
  22991. Curve.prototype.fromJSON.call(this, json);
  22992. this.points = [];
  22993. for (var i = 0, l = json.points.length; i < l; i++) {
  22994. var point = json.points[i];
  22995. this.points.push(new Vector3().fromArray(point));
  22996. }
  22997. this.closed = json.closed;
  22998. this.curveType = json.curveType;
  22999. this.tension = json.tension;
  23000. return this;
  23001. };
  23002. /**
  23003. * Bezier Curves formulas obtained from
  23004. * http://en.wikipedia.org/wiki/Bézier_curve
  23005. */
  23006. function CatmullRom(t, p0, p1, p2, p3) {
  23007. var v0 = (p2 - p0) * 0.5;
  23008. var v1 = (p3 - p1) * 0.5;
  23009. var t2 = t * t;
  23010. var t3 = t * t2;
  23011. return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
  23012. } //
  23013. function QuadraticBezierP0(t, p) {
  23014. var k = 1 - t;
  23015. return k * k * p;
  23016. }
  23017. function QuadraticBezierP1(t, p) {
  23018. return 2 * (1 - t) * t * p;
  23019. }
  23020. function QuadraticBezierP2(t, p) {
  23021. return t * t * p;
  23022. }
  23023. function QuadraticBezier(t, p0, p1, p2) {
  23024. return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
  23025. } //
  23026. function CubicBezierP0(t, p) {
  23027. var k = 1 - t;
  23028. return k * k * k * p;
  23029. }
  23030. function CubicBezierP1(t, p) {
  23031. var k = 1 - t;
  23032. return 3 * k * k * t * p;
  23033. }
  23034. function CubicBezierP2(t, p) {
  23035. return 3 * (1 - t) * t * t * p;
  23036. }
  23037. function CubicBezierP3(t, p) {
  23038. return t * t * t * p;
  23039. }
  23040. function CubicBezier(t, p0, p1, p2, p3) {
  23041. return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
  23042. }
  23043. function CubicBezierCurve(v0, v1, v2, v3) {
  23044. if (v0 === void 0) {
  23045. v0 = new Vector2();
  23046. }
  23047. if (v1 === void 0) {
  23048. v1 = new Vector2();
  23049. }
  23050. if (v2 === void 0) {
  23051. v2 = new Vector2();
  23052. }
  23053. if (v3 === void 0) {
  23054. v3 = new Vector2();
  23055. }
  23056. Curve.call(this);
  23057. this.type = 'CubicBezierCurve';
  23058. this.v0 = v0;
  23059. this.v1 = v1;
  23060. this.v2 = v2;
  23061. this.v3 = v3;
  23062. }
  23063. CubicBezierCurve.prototype = Object.create(Curve.prototype);
  23064. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23065. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23066. CubicBezierCurve.prototype.getPoint = function (t, optionalTarget) {
  23067. if (optionalTarget === void 0) {
  23068. optionalTarget = new Vector2();
  23069. }
  23070. var point = optionalTarget;
  23071. var v0 = this.v0,
  23072. v1 = this.v1,
  23073. v2 = this.v2,
  23074. v3 = this.v3;
  23075. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
  23076. return point;
  23077. };
  23078. CubicBezierCurve.prototype.copy = function (source) {
  23079. Curve.prototype.copy.call(this, source);
  23080. this.v0.copy(source.v0);
  23081. this.v1.copy(source.v1);
  23082. this.v2.copy(source.v2);
  23083. this.v3.copy(source.v3);
  23084. return this;
  23085. };
  23086. CubicBezierCurve.prototype.toJSON = function () {
  23087. var data = Curve.prototype.toJSON.call(this);
  23088. data.v0 = this.v0.toArray();
  23089. data.v1 = this.v1.toArray();
  23090. data.v2 = this.v2.toArray();
  23091. data.v3 = this.v3.toArray();
  23092. return data;
  23093. };
  23094. CubicBezierCurve.prototype.fromJSON = function (json) {
  23095. Curve.prototype.fromJSON.call(this, json);
  23096. this.v0.fromArray(json.v0);
  23097. this.v1.fromArray(json.v1);
  23098. this.v2.fromArray(json.v2);
  23099. this.v3.fromArray(json.v3);
  23100. return this;
  23101. };
  23102. function CubicBezierCurve3(v0, v1, v2, v3) {
  23103. if (v0 === void 0) {
  23104. v0 = new Vector3();
  23105. }
  23106. if (v1 === void 0) {
  23107. v1 = new Vector3();
  23108. }
  23109. if (v2 === void 0) {
  23110. v2 = new Vector3();
  23111. }
  23112. if (v3 === void 0) {
  23113. v3 = new Vector3();
  23114. }
  23115. Curve.call(this);
  23116. this.type = 'CubicBezierCurve3';
  23117. this.v0 = v0;
  23118. this.v1 = v1;
  23119. this.v2 = v2;
  23120. this.v3 = v3;
  23121. }
  23122. CubicBezierCurve3.prototype = Object.create(Curve.prototype);
  23123. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23124. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23125. CubicBezierCurve3.prototype.getPoint = function (t, optionalTarget) {
  23126. if (optionalTarget === void 0) {
  23127. optionalTarget = new Vector3();
  23128. }
  23129. var point = optionalTarget;
  23130. var v0 = this.v0,
  23131. v1 = this.v1,
  23132. v2 = this.v2,
  23133. v3 = this.v3;
  23134. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));
  23135. return point;
  23136. };
  23137. CubicBezierCurve3.prototype.copy = function (source) {
  23138. Curve.prototype.copy.call(this, source);
  23139. this.v0.copy(source.v0);
  23140. this.v1.copy(source.v1);
  23141. this.v2.copy(source.v2);
  23142. this.v3.copy(source.v3);
  23143. return this;
  23144. };
  23145. CubicBezierCurve3.prototype.toJSON = function () {
  23146. var data = Curve.prototype.toJSON.call(this);
  23147. data.v0 = this.v0.toArray();
  23148. data.v1 = this.v1.toArray();
  23149. data.v2 = this.v2.toArray();
  23150. data.v3 = this.v3.toArray();
  23151. return data;
  23152. };
  23153. CubicBezierCurve3.prototype.fromJSON = function (json) {
  23154. Curve.prototype.fromJSON.call(this, json);
  23155. this.v0.fromArray(json.v0);
  23156. this.v1.fromArray(json.v1);
  23157. this.v2.fromArray(json.v2);
  23158. this.v3.fromArray(json.v3);
  23159. return this;
  23160. };
  23161. function LineCurve(v1, v2) {
  23162. if (v1 === void 0) {
  23163. v1 = new Vector2();
  23164. }
  23165. if (v2 === void 0) {
  23166. v2 = new Vector2();
  23167. }
  23168. Curve.call(this);
  23169. this.type = 'LineCurve';
  23170. this.v1 = v1;
  23171. this.v2 = v2;
  23172. }
  23173. LineCurve.prototype = Object.create(Curve.prototype);
  23174. LineCurve.prototype.constructor = LineCurve;
  23175. LineCurve.prototype.isLineCurve = true;
  23176. LineCurve.prototype.getPoint = function (t, optionalTarget) {
  23177. if (optionalTarget === void 0) {
  23178. optionalTarget = new Vector2();
  23179. }
  23180. var point = optionalTarget;
  23181. if (t === 1) {
  23182. point.copy(this.v2);
  23183. } else {
  23184. point.copy(this.v2).sub(this.v1);
  23185. point.multiplyScalar(t).add(this.v1);
  23186. }
  23187. return point;
  23188. }; // Line curve is linear, so we can overwrite default getPointAt
  23189. LineCurve.prototype.getPointAt = function (u, optionalTarget) {
  23190. return this.getPoint(u, optionalTarget);
  23191. };
  23192. LineCurve.prototype.getTangent = function (t, optionalTarget) {
  23193. var tangent = optionalTarget || new Vector2();
  23194. tangent.copy(this.v2).sub(this.v1).normalize();
  23195. return tangent;
  23196. };
  23197. LineCurve.prototype.copy = function (source) {
  23198. Curve.prototype.copy.call(this, source);
  23199. this.v1.copy(source.v1);
  23200. this.v2.copy(source.v2);
  23201. return this;
  23202. };
  23203. LineCurve.prototype.toJSON = function () {
  23204. var data = Curve.prototype.toJSON.call(this);
  23205. data.v1 = this.v1.toArray();
  23206. data.v2 = this.v2.toArray();
  23207. return data;
  23208. };
  23209. LineCurve.prototype.fromJSON = function (json) {
  23210. Curve.prototype.fromJSON.call(this, json);
  23211. this.v1.fromArray(json.v1);
  23212. this.v2.fromArray(json.v2);
  23213. return this;
  23214. };
  23215. function LineCurve3(v1, v2) {
  23216. if (v1 === void 0) {
  23217. v1 = new Vector3();
  23218. }
  23219. if (v2 === void 0) {
  23220. v2 = new Vector3();
  23221. }
  23222. Curve.call(this);
  23223. this.type = 'LineCurve3';
  23224. this.v1 = v1;
  23225. this.v2 = v2;
  23226. }
  23227. LineCurve3.prototype = Object.create(Curve.prototype);
  23228. LineCurve3.prototype.constructor = LineCurve3;
  23229. LineCurve3.prototype.isLineCurve3 = true;
  23230. LineCurve3.prototype.getPoint = function (t, optionalTarget) {
  23231. if (optionalTarget === void 0) {
  23232. optionalTarget = new Vector3();
  23233. }
  23234. var point = optionalTarget;
  23235. if (t === 1) {
  23236. point.copy(this.v2);
  23237. } else {
  23238. point.copy(this.v2).sub(this.v1);
  23239. point.multiplyScalar(t).add(this.v1);
  23240. }
  23241. return point;
  23242. }; // Line curve is linear, so we can overwrite default getPointAt
  23243. LineCurve3.prototype.getPointAt = function (u, optionalTarget) {
  23244. return this.getPoint(u, optionalTarget);
  23245. };
  23246. LineCurve3.prototype.copy = function (source) {
  23247. Curve.prototype.copy.call(this, source);
  23248. this.v1.copy(source.v1);
  23249. this.v2.copy(source.v2);
  23250. return this;
  23251. };
  23252. LineCurve3.prototype.toJSON = function () {
  23253. var data = Curve.prototype.toJSON.call(this);
  23254. data.v1 = this.v1.toArray();
  23255. data.v2 = this.v2.toArray();
  23256. return data;
  23257. };
  23258. LineCurve3.prototype.fromJSON = function (json) {
  23259. Curve.prototype.fromJSON.call(this, json);
  23260. this.v1.fromArray(json.v1);
  23261. this.v2.fromArray(json.v2);
  23262. return this;
  23263. };
  23264. function QuadraticBezierCurve(v0, v1, v2) {
  23265. if (v0 === void 0) {
  23266. v0 = new Vector2();
  23267. }
  23268. if (v1 === void 0) {
  23269. v1 = new Vector2();
  23270. }
  23271. if (v2 === void 0) {
  23272. v2 = new Vector2();
  23273. }
  23274. Curve.call(this);
  23275. this.type = 'QuadraticBezierCurve';
  23276. this.v0 = v0;
  23277. this.v1 = v1;
  23278. this.v2 = v2;
  23279. }
  23280. QuadraticBezierCurve.prototype = Object.create(Curve.prototype);
  23281. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23282. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23283. QuadraticBezierCurve.prototype.getPoint = function (t, optionalTarget) {
  23284. if (optionalTarget === void 0) {
  23285. optionalTarget = new Vector2();
  23286. }
  23287. var point = optionalTarget;
  23288. var v0 = this.v0,
  23289. v1 = this.v1,
  23290. v2 = this.v2;
  23291. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
  23292. return point;
  23293. };
  23294. QuadraticBezierCurve.prototype.copy = function (source) {
  23295. Curve.prototype.copy.call(this, source);
  23296. this.v0.copy(source.v0);
  23297. this.v1.copy(source.v1);
  23298. this.v2.copy(source.v2);
  23299. return this;
  23300. };
  23301. QuadraticBezierCurve.prototype.toJSON = function () {
  23302. var data = Curve.prototype.toJSON.call(this);
  23303. data.v0 = this.v0.toArray();
  23304. data.v1 = this.v1.toArray();
  23305. data.v2 = this.v2.toArray();
  23306. return data;
  23307. };
  23308. QuadraticBezierCurve.prototype.fromJSON = function (json) {
  23309. Curve.prototype.fromJSON.call(this, json);
  23310. this.v0.fromArray(json.v0);
  23311. this.v1.fromArray(json.v1);
  23312. this.v2.fromArray(json.v2);
  23313. return this;
  23314. };
  23315. function QuadraticBezierCurve3(v0, v1, v2) {
  23316. if (v0 === void 0) {
  23317. v0 = new Vector3();
  23318. }
  23319. if (v1 === void 0) {
  23320. v1 = new Vector3();
  23321. }
  23322. if (v2 === void 0) {
  23323. v2 = new Vector3();
  23324. }
  23325. Curve.call(this);
  23326. this.type = 'QuadraticBezierCurve3';
  23327. this.v0 = v0;
  23328. this.v1 = v1;
  23329. this.v2 = v2;
  23330. }
  23331. QuadraticBezierCurve3.prototype = Object.create(Curve.prototype);
  23332. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23333. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23334. QuadraticBezierCurve3.prototype.getPoint = function (t, optionalTarget) {
  23335. if (optionalTarget === void 0) {
  23336. optionalTarget = new Vector3();
  23337. }
  23338. var point = optionalTarget;
  23339. var v0 = this.v0,
  23340. v1 = this.v1,
  23341. v2 = this.v2;
  23342. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));
  23343. return point;
  23344. };
  23345. QuadraticBezierCurve3.prototype.copy = function (source) {
  23346. Curve.prototype.copy.call(this, source);
  23347. this.v0.copy(source.v0);
  23348. this.v1.copy(source.v1);
  23349. this.v2.copy(source.v2);
  23350. return this;
  23351. };
  23352. QuadraticBezierCurve3.prototype.toJSON = function () {
  23353. var data = Curve.prototype.toJSON.call(this);
  23354. data.v0 = this.v0.toArray();
  23355. data.v1 = this.v1.toArray();
  23356. data.v2 = this.v2.toArray();
  23357. return data;
  23358. };
  23359. QuadraticBezierCurve3.prototype.fromJSON = function (json) {
  23360. Curve.prototype.fromJSON.call(this, json);
  23361. this.v0.fromArray(json.v0);
  23362. this.v1.fromArray(json.v1);
  23363. this.v2.fromArray(json.v2);
  23364. return this;
  23365. };
  23366. function SplineCurve(points) {
  23367. if (points === void 0) {
  23368. points = [];
  23369. }
  23370. Curve.call(this);
  23371. this.type = 'SplineCurve';
  23372. this.points = points;
  23373. }
  23374. SplineCurve.prototype = Object.create(Curve.prototype);
  23375. SplineCurve.prototype.constructor = SplineCurve;
  23376. SplineCurve.prototype.isSplineCurve = true;
  23377. SplineCurve.prototype.getPoint = function (t, optionalTarget) {
  23378. if (optionalTarget === void 0) {
  23379. optionalTarget = new Vector2();
  23380. }
  23381. var point = optionalTarget;
  23382. var points = this.points;
  23383. var p = (points.length - 1) * t;
  23384. var intPoint = Math.floor(p);
  23385. var weight = p - intPoint;
  23386. var p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
  23387. var p1 = points[intPoint];
  23388. var p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
  23389. var p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
  23390. point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));
  23391. return point;
  23392. };
  23393. SplineCurve.prototype.copy = function (source) {
  23394. Curve.prototype.copy.call(this, source);
  23395. this.points = [];
  23396. for (var i = 0, l = source.points.length; i < l; i++) {
  23397. var point = source.points[i];
  23398. this.points.push(point.clone());
  23399. }
  23400. return this;
  23401. };
  23402. SplineCurve.prototype.toJSON = function () {
  23403. var data = Curve.prototype.toJSON.call(this);
  23404. data.points = [];
  23405. for (var i = 0, l = this.points.length; i < l; i++) {
  23406. var point = this.points[i];
  23407. data.points.push(point.toArray());
  23408. }
  23409. return data;
  23410. };
  23411. SplineCurve.prototype.fromJSON = function (json) {
  23412. Curve.prototype.fromJSON.call(this, json);
  23413. this.points = [];
  23414. for (var i = 0, l = json.points.length; i < l; i++) {
  23415. var point = json.points[i];
  23416. this.points.push(new Vector2().fromArray(point));
  23417. }
  23418. return this;
  23419. };
  23420. var Curves = /*#__PURE__*/Object.freeze({
  23421. __proto__: null,
  23422. ArcCurve: ArcCurve,
  23423. CatmullRomCurve3: CatmullRomCurve3,
  23424. CubicBezierCurve: CubicBezierCurve,
  23425. CubicBezierCurve3: CubicBezierCurve3,
  23426. EllipseCurve: EllipseCurve,
  23427. LineCurve: LineCurve,
  23428. LineCurve3: LineCurve3,
  23429. QuadraticBezierCurve: QuadraticBezierCurve,
  23430. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23431. SplineCurve: SplineCurve
  23432. });
  23433. /**************************************************************
  23434. * Curved Path - a curve path is simply a array of connected
  23435. * curves, but retains the api of a curve
  23436. **************************************************************/
  23437. function CurvePath() {
  23438. Curve.call(this);
  23439. this.type = 'CurvePath';
  23440. this.curves = [];
  23441. this.autoClose = false; // Automatically closes the path
  23442. }
  23443. CurvePath.prototype = Object.assign(Object.create(Curve.prototype), {
  23444. constructor: CurvePath,
  23445. add: function add(curve) {
  23446. this.curves.push(curve);
  23447. },
  23448. closePath: function closePath() {
  23449. // Add a line curve if start and end of lines are not connected
  23450. var startPoint = this.curves[0].getPoint(0);
  23451. var endPoint = this.curves[this.curves.length - 1].getPoint(1);
  23452. if (!startPoint.equals(endPoint)) {
  23453. this.curves.push(new LineCurve(endPoint, startPoint));
  23454. }
  23455. },
  23456. // To get accurate point with reference to
  23457. // entire path distance at time t,
  23458. // following has to be done:
  23459. // 1. Length of each sub path have to be known
  23460. // 2. Locate and identify type of curve
  23461. // 3. Get t for the curve
  23462. // 4. Return curve.getPointAt(t')
  23463. getPoint: function getPoint(t) {
  23464. var d = t * this.getLength();
  23465. var curveLengths = this.getCurveLengths();
  23466. var i = 0; // To think about boundaries points.
  23467. while (i < curveLengths.length) {
  23468. if (curveLengths[i] >= d) {
  23469. var diff = curveLengths[i] - d;
  23470. var curve = this.curves[i];
  23471. var segmentLength = curve.getLength();
  23472. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23473. return curve.getPointAt(u);
  23474. }
  23475. i++;
  23476. }
  23477. return null; // loop where sum != 0, sum > d , sum+1 <d
  23478. },
  23479. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23480. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23481. // getPoint() depends on getLength
  23482. getLength: function getLength() {
  23483. var lens = this.getCurveLengths();
  23484. return lens[lens.length - 1];
  23485. },
  23486. // cacheLengths must be recalculated.
  23487. updateArcLengths: function updateArcLengths() {
  23488. this.needsUpdate = true;
  23489. this.cacheLengths = null;
  23490. this.getCurveLengths();
  23491. },
  23492. // Compute lengths and cache them
  23493. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23494. getCurveLengths: function getCurveLengths() {
  23495. // We use cache values if curves and cache array are same length
  23496. if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
  23497. return this.cacheLengths;
  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 getSpacedPoints(divisions) {
  23510. if (divisions === void 0) {
  23511. divisions = 40;
  23512. }
  23513. var points = [];
  23514. for (var i = 0; i <= divisions; i++) {
  23515. points.push(this.getPoint(i / divisions));
  23516. }
  23517. if (this.autoClose) {
  23518. points.push(points[0]);
  23519. }
  23520. return points;
  23521. },
  23522. getPoints: function getPoints(divisions) {
  23523. if (divisions === void 0) {
  23524. divisions = 12;
  23525. }
  23526. var points = [];
  23527. var last;
  23528. for (var i = 0, curves = this.curves; i < curves.length; i++) {
  23529. var curve = curves[i];
  23530. var resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
  23531. var pts = curve.getPoints(resolution);
  23532. for (var j = 0; j < pts.length; j++) {
  23533. var point = pts[j];
  23534. if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
  23535. points.push(point);
  23536. last = point;
  23537. }
  23538. }
  23539. if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
  23540. points.push(points[0]);
  23541. }
  23542. return points;
  23543. },
  23544. copy: function copy(source) {
  23545. Curve.prototype.copy.call(this, source);
  23546. this.curves = [];
  23547. for (var i = 0, l = source.curves.length; i < l; i++) {
  23548. var curve = source.curves[i];
  23549. this.curves.push(curve.clone());
  23550. }
  23551. this.autoClose = source.autoClose;
  23552. return this;
  23553. },
  23554. toJSON: function toJSON() {
  23555. var data = Curve.prototype.toJSON.call(this);
  23556. data.autoClose = this.autoClose;
  23557. data.curves = [];
  23558. for (var i = 0, l = this.curves.length; i < l; i++) {
  23559. var curve = this.curves[i];
  23560. data.curves.push(curve.toJSON());
  23561. }
  23562. return data;
  23563. },
  23564. fromJSON: function fromJSON(json) {
  23565. Curve.prototype.fromJSON.call(this, json);
  23566. this.autoClose = json.autoClose;
  23567. this.curves = [];
  23568. for (var i = 0, l = json.curves.length; i < l; i++) {
  23569. var curve = json.curves[i];
  23570. this.curves.push(new Curves[curve.type]().fromJSON(curve));
  23571. }
  23572. return this;
  23573. }
  23574. });
  23575. function Path(points) {
  23576. CurvePath.call(this);
  23577. this.type = 'Path';
  23578. this.currentPoint = new Vector2();
  23579. if (points) {
  23580. this.setFromPoints(points);
  23581. }
  23582. }
  23583. Path.prototype = Object.assign(Object.create(CurvePath.prototype), {
  23584. constructor: Path,
  23585. setFromPoints: function setFromPoints(points) {
  23586. this.moveTo(points[0].x, points[0].y);
  23587. for (var i = 1, l = points.length; i < l; i++) {
  23588. this.lineTo(points[i].x, points[i].y);
  23589. }
  23590. return this;
  23591. },
  23592. moveTo: function moveTo(x, y) {
  23593. this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
  23594. return this;
  23595. },
  23596. lineTo: function lineTo(x, y) {
  23597. var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
  23598. this.curves.push(curve);
  23599. this.currentPoint.set(x, y);
  23600. return this;
  23601. },
  23602. quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {
  23603. var curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
  23604. this.curves.push(curve);
  23605. this.currentPoint.set(aX, aY);
  23606. return this;
  23607. },
  23608. bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  23609. var curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));
  23610. this.curves.push(curve);
  23611. this.currentPoint.set(aX, aY);
  23612. return this;
  23613. },
  23614. splineThru: function splineThru(pts
  23615. /*Array of Vector*/
  23616. ) {
  23617. var npts = [this.currentPoint.clone()].concat(pts);
  23618. var curve = new SplineCurve(npts);
  23619. this.curves.push(curve);
  23620. this.currentPoint.copy(pts[pts.length - 1]);
  23621. return this;
  23622. },
  23623. arc: function arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  23624. var x0 = this.currentPoint.x;
  23625. var y0 = this.currentPoint.y;
  23626. this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
  23627. return this;
  23628. },
  23629. absarc: function absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  23630. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  23631. return this;
  23632. },
  23633. ellipse: function ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  23634. var x0 = this.currentPoint.x;
  23635. var y0 = this.currentPoint.y;
  23636. this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  23637. return this;
  23638. },
  23639. absellipse: function absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  23640. var curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  23641. if (this.curves.length > 0) {
  23642. // if a previous curve is present, attempt to join
  23643. var firstPoint = curve.getPoint(0);
  23644. if (!firstPoint.equals(this.currentPoint)) {
  23645. this.lineTo(firstPoint.x, firstPoint.y);
  23646. }
  23647. }
  23648. this.curves.push(curve);
  23649. var lastPoint = curve.getPoint(1);
  23650. this.currentPoint.copy(lastPoint);
  23651. return this;
  23652. },
  23653. copy: function copy(source) {
  23654. CurvePath.prototype.copy.call(this, source);
  23655. this.currentPoint.copy(source.currentPoint);
  23656. return this;
  23657. },
  23658. toJSON: function toJSON() {
  23659. var data = CurvePath.prototype.toJSON.call(this);
  23660. data.currentPoint = this.currentPoint.toArray();
  23661. return data;
  23662. },
  23663. fromJSON: function fromJSON(json) {
  23664. CurvePath.prototype.fromJSON.call(this, json);
  23665. this.currentPoint.fromArray(json.currentPoint);
  23666. return this;
  23667. }
  23668. });
  23669. function Shape(points) {
  23670. Path.call(this, points);
  23671. this.uuid = MathUtils.generateUUID();
  23672. this.type = 'Shape';
  23673. this.holes = [];
  23674. }
  23675. Shape.prototype = Object.assign(Object.create(Path.prototype), {
  23676. constructor: Shape,
  23677. getPointsHoles: function getPointsHoles(divisions) {
  23678. var holesPts = [];
  23679. for (var i = 0, l = this.holes.length; i < l; i++) {
  23680. holesPts[i] = this.holes[i].getPoints(divisions);
  23681. }
  23682. return holesPts;
  23683. },
  23684. // get points of shape and holes (keypoints based on segments parameter)
  23685. extractPoints: function extractPoints(divisions) {
  23686. return {
  23687. shape: this.getPoints(divisions),
  23688. holes: this.getPointsHoles(divisions)
  23689. };
  23690. },
  23691. copy: function copy(source) {
  23692. Path.prototype.copy.call(this, source);
  23693. this.holes = [];
  23694. for (var i = 0, l = source.holes.length; i < l; i++) {
  23695. var hole = source.holes[i];
  23696. this.holes.push(hole.clone());
  23697. }
  23698. return this;
  23699. },
  23700. toJSON: function toJSON() {
  23701. var data = Path.prototype.toJSON.call(this);
  23702. data.uuid = this.uuid;
  23703. data.holes = [];
  23704. for (var i = 0, l = this.holes.length; i < l; i++) {
  23705. var hole = this.holes[i];
  23706. data.holes.push(hole.toJSON());
  23707. }
  23708. return data;
  23709. },
  23710. fromJSON: function fromJSON(json) {
  23711. Path.prototype.fromJSON.call(this, json);
  23712. this.uuid = json.uuid;
  23713. this.holes = [];
  23714. for (var i = 0, l = json.holes.length; i < l; i++) {
  23715. var hole = json.holes[i];
  23716. this.holes.push(new Path().fromJSON(hole));
  23717. }
  23718. return this;
  23719. }
  23720. });
  23721. function Light(color, intensity) {
  23722. if (intensity === void 0) {
  23723. intensity = 1;
  23724. }
  23725. Object3D.call(this);
  23726. this.type = 'Light';
  23727. this.color = new Color(color);
  23728. this.intensity = intensity;
  23729. }
  23730. Light.prototype = Object.assign(Object.create(Object3D.prototype), {
  23731. constructor: Light,
  23732. isLight: true,
  23733. copy: function copy(source) {
  23734. Object3D.prototype.copy.call(this, source);
  23735. this.color.copy(source.color);
  23736. this.intensity = source.intensity;
  23737. return this;
  23738. },
  23739. toJSON: function toJSON(meta) {
  23740. var data = Object3D.prototype.toJSON.call(this, meta);
  23741. data.object.color = this.color.getHex();
  23742. data.object.intensity = this.intensity;
  23743. if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();
  23744. if (this.distance !== undefined) data.object.distance = this.distance;
  23745. if (this.angle !== undefined) data.object.angle = this.angle;
  23746. if (this.decay !== undefined) data.object.decay = this.decay;
  23747. if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;
  23748. if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();
  23749. return data;
  23750. }
  23751. });
  23752. function HemisphereLight(skyColor, groundColor, intensity) {
  23753. Light.call(this, skyColor, intensity);
  23754. this.type = 'HemisphereLight';
  23755. this.position.copy(Object3D.DefaultUp);
  23756. this.updateMatrix();
  23757. this.groundColor = new Color(groundColor);
  23758. }
  23759. HemisphereLight.prototype = Object.assign(Object.create(Light.prototype), {
  23760. constructor: HemisphereLight,
  23761. isHemisphereLight: true,
  23762. copy: function copy(source) {
  23763. Light.prototype.copy.call(this, source);
  23764. this.groundColor.copy(source.groundColor);
  23765. return this;
  23766. }
  23767. });
  23768. function LightShadow(camera) {
  23769. this.camera = camera;
  23770. this.bias = 0;
  23771. this.normalBias = 0;
  23772. this.radius = 1;
  23773. this.mapSize = new Vector2(512, 512);
  23774. this.map = null;
  23775. this.mapPass = null;
  23776. this.matrix = new Matrix4();
  23777. this.autoUpdate = true;
  23778. this.needsUpdate = false;
  23779. this._frustum = new Frustum();
  23780. this._frameExtents = new Vector2(1, 1);
  23781. this._viewportCount = 1;
  23782. this._viewports = [new Vector4(0, 0, 1, 1)];
  23783. }
  23784. Object.assign(LightShadow.prototype, {
  23785. _projScreenMatrix: new Matrix4(),
  23786. _lightPositionWorld: new Vector3(),
  23787. _lookTarget: new Vector3(),
  23788. getViewportCount: function getViewportCount() {
  23789. return this._viewportCount;
  23790. },
  23791. getFrustum: function getFrustum() {
  23792. return this._frustum;
  23793. },
  23794. updateMatrices: function updateMatrices(light) {
  23795. var shadowCamera = this.camera,
  23796. shadowMatrix = this.matrix,
  23797. projScreenMatrix = this._projScreenMatrix,
  23798. lookTarget = this._lookTarget,
  23799. lightPositionWorld = this._lightPositionWorld;
  23800. lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  23801. shadowCamera.position.copy(lightPositionWorld);
  23802. lookTarget.setFromMatrixPosition(light.target.matrixWorld);
  23803. shadowCamera.lookAt(lookTarget);
  23804. shadowCamera.updateMatrixWorld();
  23805. projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
  23806. this._frustum.setFromProjectionMatrix(projScreenMatrix);
  23807. shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
  23808. shadowMatrix.multiply(shadowCamera.projectionMatrix);
  23809. shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
  23810. },
  23811. getViewport: function getViewport(viewportIndex) {
  23812. return this._viewports[viewportIndex];
  23813. },
  23814. getFrameExtents: function getFrameExtents() {
  23815. return this._frameExtents;
  23816. },
  23817. copy: function copy(source) {
  23818. this.camera = source.camera.clone();
  23819. this.bias = source.bias;
  23820. this.radius = source.radius;
  23821. this.mapSize.copy(source.mapSize);
  23822. return this;
  23823. },
  23824. clone: function clone() {
  23825. return new this.constructor().copy(this);
  23826. },
  23827. toJSON: function toJSON() {
  23828. var object = {};
  23829. if (this.bias !== 0) object.bias = this.bias;
  23830. if (this.normalBias !== 0) object.normalBias = this.normalBias;
  23831. if (this.radius !== 1) object.radius = this.radius;
  23832. if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
  23833. object.camera = this.camera.toJSON(false).object;
  23834. delete object.camera.matrix;
  23835. return object;
  23836. }
  23837. });
  23838. function SpotLightShadow() {
  23839. LightShadow.call(this, new PerspectiveCamera(50, 1, 0.5, 500));
  23840. this.focus = 1;
  23841. }
  23842. SpotLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
  23843. constructor: SpotLightShadow,
  23844. isSpotLightShadow: true,
  23845. updateMatrices: function updateMatrices(light) {
  23846. var camera = this.camera;
  23847. var fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;
  23848. var aspect = this.mapSize.width / this.mapSize.height;
  23849. var far = light.distance || camera.far;
  23850. if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
  23851. camera.fov = fov;
  23852. camera.aspect = aspect;
  23853. camera.far = far;
  23854. camera.updateProjectionMatrix();
  23855. }
  23856. LightShadow.prototype.updateMatrices.call(this, light);
  23857. }
  23858. });
  23859. function SpotLight(color, intensity, distance, angle, penumbra, decay) {
  23860. Light.call(this, color, intensity);
  23861. this.type = 'SpotLight';
  23862. this.position.copy(Object3D.DefaultUp);
  23863. this.updateMatrix();
  23864. this.target = new Object3D();
  23865. Object.defineProperty(this, 'power', {
  23866. get: function get() {
  23867. // intensity = power per solid angle.
  23868. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23869. return this.intensity * Math.PI;
  23870. },
  23871. set: function set(power) {
  23872. // intensity = power per solid angle.
  23873. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23874. this.intensity = power / Math.PI;
  23875. }
  23876. });
  23877. this.distance = distance !== undefined ? distance : 0;
  23878. this.angle = angle !== undefined ? angle : Math.PI / 3;
  23879. this.penumbra = penumbra !== undefined ? penumbra : 0;
  23880. this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.
  23881. this.shadow = new SpotLightShadow();
  23882. }
  23883. SpotLight.prototype = Object.assign(Object.create(Light.prototype), {
  23884. constructor: SpotLight,
  23885. isSpotLight: true,
  23886. copy: function copy(source) {
  23887. Light.prototype.copy.call(this, source);
  23888. this.distance = source.distance;
  23889. this.angle = source.angle;
  23890. this.penumbra = source.penumbra;
  23891. this.decay = source.decay;
  23892. this.target = source.target.clone();
  23893. this.shadow = source.shadow.clone();
  23894. return this;
  23895. }
  23896. });
  23897. function PointLightShadow() {
  23898. LightShadow.call(this, new PerspectiveCamera(90, 1, 0.5, 500));
  23899. this._frameExtents = new Vector2(4, 2);
  23900. this._viewportCount = 6;
  23901. this._viewports = [// These viewports map a cube-map onto a 2D texture with the
  23902. // following orientation:
  23903. //
  23904. // xzXZ
  23905. // y Y
  23906. //
  23907. // X - Positive x direction
  23908. // x - Negative x direction
  23909. // Y - Positive y direction
  23910. // y - Negative y direction
  23911. // Z - Positive z direction
  23912. // z - Negative z direction
  23913. // positive X
  23914. new Vector4(2, 1, 1, 1), // negative X
  23915. new Vector4(0, 1, 1, 1), // positive Z
  23916. new Vector4(3, 1, 1, 1), // negative Z
  23917. new Vector4(1, 1, 1, 1), // positive Y
  23918. new Vector4(3, 0, 1, 1), // negative Y
  23919. new Vector4(1, 0, 1, 1)];
  23920. this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)];
  23921. this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)];
  23922. }
  23923. PointLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
  23924. constructor: PointLightShadow,
  23925. isPointLightShadow: true,
  23926. updateMatrices: function updateMatrices(light, viewportIndex) {
  23927. if (viewportIndex === void 0) {
  23928. viewportIndex = 0;
  23929. }
  23930. var camera = this.camera,
  23931. shadowMatrix = this.matrix,
  23932. lightPositionWorld = this._lightPositionWorld,
  23933. lookTarget = this._lookTarget,
  23934. projScreenMatrix = this._projScreenMatrix;
  23935. lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  23936. camera.position.copy(lightPositionWorld);
  23937. lookTarget.copy(camera.position);
  23938. lookTarget.add(this._cubeDirections[viewportIndex]);
  23939. camera.up.copy(this._cubeUps[viewportIndex]);
  23940. camera.lookAt(lookTarget);
  23941. camera.updateMatrixWorld();
  23942. shadowMatrix.makeTranslation(-lightPositionWorld.x, -lightPositionWorld.y, -lightPositionWorld.z);
  23943. projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  23944. this._frustum.setFromProjectionMatrix(projScreenMatrix);
  23945. }
  23946. });
  23947. function PointLight(color, intensity, distance, decay) {
  23948. Light.call(this, color, intensity);
  23949. this.type = 'PointLight';
  23950. Object.defineProperty(this, 'power', {
  23951. get: function get() {
  23952. // intensity = power per solid angle.
  23953. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23954. return this.intensity * 4 * Math.PI;
  23955. },
  23956. set: function set(power) {
  23957. // intensity = power per solid angle.
  23958. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23959. this.intensity = power / (4 * Math.PI);
  23960. }
  23961. });
  23962. this.distance = distance !== undefined ? distance : 0;
  23963. this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.
  23964. this.shadow = new PointLightShadow();
  23965. }
  23966. PointLight.prototype = Object.assign(Object.create(Light.prototype), {
  23967. constructor: PointLight,
  23968. isPointLight: true,
  23969. copy: function copy(source) {
  23970. Light.prototype.copy.call(this, source);
  23971. this.distance = source.distance;
  23972. this.decay = source.decay;
  23973. this.shadow = source.shadow.clone();
  23974. return this;
  23975. }
  23976. });
  23977. function OrthographicCamera(left, right, top, bottom, near, far) {
  23978. Camera.call(this);
  23979. this.type = 'OrthographicCamera';
  23980. this.zoom = 1;
  23981. this.view = null;
  23982. this.left = left !== undefined ? left : -1;
  23983. this.right = right !== undefined ? right : 1;
  23984. this.top = top !== undefined ? top : 1;
  23985. this.bottom = bottom !== undefined ? bottom : -1;
  23986. this.near = near !== undefined ? near : 0.1;
  23987. this.far = far !== undefined ? far : 2000;
  23988. this.updateProjectionMatrix();
  23989. }
  23990. OrthographicCamera.prototype = Object.assign(Object.create(Camera.prototype), {
  23991. constructor: OrthographicCamera,
  23992. isOrthographicCamera: true,
  23993. copy: function copy(source, recursive) {
  23994. Camera.prototype.copy.call(this, source, recursive);
  23995. this.left = source.left;
  23996. this.right = source.right;
  23997. this.top = source.top;
  23998. this.bottom = source.bottom;
  23999. this.near = source.near;
  24000. this.far = source.far;
  24001. this.zoom = source.zoom;
  24002. this.view = source.view === null ? null : Object.assign({}, source.view);
  24003. return this;
  24004. },
  24005. setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  24006. if (this.view === null) {
  24007. this.view = {
  24008. enabled: true,
  24009. fullWidth: 1,
  24010. fullHeight: 1,
  24011. offsetX: 0,
  24012. offsetY: 0,
  24013. width: 1,
  24014. height: 1
  24015. };
  24016. }
  24017. this.view.enabled = true;
  24018. this.view.fullWidth = fullWidth;
  24019. this.view.fullHeight = fullHeight;
  24020. this.view.offsetX = x;
  24021. this.view.offsetY = y;
  24022. this.view.width = width;
  24023. this.view.height = height;
  24024. this.updateProjectionMatrix();
  24025. },
  24026. clearViewOffset: function clearViewOffset() {
  24027. if (this.view !== null) {
  24028. this.view.enabled = false;
  24029. }
  24030. this.updateProjectionMatrix();
  24031. },
  24032. updateProjectionMatrix: function updateProjectionMatrix() {
  24033. var dx = (this.right - this.left) / (2 * this.zoom);
  24034. var dy = (this.top - this.bottom) / (2 * this.zoom);
  24035. var cx = (this.right + this.left) / 2;
  24036. var cy = (this.top + this.bottom) / 2;
  24037. var left = cx - dx;
  24038. var right = cx + dx;
  24039. var top = cy + dy;
  24040. var bottom = cy - dy;
  24041. if (this.view !== null && this.view.enabled) {
  24042. var scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
  24043. var scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
  24044. left += scaleW * this.view.offsetX;
  24045. right = left + scaleW * this.view.width;
  24046. top -= scaleH * this.view.offsetY;
  24047. bottom = top - scaleH * this.view.height;
  24048. }
  24049. this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
  24050. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  24051. },
  24052. toJSON: function toJSON(meta) {
  24053. var data = Object3D.prototype.toJSON.call(this, meta);
  24054. data.object.zoom = this.zoom;
  24055. data.object.left = this.left;
  24056. data.object.right = this.right;
  24057. data.object.top = this.top;
  24058. data.object.bottom = this.bottom;
  24059. data.object.near = this.near;
  24060. data.object.far = this.far;
  24061. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  24062. return data;
  24063. }
  24064. });
  24065. function DirectionalLightShadow() {
  24066. LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
  24067. }
  24068. DirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
  24069. constructor: DirectionalLightShadow,
  24070. isDirectionalLightShadow: true,
  24071. updateMatrices: function updateMatrices(light) {
  24072. LightShadow.prototype.updateMatrices.call(this, light);
  24073. }
  24074. });
  24075. function DirectionalLight(color, intensity) {
  24076. Light.call(this, color, intensity);
  24077. this.type = 'DirectionalLight';
  24078. this.position.copy(Object3D.DefaultUp);
  24079. this.updateMatrix();
  24080. this.target = new Object3D();
  24081. this.shadow = new DirectionalLightShadow();
  24082. }
  24083. DirectionalLight.prototype = Object.assign(Object.create(Light.prototype), {
  24084. constructor: DirectionalLight,
  24085. isDirectionalLight: true,
  24086. copy: function copy(source) {
  24087. Light.prototype.copy.call(this, source);
  24088. this.target = source.target.clone();
  24089. this.shadow = source.shadow.clone();
  24090. return this;
  24091. }
  24092. });
  24093. function AmbientLight(color, intensity) {
  24094. Light.call(this, color, intensity);
  24095. this.type = 'AmbientLight';
  24096. }
  24097. AmbientLight.prototype = Object.assign(Object.create(Light.prototype), {
  24098. constructor: AmbientLight,
  24099. isAmbientLight: true
  24100. });
  24101. function RectAreaLight(color, intensity, width, height) {
  24102. Light.call(this, color, intensity);
  24103. this.type = 'RectAreaLight';
  24104. this.width = width !== undefined ? width : 10;
  24105. this.height = height !== undefined ? height : 10;
  24106. }
  24107. RectAreaLight.prototype = Object.assign(Object.create(Light.prototype), {
  24108. constructor: RectAreaLight,
  24109. isRectAreaLight: true,
  24110. copy: function copy(source) {
  24111. Light.prototype.copy.call(this, source);
  24112. this.width = source.width;
  24113. this.height = source.height;
  24114. return this;
  24115. },
  24116. toJSON: function toJSON(meta) {
  24117. var data = Light.prototype.toJSON.call(this, meta);
  24118. data.object.width = this.width;
  24119. data.object.height = this.height;
  24120. return data;
  24121. }
  24122. });
  24123. /**
  24124. * Primary reference:
  24125. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24126. *
  24127. * Secondary reference:
  24128. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24129. */
  24130. // 3-band SH defined by 9 coefficients
  24131. var SphericalHarmonics3 = /*#__PURE__*/function () {
  24132. function SphericalHarmonics3() {
  24133. Object.defineProperty(this, 'isSphericalHarmonics3', {
  24134. value: true
  24135. });
  24136. this.coefficients = [];
  24137. for (var i = 0; i < 9; i++) {
  24138. this.coefficients.push(new Vector3());
  24139. }
  24140. }
  24141. var _proto = SphericalHarmonics3.prototype;
  24142. _proto.set = function set(coefficients) {
  24143. for (var i = 0; i < 9; i++) {
  24144. this.coefficients[i].copy(coefficients[i]);
  24145. }
  24146. return this;
  24147. };
  24148. _proto.zero = function zero() {
  24149. for (var i = 0; i < 9; i++) {
  24150. this.coefficients[i].set(0, 0, 0);
  24151. }
  24152. return this;
  24153. } // get the radiance in the direction of the normal
  24154. // target is a Vector3
  24155. ;
  24156. _proto.getAt = function getAt(normal, target) {
  24157. // normal is assumed to be unit length
  24158. var x = normal.x,
  24159. y = normal.y,
  24160. z = normal.z;
  24161. var coeff = this.coefficients; // band 0
  24162. target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
  24163. target.addScaledVector(coeff[1], 0.488603 * y);
  24164. target.addScaledVector(coeff[2], 0.488603 * z);
  24165. target.addScaledVector(coeff[3], 0.488603 * x); // band 2
  24166. target.addScaledVector(coeff[4], 1.092548 * (x * y));
  24167. target.addScaledVector(coeff[5], 1.092548 * (y * z));
  24168. target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
  24169. target.addScaledVector(coeff[7], 1.092548 * (x * z));
  24170. target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
  24171. return target;
  24172. } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24173. // target is a Vector3
  24174. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24175. ;
  24176. _proto.getIrradianceAt = function getIrradianceAt(normal, target) {
  24177. // normal is assumed to be unit length
  24178. var x = normal.x,
  24179. y = normal.y,
  24180. z = normal.z;
  24181. var coeff = this.coefficients; // band 0
  24182. target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
  24183. // band 1
  24184. target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
  24185. target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
  24186. target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
  24187. target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
  24188. target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
  24189. target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
  24190. target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
  24191. target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
  24192. return target;
  24193. };
  24194. _proto.add = function add(sh) {
  24195. for (var i = 0; i < 9; i++) {
  24196. this.coefficients[i].add(sh.coefficients[i]);
  24197. }
  24198. return this;
  24199. };
  24200. _proto.addScaledSH = function addScaledSH(sh, s) {
  24201. for (var i = 0; i < 9; i++) {
  24202. this.coefficients[i].addScaledVector(sh.coefficients[i], s);
  24203. }
  24204. return this;
  24205. };
  24206. _proto.scale = function scale(s) {
  24207. for (var i = 0; i < 9; i++) {
  24208. this.coefficients[i].multiplyScalar(s);
  24209. }
  24210. return this;
  24211. };
  24212. _proto.lerp = function lerp(sh, alpha) {
  24213. for (var i = 0; i < 9; i++) {
  24214. this.coefficients[i].lerp(sh.coefficients[i], alpha);
  24215. }
  24216. return this;
  24217. };
  24218. _proto.equals = function equals(sh) {
  24219. for (var i = 0; i < 9; i++) {
  24220. if (!this.coefficients[i].equals(sh.coefficients[i])) {
  24221. return false;
  24222. }
  24223. }
  24224. return true;
  24225. };
  24226. _proto.copy = function copy(sh) {
  24227. return this.set(sh.coefficients);
  24228. };
  24229. _proto.clone = function clone() {
  24230. return new this.constructor().copy(this);
  24231. };
  24232. _proto.fromArray = function fromArray(array, offset) {
  24233. if (offset === void 0) {
  24234. offset = 0;
  24235. }
  24236. var coefficients = this.coefficients;
  24237. for (var i = 0; i < 9; i++) {
  24238. coefficients[i].fromArray(array, offset + i * 3);
  24239. }
  24240. return this;
  24241. };
  24242. _proto.toArray = function toArray(array, offset) {
  24243. if (array === void 0) {
  24244. array = [];
  24245. }
  24246. if (offset === void 0) {
  24247. offset = 0;
  24248. }
  24249. var coefficients = this.coefficients;
  24250. for (var i = 0; i < 9; i++) {
  24251. coefficients[i].toArray(array, offset + i * 3);
  24252. }
  24253. return array;
  24254. } // evaluate the basis functions
  24255. // shBasis is an Array[ 9 ]
  24256. ;
  24257. SphericalHarmonics3.getBasisAt = function getBasisAt(normal, shBasis) {
  24258. // normal is assumed to be unit length
  24259. var x = normal.x,
  24260. y = normal.y,
  24261. z = normal.z; // band 0
  24262. shBasis[0] = 0.282095; // band 1
  24263. shBasis[1] = 0.488603 * y;
  24264. shBasis[2] = 0.488603 * z;
  24265. shBasis[3] = 0.488603 * x; // band 2
  24266. shBasis[4] = 1.092548 * x * y;
  24267. shBasis[5] = 1.092548 * y * z;
  24268. shBasis[6] = 0.315392 * (3 * z * z - 1);
  24269. shBasis[7] = 1.092548 * x * z;
  24270. shBasis[8] = 0.546274 * (x * x - y * y);
  24271. };
  24272. return SphericalHarmonics3;
  24273. }();
  24274. function LightProbe(sh, intensity) {
  24275. Light.call(this, undefined, intensity);
  24276. this.type = 'LightProbe';
  24277. this.sh = sh !== undefined ? sh : new SphericalHarmonics3();
  24278. }
  24279. LightProbe.prototype = Object.assign(Object.create(Light.prototype), {
  24280. constructor: LightProbe,
  24281. isLightProbe: true,
  24282. copy: function copy(source) {
  24283. Light.prototype.copy.call(this, source);
  24284. this.sh.copy(source.sh);
  24285. return this;
  24286. },
  24287. fromJSON: function fromJSON(json) {
  24288. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24289. this.sh.fromArray(json.sh);
  24290. return this;
  24291. },
  24292. toJSON: function toJSON(meta) {
  24293. var data = Light.prototype.toJSON.call(this, meta);
  24294. data.object.sh = this.sh.toArray();
  24295. return data;
  24296. }
  24297. });
  24298. function MaterialLoader(manager) {
  24299. Loader.call(this, manager);
  24300. this.textures = {};
  24301. }
  24302. MaterialLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  24303. constructor: MaterialLoader,
  24304. load: function load(url, onLoad, onProgress, onError) {
  24305. var scope = this;
  24306. var loader = new FileLoader(scope.manager);
  24307. loader.setPath(scope.path);
  24308. loader.setRequestHeader(scope.requestHeader);
  24309. loader.setWithCredentials(scope.withCredentials);
  24310. loader.load(url, function (text) {
  24311. try {
  24312. onLoad(scope.parse(JSON.parse(text)));
  24313. } catch (e) {
  24314. if (onError) {
  24315. onError(e);
  24316. } else {
  24317. console.error(e);
  24318. }
  24319. scope.manager.itemError(url);
  24320. }
  24321. }, onProgress, onError);
  24322. },
  24323. parse: function parse(json) {
  24324. var textures = this.textures;
  24325. function getTexture(name) {
  24326. if (textures[name] === undefined) {
  24327. console.warn('THREE.MaterialLoader: Undefined texture', name);
  24328. }
  24329. return textures[name];
  24330. }
  24331. var material = new Materials[json.type]();
  24332. if (json.uuid !== undefined) material.uuid = json.uuid;
  24333. if (json.name !== undefined) material.name = json.name;
  24334. if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);
  24335. if (json.roughness !== undefined) material.roughness = json.roughness;
  24336. if (json.metalness !== undefined) material.metalness = json.metalness;
  24337. if (json.sheen !== undefined) material.sheen = new Color().setHex(json.sheen);
  24338. if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
  24339. if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
  24340. if (json.shininess !== undefined) material.shininess = json.shininess;
  24341. if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;
  24342. if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;
  24343. if (json.fog !== undefined) material.fog = json.fog;
  24344. if (json.flatShading !== undefined) material.flatShading = json.flatShading;
  24345. if (json.blending !== undefined) material.blending = json.blending;
  24346. if (json.combine !== undefined) material.combine = json.combine;
  24347. if (json.side !== undefined) material.side = json.side;
  24348. if (json.opacity !== undefined) material.opacity = json.opacity;
  24349. if (json.transparent !== undefined) material.transparent = json.transparent;
  24350. if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
  24351. if (json.depthTest !== undefined) material.depthTest = json.depthTest;
  24352. if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;
  24353. if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;
  24354. if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
  24355. if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
  24356. if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
  24357. if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
  24358. if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
  24359. if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
  24360. if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
  24361. if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
  24362. if (json.wireframe !== undefined) material.wireframe = json.wireframe;
  24363. if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;
  24364. if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;
  24365. if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;
  24366. if (json.rotation !== undefined) material.rotation = json.rotation;
  24367. if (json.linewidth !== 1) material.linewidth = json.linewidth;
  24368. if (json.dashSize !== undefined) material.dashSize = json.dashSize;
  24369. if (json.gapSize !== undefined) material.gapSize = json.gapSize;
  24370. if (json.scale !== undefined) material.scale = json.scale;
  24371. if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;
  24372. if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;
  24373. if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;
  24374. if (json.skinning !== undefined) material.skinning = json.skinning;
  24375. if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets;
  24376. if (json.morphNormals !== undefined) material.morphNormals = json.morphNormals;
  24377. if (json.dithering !== undefined) material.dithering = json.dithering;
  24378. if (json.vertexTangents !== undefined) material.vertexTangents = json.vertexTangents;
  24379. if (json.visible !== undefined) material.visible = json.visible;
  24380. if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
  24381. if (json.userData !== undefined) material.userData = json.userData;
  24382. if (json.vertexColors !== undefined) {
  24383. if (typeof json.vertexColors === 'number') {
  24384. material.vertexColors = json.vertexColors > 0 ? true : false;
  24385. } else {
  24386. material.vertexColors = json.vertexColors;
  24387. }
  24388. } // Shader Material
  24389. if (json.uniforms !== undefined) {
  24390. for (var name in json.uniforms) {
  24391. var uniform = json.uniforms[name];
  24392. material.uniforms[name] = {};
  24393. switch (uniform.type) {
  24394. case 't':
  24395. material.uniforms[name].value = getTexture(uniform.value);
  24396. break;
  24397. case 'c':
  24398. material.uniforms[name].value = new Color().setHex(uniform.value);
  24399. break;
  24400. case 'v2':
  24401. material.uniforms[name].value = new Vector2().fromArray(uniform.value);
  24402. break;
  24403. case 'v3':
  24404. material.uniforms[name].value = new Vector3().fromArray(uniform.value);
  24405. break;
  24406. case 'v4':
  24407. material.uniforms[name].value = new Vector4().fromArray(uniform.value);
  24408. break;
  24409. case 'm3':
  24410. material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
  24411. break;
  24412. case 'm4':
  24413. material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
  24414. break;
  24415. default:
  24416. material.uniforms[name].value = uniform.value;
  24417. }
  24418. }
  24419. }
  24420. if (json.defines !== undefined) material.defines = json.defines;
  24421. if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
  24422. if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
  24423. if (json.extensions !== undefined) {
  24424. for (var key in json.extensions) {
  24425. material.extensions[key] = json.extensions[key];
  24426. }
  24427. } // Deprecated
  24428. if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading
  24429. // for PointsMaterial
  24430. if (json.size !== undefined) material.size = json.size;
  24431. if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps
  24432. if (json.map !== undefined) material.map = getTexture(json.map);
  24433. if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
  24434. if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
  24435. if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);
  24436. if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;
  24437. if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);
  24438. if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;
  24439. if (json.normalScale !== undefined) {
  24440. var normalScale = json.normalScale;
  24441. if (Array.isArray(normalScale) === false) {
  24442. // Blender exporter used to export a scalar. See #7459
  24443. normalScale = [normalScale, normalScale];
  24444. }
  24445. material.normalScale = new Vector2().fromArray(normalScale);
  24446. }
  24447. if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);
  24448. if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;
  24449. if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;
  24450. if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);
  24451. if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);
  24452. if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);
  24453. if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;
  24454. if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);
  24455. if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
  24456. if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
  24457. if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
  24458. if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
  24459. if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);
  24460. if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;
  24461. if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);
  24462. if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;
  24463. if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);
  24464. if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
  24465. if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
  24466. if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
  24467. if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
  24468. if (json.transmission !== undefined) material.transmission = json.transmission;
  24469. if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
  24470. return material;
  24471. },
  24472. setTextures: function setTextures(value) {
  24473. this.textures = value;
  24474. return this;
  24475. }
  24476. });
  24477. var LoaderUtils = {
  24478. decodeText: function decodeText(array) {
  24479. if (typeof TextDecoder !== 'undefined') {
  24480. return new TextDecoder().decode(array);
  24481. } // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24482. // throws a "maximum call stack size exceeded" error for large arrays.
  24483. var s = '';
  24484. for (var i = 0, il = array.length; i < il; i++) {
  24485. // Implicitly assumes little-endian.
  24486. s += String.fromCharCode(array[i]);
  24487. }
  24488. try {
  24489. // merges multi-byte utf-8 characters.
  24490. return decodeURIComponent(escape(s));
  24491. } catch (e) {
  24492. // see #16358
  24493. return s;
  24494. }
  24495. },
  24496. extractUrlBase: function extractUrlBase(url) {
  24497. var index = url.lastIndexOf('/');
  24498. if (index === -1) return './';
  24499. return url.substr(0, index + 1);
  24500. }
  24501. };
  24502. function InstancedBufferGeometry() {
  24503. BufferGeometry.call(this);
  24504. this.type = 'InstancedBufferGeometry';
  24505. this.instanceCount = Infinity;
  24506. }
  24507. InstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), {
  24508. constructor: InstancedBufferGeometry,
  24509. isInstancedBufferGeometry: true,
  24510. copy: function copy(source) {
  24511. BufferGeometry.prototype.copy.call(this, source);
  24512. this.instanceCount = source.instanceCount;
  24513. return this;
  24514. },
  24515. clone: function clone() {
  24516. return new this.constructor().copy(this);
  24517. },
  24518. toJSON: function toJSON() {
  24519. var data = BufferGeometry.prototype.toJSON.call(this);
  24520. data.instanceCount = this.instanceCount;
  24521. data.isInstancedBufferGeometry = true;
  24522. return data;
  24523. }
  24524. });
  24525. function InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) {
  24526. if (typeof normalized === 'number') {
  24527. meshPerAttribute = normalized;
  24528. normalized = false;
  24529. console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
  24530. }
  24531. BufferAttribute.call(this, array, itemSize, normalized);
  24532. this.meshPerAttribute = meshPerAttribute || 1;
  24533. }
  24534. InstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), {
  24535. constructor: InstancedBufferAttribute,
  24536. isInstancedBufferAttribute: true,
  24537. copy: function copy(source) {
  24538. BufferAttribute.prototype.copy.call(this, source);
  24539. this.meshPerAttribute = source.meshPerAttribute;
  24540. return this;
  24541. },
  24542. toJSON: function toJSON() {
  24543. var data = BufferAttribute.prototype.toJSON.call(this);
  24544. data.meshPerAttribute = this.meshPerAttribute;
  24545. data.isInstancedBufferAttribute = true;
  24546. return data;
  24547. }
  24548. });
  24549. function BufferGeometryLoader(manager) {
  24550. Loader.call(this, manager);
  24551. }
  24552. BufferGeometryLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  24553. constructor: BufferGeometryLoader,
  24554. load: function load(url, onLoad, onProgress, onError) {
  24555. var scope = this;
  24556. var loader = new FileLoader(scope.manager);
  24557. loader.setPath(scope.path);
  24558. loader.setRequestHeader(scope.requestHeader);
  24559. loader.setWithCredentials(scope.withCredentials);
  24560. loader.load(url, function (text) {
  24561. try {
  24562. onLoad(scope.parse(JSON.parse(text)));
  24563. } catch (e) {
  24564. if (onError) {
  24565. onError(e);
  24566. } else {
  24567. console.error(e);
  24568. }
  24569. scope.manager.itemError(url);
  24570. }
  24571. }, onProgress, onError);
  24572. },
  24573. parse: function parse(json) {
  24574. var interleavedBufferMap = {};
  24575. var arrayBufferMap = {};
  24576. function getInterleavedBuffer(json, uuid) {
  24577. if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
  24578. var interleavedBuffers = json.interleavedBuffers;
  24579. var interleavedBuffer = interleavedBuffers[uuid];
  24580. var buffer = getArrayBuffer(json, interleavedBuffer.buffer);
  24581. var array = getTypedArray(interleavedBuffer.type, buffer);
  24582. var ib = new InterleavedBuffer(array, interleavedBuffer.stride);
  24583. ib.uuid = interleavedBuffer.uuid;
  24584. interleavedBufferMap[uuid] = ib;
  24585. return ib;
  24586. }
  24587. function getArrayBuffer(json, uuid) {
  24588. if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
  24589. var arrayBuffers = json.arrayBuffers;
  24590. var arrayBuffer = arrayBuffers[uuid];
  24591. var ab = new Uint32Array(arrayBuffer).buffer;
  24592. arrayBufferMap[uuid] = ab;
  24593. return ab;
  24594. }
  24595. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24596. var index = json.data.index;
  24597. if (index !== undefined) {
  24598. var typedArray = getTypedArray(index.type, index.array);
  24599. geometry.setIndex(new BufferAttribute(typedArray, 1));
  24600. }
  24601. var attributes = json.data.attributes;
  24602. for (var key in attributes) {
  24603. var attribute = attributes[key];
  24604. var bufferAttribute = void 0;
  24605. if (attribute.isInterleavedBufferAttribute) {
  24606. var interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  24607. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  24608. } else {
  24609. var _typedArray = getTypedArray(attribute.type, attribute.array);
  24610. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24611. bufferAttribute = new bufferAttributeConstr(_typedArray, attribute.itemSize, attribute.normalized);
  24612. }
  24613. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  24614. geometry.setAttribute(key, bufferAttribute);
  24615. }
  24616. var morphAttributes = json.data.morphAttributes;
  24617. if (morphAttributes) {
  24618. for (var _key in morphAttributes) {
  24619. var attributeArray = morphAttributes[_key];
  24620. var array = [];
  24621. for (var i = 0, il = attributeArray.length; i < il; i++) {
  24622. var _attribute = attributeArray[i];
  24623. var _bufferAttribute = void 0;
  24624. if (_attribute.isInterleavedBufferAttribute) {
  24625. var _interleavedBuffer = getInterleavedBuffer(json.data, _attribute.data);
  24626. _bufferAttribute = new InterleavedBufferAttribute(_interleavedBuffer, _attribute.itemSize, _attribute.offset, _attribute.normalized);
  24627. } else {
  24628. var _typedArray2 = getTypedArray(_attribute.type, _attribute.array);
  24629. _bufferAttribute = new BufferAttribute(_typedArray2, _attribute.itemSize, _attribute.normalized);
  24630. }
  24631. if (_attribute.name !== undefined) _bufferAttribute.name = _attribute.name;
  24632. array.push(_bufferAttribute);
  24633. }
  24634. geometry.morphAttributes[_key] = array;
  24635. }
  24636. }
  24637. var morphTargetsRelative = json.data.morphTargetsRelative;
  24638. if (morphTargetsRelative) {
  24639. geometry.morphTargetsRelative = true;
  24640. }
  24641. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24642. if (groups !== undefined) {
  24643. for (var _i = 0, n = groups.length; _i !== n; ++_i) {
  24644. var group = groups[_i];
  24645. geometry.addGroup(group.start, group.count, group.materialIndex);
  24646. }
  24647. }
  24648. var boundingSphere = json.data.boundingSphere;
  24649. if (boundingSphere !== undefined) {
  24650. var center = new Vector3();
  24651. if (boundingSphere.center !== undefined) {
  24652. center.fromArray(boundingSphere.center);
  24653. }
  24654. geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
  24655. }
  24656. if (json.name) geometry.name = json.name;
  24657. if (json.userData) geometry.userData = json.userData;
  24658. return geometry;
  24659. }
  24660. });
  24661. var ObjectLoader = /*#__PURE__*/function (_Loader) {
  24662. _inheritsLoose(ObjectLoader, _Loader);
  24663. function ObjectLoader(manager) {
  24664. return _Loader.call(this, manager) || this;
  24665. }
  24666. var _proto = ObjectLoader.prototype;
  24667. _proto.load = function load(url, onLoad, onProgress, onError) {
  24668. var scope = this;
  24669. var path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  24670. this.resourcePath = this.resourcePath || path;
  24671. var loader = new FileLoader(this.manager);
  24672. loader.setPath(this.path);
  24673. loader.setRequestHeader(this.requestHeader);
  24674. loader.setWithCredentials(this.withCredentials);
  24675. loader.load(url, function (text) {
  24676. var json = null;
  24677. try {
  24678. json = JSON.parse(text);
  24679. } catch (error) {
  24680. if (onError !== undefined) onError(error);
  24681. console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
  24682. return;
  24683. }
  24684. var metadata = json.metadata;
  24685. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  24686. console.error('THREE.ObjectLoader: Can\'t load ' + url);
  24687. return;
  24688. }
  24689. scope.parse(json, onLoad);
  24690. }, onProgress, onError);
  24691. };
  24692. _proto.parse = function parse(json, onLoad) {
  24693. var animations = this.parseAnimations(json.animations);
  24694. var shapes = this.parseShapes(json.shapes);
  24695. var geometries = this.parseGeometries(json.geometries, shapes);
  24696. var images = this.parseImages(json.images, function () {
  24697. if (onLoad !== undefined) onLoad(object);
  24698. });
  24699. var textures = this.parseTextures(json.textures, images);
  24700. var materials = this.parseMaterials(json.materials, textures);
  24701. var object = this.parseObject(json.object, geometries, materials, animations);
  24702. var skeletons = this.parseSkeletons(json.skeletons, object);
  24703. this.bindSkeletons(object, skeletons); //
  24704. if (onLoad !== undefined) {
  24705. var hasImages = false;
  24706. for (var uuid in images) {
  24707. if (images[uuid] instanceof HTMLImageElement) {
  24708. hasImages = true;
  24709. break;
  24710. }
  24711. }
  24712. if (hasImages === false) onLoad(object);
  24713. }
  24714. return object;
  24715. };
  24716. _proto.parseShapes = function parseShapes(json) {
  24717. var shapes = {};
  24718. if (json !== undefined) {
  24719. for (var i = 0, l = json.length; i < l; i++) {
  24720. var shape = new Shape().fromJSON(json[i]);
  24721. shapes[shape.uuid] = shape;
  24722. }
  24723. }
  24724. return shapes;
  24725. };
  24726. _proto.parseSkeletons = function parseSkeletons(json, object) {
  24727. var skeletons = {};
  24728. var bones = {}; // generate bone lookup table
  24729. object.traverse(function (child) {
  24730. if (child.isBone) bones[child.uuid] = child;
  24731. }); // create skeletons
  24732. if (json !== undefined) {
  24733. for (var i = 0, l = json.length; i < l; i++) {
  24734. var skeleton = new Skeleton().fromJSON(json[i], bones);
  24735. skeletons[skeleton.uuid] = skeleton;
  24736. }
  24737. }
  24738. return skeletons;
  24739. };
  24740. _proto.parseGeometries = function parseGeometries(json, shapes) {
  24741. var geometries = {};
  24742. var geometryShapes;
  24743. if (json !== undefined) {
  24744. var bufferGeometryLoader = new BufferGeometryLoader();
  24745. for (var i = 0, l = json.length; i < l; i++) {
  24746. var geometry = void 0;
  24747. var data = json[i];
  24748. switch (data.type) {
  24749. case 'PlaneGeometry':
  24750. case 'PlaneBufferGeometry':
  24751. geometry = new Geometries[data.type](data.width, data.height, data.widthSegments, data.heightSegments);
  24752. break;
  24753. case 'BoxGeometry':
  24754. case 'BoxBufferGeometry':
  24755. case 'CubeGeometry':
  24756. // backwards compatible
  24757. geometry = new Geometries[data.type](data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
  24758. break;
  24759. case 'CircleGeometry':
  24760. case 'CircleBufferGeometry':
  24761. geometry = new Geometries[data.type](data.radius, data.segments, data.thetaStart, data.thetaLength);
  24762. break;
  24763. case 'CylinderGeometry':
  24764. case 'CylinderBufferGeometry':
  24765. geometry = new Geometries[data.type](data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  24766. break;
  24767. case 'ConeGeometry':
  24768. case 'ConeBufferGeometry':
  24769. geometry = new Geometries[data.type](data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  24770. break;
  24771. case 'SphereGeometry':
  24772. case 'SphereBufferGeometry':
  24773. geometry = new Geometries[data.type](data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
  24774. break;
  24775. case 'DodecahedronGeometry':
  24776. case 'DodecahedronBufferGeometry':
  24777. case 'IcosahedronGeometry':
  24778. case 'IcosahedronBufferGeometry':
  24779. case 'OctahedronGeometry':
  24780. case 'OctahedronBufferGeometry':
  24781. case 'TetrahedronGeometry':
  24782. case 'TetrahedronBufferGeometry':
  24783. geometry = new Geometries[data.type](data.radius, data.detail);
  24784. break;
  24785. case 'RingGeometry':
  24786. case 'RingBufferGeometry':
  24787. geometry = new Geometries[data.type](data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
  24788. break;
  24789. case 'TorusGeometry':
  24790. case 'TorusBufferGeometry':
  24791. geometry = new Geometries[data.type](data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
  24792. break;
  24793. case 'TorusKnotGeometry':
  24794. case 'TorusKnotBufferGeometry':
  24795. geometry = new Geometries[data.type](data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
  24796. break;
  24797. case 'TubeGeometry':
  24798. case 'TubeBufferGeometry':
  24799. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24800. // User defined curves or instances of CurvePath will not be deserialized.
  24801. geometry = new Geometries[data.type](new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
  24802. break;
  24803. case 'LatheGeometry':
  24804. case 'LatheBufferGeometry':
  24805. geometry = new Geometries[data.type](data.points, data.segments, data.phiStart, data.phiLength);
  24806. break;
  24807. case 'PolyhedronGeometry':
  24808. case 'PolyhedronBufferGeometry':
  24809. geometry = new Geometries[data.type](data.vertices, data.indices, data.radius, data.details);
  24810. break;
  24811. case 'ShapeGeometry':
  24812. case 'ShapeBufferGeometry':
  24813. geometryShapes = [];
  24814. for (var j = 0, jl = data.shapes.length; j < jl; j++) {
  24815. var shape = shapes[data.shapes[j]];
  24816. geometryShapes.push(shape);
  24817. }
  24818. geometry = new Geometries[data.type](geometryShapes, data.curveSegments);
  24819. break;
  24820. case 'ExtrudeGeometry':
  24821. case 'ExtrudeBufferGeometry':
  24822. geometryShapes = [];
  24823. for (var _j = 0, _jl = data.shapes.length; _j < _jl; _j++) {
  24824. var _shape = shapes[data.shapes[_j]];
  24825. geometryShapes.push(_shape);
  24826. }
  24827. var extrudePath = data.options.extrudePath;
  24828. if (extrudePath !== undefined) {
  24829. data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
  24830. }
  24831. geometry = new Geometries[data.type](geometryShapes, data.options);
  24832. break;
  24833. case 'BufferGeometry':
  24834. case 'InstancedBufferGeometry':
  24835. geometry = bufferGeometryLoader.parse(data);
  24836. break;
  24837. case 'Geometry':
  24838. console.error('THREE.ObjectLoader: Loading "Geometry" is not supported anymore.');
  24839. break;
  24840. default:
  24841. console.warn('THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"');
  24842. continue;
  24843. }
  24844. geometry.uuid = data.uuid;
  24845. if (data.name !== undefined) geometry.name = data.name;
  24846. if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;
  24847. geometries[data.uuid] = geometry;
  24848. }
  24849. }
  24850. return geometries;
  24851. };
  24852. _proto.parseMaterials = function parseMaterials(json, textures) {
  24853. var cache = {}; // MultiMaterial
  24854. var materials = {};
  24855. if (json !== undefined) {
  24856. var loader = new MaterialLoader();
  24857. loader.setTextures(textures);
  24858. for (var i = 0, l = json.length; i < l; i++) {
  24859. var data = json[i];
  24860. if (data.type === 'MultiMaterial') {
  24861. // Deprecated
  24862. var array = [];
  24863. for (var j = 0; j < data.materials.length; j++) {
  24864. var material = data.materials[j];
  24865. if (cache[material.uuid] === undefined) {
  24866. cache[material.uuid] = loader.parse(material);
  24867. }
  24868. array.push(cache[material.uuid]);
  24869. }
  24870. materials[data.uuid] = array;
  24871. } else {
  24872. if (cache[data.uuid] === undefined) {
  24873. cache[data.uuid] = loader.parse(data);
  24874. }
  24875. materials[data.uuid] = cache[data.uuid];
  24876. }
  24877. }
  24878. }
  24879. return materials;
  24880. };
  24881. _proto.parseAnimations = function parseAnimations(json) {
  24882. var animations = {};
  24883. if (json !== undefined) {
  24884. for (var i = 0; i < json.length; i++) {
  24885. var data = json[i];
  24886. var clip = AnimationClip.parse(data);
  24887. animations[clip.uuid] = clip;
  24888. }
  24889. }
  24890. return animations;
  24891. };
  24892. _proto.parseImages = function parseImages(json, onLoad) {
  24893. var scope = this;
  24894. var images = {};
  24895. var loader;
  24896. function loadImage(url) {
  24897. scope.manager.itemStart(url);
  24898. return loader.load(url, function () {
  24899. scope.manager.itemEnd(url);
  24900. }, undefined, function () {
  24901. scope.manager.itemError(url);
  24902. scope.manager.itemEnd(url);
  24903. });
  24904. }
  24905. function deserializeImage(image) {
  24906. if (typeof image === 'string') {
  24907. var url = image;
  24908. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  24909. return loadImage(path);
  24910. } else {
  24911. if (image.data) {
  24912. return {
  24913. data: getTypedArray(image.type, image.data),
  24914. width: image.width,
  24915. height: image.height
  24916. };
  24917. } else {
  24918. return null;
  24919. }
  24920. }
  24921. }
  24922. if (json !== undefined && json.length > 0) {
  24923. var manager = new LoadingManager(onLoad);
  24924. loader = new ImageLoader(manager);
  24925. loader.setCrossOrigin(this.crossOrigin);
  24926. for (var i = 0, il = json.length; i < il; i++) {
  24927. var image = json[i];
  24928. var url = image.url;
  24929. if (Array.isArray(url)) {
  24930. // load array of images e.g CubeTexture
  24931. images[image.uuid] = [];
  24932. for (var j = 0, jl = url.length; j < jl; j++) {
  24933. var currentUrl = url[j];
  24934. var deserializedImage = deserializeImage(currentUrl);
  24935. if (deserializedImage !== null) {
  24936. if (deserializedImage instanceof HTMLImageElement) {
  24937. images[image.uuid].push(deserializedImage);
  24938. } else {
  24939. // special case: handle array of data textures for cube textures
  24940. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  24941. }
  24942. }
  24943. }
  24944. } else {
  24945. // load single image
  24946. var _deserializedImage = deserializeImage(image.url);
  24947. if (_deserializedImage !== null) {
  24948. images[image.uuid] = _deserializedImage;
  24949. }
  24950. }
  24951. }
  24952. }
  24953. return images;
  24954. };
  24955. _proto.parseTextures = function parseTextures(json, images) {
  24956. function parseConstant(value, type) {
  24957. if (typeof value === 'number') return value;
  24958. console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
  24959. return type[value];
  24960. }
  24961. var textures = {};
  24962. if (json !== undefined) {
  24963. for (var i = 0, l = json.length; i < l; i++) {
  24964. var data = json[i];
  24965. if (data.image === undefined) {
  24966. console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
  24967. }
  24968. if (images[data.image] === undefined) {
  24969. console.warn('THREE.ObjectLoader: Undefined image', data.image);
  24970. }
  24971. var texture = void 0;
  24972. var image = images[data.image];
  24973. if (Array.isArray(image)) {
  24974. texture = new CubeTexture(image);
  24975. if (image.length === 6) texture.needsUpdate = true;
  24976. } else {
  24977. if (image && image.data) {
  24978. texture = new DataTexture(image.data, image.width, image.height);
  24979. } else {
  24980. texture = new Texture(image);
  24981. }
  24982. if (image) texture.needsUpdate = true; // textures can have undefined image data
  24983. }
  24984. texture.uuid = data.uuid;
  24985. if (data.name !== undefined) texture.name = data.name;
  24986. if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
  24987. if (data.offset !== undefined) texture.offset.fromArray(data.offset);
  24988. if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);
  24989. if (data.center !== undefined) texture.center.fromArray(data.center);
  24990. if (data.rotation !== undefined) texture.rotation = data.rotation;
  24991. if (data.wrap !== undefined) {
  24992. texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
  24993. texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
  24994. }
  24995. if (data.format !== undefined) texture.format = data.format;
  24996. if (data.type !== undefined) texture.type = data.type;
  24997. if (data.encoding !== undefined) texture.encoding = data.encoding;
  24998. if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
  24999. if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
  25000. if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
  25001. if (data.flipY !== undefined) texture.flipY = data.flipY;
  25002. if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
  25003. if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
  25004. textures[data.uuid] = texture;
  25005. }
  25006. }
  25007. return textures;
  25008. };
  25009. _proto.parseObject = function parseObject(data, geometries, materials, animations) {
  25010. var object;
  25011. function getGeometry(name) {
  25012. if (geometries[name] === undefined) {
  25013. console.warn('THREE.ObjectLoader: Undefined geometry', name);
  25014. }
  25015. return geometries[name];
  25016. }
  25017. function getMaterial(name) {
  25018. if (name === undefined) return undefined;
  25019. if (Array.isArray(name)) {
  25020. var array = [];
  25021. for (var i = 0, l = name.length; i < l; i++) {
  25022. var uuid = name[i];
  25023. if (materials[uuid] === undefined) {
  25024. console.warn('THREE.ObjectLoader: Undefined material', uuid);
  25025. }
  25026. array.push(materials[uuid]);
  25027. }
  25028. return array;
  25029. }
  25030. if (materials[name] === undefined) {
  25031. console.warn('THREE.ObjectLoader: Undefined material', name);
  25032. }
  25033. return materials[name];
  25034. }
  25035. var geometry, material;
  25036. switch (data.type) {
  25037. case 'Scene':
  25038. object = new Scene();
  25039. if (data.background !== undefined) {
  25040. if (Number.isInteger(data.background)) {
  25041. object.background = new Color(data.background);
  25042. }
  25043. }
  25044. if (data.fog !== undefined) {
  25045. if (data.fog.type === 'Fog') {
  25046. object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
  25047. } else if (data.fog.type === 'FogExp2') {
  25048. object.fog = new FogExp2(data.fog.color, data.fog.density);
  25049. }
  25050. }
  25051. break;
  25052. case 'PerspectiveCamera':
  25053. object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
  25054. if (data.focus !== undefined) object.focus = data.focus;
  25055. if (data.zoom !== undefined) object.zoom = data.zoom;
  25056. if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;
  25057. if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;
  25058. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  25059. break;
  25060. case 'OrthographicCamera':
  25061. object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
  25062. if (data.zoom !== undefined) object.zoom = data.zoom;
  25063. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  25064. break;
  25065. case 'AmbientLight':
  25066. object = new AmbientLight(data.color, data.intensity);
  25067. break;
  25068. case 'DirectionalLight':
  25069. object = new DirectionalLight(data.color, data.intensity);
  25070. break;
  25071. case 'PointLight':
  25072. object = new PointLight(data.color, data.intensity, data.distance, data.decay);
  25073. break;
  25074. case 'RectAreaLight':
  25075. object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
  25076. break;
  25077. case 'SpotLight':
  25078. object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
  25079. break;
  25080. case 'HemisphereLight':
  25081. object = new HemisphereLight(data.color, data.groundColor, data.intensity);
  25082. break;
  25083. case 'LightProbe':
  25084. object = new LightProbe().fromJSON(data);
  25085. break;
  25086. case 'SkinnedMesh':
  25087. geometry = getGeometry(data.geometry);
  25088. material = getMaterial(data.material);
  25089. object = new SkinnedMesh(geometry, material);
  25090. if (data.bindMode !== undefined) object.bindMode = data.bindMode;
  25091. if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
  25092. if (data.skeleton !== undefined) object.skeleton = data.skeleton;
  25093. break;
  25094. case 'Mesh':
  25095. geometry = getGeometry(data.geometry);
  25096. material = getMaterial(data.material);
  25097. object = new Mesh(geometry, material);
  25098. break;
  25099. case 'InstancedMesh':
  25100. geometry = getGeometry(data.geometry);
  25101. material = getMaterial(data.material);
  25102. var count = data.count;
  25103. var instanceMatrix = data.instanceMatrix;
  25104. object = new InstancedMesh(geometry, material, count);
  25105. object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16);
  25106. break;
  25107. case 'LOD':
  25108. object = new LOD();
  25109. break;
  25110. case 'Line':
  25111. object = new Line(getGeometry(data.geometry), getMaterial(data.material), data.mode);
  25112. break;
  25113. case 'LineLoop':
  25114. object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
  25115. break;
  25116. case 'LineSegments':
  25117. object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
  25118. break;
  25119. case 'PointCloud':
  25120. case 'Points':
  25121. object = new Points(getGeometry(data.geometry), getMaterial(data.material));
  25122. break;
  25123. case 'Sprite':
  25124. object = new Sprite(getMaterial(data.material));
  25125. break;
  25126. case 'Group':
  25127. object = new Group();
  25128. break;
  25129. case 'Bone':
  25130. object = new Bone();
  25131. break;
  25132. default:
  25133. object = new Object3D();
  25134. }
  25135. object.uuid = data.uuid;
  25136. if (data.name !== undefined) object.name = data.name;
  25137. if (data.matrix !== undefined) {
  25138. object.matrix.fromArray(data.matrix);
  25139. if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;
  25140. if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
  25141. } else {
  25142. if (data.position !== undefined) object.position.fromArray(data.position);
  25143. if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);
  25144. if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);
  25145. if (data.scale !== undefined) object.scale.fromArray(data.scale);
  25146. }
  25147. if (data.castShadow !== undefined) object.castShadow = data.castShadow;
  25148. if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
  25149. if (data.shadow) {
  25150. if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
  25151. if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
  25152. if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;
  25153. if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);
  25154. if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);
  25155. }
  25156. if (data.visible !== undefined) object.visible = data.visible;
  25157. if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;
  25158. if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;
  25159. if (data.userData !== undefined) object.userData = data.userData;
  25160. if (data.layers !== undefined) object.layers.mask = data.layers;
  25161. if (data.children !== undefined) {
  25162. var children = data.children;
  25163. for (var i = 0; i < children.length; i++) {
  25164. object.add(this.parseObject(children[i], geometries, materials, animations));
  25165. }
  25166. }
  25167. if (data.animations !== undefined) {
  25168. var objectAnimations = data.animations;
  25169. for (var _i = 0; _i < objectAnimations.length; _i++) {
  25170. var uuid = objectAnimations[_i];
  25171. object.animations.push(animations[uuid]);
  25172. }
  25173. }
  25174. if (data.type === 'LOD') {
  25175. if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
  25176. var levels = data.levels;
  25177. for (var l = 0; l < levels.length; l++) {
  25178. var level = levels[l];
  25179. var child = object.getObjectByProperty('uuid', level.object);
  25180. if (child !== undefined) {
  25181. object.addLevel(child, level.distance);
  25182. }
  25183. }
  25184. }
  25185. return object;
  25186. };
  25187. _proto.bindSkeletons = function bindSkeletons(object, skeletons) {
  25188. if (Object.keys(skeletons).length === 0) return;
  25189. object.traverse(function (child) {
  25190. if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
  25191. var skeleton = skeletons[child.skeleton];
  25192. if (skeleton === undefined) {
  25193. console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
  25194. } else {
  25195. child.bind(skeleton, child.bindMatrix);
  25196. }
  25197. }
  25198. });
  25199. }
  25200. /* DEPRECATED */
  25201. ;
  25202. _proto.setTexturePath = function setTexturePath(value) {
  25203. console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
  25204. return this.setResourcePath(value);
  25205. };
  25206. return ObjectLoader;
  25207. }(Loader);
  25208. var TEXTURE_MAPPING = {
  25209. UVMapping: UVMapping,
  25210. CubeReflectionMapping: CubeReflectionMapping,
  25211. CubeRefractionMapping: CubeRefractionMapping,
  25212. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25213. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25214. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25215. CubeUVRefractionMapping: CubeUVRefractionMapping
  25216. };
  25217. var TEXTURE_WRAPPING = {
  25218. RepeatWrapping: RepeatWrapping,
  25219. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25220. MirroredRepeatWrapping: MirroredRepeatWrapping
  25221. };
  25222. var TEXTURE_FILTER = {
  25223. NearestFilter: NearestFilter,
  25224. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25225. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25226. LinearFilter: LinearFilter,
  25227. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25228. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25229. };
  25230. function ImageBitmapLoader(manager) {
  25231. if (typeof createImageBitmap === 'undefined') {
  25232. console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
  25233. }
  25234. if (typeof fetch === 'undefined') {
  25235. console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
  25236. }
  25237. Loader.call(this, manager);
  25238. this.options = {
  25239. premultiplyAlpha: 'none'
  25240. };
  25241. }
  25242. ImageBitmapLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  25243. constructor: ImageBitmapLoader,
  25244. isImageBitmapLoader: true,
  25245. setOptions: function setOptions(options) {
  25246. this.options = options;
  25247. return this;
  25248. },
  25249. load: function load(url, onLoad, onProgress, onError) {
  25250. if (url === undefined) url = '';
  25251. if (this.path !== undefined) url = this.path + url;
  25252. url = this.manager.resolveURL(url);
  25253. var scope = this;
  25254. var cached = Cache.get(url);
  25255. if (cached !== undefined) {
  25256. scope.manager.itemStart(url);
  25257. setTimeout(function () {
  25258. if (onLoad) onLoad(cached);
  25259. scope.manager.itemEnd(url);
  25260. }, 0);
  25261. return cached;
  25262. }
  25263. var fetchOptions = {};
  25264. fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
  25265. fetch(url, fetchOptions).then(function (res) {
  25266. return res.blob();
  25267. }).then(function (blob) {
  25268. return createImageBitmap(blob, scope.options);
  25269. }).then(function (imageBitmap) {
  25270. Cache.add(url, imageBitmap);
  25271. if (onLoad) onLoad(imageBitmap);
  25272. scope.manager.itemEnd(url);
  25273. }).catch(function (e) {
  25274. if (onError) onError(e);
  25275. scope.manager.itemError(url);
  25276. scope.manager.itemEnd(url);
  25277. });
  25278. scope.manager.itemStart(url);
  25279. }
  25280. });
  25281. function ShapePath() {
  25282. this.type = 'ShapePath';
  25283. this.color = new Color();
  25284. this.subPaths = [];
  25285. this.currentPath = null;
  25286. }
  25287. Object.assign(ShapePath.prototype, {
  25288. moveTo: function moveTo(x, y) {
  25289. this.currentPath = new Path();
  25290. this.subPaths.push(this.currentPath);
  25291. this.currentPath.moveTo(x, y);
  25292. return this;
  25293. },
  25294. lineTo: function lineTo(x, y) {
  25295. this.currentPath.lineTo(x, y);
  25296. return this;
  25297. },
  25298. quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {
  25299. this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
  25300. return this;
  25301. },
  25302. bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  25303. this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
  25304. return this;
  25305. },
  25306. splineThru: function splineThru(pts) {
  25307. this.currentPath.splineThru(pts);
  25308. return this;
  25309. },
  25310. toShapes: function toShapes(isCCW, noHoles) {
  25311. function toShapesNoHoles(inSubpaths) {
  25312. var shapes = [];
  25313. for (var i = 0, l = inSubpaths.length; i < l; i++) {
  25314. var _tmpPath = inSubpaths[i];
  25315. var _tmpShape = new Shape();
  25316. _tmpShape.curves = _tmpPath.curves;
  25317. shapes.push(_tmpShape);
  25318. }
  25319. return shapes;
  25320. }
  25321. function isPointInsidePolygon(inPt, inPolygon) {
  25322. var polyLen = inPolygon.length; // inPt on polygon contour => immediate success or
  25323. // toggling of inside/outside at every single! intersection point of an edge
  25324. // with the horizontal line through inPt, left of inPt
  25325. // not counting lowerY endpoints of edges and whole edges on that line
  25326. var inside = false;
  25327. for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) {
  25328. var edgeLowPt = inPolygon[p];
  25329. var edgeHighPt = inPolygon[q];
  25330. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25331. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25332. if (Math.abs(edgeDy) > Number.EPSILON) {
  25333. // not parallel
  25334. if (edgeDy < 0) {
  25335. edgeLowPt = inPolygon[q];
  25336. edgeDx = -edgeDx;
  25337. edgeHighPt = inPolygon[p];
  25338. edgeDy = -edgeDy;
  25339. }
  25340. if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
  25341. if (inPt.y === edgeLowPt.y) {
  25342. if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?
  25343. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25344. } else {
  25345. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  25346. if (perpEdge === 0) return true; // inPt is on contour ?
  25347. if (perpEdge < 0) continue;
  25348. inside = !inside; // true intersection left of inPt
  25349. }
  25350. } else {
  25351. // parallel or collinear
  25352. if (inPt.y !== edgeLowPt.y) continue; // parallel
  25353. // edge lies on the same horizontal line as inPt
  25354. if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
  25355. // continue;
  25356. }
  25357. }
  25358. return inside;
  25359. }
  25360. var isClockWise = ShapeUtils.isClockWise;
  25361. var subPaths = this.subPaths;
  25362. if (subPaths.length === 0) return [];
  25363. if (noHoles === true) return toShapesNoHoles(subPaths);
  25364. var solid, tmpPath, tmpShape;
  25365. var shapes = [];
  25366. if (subPaths.length === 1) {
  25367. tmpPath = subPaths[0];
  25368. tmpShape = new Shape();
  25369. tmpShape.curves = tmpPath.curves;
  25370. shapes.push(tmpShape);
  25371. return shapes;
  25372. }
  25373. var holesFirst = !isClockWise(subPaths[0].getPoints());
  25374. holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
  25375. var betterShapeHoles = [];
  25376. var newShapes = [];
  25377. var newShapeHoles = [];
  25378. var mainIdx = 0;
  25379. var tmpPoints;
  25380. newShapes[mainIdx] = undefined;
  25381. newShapeHoles[mainIdx] = [];
  25382. for (var i = 0, l = subPaths.length; i < l; i++) {
  25383. tmpPath = subPaths[i];
  25384. tmpPoints = tmpPath.getPoints();
  25385. solid = isClockWise(tmpPoints);
  25386. solid = isCCW ? !solid : solid;
  25387. if (solid) {
  25388. if (!holesFirst && newShapes[mainIdx]) mainIdx++;
  25389. newShapes[mainIdx] = {
  25390. s: new Shape(),
  25391. p: tmpPoints
  25392. };
  25393. newShapes[mainIdx].s.curves = tmpPath.curves;
  25394. if (holesFirst) mainIdx++;
  25395. newShapeHoles[mainIdx] = []; //console.log('cw', i);
  25396. } else {
  25397. newShapeHoles[mainIdx].push({
  25398. h: tmpPath,
  25399. p: tmpPoints[0]
  25400. }); //console.log('ccw', i);
  25401. }
  25402. } // only Holes? -> probably all Shapes with wrong orientation
  25403. if (!newShapes[0]) return toShapesNoHoles(subPaths);
  25404. if (newShapes.length > 1) {
  25405. var ambiguous = false;
  25406. var toChange = [];
  25407. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  25408. betterShapeHoles[sIdx] = [];
  25409. }
  25410. for (var _sIdx = 0, _sLen = newShapes.length; _sIdx < _sLen; _sIdx++) {
  25411. var sho = newShapeHoles[_sIdx];
  25412. for (var hIdx = 0; hIdx < sho.length; hIdx++) {
  25413. var ho = sho[hIdx];
  25414. var hole_unassigned = true;
  25415. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
  25416. if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
  25417. if (_sIdx !== s2Idx) toChange.push({
  25418. froms: _sIdx,
  25419. tos: s2Idx,
  25420. hole: hIdx
  25421. });
  25422. if (hole_unassigned) {
  25423. hole_unassigned = false;
  25424. betterShapeHoles[s2Idx].push(ho);
  25425. } else {
  25426. ambiguous = true;
  25427. }
  25428. }
  25429. }
  25430. if (hole_unassigned) {
  25431. betterShapeHoles[_sIdx].push(ho);
  25432. }
  25433. }
  25434. } // console.log("ambiguous: ", ambiguous);
  25435. if (toChange.length > 0) {
  25436. // console.log("to change: ", toChange);
  25437. if (!ambiguous) newShapeHoles = betterShapeHoles;
  25438. }
  25439. }
  25440. var tmpHoles;
  25441. for (var _i = 0, il = newShapes.length; _i < il; _i++) {
  25442. tmpShape = newShapes[_i].s;
  25443. shapes.push(tmpShape);
  25444. tmpHoles = newShapeHoles[_i];
  25445. for (var j = 0, jl = tmpHoles.length; j < jl; j++) {
  25446. tmpShape.holes.push(tmpHoles[j].h);
  25447. }
  25448. } //console.log("shape", shapes);
  25449. return shapes;
  25450. }
  25451. });
  25452. function Font(data) {
  25453. this.type = 'Font';
  25454. this.data = data;
  25455. }
  25456. Object.assign(Font.prototype, {
  25457. isFont: true,
  25458. generateShapes: function generateShapes(text, size) {
  25459. if (size === void 0) {
  25460. size = 100;
  25461. }
  25462. var shapes = [];
  25463. var paths = createPaths(text, size, this.data);
  25464. for (var p = 0, pl = paths.length; p < pl; p++) {
  25465. Array.prototype.push.apply(shapes, paths[p].toShapes());
  25466. }
  25467. return shapes;
  25468. }
  25469. });
  25470. function createPaths(text, size, data) {
  25471. var chars = Array.from ? Array.from(text) : String(text).split(''); // workaround for IE11, see #13988
  25472. var scale = size / data.resolution;
  25473. var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
  25474. var paths = [];
  25475. var offsetX = 0,
  25476. offsetY = 0;
  25477. for (var i = 0; i < chars.length; i++) {
  25478. var char = chars[i];
  25479. if (char === '\n') {
  25480. offsetX = 0;
  25481. offsetY -= line_height;
  25482. } else {
  25483. var ret = createPath(char, scale, offsetX, offsetY, data);
  25484. offsetX += ret.offsetX;
  25485. paths.push(ret.path);
  25486. }
  25487. }
  25488. return paths;
  25489. }
  25490. function createPath(char, scale, offsetX, offsetY, data) {
  25491. var glyph = data.glyphs[char] || data.glyphs['?'];
  25492. if (!glyph) {
  25493. console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.');
  25494. return;
  25495. }
  25496. var path = new ShapePath();
  25497. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25498. if (glyph.o) {
  25499. var outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
  25500. for (var i = 0, l = outline.length; i < l;) {
  25501. var action = outline[i++];
  25502. switch (action) {
  25503. case 'm':
  25504. // moveTo
  25505. x = outline[i++] * scale + offsetX;
  25506. y = outline[i++] * scale + offsetY;
  25507. path.moveTo(x, y);
  25508. break;
  25509. case 'l':
  25510. // lineTo
  25511. x = outline[i++] * scale + offsetX;
  25512. y = outline[i++] * scale + offsetY;
  25513. path.lineTo(x, y);
  25514. break;
  25515. case 'q':
  25516. // quadraticCurveTo
  25517. cpx = outline[i++] * scale + offsetX;
  25518. cpy = outline[i++] * scale + offsetY;
  25519. cpx1 = outline[i++] * scale + offsetX;
  25520. cpy1 = outline[i++] * scale + offsetY;
  25521. path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
  25522. break;
  25523. case 'b':
  25524. // bezierCurveTo
  25525. cpx = outline[i++] * scale + offsetX;
  25526. cpy = outline[i++] * scale + offsetY;
  25527. cpx1 = outline[i++] * scale + offsetX;
  25528. cpy1 = outline[i++] * scale + offsetY;
  25529. cpx2 = outline[i++] * scale + offsetX;
  25530. cpy2 = outline[i++] * scale + offsetY;
  25531. path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);
  25532. break;
  25533. }
  25534. }
  25535. }
  25536. return {
  25537. offsetX: glyph.ha * scale,
  25538. path: path
  25539. };
  25540. }
  25541. function FontLoader(manager) {
  25542. Loader.call(this, manager);
  25543. }
  25544. FontLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  25545. constructor: FontLoader,
  25546. load: function load(url, onLoad, onProgress, onError) {
  25547. var scope = this;
  25548. var loader = new FileLoader(this.manager);
  25549. loader.setPath(this.path);
  25550. loader.setRequestHeader(this.requestHeader);
  25551. loader.setWithCredentials(scope.withCredentials);
  25552. loader.load(url, function (text) {
  25553. var json;
  25554. try {
  25555. json = JSON.parse(text);
  25556. } catch (e) {
  25557. console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.');
  25558. json = JSON.parse(text.substring(65, text.length - 2));
  25559. }
  25560. var font = scope.parse(json);
  25561. if (onLoad) onLoad(font);
  25562. }, onProgress, onError);
  25563. },
  25564. parse: function parse(json) {
  25565. return new Font(json);
  25566. }
  25567. });
  25568. var _context;
  25569. var AudioContext = {
  25570. getContext: function getContext() {
  25571. if (_context === undefined) {
  25572. _context = new (window.AudioContext || window.webkitAudioContext)();
  25573. }
  25574. return _context;
  25575. },
  25576. setContext: function setContext(value) {
  25577. _context = value;
  25578. }
  25579. };
  25580. function AudioLoader(manager) {
  25581. Loader.call(this, manager);
  25582. }
  25583. AudioLoader.prototype = Object.assign(Object.create(Loader.prototype), {
  25584. constructor: AudioLoader,
  25585. load: function load(url, onLoad, onProgress, onError) {
  25586. var scope = this;
  25587. var loader = new FileLoader(scope.manager);
  25588. loader.setResponseType('arraybuffer');
  25589. loader.setPath(scope.path);
  25590. loader.setRequestHeader(scope.requestHeader);
  25591. loader.setWithCredentials(scope.withCredentials);
  25592. loader.load(url, function (buffer) {
  25593. try {
  25594. // Create a copy of the buffer. The `decodeAudioData` method
  25595. // detaches the buffer when complete, preventing reuse.
  25596. var bufferCopy = buffer.slice(0);
  25597. var context = AudioContext.getContext();
  25598. context.decodeAudioData(bufferCopy, function (audioBuffer) {
  25599. onLoad(audioBuffer);
  25600. });
  25601. } catch (e) {
  25602. if (onError) {
  25603. onError(e);
  25604. } else {
  25605. console.error(e);
  25606. }
  25607. scope.manager.itemError(url);
  25608. }
  25609. }, onProgress, onError);
  25610. }
  25611. });
  25612. function HemisphereLightProbe(skyColor, groundColor, intensity) {
  25613. LightProbe.call(this, undefined, intensity);
  25614. var color1 = new Color().set(skyColor);
  25615. var color2 = new Color().set(groundColor);
  25616. var sky = new Vector3(color1.r, color1.g, color1.b);
  25617. var ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25618. var c0 = Math.sqrt(Math.PI);
  25619. var c1 = c0 * Math.sqrt(0.75);
  25620. this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
  25621. this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
  25622. }
  25623. HemisphereLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
  25624. constructor: HemisphereLightProbe,
  25625. isHemisphereLightProbe: true,
  25626. copy: function copy(source) {
  25627. // modifying colors not currently supported
  25628. LightProbe.prototype.copy.call(this, source);
  25629. return this;
  25630. },
  25631. toJSON: function toJSON(meta) {
  25632. var data = LightProbe.prototype.toJSON.call(this, meta); // data.sh = this.sh.toArray(); // todo
  25633. return data;
  25634. }
  25635. });
  25636. function AmbientLightProbe(color, intensity) {
  25637. LightProbe.call(this, undefined, intensity);
  25638. var color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25639. this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
  25640. }
  25641. AmbientLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
  25642. constructor: AmbientLightProbe,
  25643. isAmbientLightProbe: true,
  25644. copy: function copy(source) {
  25645. // modifying color not currently supported
  25646. LightProbe.prototype.copy.call(this, source);
  25647. return this;
  25648. },
  25649. toJSON: function toJSON(meta) {
  25650. var data = LightProbe.prototype.toJSON.call(this, meta); // data.sh = this.sh.toArray(); // todo
  25651. return data;
  25652. }
  25653. });
  25654. var _eyeRight = new Matrix4();
  25655. var _eyeLeft = new Matrix4();
  25656. function StereoCamera() {
  25657. this.type = 'StereoCamera';
  25658. this.aspect = 1;
  25659. this.eyeSep = 0.064;
  25660. this.cameraL = new PerspectiveCamera();
  25661. this.cameraL.layers.enable(1);
  25662. this.cameraL.matrixAutoUpdate = false;
  25663. this.cameraR = new PerspectiveCamera();
  25664. this.cameraR.layers.enable(2);
  25665. this.cameraR.matrixAutoUpdate = false;
  25666. this._cache = {
  25667. focus: null,
  25668. fov: null,
  25669. aspect: null,
  25670. near: null,
  25671. far: null,
  25672. zoom: null,
  25673. eyeSep: null
  25674. };
  25675. }
  25676. Object.assign(StereoCamera.prototype, {
  25677. update: function update(camera) {
  25678. var cache = this._cache;
  25679. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25680. if (needsUpdate) {
  25681. cache.focus = camera.focus;
  25682. cache.fov = camera.fov;
  25683. cache.aspect = camera.aspect * this.aspect;
  25684. cache.near = camera.near;
  25685. cache.far = camera.far;
  25686. cache.zoom = camera.zoom;
  25687. cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
  25688. // http://paulbourke.net/stereographics/stereorender/
  25689. var projectionMatrix = camera.projectionMatrix.clone();
  25690. var eyeSepHalf = cache.eyeSep / 2;
  25691. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25692. var ymax = cache.near * Math.tan(MathUtils.DEG2RAD * cache.fov * 0.5) / cache.zoom;
  25693. var xmin, xmax; // translate xOffset
  25694. _eyeLeft.elements[12] = -eyeSepHalf;
  25695. _eyeRight.elements[12] = eyeSepHalf; // for left eye
  25696. xmin = -ymax * cache.aspect + eyeSepOnProjection;
  25697. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25698. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  25699. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  25700. this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye
  25701. xmin = -ymax * cache.aspect - eyeSepOnProjection;
  25702. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25703. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  25704. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  25705. this.cameraR.projectionMatrix.copy(projectionMatrix);
  25706. }
  25707. this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
  25708. this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
  25709. }
  25710. });
  25711. var Clock = /*#__PURE__*/function () {
  25712. function Clock(autoStart) {
  25713. this.autoStart = autoStart !== undefined ? autoStart : true;
  25714. this.startTime = 0;
  25715. this.oldTime = 0;
  25716. this.elapsedTime = 0;
  25717. this.running = false;
  25718. }
  25719. var _proto = Clock.prototype;
  25720. _proto.start = function start() {
  25721. this.startTime = now();
  25722. this.oldTime = this.startTime;
  25723. this.elapsedTime = 0;
  25724. this.running = true;
  25725. };
  25726. _proto.stop = function stop() {
  25727. this.getElapsedTime();
  25728. this.running = false;
  25729. this.autoStart = false;
  25730. };
  25731. _proto.getElapsedTime = function getElapsedTime() {
  25732. this.getDelta();
  25733. return this.elapsedTime;
  25734. };
  25735. _proto.getDelta = function getDelta() {
  25736. var diff = 0;
  25737. if (this.autoStart && !this.running) {
  25738. this.start();
  25739. return 0;
  25740. }
  25741. if (this.running) {
  25742. var newTime = now();
  25743. diff = (newTime - this.oldTime) / 1000;
  25744. this.oldTime = newTime;
  25745. this.elapsedTime += diff;
  25746. }
  25747. return diff;
  25748. };
  25749. return Clock;
  25750. }();
  25751. function now() {
  25752. return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
  25753. }
  25754. var _position$2 = /*@__PURE__*/new Vector3();
  25755. var _quaternion$3 = /*@__PURE__*/new Quaternion();
  25756. var _scale$1 = /*@__PURE__*/new Vector3();
  25757. var _orientation = /*@__PURE__*/new Vector3();
  25758. var AudioListener = /*#__PURE__*/function (_Object3D) {
  25759. _inheritsLoose(AudioListener, _Object3D);
  25760. function AudioListener() {
  25761. var _this;
  25762. _this = _Object3D.call(this) || this;
  25763. _this.type = 'AudioListener';
  25764. _this.context = AudioContext.getContext();
  25765. _this.gain = _this.context.createGain();
  25766. _this.gain.connect(_this.context.destination);
  25767. _this.filter = null;
  25768. _this.timeDelta = 0; // private
  25769. _this._clock = new Clock();
  25770. return _this;
  25771. }
  25772. var _proto = AudioListener.prototype;
  25773. _proto.getInput = function getInput() {
  25774. return this.gain;
  25775. };
  25776. _proto.removeFilter = function removeFilter() {
  25777. if (this.filter !== null) {
  25778. this.gain.disconnect(this.filter);
  25779. this.filter.disconnect(this.context.destination);
  25780. this.gain.connect(this.context.destination);
  25781. this.filter = null;
  25782. }
  25783. return this;
  25784. };
  25785. _proto.getFilter = function getFilter() {
  25786. return this.filter;
  25787. };
  25788. _proto.setFilter = function setFilter(value) {
  25789. if (this.filter !== null) {
  25790. this.gain.disconnect(this.filter);
  25791. this.filter.disconnect(this.context.destination);
  25792. } else {
  25793. this.gain.disconnect(this.context.destination);
  25794. }
  25795. this.filter = value;
  25796. this.gain.connect(this.filter);
  25797. this.filter.connect(this.context.destination);
  25798. return this;
  25799. };
  25800. _proto.getMasterVolume = function getMasterVolume() {
  25801. return this.gain.gain.value;
  25802. };
  25803. _proto.setMasterVolume = function setMasterVolume(value) {
  25804. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  25805. return this;
  25806. };
  25807. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  25808. _Object3D.prototype.updateMatrixWorld.call(this, force);
  25809. var listener = this.context.listener;
  25810. var up = this.up;
  25811. this.timeDelta = this._clock.getDelta();
  25812. this.matrixWorld.decompose(_position$2, _quaternion$3, _scale$1);
  25813. _orientation.set(0, 0, -1).applyQuaternion(_quaternion$3);
  25814. if (listener.positionX) {
  25815. // code path for Chrome (see #14393)
  25816. var endTime = this.context.currentTime + this.timeDelta;
  25817. listener.positionX.linearRampToValueAtTime(_position$2.x, endTime);
  25818. listener.positionY.linearRampToValueAtTime(_position$2.y, endTime);
  25819. listener.positionZ.linearRampToValueAtTime(_position$2.z, endTime);
  25820. listener.forwardX.linearRampToValueAtTime(_orientation.x, endTime);
  25821. listener.forwardY.linearRampToValueAtTime(_orientation.y, endTime);
  25822. listener.forwardZ.linearRampToValueAtTime(_orientation.z, endTime);
  25823. listener.upX.linearRampToValueAtTime(up.x, endTime);
  25824. listener.upY.linearRampToValueAtTime(up.y, endTime);
  25825. listener.upZ.linearRampToValueAtTime(up.z, endTime);
  25826. } else {
  25827. listener.setPosition(_position$2.x, _position$2.y, _position$2.z);
  25828. listener.setOrientation(_orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z);
  25829. }
  25830. };
  25831. return AudioListener;
  25832. }(Object3D);
  25833. var Audio = /*#__PURE__*/function (_Object3D) {
  25834. _inheritsLoose(Audio, _Object3D);
  25835. function Audio(listener) {
  25836. var _this;
  25837. _this = _Object3D.call(this) || this;
  25838. _this.type = 'Audio';
  25839. _this.listener = listener;
  25840. _this.context = listener.context;
  25841. _this.gain = _this.context.createGain();
  25842. _this.gain.connect(listener.getInput());
  25843. _this.autoplay = false;
  25844. _this.buffer = null;
  25845. _this.detune = 0;
  25846. _this.loop = false;
  25847. _this.loopStart = 0;
  25848. _this.loopEnd = 0;
  25849. _this.offset = 0;
  25850. _this.duration = undefined;
  25851. _this.playbackRate = 1;
  25852. _this.isPlaying = false;
  25853. _this.hasPlaybackControl = true;
  25854. _this.source = null;
  25855. _this.sourceType = 'empty';
  25856. _this._startedAt = 0;
  25857. _this._progress = 0;
  25858. _this._connected = false;
  25859. _this.filters = [];
  25860. return _this;
  25861. }
  25862. var _proto = Audio.prototype;
  25863. _proto.getOutput = function getOutput() {
  25864. return this.gain;
  25865. };
  25866. _proto.setNodeSource = function setNodeSource(audioNode) {
  25867. this.hasPlaybackControl = false;
  25868. this.sourceType = 'audioNode';
  25869. this.source = audioNode;
  25870. this.connect();
  25871. return this;
  25872. };
  25873. _proto.setMediaElementSource = function setMediaElementSource(mediaElement) {
  25874. this.hasPlaybackControl = false;
  25875. this.sourceType = 'mediaNode';
  25876. this.source = this.context.createMediaElementSource(mediaElement);
  25877. this.connect();
  25878. return this;
  25879. };
  25880. _proto.setMediaStreamSource = function setMediaStreamSource(mediaStream) {
  25881. this.hasPlaybackControl = false;
  25882. this.sourceType = 'mediaStreamNode';
  25883. this.source = this.context.createMediaStreamSource(mediaStream);
  25884. this.connect();
  25885. return this;
  25886. };
  25887. _proto.setBuffer = function setBuffer(audioBuffer) {
  25888. this.buffer = audioBuffer;
  25889. this.sourceType = 'buffer';
  25890. if (this.autoplay) this.play();
  25891. return this;
  25892. };
  25893. _proto.play = function play(delay) {
  25894. if (delay === void 0) {
  25895. delay = 0;
  25896. }
  25897. if (this.isPlaying === true) {
  25898. console.warn('THREE.Audio: Audio is already playing.');
  25899. return;
  25900. }
  25901. if (this.hasPlaybackControl === false) {
  25902. console.warn('THREE.Audio: this Audio has no playback control.');
  25903. return;
  25904. }
  25905. this._startedAt = this.context.currentTime + delay;
  25906. var source = this.context.createBufferSource();
  25907. source.buffer = this.buffer;
  25908. source.loop = this.loop;
  25909. source.loopStart = this.loopStart;
  25910. source.loopEnd = this.loopEnd;
  25911. source.onended = this.onEnded.bind(this);
  25912. source.start(this._startedAt, this._progress + this.offset, this.duration);
  25913. this.isPlaying = true;
  25914. this.source = source;
  25915. this.setDetune(this.detune);
  25916. this.setPlaybackRate(this.playbackRate);
  25917. return this.connect();
  25918. };
  25919. _proto.pause = function pause() {
  25920. if (this.hasPlaybackControl === false) {
  25921. console.warn('THREE.Audio: this Audio has no playback control.');
  25922. return;
  25923. }
  25924. if (this.isPlaying === true) {
  25925. // update current progress
  25926. this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
  25927. if (this.loop === true) {
  25928. // ensure _progress does not exceed duration with looped audios
  25929. this._progress = this._progress % (this.duration || this.buffer.duration);
  25930. }
  25931. this.source.stop();
  25932. this.source.onended = null;
  25933. this.isPlaying = false;
  25934. }
  25935. return this;
  25936. };
  25937. _proto.stop = function stop() {
  25938. if (this.hasPlaybackControl === false) {
  25939. console.warn('THREE.Audio: this Audio has no playback control.');
  25940. return;
  25941. }
  25942. this._progress = 0;
  25943. this.source.stop();
  25944. this.source.onended = null;
  25945. this.isPlaying = false;
  25946. return this;
  25947. };
  25948. _proto.connect = function connect() {
  25949. if (this.filters.length > 0) {
  25950. this.source.connect(this.filters[0]);
  25951. for (var i = 1, l = this.filters.length; i < l; i++) {
  25952. this.filters[i - 1].connect(this.filters[i]);
  25953. }
  25954. this.filters[this.filters.length - 1].connect(this.getOutput());
  25955. } else {
  25956. this.source.connect(this.getOutput());
  25957. }
  25958. this._connected = true;
  25959. return this;
  25960. };
  25961. _proto.disconnect = function disconnect() {
  25962. if (this.filters.length > 0) {
  25963. this.source.disconnect(this.filters[0]);
  25964. for (var i = 1, l = this.filters.length; i < l; i++) {
  25965. this.filters[i - 1].disconnect(this.filters[i]);
  25966. }
  25967. this.filters[this.filters.length - 1].disconnect(this.getOutput());
  25968. } else {
  25969. this.source.disconnect(this.getOutput());
  25970. }
  25971. this._connected = false;
  25972. return this;
  25973. };
  25974. _proto.getFilters = function getFilters() {
  25975. return this.filters;
  25976. };
  25977. _proto.setFilters = function setFilters(value) {
  25978. if (!value) value = [];
  25979. if (this._connected === true) {
  25980. this.disconnect();
  25981. this.filters = value.slice();
  25982. this.connect();
  25983. } else {
  25984. this.filters = value.slice();
  25985. }
  25986. return this;
  25987. };
  25988. _proto.setDetune = function setDetune(value) {
  25989. this.detune = value;
  25990. if (this.source.detune === undefined) return; // only set detune when available
  25991. if (this.isPlaying === true) {
  25992. this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
  25993. }
  25994. return this;
  25995. };
  25996. _proto.getDetune = function getDetune() {
  25997. return this.detune;
  25998. };
  25999. _proto.getFilter = function getFilter() {
  26000. return this.getFilters()[0];
  26001. };
  26002. _proto.setFilter = function setFilter(filter) {
  26003. return this.setFilters(filter ? [filter] : []);
  26004. };
  26005. _proto.setPlaybackRate = function setPlaybackRate(value) {
  26006. if (this.hasPlaybackControl === false) {
  26007. console.warn('THREE.Audio: this Audio has no playback control.');
  26008. return;
  26009. }
  26010. this.playbackRate = value;
  26011. if (this.isPlaying === true) {
  26012. this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
  26013. }
  26014. return this;
  26015. };
  26016. _proto.getPlaybackRate = function getPlaybackRate() {
  26017. return this.playbackRate;
  26018. };
  26019. _proto.onEnded = function onEnded() {
  26020. this.isPlaying = false;
  26021. };
  26022. _proto.getLoop = function getLoop() {
  26023. if (this.hasPlaybackControl === false) {
  26024. console.warn('THREE.Audio: this Audio has no playback control.');
  26025. return false;
  26026. }
  26027. return this.loop;
  26028. };
  26029. _proto.setLoop = function setLoop(value) {
  26030. if (this.hasPlaybackControl === false) {
  26031. console.warn('THREE.Audio: this Audio has no playback control.');
  26032. return;
  26033. }
  26034. this.loop = value;
  26035. if (this.isPlaying === true) {
  26036. this.source.loop = this.loop;
  26037. }
  26038. return this;
  26039. };
  26040. _proto.setLoopStart = function setLoopStart(value) {
  26041. this.loopStart = value;
  26042. return this;
  26043. };
  26044. _proto.setLoopEnd = function setLoopEnd(value) {
  26045. this.loopEnd = value;
  26046. return this;
  26047. };
  26048. _proto.getVolume = function getVolume() {
  26049. return this.gain.gain.value;
  26050. };
  26051. _proto.setVolume = function setVolume(value) {
  26052. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  26053. return this;
  26054. };
  26055. return Audio;
  26056. }(Object3D);
  26057. var _position$3 = /*@__PURE__*/new Vector3();
  26058. var _quaternion$4 = /*@__PURE__*/new Quaternion();
  26059. var _scale$2 = /*@__PURE__*/new Vector3();
  26060. var _orientation$1 = /*@__PURE__*/new Vector3();
  26061. var PositionalAudio = /*#__PURE__*/function (_Audio) {
  26062. _inheritsLoose(PositionalAudio, _Audio);
  26063. function PositionalAudio(listener) {
  26064. var _this;
  26065. _this = _Audio.call(this, listener) || this;
  26066. _this.panner = _this.context.createPanner();
  26067. _this.panner.panningModel = 'HRTF';
  26068. _this.panner.connect(_this.gain);
  26069. return _this;
  26070. }
  26071. var _proto = PositionalAudio.prototype;
  26072. _proto.getOutput = function getOutput() {
  26073. return this.panner;
  26074. };
  26075. _proto.getRefDistance = function getRefDistance() {
  26076. return this.panner.refDistance;
  26077. };
  26078. _proto.setRefDistance = function setRefDistance(value) {
  26079. this.panner.refDistance = value;
  26080. return this;
  26081. };
  26082. _proto.getRolloffFactor = function getRolloffFactor() {
  26083. return this.panner.rolloffFactor;
  26084. };
  26085. _proto.setRolloffFactor = function setRolloffFactor(value) {
  26086. this.panner.rolloffFactor = value;
  26087. return this;
  26088. };
  26089. _proto.getDistanceModel = function getDistanceModel() {
  26090. return this.panner.distanceModel;
  26091. };
  26092. _proto.setDistanceModel = function setDistanceModel(value) {
  26093. this.panner.distanceModel = value;
  26094. return this;
  26095. };
  26096. _proto.getMaxDistance = function getMaxDistance() {
  26097. return this.panner.maxDistance;
  26098. };
  26099. _proto.setMaxDistance = function setMaxDistance(value) {
  26100. this.panner.maxDistance = value;
  26101. return this;
  26102. };
  26103. _proto.setDirectionalCone = function setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
  26104. this.panner.coneInnerAngle = coneInnerAngle;
  26105. this.panner.coneOuterAngle = coneOuterAngle;
  26106. this.panner.coneOuterGain = coneOuterGain;
  26107. return this;
  26108. };
  26109. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  26110. _Audio.prototype.updateMatrixWorld.call(this, force);
  26111. if (this.hasPlaybackControl === true && this.isPlaying === false) return;
  26112. this.matrixWorld.decompose(_position$3, _quaternion$4, _scale$2);
  26113. _orientation$1.set(0, 0, 1).applyQuaternion(_quaternion$4);
  26114. var panner = this.panner;
  26115. if (panner.positionX) {
  26116. // code path for Chrome and Firefox (see #14393)
  26117. var endTime = this.context.currentTime + this.listener.timeDelta;
  26118. panner.positionX.linearRampToValueAtTime(_position$3.x, endTime);
  26119. panner.positionY.linearRampToValueAtTime(_position$3.y, endTime);
  26120. panner.positionZ.linearRampToValueAtTime(_position$3.z, endTime);
  26121. panner.orientationX.linearRampToValueAtTime(_orientation$1.x, endTime);
  26122. panner.orientationY.linearRampToValueAtTime(_orientation$1.y, endTime);
  26123. panner.orientationZ.linearRampToValueAtTime(_orientation$1.z, endTime);
  26124. } else {
  26125. panner.setPosition(_position$3.x, _position$3.y, _position$3.z);
  26126. panner.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z);
  26127. }
  26128. };
  26129. return PositionalAudio;
  26130. }(Audio);
  26131. var AudioAnalyser = /*#__PURE__*/function () {
  26132. function AudioAnalyser(audio, fftSize) {
  26133. if (fftSize === void 0) {
  26134. fftSize = 2048;
  26135. }
  26136. this.analyser = audio.context.createAnalyser();
  26137. this.analyser.fftSize = fftSize;
  26138. this.data = new Uint8Array(this.analyser.frequencyBinCount);
  26139. audio.getOutput().connect(this.analyser);
  26140. }
  26141. var _proto = AudioAnalyser.prototype;
  26142. _proto.getFrequencyData = function getFrequencyData() {
  26143. this.analyser.getByteFrequencyData(this.data);
  26144. return this.data;
  26145. };
  26146. _proto.getAverageFrequency = function getAverageFrequency() {
  26147. var value = 0;
  26148. var data = this.getFrequencyData();
  26149. for (var i = 0; i < data.length; i++) {
  26150. value += data[i];
  26151. }
  26152. return value / data.length;
  26153. };
  26154. return AudioAnalyser;
  26155. }();
  26156. function PropertyMixer(binding, typeName, valueSize) {
  26157. this.binding = binding;
  26158. this.valueSize = valueSize;
  26159. var mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26160. //
  26161. // interpolators can use .buffer as their .result
  26162. // the data then goes to 'incoming'
  26163. //
  26164. // 'accu0' and 'accu1' are used frame-interleaved for
  26165. // the cumulative result and are compared to detect
  26166. // changes
  26167. //
  26168. // 'orig' stores the original state of the property
  26169. //
  26170. // 'add' is used for additive cumulative results
  26171. //
  26172. // 'work' is optional and is only present for quaternion types. It is used
  26173. // to store intermediate quaternion multiplication results
  26174. switch (typeName) {
  26175. case 'quaternion':
  26176. mixFunction = this._slerp;
  26177. mixFunctionAdditive = this._slerpAdditive;
  26178. setIdentity = this._setAdditiveIdentityQuaternion;
  26179. this.buffer = new Float64Array(valueSize * 6);
  26180. this._workIndex = 5;
  26181. break;
  26182. case 'string':
  26183. case 'bool':
  26184. mixFunction = this._select; // Use the regular mix function and for additive on these types,
  26185. // additive is not relevant for non-numeric types
  26186. mixFunctionAdditive = this._select;
  26187. setIdentity = this._setAdditiveIdentityOther;
  26188. this.buffer = new Array(valueSize * 5);
  26189. break;
  26190. default:
  26191. mixFunction = this._lerp;
  26192. mixFunctionAdditive = this._lerpAdditive;
  26193. setIdentity = this._setAdditiveIdentityNumeric;
  26194. this.buffer = new Float64Array(valueSize * 5);
  26195. }
  26196. this._mixBufferRegion = mixFunction;
  26197. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26198. this._setIdentity = setIdentity;
  26199. this._origIndex = 3;
  26200. this._addIndex = 4;
  26201. this.cumulativeWeight = 0;
  26202. this.cumulativeWeightAdditive = 0;
  26203. this.useCount = 0;
  26204. this.referenceCount = 0;
  26205. }
  26206. Object.assign(PropertyMixer.prototype, {
  26207. // accumulate data in the 'incoming' region into 'accu<i>'
  26208. accumulate: function accumulate(accuIndex, weight) {
  26209. // note: happily accumulating nothing when weight = 0, the caller knows
  26210. // the weight and shouldn't have made the call in the first place
  26211. var buffer = this.buffer,
  26212. stride = this.valueSize,
  26213. offset = accuIndex * stride + stride;
  26214. var currentWeight = this.cumulativeWeight;
  26215. if (currentWeight === 0) {
  26216. // accuN := incoming * weight
  26217. for (var i = 0; i !== stride; ++i) {
  26218. buffer[offset + i] = buffer[i];
  26219. }
  26220. currentWeight = weight;
  26221. } else {
  26222. // accuN := accuN + incoming * weight
  26223. currentWeight += weight;
  26224. var mix = weight / currentWeight;
  26225. this._mixBufferRegion(buffer, offset, 0, mix, stride);
  26226. }
  26227. this.cumulativeWeight = currentWeight;
  26228. },
  26229. // accumulate data in the 'incoming' region into 'add'
  26230. accumulateAdditive: function accumulateAdditive(weight) {
  26231. var buffer = this.buffer,
  26232. stride = this.valueSize,
  26233. offset = stride * this._addIndex;
  26234. if (this.cumulativeWeightAdditive === 0) {
  26235. // add = identity
  26236. this._setIdentity();
  26237. } // add := add + incoming * weight
  26238. this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
  26239. this.cumulativeWeightAdditive += weight;
  26240. },
  26241. // apply the state of 'accu<i>' to the binding when accus differ
  26242. apply: function apply(accuIndex) {
  26243. var stride = this.valueSize,
  26244. buffer = this.buffer,
  26245. offset = accuIndex * stride + stride,
  26246. weight = this.cumulativeWeight,
  26247. weightAdditive = this.cumulativeWeightAdditive,
  26248. binding = this.binding;
  26249. this.cumulativeWeight = 0;
  26250. this.cumulativeWeightAdditive = 0;
  26251. if (weight < 1) {
  26252. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26253. var originalValueOffset = stride * this._origIndex;
  26254. this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
  26255. }
  26256. if (weightAdditive > 0) {
  26257. // accuN := accuN + additive accuN
  26258. this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
  26259. }
  26260. for (var i = stride, e = stride + stride; i !== e; ++i) {
  26261. if (buffer[i] !== buffer[i + stride]) {
  26262. // value has changed -> update scene graph
  26263. binding.setValue(buffer, offset);
  26264. break;
  26265. }
  26266. }
  26267. },
  26268. // remember the state of the bound property and copy it to both accus
  26269. saveOriginalState: function saveOriginalState() {
  26270. var binding = this.binding;
  26271. var buffer = this.buffer,
  26272. stride = this.valueSize,
  26273. originalValueOffset = stride * this._origIndex;
  26274. binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
  26275. for (var i = stride, e = originalValueOffset; i !== e; ++i) {
  26276. buffer[i] = buffer[originalValueOffset + i % stride];
  26277. } // Add to identity for additive
  26278. this._setIdentity();
  26279. this.cumulativeWeight = 0;
  26280. this.cumulativeWeightAdditive = 0;
  26281. },
  26282. // apply the state previously taken via 'saveOriginalState' to the binding
  26283. restoreOriginalState: function restoreOriginalState() {
  26284. var originalValueOffset = this.valueSize * 3;
  26285. this.binding.setValue(this.buffer, originalValueOffset);
  26286. },
  26287. _setAdditiveIdentityNumeric: function _setAdditiveIdentityNumeric() {
  26288. var startIndex = this._addIndex * this.valueSize;
  26289. var endIndex = startIndex + this.valueSize;
  26290. for (var i = startIndex; i < endIndex; i++) {
  26291. this.buffer[i] = 0;
  26292. }
  26293. },
  26294. _setAdditiveIdentityQuaternion: function _setAdditiveIdentityQuaternion() {
  26295. this._setAdditiveIdentityNumeric();
  26296. this.buffer[this._addIndex * this.valueSize + 3] = 1;
  26297. },
  26298. _setAdditiveIdentityOther: function _setAdditiveIdentityOther() {
  26299. var startIndex = this._origIndex * this.valueSize;
  26300. var targetIndex = this._addIndex * this.valueSize;
  26301. for (var i = 0; i < this.valueSize; i++) {
  26302. this.buffer[targetIndex + i] = this.buffer[startIndex + i];
  26303. }
  26304. },
  26305. // mix functions
  26306. _select: function _select(buffer, dstOffset, srcOffset, t, stride) {
  26307. if (t >= 0.5) {
  26308. for (var i = 0; i !== stride; ++i) {
  26309. buffer[dstOffset + i] = buffer[srcOffset + i];
  26310. }
  26311. }
  26312. },
  26313. _slerp: function _slerp(buffer, dstOffset, srcOffset, t) {
  26314. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
  26315. },
  26316. _slerpAdditive: function _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  26317. var workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
  26318. Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
  26319. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
  26320. },
  26321. _lerp: function _lerp(buffer, dstOffset, srcOffset, t, stride) {
  26322. var s = 1 - t;
  26323. for (var i = 0; i !== stride; ++i) {
  26324. var j = dstOffset + i;
  26325. buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
  26326. }
  26327. },
  26328. _lerpAdditive: function _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  26329. for (var i = 0; i !== stride; ++i) {
  26330. var j = dstOffset + i;
  26331. buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
  26332. }
  26333. }
  26334. });
  26335. // Characters [].:/ are reserved for track binding syntax.
  26336. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26337. var _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26338. // only latin characters, and the unicode \p{L} is not yet supported. So
  26339. // instead, we exclude reserved characters and match everything else.
  26340. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26341. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26342. // be matched to parse the rest of the track name.
  26343. var _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26344. var _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved
  26345. // characters. Accessor may contain any character except closing bracket.
  26346. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
  26347. // contain any non-bracket characters.
  26348. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
  26349. var _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
  26350. var _supportedObjectNames = ['material', 'materials', 'bones'];
  26351. function Composite(targetGroup, path, optionalParsedPath) {
  26352. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
  26353. this._targetGroup = targetGroup;
  26354. this._bindings = targetGroup.subscribe_(path, parsedPath);
  26355. }
  26356. Object.assign(Composite.prototype, {
  26357. getValue: function getValue(array, offset) {
  26358. this.bind(); // bind all binding
  26359. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26360. binding = this._bindings[firstValidIndex]; // and only call .getValue on the first
  26361. if (binding !== undefined) binding.getValue(array, offset);
  26362. },
  26363. setValue: function setValue(array, offset) {
  26364. var bindings = this._bindings;
  26365. for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  26366. bindings[i].setValue(array, offset);
  26367. }
  26368. },
  26369. bind: function bind() {
  26370. var bindings = this._bindings;
  26371. for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  26372. bindings[i].bind();
  26373. }
  26374. },
  26375. unbind: function unbind() {
  26376. var bindings = this._bindings;
  26377. for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  26378. bindings[i].unbind();
  26379. }
  26380. }
  26381. });
  26382. function PropertyBinding(rootNode, path, parsedPath) {
  26383. this.path = path;
  26384. this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
  26385. this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
  26386. this.rootNode = rootNode;
  26387. }
  26388. Object.assign(PropertyBinding, {
  26389. Composite: Composite,
  26390. create: function create(root, path, parsedPath) {
  26391. if (!(root && root.isAnimationObjectGroup)) {
  26392. return new PropertyBinding(root, path, parsedPath);
  26393. } else {
  26394. return new PropertyBinding.Composite(root, path, parsedPath);
  26395. }
  26396. },
  26397. /**
  26398. * Replaces spaces with underscores and removes unsupported characters from
  26399. * node names, to ensure compatibility with parseTrackName().
  26400. *
  26401. * @param {string} name Node name to be sanitized.
  26402. * @return {string}
  26403. */
  26404. sanitizeNodeName: function sanitizeNodeName(name) {
  26405. return name.replace(/\s/g, '_').replace(_reservedRe, '');
  26406. },
  26407. parseTrackName: function parseTrackName(trackName) {
  26408. var matches = _trackRe.exec(trackName);
  26409. if (!matches) {
  26410. throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
  26411. }
  26412. var results = {
  26413. // directoryName: matches[ 1 ], // (tschw) currently unused
  26414. nodeName: matches[2],
  26415. objectName: matches[3],
  26416. objectIndex: matches[4],
  26417. propertyName: matches[5],
  26418. // required
  26419. propertyIndex: matches[6]
  26420. };
  26421. var lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
  26422. if (lastDot !== undefined && lastDot !== -1) {
  26423. var objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there
  26424. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26425. // 'bar' could be the objectName, or part of a nodeName (which can
  26426. // include '.' characters).
  26427. if (_supportedObjectNames.indexOf(objectName) !== -1) {
  26428. results.nodeName = results.nodeName.substring(0, lastDot);
  26429. results.objectName = objectName;
  26430. }
  26431. }
  26432. if (results.propertyName === null || results.propertyName.length === 0) {
  26433. throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
  26434. }
  26435. return results;
  26436. },
  26437. findNode: function findNode(root, nodeName) {
  26438. if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
  26439. return root;
  26440. } // search into skeleton bones.
  26441. if (root.skeleton) {
  26442. var bone = root.skeleton.getBoneByName(nodeName);
  26443. if (bone !== undefined) {
  26444. return bone;
  26445. }
  26446. } // search into node subtree.
  26447. if (root.children) {
  26448. var searchNodeSubtree = function searchNodeSubtree(children) {
  26449. for (var i = 0; i < children.length; i++) {
  26450. var childNode = children[i];
  26451. if (childNode.name === nodeName || childNode.uuid === nodeName) {
  26452. return childNode;
  26453. }
  26454. var result = searchNodeSubtree(childNode.children);
  26455. if (result) return result;
  26456. }
  26457. return null;
  26458. };
  26459. var subTreeNode = searchNodeSubtree(root.children);
  26460. if (subTreeNode) {
  26461. return subTreeNode;
  26462. }
  26463. }
  26464. return null;
  26465. }
  26466. });
  26467. Object.assign(PropertyBinding.prototype, {
  26468. // prototype, continued
  26469. // these are used to "bind" a nonexistent property
  26470. _getValue_unavailable: function _getValue_unavailable() {},
  26471. _setValue_unavailable: function _setValue_unavailable() {},
  26472. BindingType: {
  26473. Direct: 0,
  26474. EntireArray: 1,
  26475. ArrayElement: 2,
  26476. HasFromToArray: 3
  26477. },
  26478. Versioning: {
  26479. None: 0,
  26480. NeedsUpdate: 1,
  26481. MatrixWorldNeedsUpdate: 2
  26482. },
  26483. GetterByBindingType: [function getValue_direct(buffer, offset) {
  26484. buffer[offset] = this.node[this.propertyName];
  26485. }, function getValue_array(buffer, offset) {
  26486. var source = this.resolvedProperty;
  26487. for (var i = 0, n = source.length; i !== n; ++i) {
  26488. buffer[offset++] = source[i];
  26489. }
  26490. }, function getValue_arrayElement(buffer, offset) {
  26491. buffer[offset] = this.resolvedProperty[this.propertyIndex];
  26492. }, function getValue_toArray(buffer, offset) {
  26493. this.resolvedProperty.toArray(buffer, offset);
  26494. }],
  26495. SetterByBindingTypeAndVersioning: [[// Direct
  26496. function setValue_direct(buffer, offset) {
  26497. this.targetObject[this.propertyName] = buffer[offset];
  26498. }, function setValue_direct_setNeedsUpdate(buffer, offset) {
  26499. this.targetObject[this.propertyName] = buffer[offset];
  26500. this.targetObject.needsUpdate = true;
  26501. }, function setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
  26502. this.targetObject[this.propertyName] = buffer[offset];
  26503. this.targetObject.matrixWorldNeedsUpdate = true;
  26504. }], [// EntireArray
  26505. function setValue_array(buffer, offset) {
  26506. var dest = this.resolvedProperty;
  26507. for (var i = 0, n = dest.length; i !== n; ++i) {
  26508. dest[i] = buffer[offset++];
  26509. }
  26510. }, function setValue_array_setNeedsUpdate(buffer, offset) {
  26511. var dest = this.resolvedProperty;
  26512. for (var i = 0, n = dest.length; i !== n; ++i) {
  26513. dest[i] = buffer[offset++];
  26514. }
  26515. this.targetObject.needsUpdate = true;
  26516. }, function setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
  26517. var dest = this.resolvedProperty;
  26518. for (var i = 0, n = dest.length; i !== n; ++i) {
  26519. dest[i] = buffer[offset++];
  26520. }
  26521. this.targetObject.matrixWorldNeedsUpdate = true;
  26522. }], [// ArrayElement
  26523. function setValue_arrayElement(buffer, offset) {
  26524. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  26525. }, function setValue_arrayElement_setNeedsUpdate(buffer, offset) {
  26526. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  26527. this.targetObject.needsUpdate = true;
  26528. }, function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
  26529. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  26530. this.targetObject.matrixWorldNeedsUpdate = true;
  26531. }], [// HasToFromArray
  26532. function setValue_fromArray(buffer, offset) {
  26533. this.resolvedProperty.fromArray(buffer, offset);
  26534. }, function setValue_fromArray_setNeedsUpdate(buffer, offset) {
  26535. this.resolvedProperty.fromArray(buffer, offset);
  26536. this.targetObject.needsUpdate = true;
  26537. }, function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
  26538. this.resolvedProperty.fromArray(buffer, offset);
  26539. this.targetObject.matrixWorldNeedsUpdate = true;
  26540. }]],
  26541. getValue: function getValue_unbound(targetArray, offset) {
  26542. this.bind();
  26543. this.getValue(targetArray, offset); // Note: This class uses a State pattern on a per-method basis:
  26544. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26545. // prototype version of these methods with one that represents
  26546. // the bound state. When the property is not found, the methods
  26547. // become no-ops.
  26548. },
  26549. setValue: function getValue_unbound(sourceArray, offset) {
  26550. this.bind();
  26551. this.setValue(sourceArray, offset);
  26552. },
  26553. // create getter / setter pair for a property in the scene graph
  26554. bind: function bind() {
  26555. var targetObject = this.node;
  26556. var parsedPath = this.parsedPath;
  26557. var objectName = parsedPath.objectName;
  26558. var propertyName = parsedPath.propertyName;
  26559. var propertyIndex = parsedPath.propertyIndex;
  26560. if (!targetObject) {
  26561. targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;
  26562. this.node = targetObject;
  26563. } // set fail state so we can just 'return' on error
  26564. this.getValue = this._getValue_unavailable;
  26565. this.setValue = this._setValue_unavailable; // ensure there is a value node
  26566. if (!targetObject) {
  26567. console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
  26568. return;
  26569. }
  26570. if (objectName) {
  26571. var objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26572. switch (objectName) {
  26573. case 'materials':
  26574. if (!targetObject.material) {
  26575. console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
  26576. return;
  26577. }
  26578. if (!targetObject.material.materials) {
  26579. console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
  26580. return;
  26581. }
  26582. targetObject = targetObject.material.materials;
  26583. break;
  26584. case 'bones':
  26585. if (!targetObject.skeleton) {
  26586. console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
  26587. return;
  26588. } // potential future optimization: skip this if propertyIndex is already an integer
  26589. // and convert the integer string to a true integer.
  26590. targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.
  26591. for (var i = 0; i < targetObject.length; i++) {
  26592. if (targetObject[i].name === objectIndex) {
  26593. objectIndex = i;
  26594. break;
  26595. }
  26596. }
  26597. break;
  26598. default:
  26599. if (targetObject[objectName] === undefined) {
  26600. console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
  26601. return;
  26602. }
  26603. targetObject = targetObject[objectName];
  26604. }
  26605. if (objectIndex !== undefined) {
  26606. if (targetObject[objectIndex] === undefined) {
  26607. console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
  26608. return;
  26609. }
  26610. targetObject = targetObject[objectIndex];
  26611. }
  26612. } // resolve property
  26613. var nodeProperty = targetObject[propertyName];
  26614. if (nodeProperty === undefined) {
  26615. var nodeName = parsedPath.nodeName;
  26616. console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject);
  26617. return;
  26618. } // determine versioning scheme
  26619. var versioning = this.Versioning.None;
  26620. this.targetObject = targetObject;
  26621. if (targetObject.needsUpdate !== undefined) {
  26622. // material
  26623. versioning = this.Versioning.NeedsUpdate;
  26624. } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
  26625. // node transform
  26626. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26627. } // determine how the property gets bound
  26628. var bindingType = this.BindingType.Direct;
  26629. if (propertyIndex !== undefined) {
  26630. // access a sub element of the property array (only primitives are supported right now)
  26631. if (propertyName === 'morphTargetInfluences') {
  26632. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26633. // support resolving morphTarget names into indices.
  26634. if (!targetObject.geometry) {
  26635. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
  26636. return;
  26637. }
  26638. if (targetObject.geometry.isBufferGeometry) {
  26639. if (!targetObject.geometry.morphAttributes) {
  26640. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
  26641. return;
  26642. }
  26643. if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
  26644. propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
  26645. }
  26646. } else {
  26647. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
  26648. return;
  26649. }
  26650. }
  26651. bindingType = this.BindingType.ArrayElement;
  26652. this.resolvedProperty = nodeProperty;
  26653. this.propertyIndex = propertyIndex;
  26654. } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
  26655. // must use copy for Object3D.Euler/Quaternion
  26656. bindingType = this.BindingType.HasFromToArray;
  26657. this.resolvedProperty = nodeProperty;
  26658. } else if (Array.isArray(nodeProperty)) {
  26659. bindingType = this.BindingType.EntireArray;
  26660. this.resolvedProperty = nodeProperty;
  26661. } else {
  26662. this.propertyName = propertyName;
  26663. } // select getter / setter
  26664. this.getValue = this.GetterByBindingType[bindingType];
  26665. this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
  26666. },
  26667. unbind: function unbind() {
  26668. this.node = null; // back to the prototype version of getValue / setValue
  26669. // note: avoiding to mutate the shape of 'this' via 'delete'
  26670. this.getValue = this._getValue_unbound;
  26671. this.setValue = this._setValue_unbound;
  26672. }
  26673. }); // DECLARE ALIAS AFTER assign prototype
  26674. Object.assign(PropertyBinding.prototype, {
  26675. // initial state of these methods that calls 'bind'
  26676. _getValue_unbound: PropertyBinding.prototype.getValue,
  26677. _setValue_unbound: PropertyBinding.prototype.setValue
  26678. });
  26679. /**
  26680. *
  26681. * A group of objects that receives a shared animation state.
  26682. *
  26683. * Usage:
  26684. *
  26685. * - Add objects you would otherwise pass as 'root' to the
  26686. * constructor or the .clipAction method of AnimationMixer.
  26687. *
  26688. * - Instead pass this object as 'root'.
  26689. *
  26690. * - You can also add and remove objects later when the mixer
  26691. * is running.
  26692. *
  26693. * Note:
  26694. *
  26695. * Objects of this class appear as one object to the mixer,
  26696. * so cache control of the individual objects must be done
  26697. * on the group.
  26698. *
  26699. * Limitation:
  26700. *
  26701. * - The animated properties must be compatible among the
  26702. * all objects in the group.
  26703. *
  26704. * - A single property can either be controlled through a
  26705. * target group or directly, but not both.
  26706. */
  26707. function AnimationObjectGroup() {
  26708. this.uuid = MathUtils.generateUUID(); // cached objects followed by the active ones
  26709. this._objects = Array.prototype.slice.call(arguments);
  26710. this.nCachedObjects_ = 0; // threshold
  26711. // note: read by PropertyBinding.Composite
  26712. var indices = {};
  26713. this._indicesByUUID = indices; // for bookkeeping
  26714. for (var i = 0, n = arguments.length; i !== n; ++i) {
  26715. indices[arguments[i].uuid] = i;
  26716. }
  26717. this._paths = []; // inside: string
  26718. this._parsedPaths = []; // inside: { we don't care, here }
  26719. this._bindings = []; // inside: Array< PropertyBinding >
  26720. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26721. var scope = this;
  26722. this.stats = {
  26723. objects: {
  26724. get total() {
  26725. return scope._objects.length;
  26726. },
  26727. get inUse() {
  26728. return this.total - scope.nCachedObjects_;
  26729. }
  26730. },
  26731. get bindingsPerObject() {
  26732. return scope._bindings.length;
  26733. }
  26734. };
  26735. }
  26736. Object.assign(AnimationObjectGroup.prototype, {
  26737. isAnimationObjectGroup: true,
  26738. add: function add() {
  26739. var objects = this._objects,
  26740. indicesByUUID = this._indicesByUUID,
  26741. paths = this._paths,
  26742. parsedPaths = this._parsedPaths,
  26743. bindings = this._bindings,
  26744. nBindings = bindings.length;
  26745. var knownObject = undefined,
  26746. nObjects = objects.length,
  26747. nCachedObjects = this.nCachedObjects_;
  26748. for (var i = 0, n = arguments.length; i !== n; ++i) {
  26749. var object = arguments[i],
  26750. uuid = object.uuid;
  26751. var index = indicesByUUID[uuid];
  26752. if (index === undefined) {
  26753. // unknown object -> add it to the ACTIVE region
  26754. index = nObjects++;
  26755. indicesByUUID[uuid] = index;
  26756. objects.push(object); // accounting is done, now do the same for all bindings
  26757. for (var j = 0, m = nBindings; j !== m; ++j) {
  26758. bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
  26759. }
  26760. } else if (index < nCachedObjects) {
  26761. knownObject = objects[index]; // move existing object to the ACTIVE region
  26762. var firstActiveIndex = --nCachedObjects,
  26763. lastCachedObject = objects[firstActiveIndex];
  26764. indicesByUUID[lastCachedObject.uuid] = index;
  26765. objects[index] = lastCachedObject;
  26766. indicesByUUID[uuid] = firstActiveIndex;
  26767. objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings
  26768. for (var _j = 0, _m = nBindings; _j !== _m; ++_j) {
  26769. var bindingsForPath = bindings[_j],
  26770. lastCached = bindingsForPath[firstActiveIndex];
  26771. var binding = bindingsForPath[index];
  26772. bindingsForPath[index] = lastCached;
  26773. if (binding === undefined) {
  26774. // since we do not bother to create new bindings
  26775. // for objects that are cached, the binding may
  26776. // or may not exist
  26777. binding = new PropertyBinding(object, paths[_j], parsedPaths[_j]);
  26778. }
  26779. bindingsForPath[firstActiveIndex] = binding;
  26780. }
  26781. } else if (objects[index] !== knownObject) {
  26782. console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
  26783. } // else the object is already where we want it to be
  26784. } // for arguments
  26785. this.nCachedObjects_ = nCachedObjects;
  26786. },
  26787. remove: function remove() {
  26788. var objects = this._objects,
  26789. indicesByUUID = this._indicesByUUID,
  26790. bindings = this._bindings,
  26791. nBindings = bindings.length;
  26792. var nCachedObjects = this.nCachedObjects_;
  26793. for (var i = 0, n = arguments.length; i !== n; ++i) {
  26794. var object = arguments[i],
  26795. uuid = object.uuid,
  26796. index = indicesByUUID[uuid];
  26797. if (index !== undefined && index >= nCachedObjects) {
  26798. // move existing object into the CACHED region
  26799. var lastCachedIndex = nCachedObjects++,
  26800. firstActiveObject = objects[lastCachedIndex];
  26801. indicesByUUID[firstActiveObject.uuid] = index;
  26802. objects[index] = firstActiveObject;
  26803. indicesByUUID[uuid] = lastCachedIndex;
  26804. objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings
  26805. for (var j = 0, m = nBindings; j !== m; ++j) {
  26806. var bindingsForPath = bindings[j],
  26807. firstActive = bindingsForPath[lastCachedIndex],
  26808. binding = bindingsForPath[index];
  26809. bindingsForPath[index] = firstActive;
  26810. bindingsForPath[lastCachedIndex] = binding;
  26811. }
  26812. }
  26813. } // for arguments
  26814. this.nCachedObjects_ = nCachedObjects;
  26815. },
  26816. // remove & forget
  26817. uncache: function uncache() {
  26818. var objects = this._objects,
  26819. indicesByUUID = this._indicesByUUID,
  26820. bindings = this._bindings,
  26821. nBindings = bindings.length;
  26822. var nCachedObjects = this.nCachedObjects_,
  26823. nObjects = objects.length;
  26824. for (var i = 0, n = arguments.length; i !== n; ++i) {
  26825. var object = arguments[i],
  26826. uuid = object.uuid,
  26827. index = indicesByUUID[uuid];
  26828. if (index !== undefined) {
  26829. delete indicesByUUID[uuid];
  26830. if (index < nCachedObjects) {
  26831. // object is cached, shrink the CACHED region
  26832. var firstActiveIndex = --nCachedObjects,
  26833. lastCachedObject = objects[firstActiveIndex],
  26834. lastIndex = --nObjects,
  26835. lastObject = objects[lastIndex]; // last cached object takes this object's place
  26836. indicesByUUID[lastCachedObject.uuid] = index;
  26837. objects[index] = lastCachedObject; // last object goes to the activated slot and pop
  26838. indicesByUUID[lastObject.uuid] = firstActiveIndex;
  26839. objects[firstActiveIndex] = lastObject;
  26840. objects.pop(); // accounting is done, now do the same for all bindings
  26841. for (var j = 0, m = nBindings; j !== m; ++j) {
  26842. var bindingsForPath = bindings[j],
  26843. lastCached = bindingsForPath[firstActiveIndex],
  26844. last = bindingsForPath[lastIndex];
  26845. bindingsForPath[index] = lastCached;
  26846. bindingsForPath[firstActiveIndex] = last;
  26847. bindingsForPath.pop();
  26848. }
  26849. } else {
  26850. // object is active, just swap with the last and pop
  26851. var _lastIndex = --nObjects,
  26852. _lastObject = objects[_lastIndex];
  26853. if (_lastIndex > 0) {
  26854. indicesByUUID[_lastObject.uuid] = index;
  26855. }
  26856. objects[index] = _lastObject;
  26857. objects.pop(); // accounting is done, now do the same for all bindings
  26858. for (var _j2 = 0, _m2 = nBindings; _j2 !== _m2; ++_j2) {
  26859. var _bindingsForPath = bindings[_j2];
  26860. _bindingsForPath[index] = _bindingsForPath[_lastIndex];
  26861. _bindingsForPath.pop();
  26862. }
  26863. } // cached or active
  26864. } // if object is known
  26865. } // for arguments
  26866. this.nCachedObjects_ = nCachedObjects;
  26867. },
  26868. // Internal interface used by befriended PropertyBinding.Composite:
  26869. subscribe_: function subscribe_(path, parsedPath) {
  26870. // returns an array of bindings for the given path that is changed
  26871. // according to the contained objects in the group
  26872. var indicesByPath = this._bindingsIndicesByPath;
  26873. var index = indicesByPath[path];
  26874. var bindings = this._bindings;
  26875. if (index !== undefined) return bindings[index];
  26876. var paths = this._paths,
  26877. parsedPaths = this._parsedPaths,
  26878. objects = this._objects,
  26879. nObjects = objects.length,
  26880. nCachedObjects = this.nCachedObjects_,
  26881. bindingsForPath = new Array(nObjects);
  26882. index = bindings.length;
  26883. indicesByPath[path] = index;
  26884. paths.push(path);
  26885. parsedPaths.push(parsedPath);
  26886. bindings.push(bindingsForPath);
  26887. for (var i = nCachedObjects, n = objects.length; i !== n; ++i) {
  26888. var object = objects[i];
  26889. bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
  26890. }
  26891. return bindingsForPath;
  26892. },
  26893. unsubscribe_: function unsubscribe_(path) {
  26894. // tells the group to forget about a property path and no longer
  26895. // update the array previously obtained with 'subscribe_'
  26896. var indicesByPath = this._bindingsIndicesByPath,
  26897. index = indicesByPath[path];
  26898. if (index !== undefined) {
  26899. var paths = this._paths,
  26900. parsedPaths = this._parsedPaths,
  26901. bindings = this._bindings,
  26902. lastBindingsIndex = bindings.length - 1,
  26903. lastBindings = bindings[lastBindingsIndex],
  26904. lastBindingsPath = path[lastBindingsIndex];
  26905. indicesByPath[lastBindingsPath] = index;
  26906. bindings[index] = lastBindings;
  26907. bindings.pop();
  26908. parsedPaths[index] = parsedPaths[lastBindingsIndex];
  26909. parsedPaths.pop();
  26910. paths[index] = paths[lastBindingsIndex];
  26911. paths.pop();
  26912. }
  26913. }
  26914. });
  26915. var AnimationAction = /*#__PURE__*/function () {
  26916. function AnimationAction(mixer, clip, localRoot, blendMode) {
  26917. if (localRoot === void 0) {
  26918. localRoot = null;
  26919. }
  26920. if (blendMode === void 0) {
  26921. blendMode = clip.blendMode;
  26922. }
  26923. this._mixer = mixer;
  26924. this._clip = clip;
  26925. this._localRoot = localRoot;
  26926. this.blendMode = blendMode;
  26927. var tracks = clip.tracks,
  26928. nTracks = tracks.length,
  26929. interpolants = new Array(nTracks);
  26930. var interpolantSettings = {
  26931. endingStart: ZeroCurvatureEnding,
  26932. endingEnd: ZeroCurvatureEnding
  26933. };
  26934. for (var i = 0; i !== nTracks; ++i) {
  26935. var interpolant = tracks[i].createInterpolant(null);
  26936. interpolants[i] = interpolant;
  26937. interpolant.settings = interpolantSettings;
  26938. }
  26939. this._interpolantSettings = interpolantSettings;
  26940. this._interpolants = interpolants; // bound by the mixer
  26941. // inside: PropertyMixer (managed by the mixer)
  26942. this._propertyBindings = new Array(nTracks);
  26943. this._cacheIndex = null; // for the memory manager
  26944. this._byClipCacheIndex = null; // for the memory manager
  26945. this._timeScaleInterpolant = null;
  26946. this._weightInterpolant = null;
  26947. this.loop = LoopRepeat;
  26948. this._loopCount = -1; // global mixer time when the action is to be started
  26949. // it's set back to 'null' upon start of the action
  26950. this._startTime = null; // scaled local time of the action
  26951. // gets clamped or wrapped to 0..clip.duration according to loop
  26952. this.time = 0;
  26953. this.timeScale = 1;
  26954. this._effectiveTimeScale = 1;
  26955. this.weight = 1;
  26956. this._effectiveWeight = 1;
  26957. this.repetitions = Infinity; // no. of repetitions when looping
  26958. this.paused = false; // true -> zero effective time scale
  26959. this.enabled = true; // false -> zero effective weight
  26960. this.clampWhenFinished = false; // keep feeding the last frame?
  26961. this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
  26962. this.zeroSlopeAtEnd = true; // clips for start, loop and end
  26963. } // State & Scheduling
  26964. var _proto = AnimationAction.prototype;
  26965. _proto.play = function play() {
  26966. this._mixer._activateAction(this);
  26967. return this;
  26968. };
  26969. _proto.stop = function stop() {
  26970. this._mixer._deactivateAction(this);
  26971. return this.reset();
  26972. };
  26973. _proto.reset = function reset() {
  26974. this.paused = false;
  26975. this.enabled = true;
  26976. this.time = 0; // restart clip
  26977. this._loopCount = -1; // forget previous loops
  26978. this._startTime = null; // forget scheduling
  26979. return this.stopFading().stopWarping();
  26980. };
  26981. _proto.isRunning = function isRunning() {
  26982. return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
  26983. } // return true when play has been called
  26984. ;
  26985. _proto.isScheduled = function isScheduled() {
  26986. return this._mixer._isActiveAction(this);
  26987. };
  26988. _proto.startAt = function startAt(time) {
  26989. this._startTime = time;
  26990. return this;
  26991. };
  26992. _proto.setLoop = function setLoop(mode, repetitions) {
  26993. this.loop = mode;
  26994. this.repetitions = repetitions;
  26995. return this;
  26996. } // Weight
  26997. // set the weight stopping any scheduled fading
  26998. // although .enabled = false yields an effective weight of zero, this
  26999. // method does *not* change .enabled, because it would be confusing
  27000. ;
  27001. _proto.setEffectiveWeight = function setEffectiveWeight(weight) {
  27002. this.weight = weight; // note: same logic as when updated at runtime
  27003. this._effectiveWeight = this.enabled ? weight : 0;
  27004. return this.stopFading();
  27005. } // return the weight considering fading and .enabled
  27006. ;
  27007. _proto.getEffectiveWeight = function getEffectiveWeight() {
  27008. return this._effectiveWeight;
  27009. };
  27010. _proto.fadeIn = function fadeIn(duration) {
  27011. return this._scheduleFading(duration, 0, 1);
  27012. };
  27013. _proto.fadeOut = function fadeOut(duration) {
  27014. return this._scheduleFading(duration, 1, 0);
  27015. };
  27016. _proto.crossFadeFrom = function crossFadeFrom(fadeOutAction, duration, warp) {
  27017. fadeOutAction.fadeOut(duration);
  27018. this.fadeIn(duration);
  27019. if (warp) {
  27020. var fadeInDuration = this._clip.duration,
  27021. fadeOutDuration = fadeOutAction._clip.duration,
  27022. startEndRatio = fadeOutDuration / fadeInDuration,
  27023. endStartRatio = fadeInDuration / fadeOutDuration;
  27024. fadeOutAction.warp(1.0, startEndRatio, duration);
  27025. this.warp(endStartRatio, 1.0, duration);
  27026. }
  27027. return this;
  27028. };
  27029. _proto.crossFadeTo = function crossFadeTo(fadeInAction, duration, warp) {
  27030. return fadeInAction.crossFadeFrom(this, duration, warp);
  27031. };
  27032. _proto.stopFading = function stopFading() {
  27033. var weightInterpolant = this._weightInterpolant;
  27034. if (weightInterpolant !== null) {
  27035. this._weightInterpolant = null;
  27036. this._mixer._takeBackControlInterpolant(weightInterpolant);
  27037. }
  27038. return this;
  27039. } // Time Scale Control
  27040. // set the time scale stopping any scheduled warping
  27041. // although .paused = true yields an effective time scale of zero, this
  27042. // method does *not* change .paused, because it would be confusing
  27043. ;
  27044. _proto.setEffectiveTimeScale = function setEffectiveTimeScale(timeScale) {
  27045. this.timeScale = timeScale;
  27046. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27047. return this.stopWarping();
  27048. } // return the time scale considering warping and .paused
  27049. ;
  27050. _proto.getEffectiveTimeScale = function getEffectiveTimeScale() {
  27051. return this._effectiveTimeScale;
  27052. };
  27053. _proto.setDuration = function setDuration(duration) {
  27054. this.timeScale = this._clip.duration / duration;
  27055. return this.stopWarping();
  27056. };
  27057. _proto.syncWith = function syncWith(action) {
  27058. this.time = action.time;
  27059. this.timeScale = action.timeScale;
  27060. return this.stopWarping();
  27061. };
  27062. _proto.halt = function halt(duration) {
  27063. return this.warp(this._effectiveTimeScale, 0, duration);
  27064. };
  27065. _proto.warp = function warp(startTimeScale, endTimeScale, duration) {
  27066. var mixer = this._mixer,
  27067. now = mixer.time,
  27068. timeScale = this.timeScale;
  27069. var interpolant = this._timeScaleInterpolant;
  27070. if (interpolant === null) {
  27071. interpolant = mixer._lendControlInterpolant();
  27072. this._timeScaleInterpolant = interpolant;
  27073. }
  27074. var times = interpolant.parameterPositions,
  27075. values = interpolant.sampleValues;
  27076. times[0] = now;
  27077. times[1] = now + duration;
  27078. values[0] = startTimeScale / timeScale;
  27079. values[1] = endTimeScale / timeScale;
  27080. return this;
  27081. };
  27082. _proto.stopWarping = function stopWarping() {
  27083. var timeScaleInterpolant = this._timeScaleInterpolant;
  27084. if (timeScaleInterpolant !== null) {
  27085. this._timeScaleInterpolant = null;
  27086. this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
  27087. }
  27088. return this;
  27089. } // Object Accessors
  27090. ;
  27091. _proto.getMixer = function getMixer() {
  27092. return this._mixer;
  27093. };
  27094. _proto.getClip = function getClip() {
  27095. return this._clip;
  27096. };
  27097. _proto.getRoot = function getRoot() {
  27098. return this._localRoot || this._mixer._root;
  27099. } // Interna
  27100. ;
  27101. _proto._update = function _update(time, deltaTime, timeDirection, accuIndex) {
  27102. // called by the mixer
  27103. if (!this.enabled) {
  27104. // call ._updateWeight() to update ._effectiveWeight
  27105. this._updateWeight(time);
  27106. return;
  27107. }
  27108. var startTime = this._startTime;
  27109. if (startTime !== null) {
  27110. // check for scheduled start of action
  27111. var timeRunning = (time - startTime) * timeDirection;
  27112. if (timeRunning < 0 || timeDirection === 0) {
  27113. return; // yet to come / don't decide when delta = 0
  27114. } // start
  27115. this._startTime = null; // unschedule
  27116. deltaTime = timeDirection * timeRunning;
  27117. } // apply time scale and advance time
  27118. deltaTime *= this._updateTimeScale(time);
  27119. var clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
  27120. // an effective weight of 0
  27121. var weight = this._updateWeight(time);
  27122. if (weight > 0) {
  27123. var _interpolants = this._interpolants;
  27124. var propertyMixers = this._propertyBindings;
  27125. switch (this.blendMode) {
  27126. case AdditiveAnimationBlendMode:
  27127. for (var j = 0, m = _interpolants.length; j !== m; ++j) {
  27128. _interpolants[j].evaluate(clipTime);
  27129. propertyMixers[j].accumulateAdditive(weight);
  27130. }
  27131. break;
  27132. case NormalAnimationBlendMode:
  27133. default:
  27134. for (var _j = 0, _m = _interpolants.length; _j !== _m; ++_j) {
  27135. _interpolants[_j].evaluate(clipTime);
  27136. propertyMixers[_j].accumulate(accuIndex, weight);
  27137. }
  27138. }
  27139. }
  27140. };
  27141. _proto._updateWeight = function _updateWeight(time) {
  27142. var weight = 0;
  27143. if (this.enabled) {
  27144. weight = this.weight;
  27145. var interpolant = this._weightInterpolant;
  27146. if (interpolant !== null) {
  27147. var interpolantValue = interpolant.evaluate(time)[0];
  27148. weight *= interpolantValue;
  27149. if (time > interpolant.parameterPositions[1]) {
  27150. this.stopFading();
  27151. if (interpolantValue === 0) {
  27152. // faded out, disable
  27153. this.enabled = false;
  27154. }
  27155. }
  27156. }
  27157. }
  27158. this._effectiveWeight = weight;
  27159. return weight;
  27160. };
  27161. _proto._updateTimeScale = function _updateTimeScale(time) {
  27162. var timeScale = 0;
  27163. if (!this.paused) {
  27164. timeScale = this.timeScale;
  27165. var interpolant = this._timeScaleInterpolant;
  27166. if (interpolant !== null) {
  27167. var interpolantValue = interpolant.evaluate(time)[0];
  27168. timeScale *= interpolantValue;
  27169. if (time > interpolant.parameterPositions[1]) {
  27170. this.stopWarping();
  27171. if (timeScale === 0) {
  27172. // motion has halted, pause
  27173. this.paused = true;
  27174. } else {
  27175. // warp done - apply final time scale
  27176. this.timeScale = timeScale;
  27177. }
  27178. }
  27179. }
  27180. }
  27181. this._effectiveTimeScale = timeScale;
  27182. return timeScale;
  27183. };
  27184. _proto._updateTime = function _updateTime(deltaTime) {
  27185. var duration = this._clip.duration;
  27186. var loop = this.loop;
  27187. var time = this.time + deltaTime;
  27188. var loopCount = this._loopCount;
  27189. var pingPong = loop === LoopPingPong;
  27190. if (deltaTime === 0) {
  27191. if (loopCount === -1) return time;
  27192. return pingPong && (loopCount & 1) === 1 ? duration - time : time;
  27193. }
  27194. if (loop === LoopOnce) {
  27195. if (loopCount === -1) {
  27196. // just started
  27197. this._loopCount = 0;
  27198. this._setEndings(true, true, false);
  27199. }
  27200. handle_stop: {
  27201. if (time >= duration) {
  27202. time = duration;
  27203. } else if (time < 0) {
  27204. time = 0;
  27205. } else {
  27206. this.time = time;
  27207. break handle_stop;
  27208. }
  27209. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  27210. this.time = time;
  27211. this._mixer.dispatchEvent({
  27212. type: 'finished',
  27213. action: this,
  27214. direction: deltaTime < 0 ? -1 : 1
  27215. });
  27216. }
  27217. } else {
  27218. // repetitive Repeat or PingPong
  27219. if (loopCount === -1) {
  27220. // just started
  27221. if (deltaTime >= 0) {
  27222. loopCount = 0;
  27223. this._setEndings(true, this.repetitions === 0, pingPong);
  27224. } else {
  27225. // when looping in reverse direction, the initial
  27226. // transition through zero counts as a repetition,
  27227. // so leave loopCount at -1
  27228. this._setEndings(this.repetitions === 0, true, pingPong);
  27229. }
  27230. }
  27231. if (time >= duration || time < 0) {
  27232. // wrap around
  27233. var loopDelta = Math.floor(time / duration); // signed
  27234. time -= duration * loopDelta;
  27235. loopCount += Math.abs(loopDelta);
  27236. var pending = this.repetitions - loopCount;
  27237. if (pending <= 0) {
  27238. // have to stop (switch state, clamp time, fire event)
  27239. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  27240. time = deltaTime > 0 ? duration : 0;
  27241. this.time = time;
  27242. this._mixer.dispatchEvent({
  27243. type: 'finished',
  27244. action: this,
  27245. direction: deltaTime > 0 ? 1 : -1
  27246. });
  27247. } else {
  27248. // keep running
  27249. if (pending === 1) {
  27250. // entering the last round
  27251. var atStart = deltaTime < 0;
  27252. this._setEndings(atStart, !atStart, pingPong);
  27253. } else {
  27254. this._setEndings(false, false, pingPong);
  27255. }
  27256. this._loopCount = loopCount;
  27257. this.time = time;
  27258. this._mixer.dispatchEvent({
  27259. type: 'loop',
  27260. action: this,
  27261. loopDelta: loopDelta
  27262. });
  27263. }
  27264. } else {
  27265. this.time = time;
  27266. }
  27267. if (pingPong && (loopCount & 1) === 1) {
  27268. // invert time for the "pong round"
  27269. return duration - time;
  27270. }
  27271. }
  27272. return time;
  27273. };
  27274. _proto._setEndings = function _setEndings(atStart, atEnd, pingPong) {
  27275. var settings = this._interpolantSettings;
  27276. if (pingPong) {
  27277. settings.endingStart = ZeroSlopeEnding;
  27278. settings.endingEnd = ZeroSlopeEnding;
  27279. } else {
  27280. // assuming for LoopOnce atStart == atEnd == true
  27281. if (atStart) {
  27282. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27283. } else {
  27284. settings.endingStart = WrapAroundEnding;
  27285. }
  27286. if (atEnd) {
  27287. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27288. } else {
  27289. settings.endingEnd = WrapAroundEnding;
  27290. }
  27291. }
  27292. };
  27293. _proto._scheduleFading = function _scheduleFading(duration, weightNow, weightThen) {
  27294. var mixer = this._mixer,
  27295. now = mixer.time;
  27296. var interpolant = this._weightInterpolant;
  27297. if (interpolant === null) {
  27298. interpolant = mixer._lendControlInterpolant();
  27299. this._weightInterpolant = interpolant;
  27300. }
  27301. var times = interpolant.parameterPositions,
  27302. values = interpolant.sampleValues;
  27303. times[0] = now;
  27304. values[0] = weightNow;
  27305. times[1] = now + duration;
  27306. values[1] = weightThen;
  27307. return this;
  27308. };
  27309. return AnimationAction;
  27310. }();
  27311. function AnimationMixer(root) {
  27312. this._root = root;
  27313. this._initMemoryManager();
  27314. this._accuIndex = 0;
  27315. this.time = 0;
  27316. this.timeScale = 1.0;
  27317. }
  27318. AnimationMixer.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
  27319. constructor: AnimationMixer,
  27320. _bindAction: function _bindAction(action, prototypeAction) {
  27321. var root = action._localRoot || this._root,
  27322. tracks = action._clip.tracks,
  27323. nTracks = tracks.length,
  27324. bindings = action._propertyBindings,
  27325. interpolants = action._interpolants,
  27326. rootUuid = root.uuid,
  27327. bindingsByRoot = this._bindingsByRootAndName;
  27328. var bindingsByName = bindingsByRoot[rootUuid];
  27329. if (bindingsByName === undefined) {
  27330. bindingsByName = {};
  27331. bindingsByRoot[rootUuid] = bindingsByName;
  27332. }
  27333. for (var i = 0; i !== nTracks; ++i) {
  27334. var track = tracks[i],
  27335. trackName = track.name;
  27336. var binding = bindingsByName[trackName];
  27337. if (binding !== undefined) {
  27338. bindings[i] = binding;
  27339. } else {
  27340. binding = bindings[i];
  27341. if (binding !== undefined) {
  27342. // existing binding, make sure the cache knows
  27343. if (binding._cacheIndex === null) {
  27344. ++binding.referenceCount;
  27345. this._addInactiveBinding(binding, rootUuid, trackName);
  27346. }
  27347. continue;
  27348. }
  27349. var path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
  27350. binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());
  27351. ++binding.referenceCount;
  27352. this._addInactiveBinding(binding, rootUuid, trackName);
  27353. bindings[i] = binding;
  27354. }
  27355. interpolants[i].resultBuffer = binding.buffer;
  27356. }
  27357. },
  27358. _activateAction: function _activateAction(action) {
  27359. if (!this._isActiveAction(action)) {
  27360. if (action._cacheIndex === null) {
  27361. // this action has been forgotten by the cache, but the user
  27362. // appears to be still using it -> rebind
  27363. var rootUuid = (action._localRoot || this._root).uuid,
  27364. clipUuid = action._clip.uuid,
  27365. actionsForClip = this._actionsByClip[clipUuid];
  27366. this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
  27367. this._addInactiveAction(action, clipUuid, rootUuid);
  27368. }
  27369. var bindings = action._propertyBindings; // increment reference counts / sort out state
  27370. for (var i = 0, n = bindings.length; i !== n; ++i) {
  27371. var binding = bindings[i];
  27372. if (binding.useCount++ === 0) {
  27373. this._lendBinding(binding);
  27374. binding.saveOriginalState();
  27375. }
  27376. }
  27377. this._lendAction(action);
  27378. }
  27379. },
  27380. _deactivateAction: function _deactivateAction(action) {
  27381. if (this._isActiveAction(action)) {
  27382. var bindings = action._propertyBindings; // decrement reference counts / sort out state
  27383. for (var i = 0, n = bindings.length; i !== n; ++i) {
  27384. var binding = bindings[i];
  27385. if (--binding.useCount === 0) {
  27386. binding.restoreOriginalState();
  27387. this._takeBackBinding(binding);
  27388. }
  27389. }
  27390. this._takeBackAction(action);
  27391. }
  27392. },
  27393. // Memory manager
  27394. _initMemoryManager: function _initMemoryManager() {
  27395. this._actions = []; // 'nActiveActions' followed by inactive ones
  27396. this._nActiveActions = 0;
  27397. this._actionsByClip = {}; // inside:
  27398. // {
  27399. // knownActions: Array< AnimationAction > - used as prototypes
  27400. // actionByRoot: AnimationAction - lookup
  27401. // }
  27402. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27403. this._nActiveBindings = 0;
  27404. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27405. this._controlInterpolants = []; // same game as above
  27406. this._nActiveControlInterpolants = 0;
  27407. var scope = this;
  27408. this.stats = {
  27409. actions: {
  27410. get total() {
  27411. return scope._actions.length;
  27412. },
  27413. get inUse() {
  27414. return scope._nActiveActions;
  27415. }
  27416. },
  27417. bindings: {
  27418. get total() {
  27419. return scope._bindings.length;
  27420. },
  27421. get inUse() {
  27422. return scope._nActiveBindings;
  27423. }
  27424. },
  27425. controlInterpolants: {
  27426. get total() {
  27427. return scope._controlInterpolants.length;
  27428. },
  27429. get inUse() {
  27430. return scope._nActiveControlInterpolants;
  27431. }
  27432. }
  27433. };
  27434. },
  27435. // Memory management for AnimationAction objects
  27436. _isActiveAction: function _isActiveAction(action) {
  27437. var index = action._cacheIndex;
  27438. return index !== null && index < this._nActiveActions;
  27439. },
  27440. _addInactiveAction: function _addInactiveAction(action, clipUuid, rootUuid) {
  27441. var actions = this._actions,
  27442. actionsByClip = this._actionsByClip;
  27443. var actionsForClip = actionsByClip[clipUuid];
  27444. if (actionsForClip === undefined) {
  27445. actionsForClip = {
  27446. knownActions: [action],
  27447. actionByRoot: {}
  27448. };
  27449. action._byClipCacheIndex = 0;
  27450. actionsByClip[clipUuid] = actionsForClip;
  27451. } else {
  27452. var knownActions = actionsForClip.knownActions;
  27453. action._byClipCacheIndex = knownActions.length;
  27454. knownActions.push(action);
  27455. }
  27456. action._cacheIndex = actions.length;
  27457. actions.push(action);
  27458. actionsForClip.actionByRoot[rootUuid] = action;
  27459. },
  27460. _removeInactiveAction: function _removeInactiveAction(action) {
  27461. var actions = this._actions,
  27462. lastInactiveAction = actions[actions.length - 1],
  27463. cacheIndex = action._cacheIndex;
  27464. lastInactiveAction._cacheIndex = cacheIndex;
  27465. actions[cacheIndex] = lastInactiveAction;
  27466. actions.pop();
  27467. action._cacheIndex = null;
  27468. var clipUuid = action._clip.uuid,
  27469. actionsByClip = this._actionsByClip,
  27470. actionsForClip = actionsByClip[clipUuid],
  27471. knownActionsForClip = actionsForClip.knownActions,
  27472. lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],
  27473. byClipCacheIndex = action._byClipCacheIndex;
  27474. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27475. knownActionsForClip[byClipCacheIndex] = lastKnownAction;
  27476. knownActionsForClip.pop();
  27477. action._byClipCacheIndex = null;
  27478. var actionByRoot = actionsForClip.actionByRoot,
  27479. rootUuid = (action._localRoot || this._root).uuid;
  27480. delete actionByRoot[rootUuid];
  27481. if (knownActionsForClip.length === 0) {
  27482. delete actionsByClip[clipUuid];
  27483. }
  27484. this._removeInactiveBindingsForAction(action);
  27485. },
  27486. _removeInactiveBindingsForAction: function _removeInactiveBindingsForAction(action) {
  27487. var bindings = action._propertyBindings;
  27488. for (var i = 0, n = bindings.length; i !== n; ++i) {
  27489. var binding = bindings[i];
  27490. if (--binding.referenceCount === 0) {
  27491. this._removeInactiveBinding(binding);
  27492. }
  27493. }
  27494. },
  27495. _lendAction: function _lendAction(action) {
  27496. // [ active actions | inactive actions ]
  27497. // [ active actions >| inactive actions ]
  27498. // s a
  27499. // <-swap->
  27500. // a s
  27501. var actions = this._actions,
  27502. prevIndex = action._cacheIndex,
  27503. lastActiveIndex = this._nActiveActions++,
  27504. firstInactiveAction = actions[lastActiveIndex];
  27505. action._cacheIndex = lastActiveIndex;
  27506. actions[lastActiveIndex] = action;
  27507. firstInactiveAction._cacheIndex = prevIndex;
  27508. actions[prevIndex] = firstInactiveAction;
  27509. },
  27510. _takeBackAction: function _takeBackAction(action) {
  27511. // [ active actions | inactive actions ]
  27512. // [ active actions |< inactive actions ]
  27513. // a s
  27514. // <-swap->
  27515. // s a
  27516. var actions = this._actions,
  27517. prevIndex = action._cacheIndex,
  27518. firstInactiveIndex = --this._nActiveActions,
  27519. lastActiveAction = actions[firstInactiveIndex];
  27520. action._cacheIndex = firstInactiveIndex;
  27521. actions[firstInactiveIndex] = action;
  27522. lastActiveAction._cacheIndex = prevIndex;
  27523. actions[prevIndex] = lastActiveAction;
  27524. },
  27525. // Memory management for PropertyMixer objects
  27526. _addInactiveBinding: function _addInactiveBinding(binding, rootUuid, trackName) {
  27527. var bindingsByRoot = this._bindingsByRootAndName,
  27528. bindings = this._bindings;
  27529. var bindingByName = bindingsByRoot[rootUuid];
  27530. if (bindingByName === undefined) {
  27531. bindingByName = {};
  27532. bindingsByRoot[rootUuid] = bindingByName;
  27533. }
  27534. bindingByName[trackName] = binding;
  27535. binding._cacheIndex = bindings.length;
  27536. bindings.push(binding);
  27537. },
  27538. _removeInactiveBinding: function _removeInactiveBinding(binding) {
  27539. var bindings = this._bindings,
  27540. propBinding = binding.binding,
  27541. rootUuid = propBinding.rootNode.uuid,
  27542. trackName = propBinding.path,
  27543. bindingsByRoot = this._bindingsByRootAndName,
  27544. bindingByName = bindingsByRoot[rootUuid],
  27545. lastInactiveBinding = bindings[bindings.length - 1],
  27546. cacheIndex = binding._cacheIndex;
  27547. lastInactiveBinding._cacheIndex = cacheIndex;
  27548. bindings[cacheIndex] = lastInactiveBinding;
  27549. bindings.pop();
  27550. delete bindingByName[trackName];
  27551. if (Object.keys(bindingByName).length === 0) {
  27552. delete bindingsByRoot[rootUuid];
  27553. }
  27554. },
  27555. _lendBinding: function _lendBinding(binding) {
  27556. var bindings = this._bindings,
  27557. prevIndex = binding._cacheIndex,
  27558. lastActiveIndex = this._nActiveBindings++,
  27559. firstInactiveBinding = bindings[lastActiveIndex];
  27560. binding._cacheIndex = lastActiveIndex;
  27561. bindings[lastActiveIndex] = binding;
  27562. firstInactiveBinding._cacheIndex = prevIndex;
  27563. bindings[prevIndex] = firstInactiveBinding;
  27564. },
  27565. _takeBackBinding: function _takeBackBinding(binding) {
  27566. var bindings = this._bindings,
  27567. prevIndex = binding._cacheIndex,
  27568. firstInactiveIndex = --this._nActiveBindings,
  27569. lastActiveBinding = bindings[firstInactiveIndex];
  27570. binding._cacheIndex = firstInactiveIndex;
  27571. bindings[firstInactiveIndex] = binding;
  27572. lastActiveBinding._cacheIndex = prevIndex;
  27573. bindings[prevIndex] = lastActiveBinding;
  27574. },
  27575. // Memory management of Interpolants for weight and time scale
  27576. _lendControlInterpolant: function _lendControlInterpolant() {
  27577. var interpolants = this._controlInterpolants,
  27578. lastActiveIndex = this._nActiveControlInterpolants++;
  27579. var interpolant = interpolants[lastActiveIndex];
  27580. if (interpolant === undefined) {
  27581. interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
  27582. interpolant.__cacheIndex = lastActiveIndex;
  27583. interpolants[lastActiveIndex] = interpolant;
  27584. }
  27585. return interpolant;
  27586. },
  27587. _takeBackControlInterpolant: function _takeBackControlInterpolant(interpolant) {
  27588. var interpolants = this._controlInterpolants,
  27589. prevIndex = interpolant.__cacheIndex,
  27590. firstInactiveIndex = --this._nActiveControlInterpolants,
  27591. lastActiveInterpolant = interpolants[firstInactiveIndex];
  27592. interpolant.__cacheIndex = firstInactiveIndex;
  27593. interpolants[firstInactiveIndex] = interpolant;
  27594. lastActiveInterpolant.__cacheIndex = prevIndex;
  27595. interpolants[prevIndex] = lastActiveInterpolant;
  27596. },
  27597. _controlInterpolantsResultBuffer: new Float32Array(1),
  27598. // return an action for a clip optionally using a custom root target
  27599. // object (this method allocates a lot of dynamic memory in case a
  27600. // previously unknown clip/root combination is specified)
  27601. clipAction: function clipAction(clip, optionalRoot, blendMode) {
  27602. var root = optionalRoot || this._root,
  27603. rootUuid = root.uuid;
  27604. var clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
  27605. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27606. var actionsForClip = this._actionsByClip[clipUuid];
  27607. var prototypeAction = null;
  27608. if (blendMode === undefined) {
  27609. if (clipObject !== null) {
  27610. blendMode = clipObject.blendMode;
  27611. } else {
  27612. blendMode = NormalAnimationBlendMode;
  27613. }
  27614. }
  27615. if (actionsForClip !== undefined) {
  27616. var existingAction = actionsForClip.actionByRoot[rootUuid];
  27617. if (existingAction !== undefined && existingAction.blendMode === blendMode) {
  27618. return existingAction;
  27619. } // we know the clip, so we don't have to parse all
  27620. // the bindings again but can just copy
  27621. prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action
  27622. if (clipObject === null) clipObject = prototypeAction._clip;
  27623. } // clip must be known when specified via string
  27624. if (clipObject === null) return null; // allocate all resources required to run it
  27625. var newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
  27626. this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
  27627. this._addInactiveAction(newAction, clipUuid, rootUuid);
  27628. return newAction;
  27629. },
  27630. // get an existing action
  27631. existingAction: function existingAction(clip, optionalRoot) {
  27632. var root = optionalRoot || this._root,
  27633. rootUuid = root.uuid,
  27634. clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,
  27635. clipUuid = clipObject ? clipObject.uuid : clip,
  27636. actionsForClip = this._actionsByClip[clipUuid];
  27637. if (actionsForClip !== undefined) {
  27638. return actionsForClip.actionByRoot[rootUuid] || null;
  27639. }
  27640. return null;
  27641. },
  27642. // deactivates all previously scheduled actions
  27643. stopAllAction: function stopAllAction() {
  27644. var actions = this._actions,
  27645. nActions = this._nActiveActions;
  27646. for (var i = nActions - 1; i >= 0; --i) {
  27647. actions[i].stop();
  27648. }
  27649. return this;
  27650. },
  27651. // advance the time and update apply the animation
  27652. update: function update(deltaTime) {
  27653. deltaTime *= this.timeScale;
  27654. var actions = this._actions,
  27655. nActions = this._nActiveActions,
  27656. time = this.time += deltaTime,
  27657. timeDirection = Math.sign(deltaTime),
  27658. accuIndex = this._accuIndex ^= 1; // run active actions
  27659. for (var i = 0; i !== nActions; ++i) {
  27660. var action = actions[i];
  27661. action._update(time, deltaTime, timeDirection, accuIndex);
  27662. } // update scene graph
  27663. var bindings = this._bindings,
  27664. nBindings = this._nActiveBindings;
  27665. for (var _i = 0; _i !== nBindings; ++_i) {
  27666. bindings[_i].apply(accuIndex);
  27667. }
  27668. return this;
  27669. },
  27670. // Allows you to seek to a specific time in an animation.
  27671. setTime: function setTime(timeInSeconds) {
  27672. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27673. for (var i = 0; i < this._actions.length; i++) {
  27674. this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27675. }
  27676. return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
  27677. },
  27678. // return this mixer's root target object
  27679. getRoot: function getRoot() {
  27680. return this._root;
  27681. },
  27682. // free all resources specific to a particular clip
  27683. uncacheClip: function uncacheClip(clip) {
  27684. var actions = this._actions,
  27685. clipUuid = clip.uuid,
  27686. actionsByClip = this._actionsByClip,
  27687. actionsForClip = actionsByClip[clipUuid];
  27688. if (actionsForClip !== undefined) {
  27689. // note: just calling _removeInactiveAction would mess up the
  27690. // iteration state and also require updating the state we can
  27691. // just throw away
  27692. var actionsToRemove = actionsForClip.knownActions;
  27693. for (var i = 0, n = actionsToRemove.length; i !== n; ++i) {
  27694. var action = actionsToRemove[i];
  27695. this._deactivateAction(action);
  27696. var cacheIndex = action._cacheIndex,
  27697. lastInactiveAction = actions[actions.length - 1];
  27698. action._cacheIndex = null;
  27699. action._byClipCacheIndex = null;
  27700. lastInactiveAction._cacheIndex = cacheIndex;
  27701. actions[cacheIndex] = lastInactiveAction;
  27702. actions.pop();
  27703. this._removeInactiveBindingsForAction(action);
  27704. }
  27705. delete actionsByClip[clipUuid];
  27706. }
  27707. },
  27708. // free all resources specific to a particular root target object
  27709. uncacheRoot: function uncacheRoot(root) {
  27710. var rootUuid = root.uuid,
  27711. actionsByClip = this._actionsByClip;
  27712. for (var clipUuid in actionsByClip) {
  27713. var actionByRoot = actionsByClip[clipUuid].actionByRoot,
  27714. action = actionByRoot[rootUuid];
  27715. if (action !== undefined) {
  27716. this._deactivateAction(action);
  27717. this._removeInactiveAction(action);
  27718. }
  27719. }
  27720. var bindingsByRoot = this._bindingsByRootAndName,
  27721. bindingByName = bindingsByRoot[rootUuid];
  27722. if (bindingByName !== undefined) {
  27723. for (var trackName in bindingByName) {
  27724. var binding = bindingByName[trackName];
  27725. binding.restoreOriginalState();
  27726. this._removeInactiveBinding(binding);
  27727. }
  27728. }
  27729. },
  27730. // remove a targeted clip from the cache
  27731. uncacheAction: function uncacheAction(clip, optionalRoot) {
  27732. var action = this.existingAction(clip, optionalRoot);
  27733. if (action !== null) {
  27734. this._deactivateAction(action);
  27735. this._removeInactiveAction(action);
  27736. }
  27737. }
  27738. });
  27739. var Uniform = /*#__PURE__*/function () {
  27740. function Uniform(value) {
  27741. if (typeof value === 'string') {
  27742. console.warn('THREE.Uniform: Type parameter is no longer needed.');
  27743. value = arguments[1];
  27744. }
  27745. this.value = value;
  27746. }
  27747. var _proto = Uniform.prototype;
  27748. _proto.clone = function clone() {
  27749. return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
  27750. };
  27751. return Uniform;
  27752. }();
  27753. function InstancedInterleavedBuffer(array, stride, meshPerAttribute) {
  27754. InterleavedBuffer.call(this, array, stride);
  27755. this.meshPerAttribute = meshPerAttribute || 1;
  27756. }
  27757. InstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), {
  27758. constructor: InstancedInterleavedBuffer,
  27759. isInstancedInterleavedBuffer: true,
  27760. copy: function copy(source) {
  27761. InterleavedBuffer.prototype.copy.call(this, source);
  27762. this.meshPerAttribute = source.meshPerAttribute;
  27763. return this;
  27764. },
  27765. clone: function clone(data) {
  27766. var ib = InterleavedBuffer.prototype.clone.call(this, data);
  27767. ib.meshPerAttribute = this.meshPerAttribute;
  27768. return ib;
  27769. },
  27770. toJSON: function toJSON(data) {
  27771. var json = InterleavedBuffer.prototype.toJSON.call(this, data);
  27772. json.isInstancedInterleavedBuffer = true;
  27773. json.meshPerAttribute = this.meshPerAttribute;
  27774. return json;
  27775. }
  27776. });
  27777. function GLBufferAttribute(buffer, type, itemSize, elementSize, count) {
  27778. this.buffer = buffer;
  27779. this.type = type;
  27780. this.itemSize = itemSize;
  27781. this.elementSize = elementSize;
  27782. this.count = count;
  27783. this.version = 0;
  27784. }
  27785. Object.defineProperty(GLBufferAttribute.prototype, 'needsUpdate', {
  27786. set: function set(value) {
  27787. if (value === true) this.version++;
  27788. }
  27789. });
  27790. Object.assign(GLBufferAttribute.prototype, {
  27791. isGLBufferAttribute: true,
  27792. setBuffer: function setBuffer(buffer) {
  27793. this.buffer = buffer;
  27794. return this;
  27795. },
  27796. setType: function setType(type, elementSize) {
  27797. this.type = type;
  27798. this.elementSize = elementSize;
  27799. return this;
  27800. },
  27801. setItemSize: function setItemSize(itemSize) {
  27802. this.itemSize = itemSize;
  27803. return this;
  27804. },
  27805. setCount: function setCount(count) {
  27806. this.count = count;
  27807. return this;
  27808. }
  27809. });
  27810. function Raycaster(origin, direction, near, far) {
  27811. this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
  27812. this.near = near || 0;
  27813. this.far = far || Infinity;
  27814. this.camera = null;
  27815. this.layers = new Layers();
  27816. this.params = {
  27817. Mesh: {},
  27818. Line: {
  27819. threshold: 1
  27820. },
  27821. LOD: {},
  27822. Points: {
  27823. threshold: 1
  27824. },
  27825. Sprite: {}
  27826. };
  27827. Object.defineProperties(this.params, {
  27828. PointCloud: {
  27829. get: function get() {
  27830. console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.');
  27831. return this.Points;
  27832. }
  27833. }
  27834. });
  27835. }
  27836. function ascSort(a, b) {
  27837. return a.distance - b.distance;
  27838. }
  27839. function _intersectObject(object, raycaster, intersects, recursive) {
  27840. if (object.layers.test(raycaster.layers)) {
  27841. object.raycast(raycaster, intersects);
  27842. }
  27843. if (recursive === true) {
  27844. var children = object.children;
  27845. for (var i = 0, l = children.length; i < l; i++) {
  27846. _intersectObject(children[i], raycaster, intersects, true);
  27847. }
  27848. }
  27849. }
  27850. Object.assign(Raycaster.prototype, {
  27851. set: function set(origin, direction) {
  27852. // direction is assumed to be normalized (for accurate distance calculations)
  27853. this.ray.set(origin, direction);
  27854. },
  27855. setFromCamera: function setFromCamera(coords, camera) {
  27856. if (camera && camera.isPerspectiveCamera) {
  27857. this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
  27858. this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
  27859. this.camera = camera;
  27860. } else if (camera && camera.isOrthographicCamera) {
  27861. this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
  27862. this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
  27863. this.camera = camera;
  27864. } else {
  27865. console.error('THREE.Raycaster: Unsupported camera type.');
  27866. }
  27867. },
  27868. intersectObject: function intersectObject(object, recursive, optionalTarget) {
  27869. var intersects = optionalTarget || [];
  27870. _intersectObject(object, this, intersects, recursive);
  27871. intersects.sort(ascSort);
  27872. return intersects;
  27873. },
  27874. intersectObjects: function intersectObjects(objects, recursive, optionalTarget) {
  27875. var intersects = optionalTarget || [];
  27876. if (Array.isArray(objects) === false) {
  27877. console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');
  27878. return intersects;
  27879. }
  27880. for (var i = 0, l = objects.length; i < l; i++) {
  27881. _intersectObject(objects[i], this, intersects, recursive);
  27882. }
  27883. intersects.sort(ascSort);
  27884. return intersects;
  27885. }
  27886. });
  27887. /**
  27888. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27889. *
  27890. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27891. * The azimuthal angle (theta) is measured from the positive z-axis.
  27892. */
  27893. var Spherical = /*#__PURE__*/function () {
  27894. function Spherical(radius, phi, theta) {
  27895. if (radius === void 0) {
  27896. radius = 1;
  27897. }
  27898. if (phi === void 0) {
  27899. phi = 0;
  27900. }
  27901. if (theta === void 0) {
  27902. theta = 0;
  27903. }
  27904. this.radius = radius;
  27905. this.phi = phi; // polar angle
  27906. this.theta = theta; // azimuthal angle
  27907. return this;
  27908. }
  27909. var _proto = Spherical.prototype;
  27910. _proto.set = function set(radius, phi, theta) {
  27911. this.radius = radius;
  27912. this.phi = phi;
  27913. this.theta = theta;
  27914. return this;
  27915. };
  27916. _proto.clone = function clone() {
  27917. return new this.constructor().copy(this);
  27918. };
  27919. _proto.copy = function copy(other) {
  27920. this.radius = other.radius;
  27921. this.phi = other.phi;
  27922. this.theta = other.theta;
  27923. return this;
  27924. } // restrict phi to be betwee EPS and PI-EPS
  27925. ;
  27926. _proto.makeSafe = function makeSafe() {
  27927. var EPS = 0.000001;
  27928. this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
  27929. return this;
  27930. };
  27931. _proto.setFromVector3 = function setFromVector3(v) {
  27932. return this.setFromCartesianCoords(v.x, v.y, v.z);
  27933. };
  27934. _proto.setFromCartesianCoords = function setFromCartesianCoords(x, y, z) {
  27935. this.radius = Math.sqrt(x * x + y * y + z * z);
  27936. if (this.radius === 0) {
  27937. this.theta = 0;
  27938. this.phi = 0;
  27939. } else {
  27940. this.theta = Math.atan2(x, z);
  27941. this.phi = Math.acos(MathUtils.clamp(y / this.radius, -1, 1));
  27942. }
  27943. return this;
  27944. };
  27945. return Spherical;
  27946. }();
  27947. /**
  27948. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27949. */
  27950. var Cylindrical = /*#__PURE__*/function () {
  27951. function Cylindrical(radius, theta, y) {
  27952. this.radius = radius !== undefined ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27953. this.theta = theta !== undefined ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27954. this.y = y !== undefined ? y : 0; // height above the x-z plane
  27955. return this;
  27956. }
  27957. var _proto = Cylindrical.prototype;
  27958. _proto.set = function set(radius, theta, y) {
  27959. this.radius = radius;
  27960. this.theta = theta;
  27961. this.y = y;
  27962. return this;
  27963. };
  27964. _proto.clone = function clone() {
  27965. return new this.constructor().copy(this);
  27966. };
  27967. _proto.copy = function copy(other) {
  27968. this.radius = other.radius;
  27969. this.theta = other.theta;
  27970. this.y = other.y;
  27971. return this;
  27972. };
  27973. _proto.setFromVector3 = function setFromVector3(v) {
  27974. return this.setFromCartesianCoords(v.x, v.y, v.z);
  27975. };
  27976. _proto.setFromCartesianCoords = function setFromCartesianCoords(x, y, z) {
  27977. this.radius = Math.sqrt(x * x + z * z);
  27978. this.theta = Math.atan2(x, z);
  27979. this.y = y;
  27980. return this;
  27981. };
  27982. return Cylindrical;
  27983. }();
  27984. var _vector$7 = /*@__PURE__*/new Vector2();
  27985. var Box2 = /*#__PURE__*/function () {
  27986. function Box2(min, max) {
  27987. Object.defineProperty(this, 'isBox2', {
  27988. value: true
  27989. });
  27990. this.min = min !== undefined ? min : new Vector2(+Infinity, +Infinity);
  27991. this.max = max !== undefined ? max : new Vector2(-Infinity, -Infinity);
  27992. }
  27993. var _proto = Box2.prototype;
  27994. _proto.set = function set(min, max) {
  27995. this.min.copy(min);
  27996. this.max.copy(max);
  27997. return this;
  27998. };
  27999. _proto.setFromPoints = function setFromPoints(points) {
  28000. this.makeEmpty();
  28001. for (var i = 0, il = points.length; i < il; i++) {
  28002. this.expandByPoint(points[i]);
  28003. }
  28004. return this;
  28005. };
  28006. _proto.setFromCenterAndSize = function setFromCenterAndSize(center, size) {
  28007. var halfSize = _vector$7.copy(size).multiplyScalar(0.5);
  28008. this.min.copy(center).sub(halfSize);
  28009. this.max.copy(center).add(halfSize);
  28010. return this;
  28011. };
  28012. _proto.clone = function clone() {
  28013. return new this.constructor().copy(this);
  28014. };
  28015. _proto.copy = function copy(box) {
  28016. this.min.copy(box.min);
  28017. this.max.copy(box.max);
  28018. return this;
  28019. };
  28020. _proto.makeEmpty = function makeEmpty() {
  28021. this.min.x = this.min.y = +Infinity;
  28022. this.max.x = this.max.y = -Infinity;
  28023. return this;
  28024. };
  28025. _proto.isEmpty = function isEmpty() {
  28026. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28027. return this.max.x < this.min.x || this.max.y < this.min.y;
  28028. };
  28029. _proto.getCenter = function getCenter(target) {
  28030. if (target === undefined) {
  28031. console.warn('THREE.Box2: .getCenter() target is now required');
  28032. target = new Vector2();
  28033. }
  28034. return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  28035. };
  28036. _proto.getSize = function getSize(target) {
  28037. if (target === undefined) {
  28038. console.warn('THREE.Box2: .getSize() target is now required');
  28039. target = new Vector2();
  28040. }
  28041. return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
  28042. };
  28043. _proto.expandByPoint = function expandByPoint(point) {
  28044. this.min.min(point);
  28045. this.max.max(point);
  28046. return this;
  28047. };
  28048. _proto.expandByVector = function expandByVector(vector) {
  28049. this.min.sub(vector);
  28050. this.max.add(vector);
  28051. return this;
  28052. };
  28053. _proto.expandByScalar = function expandByScalar(scalar) {
  28054. this.min.addScalar(-scalar);
  28055. this.max.addScalar(scalar);
  28056. return this;
  28057. };
  28058. _proto.containsPoint = function containsPoint(point) {
  28059. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
  28060. };
  28061. _proto.containsBox = function containsBox(box) {
  28062. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
  28063. };
  28064. _proto.getParameter = function getParameter(point, target) {
  28065. // This can potentially have a divide by zero if the box
  28066. // has a size dimension of 0.
  28067. if (target === undefined) {
  28068. console.warn('THREE.Box2: .getParameter() target is now required');
  28069. target = new Vector2();
  28070. }
  28071. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y));
  28072. };
  28073. _proto.intersectsBox = function intersectsBox(box) {
  28074. // using 4 splitting planes to rule out intersections
  28075. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28076. };
  28077. _proto.clampPoint = function clampPoint(point, target) {
  28078. if (target === undefined) {
  28079. console.warn('THREE.Box2: .clampPoint() target is now required');
  28080. target = new Vector2();
  28081. }
  28082. return target.copy(point).clamp(this.min, this.max);
  28083. };
  28084. _proto.distanceToPoint = function distanceToPoint(point) {
  28085. var clampedPoint = _vector$7.copy(point).clamp(this.min, this.max);
  28086. return clampedPoint.sub(point).length();
  28087. };
  28088. _proto.intersect = function intersect(box) {
  28089. this.min.max(box.min);
  28090. this.max.min(box.max);
  28091. return this;
  28092. };
  28093. _proto.union = function union(box) {
  28094. this.min.min(box.min);
  28095. this.max.max(box.max);
  28096. return this;
  28097. };
  28098. _proto.translate = function translate(offset) {
  28099. this.min.add(offset);
  28100. this.max.add(offset);
  28101. return this;
  28102. };
  28103. _proto.equals = function equals(box) {
  28104. return box.min.equals(this.min) && box.max.equals(this.max);
  28105. };
  28106. return Box2;
  28107. }();
  28108. var _startP = /*@__PURE__*/new Vector3();
  28109. var _startEnd = /*@__PURE__*/new Vector3();
  28110. var Line3 = /*#__PURE__*/function () {
  28111. function Line3(start, end) {
  28112. this.start = start !== undefined ? start : new Vector3();
  28113. this.end = end !== undefined ? end : new Vector3();
  28114. }
  28115. var _proto = Line3.prototype;
  28116. _proto.set = function set(start, end) {
  28117. this.start.copy(start);
  28118. this.end.copy(end);
  28119. return this;
  28120. };
  28121. _proto.clone = function clone() {
  28122. return new this.constructor().copy(this);
  28123. };
  28124. _proto.copy = function copy(line) {
  28125. this.start.copy(line.start);
  28126. this.end.copy(line.end);
  28127. return this;
  28128. };
  28129. _proto.getCenter = function getCenter(target) {
  28130. if (target === undefined) {
  28131. console.warn('THREE.Line3: .getCenter() target is now required');
  28132. target = new Vector3();
  28133. }
  28134. return target.addVectors(this.start, this.end).multiplyScalar(0.5);
  28135. };
  28136. _proto.delta = function delta(target) {
  28137. if (target === undefined) {
  28138. console.warn('THREE.Line3: .delta() target is now required');
  28139. target = new Vector3();
  28140. }
  28141. return target.subVectors(this.end, this.start);
  28142. };
  28143. _proto.distanceSq = function distanceSq() {
  28144. return this.start.distanceToSquared(this.end);
  28145. };
  28146. _proto.distance = function distance() {
  28147. return this.start.distanceTo(this.end);
  28148. };
  28149. _proto.at = function at(t, target) {
  28150. if (target === undefined) {
  28151. console.warn('THREE.Line3: .at() target is now required');
  28152. target = new Vector3();
  28153. }
  28154. return this.delta(target).multiplyScalar(t).add(this.start);
  28155. };
  28156. _proto.closestPointToPointParameter = function closestPointToPointParameter(point, clampToLine) {
  28157. _startP.subVectors(point, this.start);
  28158. _startEnd.subVectors(this.end, this.start);
  28159. var startEnd2 = _startEnd.dot(_startEnd);
  28160. var startEnd_startP = _startEnd.dot(_startP);
  28161. var t = startEnd_startP / startEnd2;
  28162. if (clampToLine) {
  28163. t = MathUtils.clamp(t, 0, 1);
  28164. }
  28165. return t;
  28166. };
  28167. _proto.closestPointToPoint = function closestPointToPoint(point, clampToLine, target) {
  28168. var t = this.closestPointToPointParameter(point, clampToLine);
  28169. if (target === undefined) {
  28170. console.warn('THREE.Line3: .closestPointToPoint() target is now required');
  28171. target = new Vector3();
  28172. }
  28173. return this.delta(target).multiplyScalar(t).add(this.start);
  28174. };
  28175. _proto.applyMatrix4 = function applyMatrix4(matrix) {
  28176. this.start.applyMatrix4(matrix);
  28177. this.end.applyMatrix4(matrix);
  28178. return this;
  28179. };
  28180. _proto.equals = function equals(line) {
  28181. return line.start.equals(this.start) && line.end.equals(this.end);
  28182. };
  28183. return Line3;
  28184. }();
  28185. function ImmediateRenderObject(material) {
  28186. Object3D.call(this);
  28187. this.material = material;
  28188. this.render = function ()
  28189. /* renderCallback */
  28190. {};
  28191. this.hasPositions = false;
  28192. this.hasNormals = false;
  28193. this.hasColors = false;
  28194. this.hasUvs = false;
  28195. this.positionArray = null;
  28196. this.normalArray = null;
  28197. this.colorArray = null;
  28198. this.uvArray = null;
  28199. this.count = 0;
  28200. }
  28201. ImmediateRenderObject.prototype = Object.create(Object3D.prototype);
  28202. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28203. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28204. var _vector$8 = /*@__PURE__*/new Vector3();
  28205. var SpotLightHelper = /*#__PURE__*/function (_Object3D) {
  28206. _inheritsLoose(SpotLightHelper, _Object3D);
  28207. function SpotLightHelper(light, color) {
  28208. var _this;
  28209. _this = _Object3D.call(this) || this;
  28210. _this.light = light;
  28211. _this.light.updateMatrixWorld();
  28212. _this.matrix = light.matrixWorld;
  28213. _this.matrixAutoUpdate = false;
  28214. _this.color = color;
  28215. var geometry = new BufferGeometry();
  28216. var positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1];
  28217. for (var i = 0, j = 1, l = 32; i < l; i++, j++) {
  28218. var p1 = i / l * Math.PI * 2;
  28219. var p2 = j / l * Math.PI * 2;
  28220. positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
  28221. }
  28222. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  28223. var material = new LineBasicMaterial({
  28224. fog: false,
  28225. toneMapped: false
  28226. });
  28227. _this.cone = new LineSegments(geometry, material);
  28228. _this.add(_this.cone);
  28229. _this.update();
  28230. return _this;
  28231. }
  28232. var _proto = SpotLightHelper.prototype;
  28233. _proto.dispose = function dispose() {
  28234. this.cone.geometry.dispose();
  28235. this.cone.material.dispose();
  28236. };
  28237. _proto.update = function update() {
  28238. this.light.updateMatrixWorld();
  28239. var coneLength = this.light.distance ? this.light.distance : 1000;
  28240. var coneWidth = coneLength * Math.tan(this.light.angle);
  28241. this.cone.scale.set(coneWidth, coneWidth, coneLength);
  28242. _vector$8.setFromMatrixPosition(this.light.target.matrixWorld);
  28243. this.cone.lookAt(_vector$8);
  28244. if (this.color !== undefined) {
  28245. this.cone.material.color.set(this.color);
  28246. } else {
  28247. this.cone.material.color.copy(this.light.color);
  28248. }
  28249. };
  28250. return SpotLightHelper;
  28251. }(Object3D);
  28252. var _vector$9 = /*@__PURE__*/new Vector3();
  28253. var _boneMatrix = /*@__PURE__*/new Matrix4();
  28254. var _matrixWorldInv = /*@__PURE__*/new Matrix4();
  28255. var SkeletonHelper = /*#__PURE__*/function (_LineSegments) {
  28256. _inheritsLoose(SkeletonHelper, _LineSegments);
  28257. function SkeletonHelper(object) {
  28258. var _this;
  28259. var bones = getBoneList(object);
  28260. var geometry = new BufferGeometry();
  28261. var vertices = [];
  28262. var colors = [];
  28263. var color1 = new Color(0, 0, 1);
  28264. var color2 = new Color(0, 1, 0);
  28265. for (var i = 0; i < bones.length; i++) {
  28266. var bone = bones[i];
  28267. if (bone.parent && bone.parent.isBone) {
  28268. vertices.push(0, 0, 0);
  28269. vertices.push(0, 0, 0);
  28270. colors.push(color1.r, color1.g, color1.b);
  28271. colors.push(color2.r, color2.g, color2.b);
  28272. }
  28273. }
  28274. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  28275. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  28276. var material = new LineBasicMaterial({
  28277. vertexColors: true,
  28278. depthTest: false,
  28279. depthWrite: false,
  28280. toneMapped: false,
  28281. transparent: true
  28282. });
  28283. _this = _LineSegments.call(this, geometry, material) || this;
  28284. _this.type = 'SkeletonHelper';
  28285. _this.isSkeletonHelper = true;
  28286. _this.root = object;
  28287. _this.bones = bones;
  28288. _this.matrix = object.matrixWorld;
  28289. _this.matrixAutoUpdate = false;
  28290. return _this;
  28291. }
  28292. var _proto = SkeletonHelper.prototype;
  28293. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  28294. var bones = this.bones;
  28295. var geometry = this.geometry;
  28296. var position = geometry.getAttribute('position');
  28297. _matrixWorldInv.copy(this.root.matrixWorld).invert();
  28298. for (var i = 0, j = 0; i < bones.length; i++) {
  28299. var bone = bones[i];
  28300. if (bone.parent && bone.parent.isBone) {
  28301. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
  28302. _vector$9.setFromMatrixPosition(_boneMatrix);
  28303. position.setXYZ(j, _vector$9.x, _vector$9.y, _vector$9.z);
  28304. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
  28305. _vector$9.setFromMatrixPosition(_boneMatrix);
  28306. position.setXYZ(j + 1, _vector$9.x, _vector$9.y, _vector$9.z);
  28307. j += 2;
  28308. }
  28309. }
  28310. geometry.getAttribute('position').needsUpdate = true;
  28311. _LineSegments.prototype.updateMatrixWorld.call(this, force);
  28312. };
  28313. return SkeletonHelper;
  28314. }(LineSegments);
  28315. function getBoneList(object) {
  28316. var boneList = [];
  28317. if (object && object.isBone) {
  28318. boneList.push(object);
  28319. }
  28320. for (var i = 0; i < object.children.length; i++) {
  28321. boneList.push.apply(boneList, getBoneList(object.children[i]));
  28322. }
  28323. return boneList;
  28324. }
  28325. var PointLightHelper = /*#__PURE__*/function (_Mesh) {
  28326. _inheritsLoose(PointLightHelper, _Mesh);
  28327. function PointLightHelper(light, sphereSize, color) {
  28328. var _this;
  28329. var geometry = new SphereBufferGeometry(sphereSize, 4, 2);
  28330. var material = new MeshBasicMaterial({
  28331. wireframe: true,
  28332. fog: false,
  28333. toneMapped: false
  28334. });
  28335. _this = _Mesh.call(this, geometry, material) || this;
  28336. _this.light = light;
  28337. _this.light.updateMatrixWorld();
  28338. _this.color = color;
  28339. _this.type = 'PointLightHelper';
  28340. _this.matrix = _this.light.matrixWorld;
  28341. _this.matrixAutoUpdate = false;
  28342. _this.update();
  28343. /*
  28344. // TODO: delete this comment?
  28345. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28346. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28347. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28348. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28349. const d = light.distance;
  28350. if ( d === 0.0 ) {
  28351. this.lightDistance.visible = false;
  28352. } else {
  28353. this.lightDistance.scale.set( d, d, d );
  28354. }
  28355. this.add( this.lightDistance );
  28356. */
  28357. return _this;
  28358. }
  28359. var _proto = PointLightHelper.prototype;
  28360. _proto.dispose = function dispose() {
  28361. this.geometry.dispose();
  28362. this.material.dispose();
  28363. };
  28364. _proto.update = function update() {
  28365. if (this.color !== undefined) {
  28366. this.material.color.set(this.color);
  28367. } else {
  28368. this.material.color.copy(this.light.color);
  28369. }
  28370. /*
  28371. const d = this.light.distance;
  28372. if ( d === 0.0 ) {
  28373. this.lightDistance.visible = false;
  28374. } else {
  28375. this.lightDistance.visible = true;
  28376. this.lightDistance.scale.set( d, d, d );
  28377. }
  28378. */
  28379. };
  28380. return PointLightHelper;
  28381. }(Mesh);
  28382. var _vector$a = /*@__PURE__*/new Vector3();
  28383. var _color1 = /*@__PURE__*/new Color();
  28384. var _color2 = /*@__PURE__*/new Color();
  28385. var HemisphereLightHelper = /*#__PURE__*/function (_Object3D) {
  28386. _inheritsLoose(HemisphereLightHelper, _Object3D);
  28387. function HemisphereLightHelper(light, size, color) {
  28388. var _this;
  28389. _this = _Object3D.call(this) || this;
  28390. _this.light = light;
  28391. _this.light.updateMatrixWorld();
  28392. _this.matrix = light.matrixWorld;
  28393. _this.matrixAutoUpdate = false;
  28394. _this.color = color;
  28395. var geometry = new OctahedronBufferGeometry(size);
  28396. geometry.rotateY(Math.PI * 0.5);
  28397. _this.material = new MeshBasicMaterial({
  28398. wireframe: true,
  28399. fog: false,
  28400. toneMapped: false
  28401. });
  28402. if (_this.color === undefined) _this.material.vertexColors = true;
  28403. var position = geometry.getAttribute('position');
  28404. var colors = new Float32Array(position.count * 3);
  28405. geometry.setAttribute('color', new BufferAttribute(colors, 3));
  28406. _this.add(new Mesh(geometry, _this.material));
  28407. _this.update();
  28408. return _this;
  28409. }
  28410. var _proto = HemisphereLightHelper.prototype;
  28411. _proto.dispose = function dispose() {
  28412. this.children[0].geometry.dispose();
  28413. this.children[0].material.dispose();
  28414. };
  28415. _proto.update = function update() {
  28416. var mesh = this.children[0];
  28417. if (this.color !== undefined) {
  28418. this.material.color.set(this.color);
  28419. } else {
  28420. var colors = mesh.geometry.getAttribute('color');
  28421. _color1.copy(this.light.color);
  28422. _color2.copy(this.light.groundColor);
  28423. for (var i = 0, l = colors.count; i < l; i++) {
  28424. var color = i < l / 2 ? _color1 : _color2;
  28425. colors.setXYZ(i, color.r, color.g, color.b);
  28426. }
  28427. colors.needsUpdate = true;
  28428. }
  28429. mesh.lookAt(_vector$a.setFromMatrixPosition(this.light.matrixWorld).negate());
  28430. };
  28431. return HemisphereLightHelper;
  28432. }(Object3D);
  28433. var GridHelper = /*#__PURE__*/function (_LineSegments) {
  28434. _inheritsLoose(GridHelper, _LineSegments);
  28435. function GridHelper(size, divisions, color1, color2) {
  28436. var _this;
  28437. if (size === void 0) {
  28438. size = 10;
  28439. }
  28440. if (divisions === void 0) {
  28441. divisions = 10;
  28442. }
  28443. if (color1 === void 0) {
  28444. color1 = 0x444444;
  28445. }
  28446. if (color2 === void 0) {
  28447. color2 = 0x888888;
  28448. }
  28449. color1 = new Color(color1);
  28450. color2 = new Color(color2);
  28451. var center = divisions / 2;
  28452. var step = size / divisions;
  28453. var halfSize = size / 2;
  28454. var vertices = [],
  28455. colors = [];
  28456. for (var i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
  28457. vertices.push(-halfSize, 0, k, halfSize, 0, k);
  28458. vertices.push(k, 0, -halfSize, k, 0, halfSize);
  28459. var color = i === center ? color1 : color2;
  28460. color.toArray(colors, j);
  28461. j += 3;
  28462. color.toArray(colors, j);
  28463. j += 3;
  28464. color.toArray(colors, j);
  28465. j += 3;
  28466. color.toArray(colors, j);
  28467. j += 3;
  28468. }
  28469. var geometry = new BufferGeometry();
  28470. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  28471. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  28472. var material = new LineBasicMaterial({
  28473. vertexColors: true,
  28474. toneMapped: false
  28475. });
  28476. _this = _LineSegments.call(this, geometry, material) || this;
  28477. _this.type = 'GridHelper';
  28478. return _this;
  28479. }
  28480. return GridHelper;
  28481. }(LineSegments);
  28482. var PolarGridHelper = /*#__PURE__*/function (_LineSegments) {
  28483. _inheritsLoose(PolarGridHelper, _LineSegments);
  28484. function PolarGridHelper(radius, radials, circles, divisions, color1, color2) {
  28485. var _this;
  28486. if (radius === void 0) {
  28487. radius = 10;
  28488. }
  28489. if (radials === void 0) {
  28490. radials = 16;
  28491. }
  28492. if (circles === void 0) {
  28493. circles = 8;
  28494. }
  28495. if (divisions === void 0) {
  28496. divisions = 64;
  28497. }
  28498. if (color1 === void 0) {
  28499. color1 = 0x444444;
  28500. }
  28501. if (color2 === void 0) {
  28502. color2 = 0x888888;
  28503. }
  28504. color1 = new Color(color1);
  28505. color2 = new Color(color2);
  28506. var vertices = [];
  28507. var colors = []; // create the radials
  28508. for (var i = 0; i <= radials; i++) {
  28509. var v = i / radials * (Math.PI * 2);
  28510. var x = Math.sin(v) * radius;
  28511. var z = Math.cos(v) * radius;
  28512. vertices.push(0, 0, 0);
  28513. vertices.push(x, 0, z);
  28514. var color = i & 1 ? color1 : color2;
  28515. colors.push(color.r, color.g, color.b);
  28516. colors.push(color.r, color.g, color.b);
  28517. } // create the circles
  28518. for (var _i = 0; _i <= circles; _i++) {
  28519. var _color = _i & 1 ? color1 : color2;
  28520. var r = radius - radius / circles * _i;
  28521. for (var j = 0; j < divisions; j++) {
  28522. // first vertex
  28523. var _v = j / divisions * (Math.PI * 2);
  28524. var _x = Math.sin(_v) * r;
  28525. var _z = Math.cos(_v) * r;
  28526. vertices.push(_x, 0, _z);
  28527. colors.push(_color.r, _color.g, _color.b); // second vertex
  28528. _v = (j + 1) / divisions * (Math.PI * 2);
  28529. _x = Math.sin(_v) * r;
  28530. _z = Math.cos(_v) * r;
  28531. vertices.push(_x, 0, _z);
  28532. colors.push(_color.r, _color.g, _color.b);
  28533. }
  28534. }
  28535. var geometry = new BufferGeometry();
  28536. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  28537. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  28538. var material = new LineBasicMaterial({
  28539. vertexColors: true,
  28540. toneMapped: false
  28541. });
  28542. _this = _LineSegments.call(this, geometry, material) || this;
  28543. _this.type = 'PolarGridHelper';
  28544. return _this;
  28545. }
  28546. return PolarGridHelper;
  28547. }(LineSegments);
  28548. var _v1$6 = /*@__PURE__*/new Vector3();
  28549. var _v2$3 = /*@__PURE__*/new Vector3();
  28550. var _v3$1 = /*@__PURE__*/new Vector3();
  28551. var DirectionalLightHelper = /*#__PURE__*/function (_Object3D) {
  28552. _inheritsLoose(DirectionalLightHelper, _Object3D);
  28553. function DirectionalLightHelper(light, size, color) {
  28554. var _this;
  28555. _this = _Object3D.call(this) || this;
  28556. _this.light = light;
  28557. _this.light.updateMatrixWorld();
  28558. _this.matrix = light.matrixWorld;
  28559. _this.matrixAutoUpdate = false;
  28560. _this.color = color;
  28561. if (size === undefined) size = 1;
  28562. var geometry = new BufferGeometry();
  28563. geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
  28564. var material = new LineBasicMaterial({
  28565. fog: false,
  28566. toneMapped: false
  28567. });
  28568. _this.lightPlane = new Line(geometry, material);
  28569. _this.add(_this.lightPlane);
  28570. geometry = new BufferGeometry();
  28571. geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
  28572. _this.targetLine = new Line(geometry, material);
  28573. _this.add(_this.targetLine);
  28574. _this.update();
  28575. return _this;
  28576. }
  28577. var _proto = DirectionalLightHelper.prototype;
  28578. _proto.dispose = function dispose() {
  28579. this.lightPlane.geometry.dispose();
  28580. this.lightPlane.material.dispose();
  28581. this.targetLine.geometry.dispose();
  28582. this.targetLine.material.dispose();
  28583. };
  28584. _proto.update = function update() {
  28585. _v1$6.setFromMatrixPosition(this.light.matrixWorld);
  28586. _v2$3.setFromMatrixPosition(this.light.target.matrixWorld);
  28587. _v3$1.subVectors(_v2$3, _v1$6);
  28588. this.lightPlane.lookAt(_v2$3);
  28589. if (this.color !== undefined) {
  28590. this.lightPlane.material.color.set(this.color);
  28591. this.targetLine.material.color.set(this.color);
  28592. } else {
  28593. this.lightPlane.material.color.copy(this.light.color);
  28594. this.targetLine.material.color.copy(this.light.color);
  28595. }
  28596. this.targetLine.lookAt(_v2$3);
  28597. this.targetLine.scale.z = _v3$1.length();
  28598. };
  28599. return DirectionalLightHelper;
  28600. }(Object3D);
  28601. var _vector$b = /*@__PURE__*/new Vector3();
  28602. var _camera = /*@__PURE__*/new Camera();
  28603. /**
  28604. * - shows frustum, line of sight and up of the camera
  28605. * - suitable for fast updates
  28606. * - based on frustum visualization in lightgl.js shadowmap example
  28607. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28608. */
  28609. var CameraHelper = /*#__PURE__*/function (_LineSegments) {
  28610. _inheritsLoose(CameraHelper, _LineSegments);
  28611. function CameraHelper(camera) {
  28612. var _this;
  28613. var geometry = new BufferGeometry();
  28614. var material = new LineBasicMaterial({
  28615. color: 0xffffff,
  28616. vertexColors: true,
  28617. toneMapped: false
  28618. });
  28619. var vertices = [];
  28620. var colors = [];
  28621. var pointMap = {}; // colors
  28622. var colorFrustum = new Color(0xffaa00);
  28623. var colorCone = new Color(0xff0000);
  28624. var colorUp = new Color(0x00aaff);
  28625. var colorTarget = new Color(0xffffff);
  28626. var colorCross = new Color(0x333333); // near
  28627. addLine('n1', 'n2', colorFrustum);
  28628. addLine('n2', 'n4', colorFrustum);
  28629. addLine('n4', 'n3', colorFrustum);
  28630. addLine('n3', 'n1', colorFrustum); // far
  28631. addLine('f1', 'f2', colorFrustum);
  28632. addLine('f2', 'f4', colorFrustum);
  28633. addLine('f4', 'f3', colorFrustum);
  28634. addLine('f3', 'f1', colorFrustum); // sides
  28635. addLine('n1', 'f1', colorFrustum);
  28636. addLine('n2', 'f2', colorFrustum);
  28637. addLine('n3', 'f3', colorFrustum);
  28638. addLine('n4', 'f4', colorFrustum); // cone
  28639. addLine('p', 'n1', colorCone);
  28640. addLine('p', 'n2', colorCone);
  28641. addLine('p', 'n3', colorCone);
  28642. addLine('p', 'n4', colorCone); // up
  28643. addLine('u1', 'u2', colorUp);
  28644. addLine('u2', 'u3', colorUp);
  28645. addLine('u3', 'u1', colorUp); // target
  28646. addLine('c', 't', colorTarget);
  28647. addLine('p', 'c', colorCross); // cross
  28648. addLine('cn1', 'cn2', colorCross);
  28649. addLine('cn3', 'cn4', colorCross);
  28650. addLine('cf1', 'cf2', colorCross);
  28651. addLine('cf3', 'cf4', colorCross);
  28652. function addLine(a, b, color) {
  28653. addPoint(a, color);
  28654. addPoint(b, color);
  28655. }
  28656. function addPoint(id, color) {
  28657. vertices.push(0, 0, 0);
  28658. colors.push(color.r, color.g, color.b);
  28659. if (pointMap[id] === undefined) {
  28660. pointMap[id] = [];
  28661. }
  28662. pointMap[id].push(vertices.length / 3 - 1);
  28663. }
  28664. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  28665. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  28666. _this = _LineSegments.call(this, geometry, material) || this;
  28667. _this.type = 'CameraHelper';
  28668. _this.camera = camera;
  28669. if (_this.camera.updateProjectionMatrix) _this.camera.updateProjectionMatrix();
  28670. _this.matrix = camera.matrixWorld;
  28671. _this.matrixAutoUpdate = false;
  28672. _this.pointMap = pointMap;
  28673. _this.update();
  28674. return _this;
  28675. }
  28676. var _proto = CameraHelper.prototype;
  28677. _proto.update = function update() {
  28678. var geometry = this.geometry;
  28679. var pointMap = this.pointMap;
  28680. var w = 1,
  28681. h = 1; // we need just camera projection matrix inverse
  28682. // world matrix must be identity
  28683. _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
  28684. setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
  28685. setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
  28686. setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
  28687. setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
  28688. setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
  28689. setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
  28690. setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
  28691. setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
  28692. setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
  28693. setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
  28694. setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
  28695. setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
  28696. setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
  28697. setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
  28698. setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
  28699. setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
  28700. setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
  28701. setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
  28702. setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
  28703. setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
  28704. setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
  28705. geometry.getAttribute('position').needsUpdate = true;
  28706. };
  28707. return CameraHelper;
  28708. }(LineSegments);
  28709. function setPoint(point, pointMap, geometry, camera, x, y, z) {
  28710. _vector$b.set(x, y, z).unproject(camera);
  28711. var points = pointMap[point];
  28712. if (points !== undefined) {
  28713. var position = geometry.getAttribute('position');
  28714. for (var i = 0, l = points.length; i < l; i++) {
  28715. position.setXYZ(points[i], _vector$b.x, _vector$b.y, _vector$b.z);
  28716. }
  28717. }
  28718. }
  28719. var _box$3 = /*@__PURE__*/new Box3();
  28720. var BoxHelper = /*#__PURE__*/function (_LineSegments) {
  28721. _inheritsLoose(BoxHelper, _LineSegments);
  28722. function BoxHelper(object, color) {
  28723. var _this;
  28724. if (color === void 0) {
  28725. color = 0xffff00;
  28726. }
  28727. 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]);
  28728. var positions = new Float32Array(8 * 3);
  28729. var geometry = new BufferGeometry();
  28730. geometry.setIndex(new BufferAttribute(indices, 1));
  28731. geometry.setAttribute('position', new BufferAttribute(positions, 3));
  28732. _this = _LineSegments.call(this, geometry, new LineBasicMaterial({
  28733. color: color,
  28734. toneMapped: false
  28735. })) || this;
  28736. _this.object = object;
  28737. _this.type = 'BoxHelper';
  28738. _this.matrixAutoUpdate = false;
  28739. _this.update();
  28740. return _this;
  28741. }
  28742. var _proto = BoxHelper.prototype;
  28743. _proto.update = function update(object) {
  28744. if (object !== undefined) {
  28745. console.warn('THREE.BoxHelper: .update() has no longer arguments.');
  28746. }
  28747. if (this.object !== undefined) {
  28748. _box$3.setFromObject(this.object);
  28749. }
  28750. if (_box$3.isEmpty()) return;
  28751. var min = _box$3.min;
  28752. var max = _box$3.max;
  28753. /*
  28754. 5____4
  28755. 1/___0/|
  28756. | 6__|_7
  28757. 2/___3/
  28758. 0: max.x, max.y, max.z
  28759. 1: min.x, max.y, max.z
  28760. 2: min.x, min.y, max.z
  28761. 3: max.x, min.y, max.z
  28762. 4: max.x, max.y, min.z
  28763. 5: min.x, max.y, min.z
  28764. 6: min.x, min.y, min.z
  28765. 7: max.x, min.y, min.z
  28766. */
  28767. var position = this.geometry.attributes.position;
  28768. var array = position.array;
  28769. array[0] = max.x;
  28770. array[1] = max.y;
  28771. array[2] = max.z;
  28772. array[3] = min.x;
  28773. array[4] = max.y;
  28774. array[5] = max.z;
  28775. array[6] = min.x;
  28776. array[7] = min.y;
  28777. array[8] = max.z;
  28778. array[9] = max.x;
  28779. array[10] = min.y;
  28780. array[11] = max.z;
  28781. array[12] = max.x;
  28782. array[13] = max.y;
  28783. array[14] = min.z;
  28784. array[15] = min.x;
  28785. array[16] = max.y;
  28786. array[17] = min.z;
  28787. array[18] = min.x;
  28788. array[19] = min.y;
  28789. array[20] = min.z;
  28790. array[21] = max.x;
  28791. array[22] = min.y;
  28792. array[23] = min.z;
  28793. position.needsUpdate = true;
  28794. this.geometry.computeBoundingSphere();
  28795. };
  28796. _proto.setFromObject = function setFromObject(object) {
  28797. this.object = object;
  28798. this.update();
  28799. return this;
  28800. };
  28801. _proto.copy = function copy(source) {
  28802. LineSegments.prototype.copy.call(this, source);
  28803. this.object = source.object;
  28804. return this;
  28805. };
  28806. return BoxHelper;
  28807. }(LineSegments);
  28808. var Box3Helper = /*#__PURE__*/function (_LineSegments) {
  28809. _inheritsLoose(Box3Helper, _LineSegments);
  28810. function Box3Helper(box, color) {
  28811. var _this;
  28812. if (color === void 0) {
  28813. color = 0xffff00;
  28814. }
  28815. 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]);
  28816. 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];
  28817. var geometry = new BufferGeometry();
  28818. geometry.setIndex(new BufferAttribute(indices, 1));
  28819. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  28820. _this = _LineSegments.call(this, geometry, new LineBasicMaterial({
  28821. color: color,
  28822. toneMapped: false
  28823. })) || this;
  28824. _this.box = box;
  28825. _this.type = 'Box3Helper';
  28826. _this.geometry.computeBoundingSphere();
  28827. return _this;
  28828. }
  28829. var _proto = Box3Helper.prototype;
  28830. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  28831. var box = this.box;
  28832. if (box.isEmpty()) return;
  28833. box.getCenter(this.position);
  28834. box.getSize(this.scale);
  28835. this.scale.multiplyScalar(0.5);
  28836. _LineSegments.prototype.updateMatrixWorld.call(this, force);
  28837. };
  28838. return Box3Helper;
  28839. }(LineSegments);
  28840. var PlaneHelper = /*#__PURE__*/function (_Line) {
  28841. _inheritsLoose(PlaneHelper, _Line);
  28842. function PlaneHelper(plane, size, hex) {
  28843. var _this;
  28844. if (size === void 0) {
  28845. size = 1;
  28846. }
  28847. if (hex === void 0) {
  28848. hex = 0xffff00;
  28849. }
  28850. var color = hex;
  28851. 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];
  28852. var geometry = new BufferGeometry();
  28853. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  28854. geometry.computeBoundingSphere();
  28855. _this = _Line.call(this, geometry, new LineBasicMaterial({
  28856. color: color,
  28857. toneMapped: false
  28858. })) || this;
  28859. _this.type = 'PlaneHelper';
  28860. _this.plane = plane;
  28861. _this.size = size;
  28862. var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
  28863. var geometry2 = new BufferGeometry();
  28864. geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
  28865. geometry2.computeBoundingSphere();
  28866. _this.add(new Mesh(geometry2, new MeshBasicMaterial({
  28867. color: color,
  28868. opacity: 0.2,
  28869. transparent: true,
  28870. depthWrite: false,
  28871. toneMapped: false
  28872. })));
  28873. return _this;
  28874. }
  28875. var _proto = PlaneHelper.prototype;
  28876. _proto.updateMatrixWorld = function updateMatrixWorld(force) {
  28877. var scale = -this.plane.constant;
  28878. if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter
  28879. this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
  28880. this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28881. this.lookAt(this.plane.normal);
  28882. _Line.prototype.updateMatrixWorld.call(this, force);
  28883. };
  28884. return PlaneHelper;
  28885. }(Line);
  28886. var _axis = /*@__PURE__*/new Vector3();
  28887. var _lineGeometry, _coneGeometry;
  28888. var ArrowHelper = /*#__PURE__*/function (_Object3D) {
  28889. _inheritsLoose(ArrowHelper, _Object3D);
  28890. function ArrowHelper(dir, origin, length, color, headLength, headWidth) {
  28891. var _this;
  28892. _this = _Object3D.call(this) || this; // dir is assumed to be normalized
  28893. _this.type = 'ArrowHelper';
  28894. if (dir === undefined) dir = new Vector3(0, 0, 1);
  28895. if (origin === undefined) origin = new Vector3(0, 0, 0);
  28896. if (length === undefined) length = 1;
  28897. if (color === undefined) color = 0xffff00;
  28898. if (headLength === undefined) headLength = 0.2 * length;
  28899. if (headWidth === undefined) headWidth = 0.2 * headLength;
  28900. if (_lineGeometry === undefined) {
  28901. _lineGeometry = new BufferGeometry();
  28902. _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
  28903. _coneGeometry = new CylinderBufferGeometry(0, 0.5, 1, 5, 1);
  28904. _coneGeometry.translate(0, -0.5, 0);
  28905. }
  28906. _this.position.copy(origin);
  28907. _this.line = new Line(_lineGeometry, new LineBasicMaterial({
  28908. color: color,
  28909. toneMapped: false
  28910. }));
  28911. _this.line.matrixAutoUpdate = false;
  28912. _this.add(_this.line);
  28913. _this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
  28914. color: color,
  28915. toneMapped: false
  28916. }));
  28917. _this.cone.matrixAutoUpdate = false;
  28918. _this.add(_this.cone);
  28919. _this.setDirection(dir);
  28920. _this.setLength(length, headLength, headWidth);
  28921. return _this;
  28922. }
  28923. var _proto = ArrowHelper.prototype;
  28924. _proto.setDirection = function setDirection(dir) {
  28925. // dir is assumed to be normalized
  28926. if (dir.y > 0.99999) {
  28927. this.quaternion.set(0, 0, 0, 1);
  28928. } else if (dir.y < -0.99999) {
  28929. this.quaternion.set(1, 0, 0, 0);
  28930. } else {
  28931. _axis.set(dir.z, 0, -dir.x).normalize();
  28932. var radians = Math.acos(dir.y);
  28933. this.quaternion.setFromAxisAngle(_axis, radians);
  28934. }
  28935. };
  28936. _proto.setLength = function setLength(length, headLength, headWidth) {
  28937. if (headLength === undefined) headLength = 0.2 * length;
  28938. if (headWidth === undefined) headWidth = 0.2 * headLength;
  28939. this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
  28940. this.line.updateMatrix();
  28941. this.cone.scale.set(headWidth, headLength, headWidth);
  28942. this.cone.position.y = length;
  28943. this.cone.updateMatrix();
  28944. };
  28945. _proto.setColor = function setColor(color) {
  28946. this.line.material.color.set(color);
  28947. this.cone.material.color.set(color);
  28948. };
  28949. _proto.copy = function copy(source) {
  28950. _Object3D.prototype.copy.call(this, source, false);
  28951. this.line.copy(source.line);
  28952. this.cone.copy(source.cone);
  28953. return this;
  28954. };
  28955. return ArrowHelper;
  28956. }(Object3D);
  28957. var AxesHelper = /*#__PURE__*/function (_LineSegments) {
  28958. _inheritsLoose(AxesHelper, _LineSegments);
  28959. function AxesHelper(size) {
  28960. var _this;
  28961. if (size === void 0) {
  28962. size = 1;
  28963. }
  28964. var vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
  28965. var colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
  28966. var geometry = new BufferGeometry();
  28967. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  28968. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  28969. var material = new LineBasicMaterial({
  28970. vertexColors: true,
  28971. toneMapped: false
  28972. });
  28973. _this = _LineSegments.call(this, geometry, material) || this;
  28974. _this.type = 'AxesHelper';
  28975. return _this;
  28976. }
  28977. return AxesHelper;
  28978. }(LineSegments);
  28979. var _floatView = new Float32Array(1);
  28980. var _int32View = new Int32Array(_floatView.buffer);
  28981. var DataUtils = {
  28982. // Converts float32 to float16 (stored as uint16 value).
  28983. toHalfFloat: function toHalfFloat(val) {
  28984. // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
  28985. /* This method is faster than the OpenEXR implementation (very often
  28986. * used, eg. in Ogre), with the additional benefit of rounding, inspired
  28987. * by James Tursa?s half-precision code. */
  28988. _floatView[0] = val;
  28989. var x = _int32View[0];
  28990. var bits = x >> 16 & 0x8000;
  28991. /* Get the sign */
  28992. var m = x >> 12 & 0x07ff;
  28993. /* Keep one extra bit for rounding */
  28994. var e = x >> 23 & 0xff;
  28995. /* Using int is faster here */
  28996. /* If zero, or denormal, or exponent underflows too much for a denormal
  28997. * half, return signed zero. */
  28998. if (e < 103) return bits;
  28999. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  29000. if (e > 142) {
  29001. bits |= 0x7c00;
  29002. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  29003. * not Inf, so make sure we set one mantissa bit too. */
  29004. bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
  29005. return bits;
  29006. }
  29007. /* If exponent underflows but not too much, return a denormal */
  29008. if (e < 113) {
  29009. m |= 0x0800;
  29010. /* Extra rounding may overflow and set mantissa to 0 and exponent
  29011. * to 1, which is OK. */
  29012. bits |= (m >> 114 - e) + (m >> 113 - e & 1);
  29013. return bits;
  29014. }
  29015. bits |= e - 112 << 10 | m >> 1;
  29016. /* Extra rounding. An overflow will set mantissa to 0 and increment
  29017. * the exponent, which is OK. */
  29018. bits += m & 1;
  29019. return bits;
  29020. }
  29021. };
  29022. var _ENCODINGS;
  29023. var LOD_MIN = 4;
  29024. var LOD_MAX = 8;
  29025. var SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
  29026. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29027. // geometric shadowing function. These sigma values squared must match the
  29028. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29029. var EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
  29030. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29031. // samples and exit early, but not recompile the shader.
  29032. var MAX_SAMPLES = 20;
  29033. var ENCODINGS = (_ENCODINGS = {}, _ENCODINGS[LinearEncoding] = 0, _ENCODINGS[sRGBEncoding] = 1, _ENCODINGS[RGBEEncoding] = 2, _ENCODINGS[RGBM7Encoding] = 3, _ENCODINGS[RGBM16Encoding] = 4, _ENCODINGS[RGBDEncoding] = 5, _ENCODINGS[GammaEncoding] = 6, _ENCODINGS);
  29034. var _flatCamera = /*@__PURE__*/new OrthographicCamera();
  29035. var _createPlanes2 = /*@__PURE__*/_createPlanes(),
  29036. _lodPlanes = _createPlanes2._lodPlanes,
  29037. _sizeLods = _createPlanes2._sizeLods,
  29038. _sigmas = _createPlanes2._sigmas;
  29039. var _clearColor = /*@__PURE__*/new Color();
  29040. var _oldTarget = null; // Golden Ratio
  29041. var PHI = (1 + Math.sqrt(5)) / 2;
  29042. var INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
  29043. // same axis), used as axis directions evenly spread on a sphere.
  29044. var _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];
  29045. /**
  29046. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29047. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29048. * blur to be quickly accessed based on material roughness. It is packed into a
  29049. * special CubeUV format that allows us to perform custom interpolation so that
  29050. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29051. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29052. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29053. * higher roughness levels. In this way we maintain resolution to smoothly
  29054. * interpolate diffuse lighting while limiting sampling computation.
  29055. */
  29056. var PMREMGenerator = /*#__PURE__*/function () {
  29057. function PMREMGenerator(renderer) {
  29058. this._renderer = renderer;
  29059. this._pingPongRenderTarget = null;
  29060. this._blurMaterial = _getBlurShader(MAX_SAMPLES);
  29061. this._equirectShader = null;
  29062. this._cubemapShader = null;
  29063. this._compileMaterial(this._blurMaterial);
  29064. }
  29065. /**
  29066. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29067. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29068. * in radians to be applied to the scene before PMREM generation. Optional near
  29069. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29070. * is placed at the origin).
  29071. */
  29072. var _proto = PMREMGenerator.prototype;
  29073. _proto.fromScene = function fromScene(scene, sigma, near, far) {
  29074. if (sigma === void 0) {
  29075. sigma = 0;
  29076. }
  29077. if (near === void 0) {
  29078. near = 0.1;
  29079. }
  29080. if (far === void 0) {
  29081. far = 100;
  29082. }
  29083. _oldTarget = this._renderer.getRenderTarget();
  29084. var cubeUVRenderTarget = this._allocateTargets();
  29085. this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
  29086. if (sigma > 0) {
  29087. this._blur(cubeUVRenderTarget, 0, 0, sigma);
  29088. }
  29089. this._applyPMREM(cubeUVRenderTarget);
  29090. this._cleanup(cubeUVRenderTarget);
  29091. return cubeUVRenderTarget;
  29092. }
  29093. /**
  29094. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29095. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29096. * as this matches best with the 256 x 256 cubemap output.
  29097. */
  29098. ;
  29099. _proto.fromEquirectangular = function fromEquirectangular(equirectangular) {
  29100. return this._fromTexture(equirectangular);
  29101. }
  29102. /**
  29103. * Generates a PMREM from an cubemap texture, which can be either LDR
  29104. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29105. * as this matches best with the 256 x 256 cubemap output.
  29106. */
  29107. ;
  29108. _proto.fromCubemap = function fromCubemap(cubemap) {
  29109. return this._fromTexture(cubemap);
  29110. }
  29111. /**
  29112. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29113. * your texture's network fetch for increased concurrency.
  29114. */
  29115. ;
  29116. _proto.compileCubemapShader = function compileCubemapShader() {
  29117. if (this._cubemapShader === null) {
  29118. this._cubemapShader = _getCubemapShader();
  29119. this._compileMaterial(this._cubemapShader);
  29120. }
  29121. }
  29122. /**
  29123. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29124. * your texture's network fetch for increased concurrency.
  29125. */
  29126. ;
  29127. _proto.compileEquirectangularShader = function compileEquirectangularShader() {
  29128. if (this._equirectShader === null) {
  29129. this._equirectShader = _getEquirectShader();
  29130. this._compileMaterial(this._equirectShader);
  29131. }
  29132. }
  29133. /**
  29134. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29135. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29136. * one of them will cause any others to also become unusable.
  29137. */
  29138. ;
  29139. _proto.dispose = function dispose() {
  29140. this._blurMaterial.dispose();
  29141. if (this._cubemapShader !== null) this._cubemapShader.dispose();
  29142. if (this._equirectShader !== null) this._equirectShader.dispose();
  29143. for (var i = 0; i < _lodPlanes.length; i++) {
  29144. _lodPlanes[i].dispose();
  29145. }
  29146. } // private interface
  29147. ;
  29148. _proto._cleanup = function _cleanup(outputTarget) {
  29149. this._pingPongRenderTarget.dispose();
  29150. this._renderer.setRenderTarget(_oldTarget);
  29151. outputTarget.scissorTest = false;
  29152. _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
  29153. };
  29154. _proto._fromTexture = function _fromTexture(texture) {
  29155. _oldTarget = this._renderer.getRenderTarget();
  29156. var cubeUVRenderTarget = this._allocateTargets(texture);
  29157. this._textureToCubeUV(texture, cubeUVRenderTarget);
  29158. this._applyPMREM(cubeUVRenderTarget);
  29159. this._cleanup(cubeUVRenderTarget);
  29160. return cubeUVRenderTarget;
  29161. };
  29162. _proto._allocateTargets = function _allocateTargets(texture) {
  29163. // warning: null texture is valid
  29164. var params = {
  29165. magFilter: NearestFilter,
  29166. minFilter: NearestFilter,
  29167. generateMipmaps: false,
  29168. type: UnsignedByteType,
  29169. format: RGBEFormat,
  29170. encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
  29171. depthBuffer: false
  29172. };
  29173. var cubeUVRenderTarget = _createRenderTarget(params);
  29174. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29175. this._pingPongRenderTarget = _createRenderTarget(params);
  29176. return cubeUVRenderTarget;
  29177. };
  29178. _proto._compileMaterial = function _compileMaterial(material) {
  29179. var tmpMesh = new Mesh(_lodPlanes[0], material);
  29180. this._renderer.compile(tmpMesh, _flatCamera);
  29181. };
  29182. _proto._sceneToCubeUV = function _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
  29183. var fov = 90;
  29184. var aspect = 1;
  29185. var cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
  29186. var upSign = [1, -1, 1, 1, 1, 1];
  29187. var forwardSign = [1, 1, 1, -1, -1, -1];
  29188. var renderer = this._renderer;
  29189. var outputEncoding = renderer.outputEncoding;
  29190. var toneMapping = renderer.toneMapping;
  29191. renderer.getClearColor(_clearColor);
  29192. var clearAlpha = renderer.getClearAlpha();
  29193. renderer.toneMapping = NoToneMapping;
  29194. renderer.outputEncoding = LinearEncoding;
  29195. var background = scene.background;
  29196. if (background && background.isColor) {
  29197. background.convertSRGBToLinear(); // Convert linear to RGBE
  29198. var maxComponent = Math.max(background.r, background.g, background.b);
  29199. var fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0);
  29200. background = background.multiplyScalar(Math.pow(2.0, -fExp));
  29201. var alpha = (fExp + 128.0) / 255.0;
  29202. renderer.setClearColor(background, alpha);
  29203. scene.background = null;
  29204. }
  29205. for (var i = 0; i < 6; i++) {
  29206. var col = i % 3;
  29207. if (col == 0) {
  29208. cubeCamera.up.set(0, upSign[i], 0);
  29209. cubeCamera.lookAt(forwardSign[i], 0, 0);
  29210. } else if (col == 1) {
  29211. cubeCamera.up.set(0, 0, upSign[i]);
  29212. cubeCamera.lookAt(0, forwardSign[i], 0);
  29213. } else {
  29214. cubeCamera.up.set(0, upSign[i], 0);
  29215. cubeCamera.lookAt(0, 0, forwardSign[i]);
  29216. }
  29217. _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
  29218. renderer.setRenderTarget(cubeUVRenderTarget);
  29219. renderer.render(scene, cubeCamera);
  29220. }
  29221. renderer.toneMapping = toneMapping;
  29222. renderer.outputEncoding = outputEncoding;
  29223. renderer.setClearColor(_clearColor, clearAlpha);
  29224. };
  29225. _proto._textureToCubeUV = function _textureToCubeUV(texture, cubeUVRenderTarget) {
  29226. var renderer = this._renderer;
  29227. if (texture.isCubeTexture) {
  29228. if (this._cubemapShader == null) {
  29229. this._cubemapShader = _getCubemapShader();
  29230. }
  29231. } else {
  29232. if (this._equirectShader == null) {
  29233. this._equirectShader = _getEquirectShader();
  29234. }
  29235. }
  29236. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29237. var mesh = new Mesh(_lodPlanes[0], material);
  29238. var uniforms = material.uniforms;
  29239. uniforms['envMap'].value = texture;
  29240. if (!texture.isCubeTexture) {
  29241. uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
  29242. }
  29243. uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
  29244. uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];
  29245. _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
  29246. renderer.setRenderTarget(cubeUVRenderTarget);
  29247. renderer.render(mesh, _flatCamera);
  29248. };
  29249. _proto._applyPMREM = function _applyPMREM(cubeUVRenderTarget) {
  29250. var renderer = this._renderer;
  29251. var autoClear = renderer.autoClear;
  29252. renderer.autoClear = false;
  29253. for (var i = 1; i < TOTAL_LODS; i++) {
  29254. var sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
  29255. var poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
  29256. this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
  29257. }
  29258. renderer.autoClear = autoClear;
  29259. }
  29260. /**
  29261. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29262. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29263. * the blur latitudinally (around the poles), and then longitudinally (towards
  29264. * the poles) to approximate the orthogonally-separable blur. It is least
  29265. * accurate at the poles, but still does a decent job.
  29266. */
  29267. ;
  29268. _proto._blur = function _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
  29269. var pingPongRenderTarget = this._pingPongRenderTarget;
  29270. this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
  29271. this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
  29272. };
  29273. _proto._halfBlur = function _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
  29274. var renderer = this._renderer;
  29275. var blurMaterial = this._blurMaterial;
  29276. if (direction !== 'latitudinal' && direction !== 'longitudinal') {
  29277. console.error('blur direction must be either latitudinal or longitudinal!');
  29278. } // Number of standard deviations at which to cut off the discrete approximation.
  29279. var STANDARD_DEVIATIONS = 3;
  29280. var blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
  29281. var blurUniforms = blurMaterial.uniforms;
  29282. var pixels = _sizeLods[lodIn] - 1;
  29283. var radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
  29284. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29285. var samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
  29286. if (samples > MAX_SAMPLES) {
  29287. console.warn("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES);
  29288. }
  29289. var weights = [];
  29290. var sum = 0;
  29291. for (var i = 0; i < MAX_SAMPLES; ++i) {
  29292. var _x = i / sigmaPixels;
  29293. var weight = Math.exp(-_x * _x / 2);
  29294. weights.push(weight);
  29295. if (i == 0) {
  29296. sum += weight;
  29297. } else if (i < samples) {
  29298. sum += 2 * weight;
  29299. }
  29300. }
  29301. for (var _i = 0; _i < weights.length; _i++) {
  29302. weights[_i] = weights[_i] / sum;
  29303. }
  29304. blurUniforms['envMap'].value = targetIn.texture;
  29305. blurUniforms['samples'].value = samples;
  29306. blurUniforms['weights'].value = weights;
  29307. blurUniforms['latitudinal'].value = direction === 'latitudinal';
  29308. if (poleAxis) {
  29309. blurUniforms['poleAxis'].value = poleAxis;
  29310. }
  29311. blurUniforms['dTheta'].value = radiansPerPixel;
  29312. blurUniforms['mipInt'].value = LOD_MAX - lodIn;
  29313. blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
  29314. blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
  29315. var outputSize = _sizeLods[lodOut];
  29316. var x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
  29317. var y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
  29318. _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
  29319. renderer.setRenderTarget(targetOut);
  29320. renderer.render(blurMesh, _flatCamera);
  29321. };
  29322. return PMREMGenerator;
  29323. }();
  29324. function _isLDR(texture) {
  29325. if (texture === undefined || texture.type !== UnsignedByteType) return false;
  29326. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29327. }
  29328. function _createPlanes() {
  29329. var _lodPlanes = [];
  29330. var _sizeLods = [];
  29331. var _sigmas = [];
  29332. var lod = LOD_MAX;
  29333. for (var i = 0; i < TOTAL_LODS; i++) {
  29334. var sizeLod = Math.pow(2, lod);
  29335. _sizeLods.push(sizeLod);
  29336. var sigma = 1.0 / sizeLod;
  29337. if (i > LOD_MAX - LOD_MIN) {
  29338. sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
  29339. } else if (i == 0) {
  29340. sigma = 0;
  29341. }
  29342. _sigmas.push(sigma);
  29343. var texelSize = 1.0 / (sizeLod - 1);
  29344. var min = -texelSize / 2;
  29345. var max = 1 + texelSize / 2;
  29346. var uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
  29347. var cubeFaces = 6;
  29348. var vertices = 6;
  29349. var positionSize = 3;
  29350. var uvSize = 2;
  29351. var faceIndexSize = 1;
  29352. var position = new Float32Array(positionSize * vertices * cubeFaces);
  29353. var uv = new Float32Array(uvSize * vertices * cubeFaces);
  29354. var faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
  29355. for (var face = 0; face < cubeFaces; face++) {
  29356. var x = face % 3 * 2 / 3 - 1;
  29357. var y = face > 2 ? 0 : -1;
  29358. var coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
  29359. position.set(coordinates, positionSize * vertices * face);
  29360. uv.set(uv1, uvSize * vertices * face);
  29361. var fill = [face, face, face, face, face, face];
  29362. faceIndex.set(fill, faceIndexSize * vertices * face);
  29363. }
  29364. var planes = new BufferGeometry();
  29365. planes.setAttribute('position', new BufferAttribute(position, positionSize));
  29366. planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
  29367. planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
  29368. _lodPlanes.push(planes);
  29369. if (lod > LOD_MIN) {
  29370. lod--;
  29371. }
  29372. }
  29373. return {
  29374. _lodPlanes: _lodPlanes,
  29375. _sizeLods: _sizeLods,
  29376. _sigmas: _sigmas
  29377. };
  29378. }
  29379. function _createRenderTarget(params) {
  29380. var cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
  29381. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29382. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29383. cubeUVRenderTarget.scissorTest = true;
  29384. return cubeUVRenderTarget;
  29385. }
  29386. function _setViewport(target, x, y, width, height) {
  29387. target.viewport.set(x, y, width, height);
  29388. target.scissor.set(x, y, width, height);
  29389. }
  29390. function _getBlurShader(maxSamples) {
  29391. var weights = new Float32Array(maxSamples);
  29392. var poleAxis = new Vector3(0, 1, 0);
  29393. var shaderMaterial = new RawShaderMaterial({
  29394. name: 'SphericalGaussianBlur',
  29395. defines: {
  29396. 'n': maxSamples
  29397. },
  29398. uniforms: {
  29399. 'envMap': {
  29400. value: null
  29401. },
  29402. 'samples': {
  29403. value: 1
  29404. },
  29405. 'weights': {
  29406. value: weights
  29407. },
  29408. 'latitudinal': {
  29409. value: false
  29410. },
  29411. 'dTheta': {
  29412. value: 0
  29413. },
  29414. 'mipInt': {
  29415. value: 0
  29416. },
  29417. 'poleAxis': {
  29418. value: poleAxis
  29419. },
  29420. 'inputEncoding': {
  29421. value: ENCODINGS[LinearEncoding]
  29422. },
  29423. 'outputEncoding': {
  29424. value: ENCODINGS[LinearEncoding]
  29425. }
  29426. },
  29427. vertexShader: _getCommonVertexShader(),
  29428. fragmentShader:
  29429. /* glsl */
  29430. "\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",
  29431. blending: NoBlending,
  29432. depthTest: false,
  29433. depthWrite: false
  29434. });
  29435. return shaderMaterial;
  29436. }
  29437. function _getEquirectShader() {
  29438. var texelSize = new Vector2(1, 1);
  29439. var shaderMaterial = new RawShaderMaterial({
  29440. name: 'EquirectangularToCubeUV',
  29441. uniforms: {
  29442. 'envMap': {
  29443. value: null
  29444. },
  29445. 'texelSize': {
  29446. value: texelSize
  29447. },
  29448. 'inputEncoding': {
  29449. value: ENCODINGS[LinearEncoding]
  29450. },
  29451. 'outputEncoding': {
  29452. value: ENCODINGS[LinearEncoding]
  29453. }
  29454. },
  29455. vertexShader: _getCommonVertexShader(),
  29456. fragmentShader:
  29457. /* glsl */
  29458. "\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",
  29459. blending: NoBlending,
  29460. depthTest: false,
  29461. depthWrite: false
  29462. });
  29463. return shaderMaterial;
  29464. }
  29465. function _getCubemapShader() {
  29466. var shaderMaterial = new RawShaderMaterial({
  29467. name: 'CubemapToCubeUV',
  29468. uniforms: {
  29469. 'envMap': {
  29470. value: null
  29471. },
  29472. 'inputEncoding': {
  29473. value: ENCODINGS[LinearEncoding]
  29474. },
  29475. 'outputEncoding': {
  29476. value: ENCODINGS[LinearEncoding]
  29477. }
  29478. },
  29479. vertexShader: _getCommonVertexShader(),
  29480. fragmentShader:
  29481. /* glsl */
  29482. "\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",
  29483. blending: NoBlending,
  29484. depthTest: false,
  29485. depthWrite: false
  29486. });
  29487. return shaderMaterial;
  29488. }
  29489. function _getCommonVertexShader() {
  29490. return (
  29491. /* glsl */
  29492. "\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"
  29493. );
  29494. }
  29495. function _getEncodings() {
  29496. return (
  29497. /* glsl */
  29498. "\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"
  29499. );
  29500. }
  29501. function Face4(a, b, c, d, normal, color, materialIndex) {
  29502. console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');
  29503. return new Face3(a, b, c, normal, color, materialIndex);
  29504. }
  29505. var LineStrip = 0;
  29506. var LinePieces = 1;
  29507. var NoColors = 0;
  29508. var FaceColors = 1;
  29509. var VertexColors = 2;
  29510. function MeshFaceMaterial(materials) {
  29511. console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
  29512. return materials;
  29513. }
  29514. function MultiMaterial(materials) {
  29515. if (materials === void 0) {
  29516. materials = [];
  29517. }
  29518. console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
  29519. materials.isMultiMaterial = true;
  29520. materials.materials = materials;
  29521. materials.clone = function () {
  29522. return materials.slice();
  29523. };
  29524. return materials;
  29525. }
  29526. function PointCloud(geometry, material) {
  29527. console.warn('THREE.PointCloud has been renamed to THREE.Points.');
  29528. return new Points(geometry, material);
  29529. }
  29530. function Particle(material) {
  29531. console.warn('THREE.Particle has been renamed to THREE.Sprite.');
  29532. return new Sprite(material);
  29533. }
  29534. function ParticleSystem(geometry, material) {
  29535. console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
  29536. return new Points(geometry, material);
  29537. }
  29538. function PointCloudMaterial(parameters) {
  29539. console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
  29540. return new PointsMaterial(parameters);
  29541. }
  29542. function ParticleBasicMaterial(parameters) {
  29543. console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
  29544. return new PointsMaterial(parameters);
  29545. }
  29546. function ParticleSystemMaterial(parameters) {
  29547. console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
  29548. return new PointsMaterial(parameters);
  29549. }
  29550. function Vertex(x, y, z) {
  29551. console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
  29552. return new Vector3(x, y, z);
  29553. } //
  29554. function DynamicBufferAttribute(array, itemSize) {
  29555. console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
  29556. return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
  29557. }
  29558. function Int8Attribute(array, itemSize) {
  29559. console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
  29560. return new Int8BufferAttribute(array, itemSize);
  29561. }
  29562. function Uint8Attribute(array, itemSize) {
  29563. console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
  29564. return new Uint8BufferAttribute(array, itemSize);
  29565. }
  29566. function Uint8ClampedAttribute(array, itemSize) {
  29567. console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
  29568. return new Uint8ClampedBufferAttribute(array, itemSize);
  29569. }
  29570. function Int16Attribute(array, itemSize) {
  29571. console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
  29572. return new Int16BufferAttribute(array, itemSize);
  29573. }
  29574. function Uint16Attribute(array, itemSize) {
  29575. console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
  29576. return new Uint16BufferAttribute(array, itemSize);
  29577. }
  29578. function Int32Attribute(array, itemSize) {
  29579. console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
  29580. return new Int32BufferAttribute(array, itemSize);
  29581. }
  29582. function Uint32Attribute(array, itemSize) {
  29583. console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
  29584. return new Uint32BufferAttribute(array, itemSize);
  29585. }
  29586. function Float32Attribute(array, itemSize) {
  29587. console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
  29588. return new Float32BufferAttribute(array, itemSize);
  29589. }
  29590. function Float64Attribute(array, itemSize) {
  29591. console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
  29592. return new Float64BufferAttribute(array, itemSize);
  29593. } //
  29594. Curve.create = function (construct, getPoint) {
  29595. console.log('THREE.Curve.create() has been deprecated');
  29596. construct.prototype = Object.create(Curve.prototype);
  29597. construct.prototype.constructor = construct;
  29598. construct.prototype.getPoint = getPoint;
  29599. return construct;
  29600. }; //
  29601. Object.assign(CurvePath.prototype, {
  29602. createPointsGeometry: function createPointsGeometry(divisions) {
  29603. console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from path points (for Line or Points objects)
  29604. var pts = this.getPoints(divisions);
  29605. return this.createGeometry(pts);
  29606. },
  29607. createSpacedPointsGeometry: function createSpacedPointsGeometry(divisions) {
  29608. console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from equidistant sampling along the path
  29609. var pts = this.getSpacedPoints(divisions);
  29610. return this.createGeometry(pts);
  29611. },
  29612. createGeometry: function createGeometry(points) {
  29613. console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');
  29614. var geometry = new Geometry();
  29615. for (var i = 0, l = points.length; i < l; i++) {
  29616. var point = points[i];
  29617. geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0));
  29618. }
  29619. return geometry;
  29620. }
  29621. }); //
  29622. Object.assign(Path.prototype, {
  29623. fromPoints: function fromPoints(points) {
  29624. console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
  29625. return this.setFromPoints(points);
  29626. }
  29627. }); //
  29628. function ClosedSplineCurve3(points) {
  29629. console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
  29630. CatmullRomCurve3.call(this, points);
  29631. this.type = 'catmullrom';
  29632. this.closed = true;
  29633. }
  29634. ClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //
  29635. function SplineCurve3(points) {
  29636. console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
  29637. CatmullRomCurve3.call(this, points);
  29638. this.type = 'catmullrom';
  29639. }
  29640. SplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //
  29641. function Spline(points) {
  29642. console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.');
  29643. CatmullRomCurve3.call(this, points);
  29644. this.type = 'catmullrom';
  29645. }
  29646. Spline.prototype = Object.create(CatmullRomCurve3.prototype);
  29647. Object.assign(Spline.prototype, {
  29648. initFromArray: function initFromArray()
  29649. /* a */
  29650. {
  29651. console.error('THREE.Spline: .initFromArray() has been removed.');
  29652. },
  29653. getControlPointsArray: function getControlPointsArray()
  29654. /* optionalTarget */
  29655. {
  29656. console.error('THREE.Spline: .getControlPointsArray() has been removed.');
  29657. },
  29658. reparametrizeByArcLength: function reparametrizeByArcLength()
  29659. /* samplingCoef */
  29660. {
  29661. console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.');
  29662. }
  29663. }); //
  29664. function AxisHelper(size) {
  29665. console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
  29666. return new AxesHelper(size);
  29667. }
  29668. function BoundingBoxHelper(object, color) {
  29669. console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
  29670. return new BoxHelper(object, color);
  29671. }
  29672. function EdgesHelper(object, hex) {
  29673. console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
  29674. return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
  29675. color: hex !== undefined ? hex : 0xffffff
  29676. }));
  29677. }
  29678. GridHelper.prototype.setColors = function () {
  29679. console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
  29680. };
  29681. SkeletonHelper.prototype.update = function () {
  29682. console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
  29683. };
  29684. function WireframeHelper(object, hex) {
  29685. console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
  29686. return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
  29687. color: hex !== undefined ? hex : 0xffffff
  29688. }));
  29689. } //
  29690. Object.assign(Loader.prototype, {
  29691. extractUrlBase: function extractUrlBase(url) {
  29692. console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
  29693. return LoaderUtils.extractUrlBase(url);
  29694. }
  29695. });
  29696. Loader.Handlers = {
  29697. add: function add()
  29698. /* regex, loader */
  29699. {
  29700. console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
  29701. },
  29702. get: function get()
  29703. /* file */
  29704. {
  29705. console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
  29706. }
  29707. };
  29708. function XHRLoader(manager) {
  29709. console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
  29710. return new FileLoader(manager);
  29711. }
  29712. function BinaryTextureLoader(manager) {
  29713. console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
  29714. return new DataTextureLoader(manager);
  29715. } //
  29716. Object.assign(Box2.prototype, {
  29717. center: function center(optionalTarget) {
  29718. console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
  29719. return this.getCenter(optionalTarget);
  29720. },
  29721. empty: function empty() {
  29722. console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
  29723. return this.isEmpty();
  29724. },
  29725. isIntersectionBox: function isIntersectionBox(box) {
  29726. console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
  29727. return this.intersectsBox(box);
  29728. },
  29729. size: function size(optionalTarget) {
  29730. console.warn('THREE.Box2: .size() has been renamed to .getSize().');
  29731. return this.getSize(optionalTarget);
  29732. }
  29733. });
  29734. Object.assign(Box3.prototype, {
  29735. center: function center(optionalTarget) {
  29736. console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
  29737. return this.getCenter(optionalTarget);
  29738. },
  29739. empty: function empty() {
  29740. console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
  29741. return this.isEmpty();
  29742. },
  29743. isIntersectionBox: function isIntersectionBox(box) {
  29744. console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
  29745. return this.intersectsBox(box);
  29746. },
  29747. isIntersectionSphere: function isIntersectionSphere(sphere) {
  29748. console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  29749. return this.intersectsSphere(sphere);
  29750. },
  29751. size: function size(optionalTarget) {
  29752. console.warn('THREE.Box3: .size() has been renamed to .getSize().');
  29753. return this.getSize(optionalTarget);
  29754. }
  29755. });
  29756. Object.assign(Sphere.prototype, {
  29757. empty: function empty() {
  29758. console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
  29759. return this.isEmpty();
  29760. }
  29761. });
  29762. Frustum.prototype.setFromMatrix = function (m) {
  29763. console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
  29764. return this.setFromProjectionMatrix(m);
  29765. };
  29766. Line3.prototype.center = function (optionalTarget) {
  29767. console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
  29768. return this.getCenter(optionalTarget);
  29769. };
  29770. Object.assign(MathUtils, {
  29771. random16: function random16() {
  29772. console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.');
  29773. return Math.random();
  29774. },
  29775. nearestPowerOfTwo: function nearestPowerOfTwo(value) {
  29776. console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().');
  29777. return MathUtils.floorPowerOfTwo(value);
  29778. },
  29779. nextPowerOfTwo: function nextPowerOfTwo(value) {
  29780. console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().');
  29781. return MathUtils.ceilPowerOfTwo(value);
  29782. }
  29783. });
  29784. Object.assign(Matrix3.prototype, {
  29785. flattenToArrayOffset: function flattenToArrayOffset(array, offset) {
  29786. console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  29787. return this.toArray(array, offset);
  29788. },
  29789. multiplyVector3: function multiplyVector3(vector) {
  29790. console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
  29791. return vector.applyMatrix3(this);
  29792. },
  29793. multiplyVector3Array: function multiplyVector3Array()
  29794. /* a */
  29795. {
  29796. console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
  29797. },
  29798. applyToBufferAttribute: function applyToBufferAttribute(attribute) {
  29799. console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
  29800. return attribute.applyMatrix3(this);
  29801. },
  29802. applyToVector3Array: function applyToVector3Array()
  29803. /* array, offset, length */
  29804. {
  29805. console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
  29806. },
  29807. getInverse: function getInverse(matrix) {
  29808. console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  29809. return this.copy(matrix).invert();
  29810. }
  29811. });
  29812. Object.assign(Matrix4.prototype, {
  29813. extractPosition: function extractPosition(m) {
  29814. console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
  29815. return this.copyPosition(m);
  29816. },
  29817. flattenToArrayOffset: function flattenToArrayOffset(array, offset) {
  29818. console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  29819. return this.toArray(array, offset);
  29820. },
  29821. getPosition: function getPosition() {
  29822. console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
  29823. return new Vector3().setFromMatrixColumn(this, 3);
  29824. },
  29825. setRotationFromQuaternion: function setRotationFromQuaternion(q) {
  29826. console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
  29827. return this.makeRotationFromQuaternion(q);
  29828. },
  29829. multiplyToArray: function multiplyToArray() {
  29830. console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
  29831. },
  29832. multiplyVector3: function multiplyVector3(vector) {
  29833. console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  29834. return vector.applyMatrix4(this);
  29835. },
  29836. multiplyVector4: function multiplyVector4(vector) {
  29837. console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  29838. return vector.applyMatrix4(this);
  29839. },
  29840. multiplyVector3Array: function multiplyVector3Array()
  29841. /* a */
  29842. {
  29843. console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
  29844. },
  29845. rotateAxis: function rotateAxis(v) {
  29846. console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
  29847. v.transformDirection(this);
  29848. },
  29849. crossVector: function crossVector(vector) {
  29850. console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  29851. return vector.applyMatrix4(this);
  29852. },
  29853. translate: function translate() {
  29854. console.error('THREE.Matrix4: .translate() has been removed.');
  29855. },
  29856. rotateX: function rotateX() {
  29857. console.error('THREE.Matrix4: .rotateX() has been removed.');
  29858. },
  29859. rotateY: function rotateY() {
  29860. console.error('THREE.Matrix4: .rotateY() has been removed.');
  29861. },
  29862. rotateZ: function rotateZ() {
  29863. console.error('THREE.Matrix4: .rotateZ() has been removed.');
  29864. },
  29865. rotateByAxis: function rotateByAxis() {
  29866. console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
  29867. },
  29868. applyToBufferAttribute: function applyToBufferAttribute(attribute) {
  29869. console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
  29870. return attribute.applyMatrix4(this);
  29871. },
  29872. applyToVector3Array: function applyToVector3Array()
  29873. /* array, offset, length */
  29874. {
  29875. console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
  29876. },
  29877. makeFrustum: function makeFrustum(left, right, bottom, top, near, far) {
  29878. console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');
  29879. return this.makePerspective(left, right, top, bottom, near, far);
  29880. },
  29881. getInverse: function getInverse(matrix) {
  29882. console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  29883. return this.copy(matrix).invert();
  29884. }
  29885. });
  29886. Plane.prototype.isIntersectionLine = function (line) {
  29887. console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');
  29888. return this.intersectsLine(line);
  29889. };
  29890. Object.assign(Quaternion.prototype, {
  29891. multiplyVector3: function multiplyVector3(vector) {
  29892. console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
  29893. return vector.applyQuaternion(this);
  29894. },
  29895. inverse: function inverse() {
  29896. console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
  29897. return this.invert();
  29898. }
  29899. });
  29900. Object.assign(Ray.prototype, {
  29901. isIntersectionBox: function isIntersectionBox(box) {
  29902. console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
  29903. return this.intersectsBox(box);
  29904. },
  29905. isIntersectionPlane: function isIntersectionPlane(plane) {
  29906. console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
  29907. return this.intersectsPlane(plane);
  29908. },
  29909. isIntersectionSphere: function isIntersectionSphere(sphere) {
  29910. console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  29911. return this.intersectsSphere(sphere);
  29912. }
  29913. });
  29914. Object.assign(Triangle.prototype, {
  29915. area: function area() {
  29916. console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
  29917. return this.getArea();
  29918. },
  29919. barycoordFromPoint: function barycoordFromPoint(point, target) {
  29920. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  29921. return this.getBarycoord(point, target);
  29922. },
  29923. midpoint: function midpoint(target) {
  29924. console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
  29925. return this.getMidpoint(target);
  29926. },
  29927. normal: function normal(target) {
  29928. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  29929. return this.getNormal(target);
  29930. },
  29931. plane: function plane(target) {
  29932. console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
  29933. return this.getPlane(target);
  29934. }
  29935. });
  29936. Object.assign(Triangle, {
  29937. barycoordFromPoint: function barycoordFromPoint(point, a, b, c, target) {
  29938. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  29939. return Triangle.getBarycoord(point, a, b, c, target);
  29940. },
  29941. normal: function normal(a, b, c, target) {
  29942. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  29943. return Triangle.getNormal(a, b, c, target);
  29944. }
  29945. });
  29946. Object.assign(Shape.prototype, {
  29947. extractAllPoints: function extractAllPoints(divisions) {
  29948. console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
  29949. return this.extractPoints(divisions);
  29950. },
  29951. extrude: function extrude(options) {
  29952. console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
  29953. return new ExtrudeGeometry(this, options);
  29954. },
  29955. makeGeometry: function makeGeometry(options) {
  29956. console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
  29957. return new ShapeGeometry(this, options);
  29958. }
  29959. });
  29960. Object.assign(Vector2.prototype, {
  29961. fromAttribute: function fromAttribute(attribute, index, offset) {
  29962. console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
  29963. return this.fromBufferAttribute(attribute, index, offset);
  29964. },
  29965. distanceToManhattan: function distanceToManhattan(v) {
  29966. console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  29967. return this.manhattanDistanceTo(v);
  29968. },
  29969. lengthManhattan: function lengthManhattan() {
  29970. console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
  29971. return this.manhattanLength();
  29972. }
  29973. });
  29974. Object.assign(Vector3.prototype, {
  29975. setEulerFromRotationMatrix: function setEulerFromRotationMatrix() {
  29976. console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
  29977. },
  29978. setEulerFromQuaternion: function setEulerFromQuaternion() {
  29979. console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
  29980. },
  29981. getPositionFromMatrix: function getPositionFromMatrix(m) {
  29982. console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
  29983. return this.setFromMatrixPosition(m);
  29984. },
  29985. getScaleFromMatrix: function getScaleFromMatrix(m) {
  29986. console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
  29987. return this.setFromMatrixScale(m);
  29988. },
  29989. getColumnFromMatrix: function getColumnFromMatrix(index, matrix) {
  29990. console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
  29991. return this.setFromMatrixColumn(matrix, index);
  29992. },
  29993. applyProjection: function applyProjection(m) {
  29994. console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
  29995. return this.applyMatrix4(m);
  29996. },
  29997. fromAttribute: function fromAttribute(attribute, index, offset) {
  29998. console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
  29999. return this.fromBufferAttribute(attribute, index, offset);
  30000. },
  30001. distanceToManhattan: function distanceToManhattan(v) {
  30002. console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  30003. return this.manhattanDistanceTo(v);
  30004. },
  30005. lengthManhattan: function lengthManhattan() {
  30006. console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
  30007. return this.manhattanLength();
  30008. }
  30009. });
  30010. Object.assign(Vector4.prototype, {
  30011. fromAttribute: function fromAttribute(attribute, index, offset) {
  30012. console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
  30013. return this.fromBufferAttribute(attribute, index, offset);
  30014. },
  30015. lengthManhattan: function lengthManhattan() {
  30016. console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
  30017. return this.manhattanLength();
  30018. }
  30019. }); //
  30020. Object.assign(Geometry.prototype, {
  30021. computeTangents: function computeTangents() {
  30022. console.error('THREE.Geometry: .computeTangents() has been removed.');
  30023. },
  30024. computeLineDistances: function computeLineDistances() {
  30025. console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.');
  30026. },
  30027. applyMatrix: function applyMatrix(matrix) {
  30028. console.warn('THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().');
  30029. return this.applyMatrix4(matrix);
  30030. }
  30031. });
  30032. Object.assign(Object3D.prototype, {
  30033. getChildByName: function getChildByName(name) {
  30034. console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
  30035. return this.getObjectByName(name);
  30036. },
  30037. renderDepth: function renderDepth() {
  30038. console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
  30039. },
  30040. translate: function translate(distance, axis) {
  30041. console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
  30042. return this.translateOnAxis(axis, distance);
  30043. },
  30044. getWorldRotation: function getWorldRotation() {
  30045. console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
  30046. },
  30047. applyMatrix: function applyMatrix(matrix) {
  30048. console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
  30049. return this.applyMatrix4(matrix);
  30050. }
  30051. });
  30052. Object.defineProperties(Object3D.prototype, {
  30053. eulerOrder: {
  30054. get: function get() {
  30055. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  30056. return this.rotation.order;
  30057. },
  30058. set: function set(value) {
  30059. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  30060. this.rotation.order = value;
  30061. }
  30062. },
  30063. useQuaternion: {
  30064. get: function get() {
  30065. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  30066. },
  30067. set: function set() {
  30068. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  30069. }
  30070. }
  30071. });
  30072. Object.assign(Mesh.prototype, {
  30073. setDrawMode: function setDrawMode() {
  30074. console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  30075. }
  30076. });
  30077. Object.defineProperties(Mesh.prototype, {
  30078. drawMode: {
  30079. get: function get() {
  30080. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
  30081. return TrianglesDrawMode;
  30082. },
  30083. set: function set() {
  30084. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  30085. }
  30086. }
  30087. });
  30088. Object.defineProperties(LOD.prototype, {
  30089. objects: {
  30090. get: function get() {
  30091. console.warn('THREE.LOD: .objects has been renamed to .levels.');
  30092. return this.levels;
  30093. }
  30094. }
  30095. });
  30096. Object.defineProperty(Skeleton.prototype, 'useVertexTexture', {
  30097. get: function get() {
  30098. console.warn('THREE.Skeleton: useVertexTexture has been removed.');
  30099. },
  30100. set: function set() {
  30101. console.warn('THREE.Skeleton: useVertexTexture has been removed.');
  30102. }
  30103. });
  30104. SkinnedMesh.prototype.initBones = function () {
  30105. console.error('THREE.SkinnedMesh: initBones() has been removed.');
  30106. };
  30107. Object.defineProperty(Curve.prototype, '__arcLengthDivisions', {
  30108. get: function get() {
  30109. console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');
  30110. return this.arcLengthDivisions;
  30111. },
  30112. set: function set(value) {
  30113. console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');
  30114. this.arcLengthDivisions = value;
  30115. }
  30116. }); //
  30117. PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
  30118. console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.');
  30119. if (filmGauge !== undefined) this.filmGauge = filmGauge;
  30120. this.setFocalLength(focalLength);
  30121. }; //
  30122. Object.defineProperties(Light.prototype, {
  30123. onlyShadow: {
  30124. set: function set() {
  30125. console.warn('THREE.Light: .onlyShadow has been removed.');
  30126. }
  30127. },
  30128. shadowCameraFov: {
  30129. set: function set(value) {
  30130. console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');
  30131. this.shadow.camera.fov = value;
  30132. }
  30133. },
  30134. shadowCameraLeft: {
  30135. set: function set(value) {
  30136. console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');
  30137. this.shadow.camera.left = value;
  30138. }
  30139. },
  30140. shadowCameraRight: {
  30141. set: function set(value) {
  30142. console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');
  30143. this.shadow.camera.right = value;
  30144. }
  30145. },
  30146. shadowCameraTop: {
  30147. set: function set(value) {
  30148. console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');
  30149. this.shadow.camera.top = value;
  30150. }
  30151. },
  30152. shadowCameraBottom: {
  30153. set: function set(value) {
  30154. console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');
  30155. this.shadow.camera.bottom = value;
  30156. }
  30157. },
  30158. shadowCameraNear: {
  30159. set: function set(value) {
  30160. console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');
  30161. this.shadow.camera.near = value;
  30162. }
  30163. },
  30164. shadowCameraFar: {
  30165. set: function set(value) {
  30166. console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');
  30167. this.shadow.camera.far = value;
  30168. }
  30169. },
  30170. shadowCameraVisible: {
  30171. set: function set() {
  30172. console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');
  30173. }
  30174. },
  30175. shadowBias: {
  30176. set: function set(value) {
  30177. console.warn('THREE.Light: .shadowBias is now .shadow.bias.');
  30178. this.shadow.bias = value;
  30179. }
  30180. },
  30181. shadowDarkness: {
  30182. set: function set() {
  30183. console.warn('THREE.Light: .shadowDarkness has been removed.');
  30184. }
  30185. },
  30186. shadowMapWidth: {
  30187. set: function set(value) {
  30188. console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');
  30189. this.shadow.mapSize.width = value;
  30190. }
  30191. },
  30192. shadowMapHeight: {
  30193. set: function set(value) {
  30194. console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');
  30195. this.shadow.mapSize.height = value;
  30196. }
  30197. }
  30198. }); //
  30199. Object.defineProperties(BufferAttribute.prototype, {
  30200. length: {
  30201. get: function get() {
  30202. console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
  30203. return this.array.length;
  30204. }
  30205. },
  30206. dynamic: {
  30207. get: function get() {
  30208. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  30209. return this.usage === DynamicDrawUsage;
  30210. },
  30211. set: function set()
  30212. /* value */
  30213. {
  30214. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  30215. this.setUsage(DynamicDrawUsage);
  30216. }
  30217. }
  30218. });
  30219. Object.assign(BufferAttribute.prototype, {
  30220. setDynamic: function setDynamic(value) {
  30221. console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
  30222. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  30223. return this;
  30224. },
  30225. copyIndicesArray: function copyIndicesArray()
  30226. /* indices */
  30227. {
  30228. console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
  30229. },
  30230. setArray: function setArray()
  30231. /* array */
  30232. {
  30233. console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  30234. }
  30235. });
  30236. Object.assign(BufferGeometry.prototype, {
  30237. addIndex: function addIndex(index) {
  30238. console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
  30239. this.setIndex(index);
  30240. },
  30241. addAttribute: function addAttribute(name, attribute) {
  30242. console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
  30243. if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
  30244. console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
  30245. return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
  30246. }
  30247. if (name === 'index') {
  30248. console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
  30249. this.setIndex(attribute);
  30250. return this;
  30251. }
  30252. return this.setAttribute(name, attribute);
  30253. },
  30254. addDrawCall: function addDrawCall(start, count, indexOffset) {
  30255. if (indexOffset !== undefined) {
  30256. console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');
  30257. }
  30258. console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');
  30259. this.addGroup(start, count);
  30260. },
  30261. clearDrawCalls: function clearDrawCalls() {
  30262. console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
  30263. this.clearGroups();
  30264. },
  30265. computeTangents: function computeTangents() {
  30266. console.warn('THREE.BufferGeometry: .computeTangents() has been removed.');
  30267. },
  30268. computeOffsets: function computeOffsets() {
  30269. console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
  30270. },
  30271. removeAttribute: function removeAttribute(name) {
  30272. console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
  30273. return this.deleteAttribute(name);
  30274. },
  30275. applyMatrix: function applyMatrix(matrix) {
  30276. console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
  30277. return this.applyMatrix4(matrix);
  30278. }
  30279. });
  30280. Object.defineProperties(BufferGeometry.prototype, {
  30281. drawcalls: {
  30282. get: function get() {
  30283. console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');
  30284. return this.groups;
  30285. }
  30286. },
  30287. offsets: {
  30288. get: function get() {
  30289. console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');
  30290. return this.groups;
  30291. }
  30292. }
  30293. });
  30294. Object.defineProperties(InstancedBufferGeometry.prototype, {
  30295. maxInstancedCount: {
  30296. get: function get() {
  30297. console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.');
  30298. return this.instanceCount;
  30299. },
  30300. set: function set(value) {
  30301. console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.');
  30302. this.instanceCount = value;
  30303. }
  30304. }
  30305. });
  30306. Object.defineProperties(Raycaster.prototype, {
  30307. linePrecision: {
  30308. get: function get() {
  30309. console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.');
  30310. return this.params.Line.threshold;
  30311. },
  30312. set: function set(value) {
  30313. console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.');
  30314. this.params.Line.threshold = value;
  30315. }
  30316. }
  30317. });
  30318. Object.defineProperties(InterleavedBuffer.prototype, {
  30319. dynamic: {
  30320. get: function get() {
  30321. console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
  30322. return this.usage === DynamicDrawUsage;
  30323. },
  30324. set: function set(value) {
  30325. console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
  30326. this.setUsage(value);
  30327. }
  30328. }
  30329. });
  30330. Object.assign(InterleavedBuffer.prototype, {
  30331. setDynamic: function setDynamic(value) {
  30332. console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
  30333. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  30334. return this;
  30335. },
  30336. setArray: function setArray()
  30337. /* array */
  30338. {
  30339. console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  30340. }
  30341. }); //
  30342. Object.assign(ExtrudeBufferGeometry.prototype, {
  30343. getArrays: function getArrays() {
  30344. console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.');
  30345. },
  30346. addShapeList: function addShapeList() {
  30347. console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.');
  30348. },
  30349. addShape: function addShape() {
  30350. console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.');
  30351. }
  30352. }); //
  30353. Object.assign(Scene.prototype, {
  30354. dispose: function dispose() {
  30355. console.error('THREE.Scene: .dispose() has been removed.');
  30356. }
  30357. }); //
  30358. Object.defineProperties(Uniform.prototype, {
  30359. dynamic: {
  30360. set: function set() {
  30361. console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.');
  30362. }
  30363. },
  30364. onUpdate: {
  30365. value: function value() {
  30366. console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');
  30367. return this;
  30368. }
  30369. }
  30370. }); //
  30371. Object.defineProperties(Material.prototype, {
  30372. wrapAround: {
  30373. get: function get() {
  30374. console.warn('THREE.Material: .wrapAround has been removed.');
  30375. },
  30376. set: function set() {
  30377. console.warn('THREE.Material: .wrapAround has been removed.');
  30378. }
  30379. },
  30380. overdraw: {
  30381. get: function get() {
  30382. console.warn('THREE.Material: .overdraw has been removed.');
  30383. },
  30384. set: function set() {
  30385. console.warn('THREE.Material: .overdraw has been removed.');
  30386. }
  30387. },
  30388. wrapRGB: {
  30389. get: function get() {
  30390. console.warn('THREE.Material: .wrapRGB has been removed.');
  30391. return new Color();
  30392. }
  30393. },
  30394. shading: {
  30395. get: function get() {
  30396. console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  30397. },
  30398. set: function set(value) {
  30399. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  30400. this.flatShading = value === FlatShading;
  30401. }
  30402. },
  30403. stencilMask: {
  30404. get: function get() {
  30405. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  30406. return this.stencilFuncMask;
  30407. },
  30408. set: function set(value) {
  30409. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  30410. this.stencilFuncMask = value;
  30411. }
  30412. }
  30413. });
  30414. Object.defineProperties(MeshPhongMaterial.prototype, {
  30415. metal: {
  30416. get: function get() {
  30417. console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.');
  30418. return false;
  30419. },
  30420. set: function set() {
  30421. console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead');
  30422. }
  30423. }
  30424. });
  30425. Object.defineProperties(MeshPhysicalMaterial.prototype, {
  30426. transparency: {
  30427. get: function get() {
  30428. console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.');
  30429. return this.transmission;
  30430. },
  30431. set: function set(value) {
  30432. console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.');
  30433. this.transmission = value;
  30434. }
  30435. }
  30436. });
  30437. Object.defineProperties(ShaderMaterial.prototype, {
  30438. derivatives: {
  30439. get: function get() {
  30440. console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  30441. return this.extensions.derivatives;
  30442. },
  30443. set: function set(value) {
  30444. console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  30445. this.extensions.derivatives = value;
  30446. }
  30447. }
  30448. }); //
  30449. Object.assign(WebGLRenderer.prototype, {
  30450. clearTarget: function clearTarget(renderTarget, color, depth, stencil) {
  30451. console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
  30452. this.setRenderTarget(renderTarget);
  30453. this.clear(color, depth, stencil);
  30454. },
  30455. animate: function animate(callback) {
  30456. console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
  30457. this.setAnimationLoop(callback);
  30458. },
  30459. getCurrentRenderTarget: function getCurrentRenderTarget() {
  30460. console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
  30461. return this.getRenderTarget();
  30462. },
  30463. getMaxAnisotropy: function getMaxAnisotropy() {
  30464. console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
  30465. return this.capabilities.getMaxAnisotropy();
  30466. },
  30467. getPrecision: function getPrecision() {
  30468. console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
  30469. return this.capabilities.precision;
  30470. },
  30471. resetGLState: function resetGLState() {
  30472. console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
  30473. return this.state.reset();
  30474. },
  30475. supportsFloatTextures: function supportsFloatTextures() {
  30476. console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
  30477. return this.extensions.get('OES_texture_float');
  30478. },
  30479. supportsHalfFloatTextures: function supportsHalfFloatTextures() {
  30480. console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
  30481. return this.extensions.get('OES_texture_half_float');
  30482. },
  30483. supportsStandardDerivatives: function supportsStandardDerivatives() {
  30484. console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
  30485. return this.extensions.get('OES_standard_derivatives');
  30486. },
  30487. supportsCompressedTextureS3TC: function supportsCompressedTextureS3TC() {
  30488. console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
  30489. return this.extensions.get('WEBGL_compressed_texture_s3tc');
  30490. },
  30491. supportsCompressedTexturePVRTC: function supportsCompressedTexturePVRTC() {
  30492. console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
  30493. return this.extensions.get('WEBGL_compressed_texture_pvrtc');
  30494. },
  30495. supportsBlendMinMax: function supportsBlendMinMax() {
  30496. console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
  30497. return this.extensions.get('EXT_blend_minmax');
  30498. },
  30499. supportsVertexTextures: function supportsVertexTextures() {
  30500. console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
  30501. return this.capabilities.vertexTextures;
  30502. },
  30503. supportsInstancedArrays: function supportsInstancedArrays() {
  30504. console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
  30505. return this.extensions.get('ANGLE_instanced_arrays');
  30506. },
  30507. enableScissorTest: function enableScissorTest(boolean) {
  30508. console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
  30509. this.setScissorTest(boolean);
  30510. },
  30511. initMaterial: function initMaterial() {
  30512. console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
  30513. },
  30514. addPrePlugin: function addPrePlugin() {
  30515. console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
  30516. },
  30517. addPostPlugin: function addPostPlugin() {
  30518. console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
  30519. },
  30520. updateShadowMap: function updateShadowMap() {
  30521. console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
  30522. },
  30523. setFaceCulling: function setFaceCulling() {
  30524. console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
  30525. },
  30526. allocTextureUnit: function allocTextureUnit() {
  30527. console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
  30528. },
  30529. setTexture: function setTexture() {
  30530. console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
  30531. },
  30532. setTexture2D: function setTexture2D() {
  30533. console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
  30534. },
  30535. setTextureCube: function setTextureCube() {
  30536. console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
  30537. },
  30538. getActiveMipMapLevel: function getActiveMipMapLevel() {
  30539. console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
  30540. return this.getActiveMipmapLevel();
  30541. }
  30542. });
  30543. Object.defineProperties(WebGLRenderer.prototype, {
  30544. shadowMapEnabled: {
  30545. get: function get() {
  30546. return this.shadowMap.enabled;
  30547. },
  30548. set: function set(value) {
  30549. console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
  30550. this.shadowMap.enabled = value;
  30551. }
  30552. },
  30553. shadowMapType: {
  30554. get: function get() {
  30555. return this.shadowMap.type;
  30556. },
  30557. set: function set(value) {
  30558. console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
  30559. this.shadowMap.type = value;
  30560. }
  30561. },
  30562. shadowMapCullFace: {
  30563. get: function get() {
  30564. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  30565. return undefined;
  30566. },
  30567. set: function set()
  30568. /* value */
  30569. {
  30570. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  30571. }
  30572. },
  30573. context: {
  30574. get: function get() {
  30575. console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
  30576. return this.getContext();
  30577. }
  30578. },
  30579. vr: {
  30580. get: function get() {
  30581. console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
  30582. return this.xr;
  30583. }
  30584. },
  30585. gammaInput: {
  30586. get: function get() {
  30587. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  30588. return false;
  30589. },
  30590. set: function set() {
  30591. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  30592. }
  30593. },
  30594. gammaOutput: {
  30595. get: function get() {
  30596. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  30597. return false;
  30598. },
  30599. set: function set(value) {
  30600. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  30601. this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
  30602. }
  30603. },
  30604. toneMappingWhitePoint: {
  30605. get: function get() {
  30606. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  30607. return 1.0;
  30608. },
  30609. set: function set() {
  30610. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  30611. }
  30612. }
  30613. });
  30614. Object.defineProperties(WebGLShadowMap.prototype, {
  30615. cullFace: {
  30616. get: function get() {
  30617. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  30618. return undefined;
  30619. },
  30620. set: function set()
  30621. /* cullFace */
  30622. {
  30623. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  30624. }
  30625. },
  30626. renderReverseSided: {
  30627. get: function get() {
  30628. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  30629. return undefined;
  30630. },
  30631. set: function set() {
  30632. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  30633. }
  30634. },
  30635. renderSingleSided: {
  30636. get: function get() {
  30637. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  30638. return undefined;
  30639. },
  30640. set: function set() {
  30641. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  30642. }
  30643. }
  30644. });
  30645. function WebGLRenderTargetCube(width, height, options) {
  30646. console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
  30647. return new WebGLCubeRenderTarget(width, options);
  30648. } //
  30649. Object.defineProperties(WebGLRenderTarget.prototype, {
  30650. wrapS: {
  30651. get: function get() {
  30652. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  30653. return this.texture.wrapS;
  30654. },
  30655. set: function set(value) {
  30656. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  30657. this.texture.wrapS = value;
  30658. }
  30659. },
  30660. wrapT: {
  30661. get: function get() {
  30662. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  30663. return this.texture.wrapT;
  30664. },
  30665. set: function set(value) {
  30666. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  30667. this.texture.wrapT = value;
  30668. }
  30669. },
  30670. magFilter: {
  30671. get: function get() {
  30672. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  30673. return this.texture.magFilter;
  30674. },
  30675. set: function set(value) {
  30676. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  30677. this.texture.magFilter = value;
  30678. }
  30679. },
  30680. minFilter: {
  30681. get: function get() {
  30682. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  30683. return this.texture.minFilter;
  30684. },
  30685. set: function set(value) {
  30686. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  30687. this.texture.minFilter = value;
  30688. }
  30689. },
  30690. anisotropy: {
  30691. get: function get() {
  30692. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  30693. return this.texture.anisotropy;
  30694. },
  30695. set: function set(value) {
  30696. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  30697. this.texture.anisotropy = value;
  30698. }
  30699. },
  30700. offset: {
  30701. get: function get() {
  30702. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  30703. return this.texture.offset;
  30704. },
  30705. set: function set(value) {
  30706. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  30707. this.texture.offset = value;
  30708. }
  30709. },
  30710. repeat: {
  30711. get: function get() {
  30712. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  30713. return this.texture.repeat;
  30714. },
  30715. set: function set(value) {
  30716. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  30717. this.texture.repeat = value;
  30718. }
  30719. },
  30720. format: {
  30721. get: function get() {
  30722. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  30723. return this.texture.format;
  30724. },
  30725. set: function set(value) {
  30726. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  30727. this.texture.format = value;
  30728. }
  30729. },
  30730. type: {
  30731. get: function get() {
  30732. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  30733. return this.texture.type;
  30734. },
  30735. set: function set(value) {
  30736. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  30737. this.texture.type = value;
  30738. }
  30739. },
  30740. generateMipmaps: {
  30741. get: function get() {
  30742. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  30743. return this.texture.generateMipmaps;
  30744. },
  30745. set: function set(value) {
  30746. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  30747. this.texture.generateMipmaps = value;
  30748. }
  30749. }
  30750. }); //
  30751. Object.defineProperties(Audio.prototype, {
  30752. load: {
  30753. value: function value(file) {
  30754. console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
  30755. var scope = this;
  30756. var audioLoader = new AudioLoader();
  30757. audioLoader.load(file, function (buffer) {
  30758. scope.setBuffer(buffer);
  30759. });
  30760. return this;
  30761. }
  30762. },
  30763. startTime: {
  30764. set: function set() {
  30765. console.warn('THREE.Audio: .startTime is now .play( delay ).');
  30766. }
  30767. }
  30768. });
  30769. AudioAnalyser.prototype.getData = function () {
  30770. console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
  30771. return this.getFrequencyData();
  30772. }; //
  30773. CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
  30774. console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
  30775. return this.update(renderer, scene);
  30776. };
  30777. CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
  30778. console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
  30779. return this.renderTarget.clear(renderer, color, depth, stencil);
  30780. }; //
  30781. var GeometryUtils = {
  30782. merge: function merge(geometry1, geometry2, materialIndexOffset) {
  30783. console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');
  30784. var matrix;
  30785. if (geometry2.isMesh) {
  30786. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30787. matrix = geometry2.matrix;
  30788. geometry2 = geometry2.geometry;
  30789. }
  30790. geometry1.merge(geometry2, matrix, materialIndexOffset);
  30791. },
  30792. center: function center(geometry) {
  30793. console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');
  30794. return geometry.center();
  30795. }
  30796. };
  30797. ImageUtils.crossOrigin = undefined;
  30798. ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
  30799. console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
  30800. var loader = new TextureLoader();
  30801. loader.setCrossOrigin(this.crossOrigin);
  30802. var texture = loader.load(url, onLoad, undefined, onError);
  30803. if (mapping) texture.mapping = mapping;
  30804. return texture;
  30805. };
  30806. ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
  30807. console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
  30808. var loader = new CubeTextureLoader();
  30809. loader.setCrossOrigin(this.crossOrigin);
  30810. var texture = loader.load(urls, onLoad, undefined, onError);
  30811. if (mapping) texture.mapping = mapping;
  30812. return texture;
  30813. };
  30814. ImageUtils.loadCompressedTexture = function () {
  30815. console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
  30816. };
  30817. ImageUtils.loadCompressedTextureCube = function () {
  30818. console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
  30819. }; //
  30820. function CanvasRenderer() {
  30821. console.error('THREE.CanvasRenderer has been removed');
  30822. } //
  30823. function JSONLoader() {
  30824. console.error('THREE.JSONLoader has been removed.');
  30825. } //
  30826. var SceneUtils = {
  30827. createMultiMaterialObject: function createMultiMaterialObject()
  30828. /* geometry, materials */
  30829. {
  30830. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  30831. },
  30832. detach: function detach()
  30833. /* child, parent, scene */
  30834. {
  30835. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  30836. },
  30837. attach: function attach()
  30838. /* child, scene, parent */
  30839. {
  30840. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  30841. }
  30842. }; //
  30843. function LensFlare() {
  30844. console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
  30845. }
  30846. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  30847. /* eslint-disable no-undef */
  30848. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
  30849. detail: {
  30850. revision: REVISION
  30851. }
  30852. }));
  30853. /* eslint-enable no-undef */
  30854. }
  30855. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30856. exports.AddEquation = AddEquation;
  30857. exports.AddOperation = AddOperation;
  30858. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30859. exports.AdditiveBlending = AdditiveBlending;
  30860. exports.AlphaFormat = AlphaFormat;
  30861. exports.AlwaysDepth = AlwaysDepth;
  30862. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30863. exports.AmbientLight = AmbientLight;
  30864. exports.AmbientLightProbe = AmbientLightProbe;
  30865. exports.AnimationClip = AnimationClip;
  30866. exports.AnimationLoader = AnimationLoader;
  30867. exports.AnimationMixer = AnimationMixer;
  30868. exports.AnimationObjectGroup = AnimationObjectGroup;
  30869. exports.AnimationUtils = AnimationUtils;
  30870. exports.ArcCurve = ArcCurve;
  30871. exports.ArrayCamera = ArrayCamera;
  30872. exports.ArrowHelper = ArrowHelper;
  30873. exports.Audio = Audio;
  30874. exports.AudioAnalyser = AudioAnalyser;
  30875. exports.AudioContext = AudioContext;
  30876. exports.AudioListener = AudioListener;
  30877. exports.AudioLoader = AudioLoader;
  30878. exports.AxesHelper = AxesHelper;
  30879. exports.AxisHelper = AxisHelper;
  30880. exports.BackSide = BackSide;
  30881. exports.BasicDepthPacking = BasicDepthPacking;
  30882. exports.BasicShadowMap = BasicShadowMap;
  30883. exports.BinaryTextureLoader = BinaryTextureLoader;
  30884. exports.Bone = Bone;
  30885. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30886. exports.BoundingBoxHelper = BoundingBoxHelper;
  30887. exports.Box2 = Box2;
  30888. exports.Box3 = Box3;
  30889. exports.Box3Helper = Box3Helper;
  30890. exports.BoxBufferGeometry = BoxBufferGeometry;
  30891. exports.BoxGeometry = BoxGeometry;
  30892. exports.BoxHelper = BoxHelper;
  30893. exports.BufferAttribute = BufferAttribute;
  30894. exports.BufferGeometry = BufferGeometry;
  30895. exports.BufferGeometryLoader = BufferGeometryLoader;
  30896. exports.ByteType = ByteType;
  30897. exports.Cache = Cache;
  30898. exports.Camera = Camera;
  30899. exports.CameraHelper = CameraHelper;
  30900. exports.CanvasRenderer = CanvasRenderer;
  30901. exports.CanvasTexture = CanvasTexture;
  30902. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30903. exports.CineonToneMapping = CineonToneMapping;
  30904. exports.CircleBufferGeometry = CircleBufferGeometry;
  30905. exports.CircleGeometry = CircleGeometry;
  30906. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30907. exports.Clock = Clock;
  30908. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30909. exports.Color = Color;
  30910. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30911. exports.CompressedTexture = CompressedTexture;
  30912. exports.CompressedTextureLoader = CompressedTextureLoader;
  30913. exports.ConeBufferGeometry = ConeBufferGeometry;
  30914. exports.ConeGeometry = ConeGeometry;
  30915. exports.CubeCamera = CubeCamera;
  30916. exports.CubeGeometry = BoxGeometry;
  30917. exports.CubeReflectionMapping = CubeReflectionMapping;
  30918. exports.CubeRefractionMapping = CubeRefractionMapping;
  30919. exports.CubeTexture = CubeTexture;
  30920. exports.CubeTextureLoader = CubeTextureLoader;
  30921. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30922. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30923. exports.CubicBezierCurve = CubicBezierCurve;
  30924. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30925. exports.CubicInterpolant = CubicInterpolant;
  30926. exports.CullFaceBack = CullFaceBack;
  30927. exports.CullFaceFront = CullFaceFront;
  30928. exports.CullFaceFrontBack = CullFaceFrontBack;
  30929. exports.CullFaceNone = CullFaceNone;
  30930. exports.Curve = Curve;
  30931. exports.CurvePath = CurvePath;
  30932. exports.CustomBlending = CustomBlending;
  30933. exports.CustomToneMapping = CustomToneMapping;
  30934. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30935. exports.CylinderGeometry = CylinderGeometry;
  30936. exports.Cylindrical = Cylindrical;
  30937. exports.DataTexture = DataTexture;
  30938. exports.DataTexture2DArray = DataTexture2DArray;
  30939. exports.DataTexture3D = DataTexture3D;
  30940. exports.DataTextureLoader = DataTextureLoader;
  30941. exports.DataUtils = DataUtils;
  30942. exports.DecrementStencilOp = DecrementStencilOp;
  30943. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30944. exports.DefaultLoadingManager = DefaultLoadingManager;
  30945. exports.DepthFormat = DepthFormat;
  30946. exports.DepthStencilFormat = DepthStencilFormat;
  30947. exports.DepthTexture = DepthTexture;
  30948. exports.DirectionalLight = DirectionalLight;
  30949. exports.DirectionalLightHelper = DirectionalLightHelper;
  30950. exports.DiscreteInterpolant = DiscreteInterpolant;
  30951. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30952. exports.DodecahedronGeometry = DodecahedronGeometry;
  30953. exports.DoubleSide = DoubleSide;
  30954. exports.DstAlphaFactor = DstAlphaFactor;
  30955. exports.DstColorFactor = DstColorFactor;
  30956. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30957. exports.DynamicCopyUsage = DynamicCopyUsage;
  30958. exports.DynamicDrawUsage = DynamicDrawUsage;
  30959. exports.DynamicReadUsage = DynamicReadUsage;
  30960. exports.EdgesGeometry = EdgesGeometry;
  30961. exports.EdgesHelper = EdgesHelper;
  30962. exports.EllipseCurve = EllipseCurve;
  30963. exports.EqualDepth = EqualDepth;
  30964. exports.EqualStencilFunc = EqualStencilFunc;
  30965. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30966. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30967. exports.Euler = Euler;
  30968. exports.EventDispatcher = EventDispatcher;
  30969. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30970. exports.ExtrudeGeometry = ExtrudeGeometry;
  30971. exports.Face3 = Face3;
  30972. exports.Face4 = Face4;
  30973. exports.FaceColors = FaceColors;
  30974. exports.FileLoader = FileLoader;
  30975. exports.FlatShading = FlatShading;
  30976. exports.Float16BufferAttribute = Float16BufferAttribute;
  30977. exports.Float32Attribute = Float32Attribute;
  30978. exports.Float32BufferAttribute = Float32BufferAttribute;
  30979. exports.Float64Attribute = Float64Attribute;
  30980. exports.Float64BufferAttribute = Float64BufferAttribute;
  30981. exports.FloatType = FloatType;
  30982. exports.Fog = Fog;
  30983. exports.FogExp2 = FogExp2;
  30984. exports.Font = Font;
  30985. exports.FontLoader = FontLoader;
  30986. exports.FrontSide = FrontSide;
  30987. exports.Frustum = Frustum;
  30988. exports.GLBufferAttribute = GLBufferAttribute;
  30989. exports.GLSL1 = GLSL1;
  30990. exports.GLSL3 = GLSL3;
  30991. exports.GammaEncoding = GammaEncoding;
  30992. exports.Geometry = Geometry;
  30993. exports.GeometryUtils = GeometryUtils;
  30994. exports.GreaterDepth = GreaterDepth;
  30995. exports.GreaterEqualDepth = GreaterEqualDepth;
  30996. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30997. exports.GreaterStencilFunc = GreaterStencilFunc;
  30998. exports.GridHelper = GridHelper;
  30999. exports.Group = Group;
  31000. exports.HalfFloatType = HalfFloatType;
  31001. exports.HemisphereLight = HemisphereLight;
  31002. exports.HemisphereLightHelper = HemisphereLightHelper;
  31003. exports.HemisphereLightProbe = HemisphereLightProbe;
  31004. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  31005. exports.IcosahedronGeometry = IcosahedronGeometry;
  31006. exports.ImageBitmapLoader = ImageBitmapLoader;
  31007. exports.ImageLoader = ImageLoader;
  31008. exports.ImageUtils = ImageUtils;
  31009. exports.ImmediateRenderObject = ImmediateRenderObject;
  31010. exports.IncrementStencilOp = IncrementStencilOp;
  31011. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  31012. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  31013. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  31014. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  31015. exports.InstancedMesh = InstancedMesh;
  31016. exports.Int16Attribute = Int16Attribute;
  31017. exports.Int16BufferAttribute = Int16BufferAttribute;
  31018. exports.Int32Attribute = Int32Attribute;
  31019. exports.Int32BufferAttribute = Int32BufferAttribute;
  31020. exports.Int8Attribute = Int8Attribute;
  31021. exports.Int8BufferAttribute = Int8BufferAttribute;
  31022. exports.IntType = IntType;
  31023. exports.InterleavedBuffer = InterleavedBuffer;
  31024. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  31025. exports.Interpolant = Interpolant;
  31026. exports.InterpolateDiscrete = InterpolateDiscrete;
  31027. exports.InterpolateLinear = InterpolateLinear;
  31028. exports.InterpolateSmooth = InterpolateSmooth;
  31029. exports.InvertStencilOp = InvertStencilOp;
  31030. exports.JSONLoader = JSONLoader;
  31031. exports.KeepStencilOp = KeepStencilOp;
  31032. exports.KeyframeTrack = KeyframeTrack;
  31033. exports.LOD = LOD;
  31034. exports.LatheBufferGeometry = LatheBufferGeometry;
  31035. exports.LatheGeometry = LatheGeometry;
  31036. exports.Layers = Layers;
  31037. exports.LensFlare = LensFlare;
  31038. exports.LessDepth = LessDepth;
  31039. exports.LessEqualDepth = LessEqualDepth;
  31040. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  31041. exports.LessStencilFunc = LessStencilFunc;
  31042. exports.Light = Light;
  31043. exports.LightProbe = LightProbe;
  31044. exports.Line = Line;
  31045. exports.Line3 = Line3;
  31046. exports.LineBasicMaterial = LineBasicMaterial;
  31047. exports.LineCurve = LineCurve;
  31048. exports.LineCurve3 = LineCurve3;
  31049. exports.LineDashedMaterial = LineDashedMaterial;
  31050. exports.LineLoop = LineLoop;
  31051. exports.LinePieces = LinePieces;
  31052. exports.LineSegments = LineSegments;
  31053. exports.LineStrip = LineStrip;
  31054. exports.LinearEncoding = LinearEncoding;
  31055. exports.LinearFilter = LinearFilter;
  31056. exports.LinearInterpolant = LinearInterpolant;
  31057. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  31058. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  31059. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  31060. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  31061. exports.LinearToneMapping = LinearToneMapping;
  31062. exports.Loader = Loader;
  31063. exports.LoaderUtils = LoaderUtils;
  31064. exports.LoadingManager = LoadingManager;
  31065. exports.LogLuvEncoding = LogLuvEncoding;
  31066. exports.LoopOnce = LoopOnce;
  31067. exports.LoopPingPong = LoopPingPong;
  31068. exports.LoopRepeat = LoopRepeat;
  31069. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  31070. exports.LuminanceFormat = LuminanceFormat;
  31071. exports.MOUSE = MOUSE;
  31072. exports.Material = Material;
  31073. exports.MaterialLoader = MaterialLoader;
  31074. exports.Math = MathUtils;
  31075. exports.MathUtils = MathUtils;
  31076. exports.Matrix3 = Matrix3;
  31077. exports.Matrix4 = Matrix4;
  31078. exports.MaxEquation = MaxEquation;
  31079. exports.Mesh = Mesh;
  31080. exports.MeshBasicMaterial = MeshBasicMaterial;
  31081. exports.MeshDepthMaterial = MeshDepthMaterial;
  31082. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31083. exports.MeshFaceMaterial = MeshFaceMaterial;
  31084. exports.MeshLambertMaterial = MeshLambertMaterial;
  31085. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31086. exports.MeshNormalMaterial = MeshNormalMaterial;
  31087. exports.MeshPhongMaterial = MeshPhongMaterial;
  31088. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31089. exports.MeshStandardMaterial = MeshStandardMaterial;
  31090. exports.MeshToonMaterial = MeshToonMaterial;
  31091. exports.MinEquation = MinEquation;
  31092. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31093. exports.MixOperation = MixOperation;
  31094. exports.MultiMaterial = MultiMaterial;
  31095. exports.MultiplyBlending = MultiplyBlending;
  31096. exports.MultiplyOperation = MultiplyOperation;
  31097. exports.NearestFilter = NearestFilter;
  31098. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31099. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31100. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31101. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31102. exports.NeverDepth = NeverDepth;
  31103. exports.NeverStencilFunc = NeverStencilFunc;
  31104. exports.NoBlending = NoBlending;
  31105. exports.NoColors = NoColors;
  31106. exports.NoToneMapping = NoToneMapping;
  31107. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31108. exports.NormalBlending = NormalBlending;
  31109. exports.NotEqualDepth = NotEqualDepth;
  31110. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31111. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31112. exports.Object3D = Object3D;
  31113. exports.ObjectLoader = ObjectLoader;
  31114. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31115. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31116. exports.OctahedronGeometry = OctahedronGeometry;
  31117. exports.OneFactor = OneFactor;
  31118. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31119. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31120. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31121. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31122. exports.OrthographicCamera = OrthographicCamera;
  31123. exports.PCFShadowMap = PCFShadowMap;
  31124. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31125. exports.PMREMGenerator = PMREMGenerator;
  31126. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31127. exports.ParametricGeometry = ParametricGeometry;
  31128. exports.Particle = Particle;
  31129. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31130. exports.ParticleSystem = ParticleSystem;
  31131. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31132. exports.Path = Path;
  31133. exports.PerspectiveCamera = PerspectiveCamera;
  31134. exports.Plane = Plane;
  31135. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31136. exports.PlaneGeometry = PlaneGeometry;
  31137. exports.PlaneHelper = PlaneHelper;
  31138. exports.PointCloud = PointCloud;
  31139. exports.PointCloudMaterial = PointCloudMaterial;
  31140. exports.PointLight = PointLight;
  31141. exports.PointLightHelper = PointLightHelper;
  31142. exports.Points = Points;
  31143. exports.PointsMaterial = PointsMaterial;
  31144. exports.PolarGridHelper = PolarGridHelper;
  31145. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31146. exports.PolyhedronGeometry = PolyhedronGeometry;
  31147. exports.PositionalAudio = PositionalAudio;
  31148. exports.PropertyBinding = PropertyBinding;
  31149. exports.PropertyMixer = PropertyMixer;
  31150. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31151. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31152. exports.Quaternion = Quaternion;
  31153. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31154. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31155. exports.REVISION = REVISION;
  31156. exports.RGBADepthPacking = RGBADepthPacking;
  31157. exports.RGBAFormat = RGBAFormat;
  31158. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31159. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31160. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31161. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31162. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31163. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31164. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31165. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31166. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31167. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31168. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31169. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31170. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31171. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31172. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31173. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31174. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31175. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31176. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31177. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31178. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31179. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31180. exports.RGBDEncoding = RGBDEncoding;
  31181. exports.RGBEEncoding = RGBEEncoding;
  31182. exports.RGBEFormat = RGBEFormat;
  31183. exports.RGBFormat = RGBFormat;
  31184. exports.RGBIntegerFormat = RGBIntegerFormat;
  31185. exports.RGBM16Encoding = RGBM16Encoding;
  31186. exports.RGBM7Encoding = RGBM7Encoding;
  31187. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31188. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31189. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31190. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31191. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31192. exports.RGFormat = RGFormat;
  31193. exports.RGIntegerFormat = RGIntegerFormat;
  31194. exports.RawShaderMaterial = RawShaderMaterial;
  31195. exports.Ray = Ray;
  31196. exports.Raycaster = Raycaster;
  31197. exports.RectAreaLight = RectAreaLight;
  31198. exports.RedFormat = RedFormat;
  31199. exports.RedIntegerFormat = RedIntegerFormat;
  31200. exports.ReinhardToneMapping = ReinhardToneMapping;
  31201. exports.RepeatWrapping = RepeatWrapping;
  31202. exports.ReplaceStencilOp = ReplaceStencilOp;
  31203. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31204. exports.RingBufferGeometry = RingBufferGeometry;
  31205. exports.RingGeometry = RingGeometry;
  31206. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31207. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31208. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31209. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31210. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31211. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31212. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31213. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31214. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31215. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31216. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31217. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31218. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31219. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31220. exports.Scene = Scene;
  31221. exports.SceneUtils = SceneUtils;
  31222. exports.ShaderChunk = ShaderChunk;
  31223. exports.ShaderLib = ShaderLib;
  31224. exports.ShaderMaterial = ShaderMaterial;
  31225. exports.ShadowMaterial = ShadowMaterial;
  31226. exports.Shape = Shape;
  31227. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31228. exports.ShapeGeometry = ShapeGeometry;
  31229. exports.ShapePath = ShapePath;
  31230. exports.ShapeUtils = ShapeUtils;
  31231. exports.ShortType = ShortType;
  31232. exports.Skeleton = Skeleton;
  31233. exports.SkeletonHelper = SkeletonHelper;
  31234. exports.SkinnedMesh = SkinnedMesh;
  31235. exports.SmoothShading = SmoothShading;
  31236. exports.Sphere = Sphere;
  31237. exports.SphereBufferGeometry = SphereBufferGeometry;
  31238. exports.SphereGeometry = SphereGeometry;
  31239. exports.Spherical = Spherical;
  31240. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31241. exports.Spline = Spline;
  31242. exports.SplineCurve = SplineCurve;
  31243. exports.SplineCurve3 = SplineCurve3;
  31244. exports.SpotLight = SpotLight;
  31245. exports.SpotLightHelper = SpotLightHelper;
  31246. exports.Sprite = Sprite;
  31247. exports.SpriteMaterial = SpriteMaterial;
  31248. exports.SrcAlphaFactor = SrcAlphaFactor;
  31249. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31250. exports.SrcColorFactor = SrcColorFactor;
  31251. exports.StaticCopyUsage = StaticCopyUsage;
  31252. exports.StaticDrawUsage = StaticDrawUsage;
  31253. exports.StaticReadUsage = StaticReadUsage;
  31254. exports.StereoCamera = StereoCamera;
  31255. exports.StreamCopyUsage = StreamCopyUsage;
  31256. exports.StreamDrawUsage = StreamDrawUsage;
  31257. exports.StreamReadUsage = StreamReadUsage;
  31258. exports.StringKeyframeTrack = StringKeyframeTrack;
  31259. exports.SubtractEquation = SubtractEquation;
  31260. exports.SubtractiveBlending = SubtractiveBlending;
  31261. exports.TOUCH = TOUCH;
  31262. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31263. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31264. exports.TetrahedronGeometry = TetrahedronGeometry;
  31265. exports.TextBufferGeometry = TextBufferGeometry;
  31266. exports.TextGeometry = TextGeometry;
  31267. exports.Texture = Texture;
  31268. exports.TextureLoader = TextureLoader;
  31269. exports.TorusBufferGeometry = TorusBufferGeometry;
  31270. exports.TorusGeometry = TorusGeometry;
  31271. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31272. exports.TorusKnotGeometry = TorusKnotGeometry;
  31273. exports.Triangle = Triangle;
  31274. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31275. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31276. exports.TrianglesDrawMode = TrianglesDrawMode;
  31277. exports.TubeBufferGeometry = TubeBufferGeometry;
  31278. exports.TubeGeometry = TubeGeometry;
  31279. exports.UVMapping = UVMapping;
  31280. exports.Uint16Attribute = Uint16Attribute;
  31281. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31282. exports.Uint32Attribute = Uint32Attribute;
  31283. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31284. exports.Uint8Attribute = Uint8Attribute;
  31285. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31286. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31287. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31288. exports.Uniform = Uniform;
  31289. exports.UniformsLib = UniformsLib;
  31290. exports.UniformsUtils = UniformsUtils;
  31291. exports.UnsignedByteType = UnsignedByteType;
  31292. exports.UnsignedInt248Type = UnsignedInt248Type;
  31293. exports.UnsignedIntType = UnsignedIntType;
  31294. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31295. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31296. exports.UnsignedShort565Type = UnsignedShort565Type;
  31297. exports.UnsignedShortType = UnsignedShortType;
  31298. exports.VSMShadowMap = VSMShadowMap;
  31299. exports.Vector2 = Vector2;
  31300. exports.Vector3 = Vector3;
  31301. exports.Vector4 = Vector4;
  31302. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31303. exports.Vertex = Vertex;
  31304. exports.VertexColors = VertexColors;
  31305. exports.VideoTexture = VideoTexture;
  31306. exports.WebGL1Renderer = WebGL1Renderer;
  31307. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31308. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31309. exports.WebGLRenderTarget = WebGLRenderTarget;
  31310. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31311. exports.WebGLRenderer = WebGLRenderer;
  31312. exports.WebGLUtils = WebGLUtils;
  31313. exports.WireframeGeometry = WireframeGeometry;
  31314. exports.WireframeHelper = WireframeHelper;
  31315. exports.WrapAroundEnding = WrapAroundEnding;
  31316. exports.XHRLoader = XHRLoader;
  31317. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31318. exports.ZeroFactor = ZeroFactor;
  31319. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31320. exports.ZeroStencilOp = ZeroStencilOp;
  31321. exports.sRGBEncoding = sRGBEncoding;
  31322. Object.defineProperty(exports, '__esModule', { value: true });
  31323. })));