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three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '116dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var RGBA_BPTC_Format = 36492;
  184. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  185. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  186. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  187. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  188. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  189. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  190. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  191. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  192. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  193. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  194. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  195. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  196. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  197. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  198. var LoopOnce = 2200;
  199. var LoopRepeat = 2201;
  200. var LoopPingPong = 2202;
  201. var InterpolateDiscrete = 2300;
  202. var InterpolateLinear = 2301;
  203. var InterpolateSmooth = 2302;
  204. var ZeroCurvatureEnding = 2400;
  205. var ZeroSlopeEnding = 2401;
  206. var WrapAroundEnding = 2402;
  207. var TrianglesDrawMode = 0;
  208. var TriangleStripDrawMode = 1;
  209. var TriangleFanDrawMode = 2;
  210. var LinearEncoding = 3000;
  211. var sRGBEncoding = 3001;
  212. var GammaEncoding = 3007;
  213. var RGBEEncoding = 3002;
  214. var LogLuvEncoding = 3003;
  215. var RGBM7Encoding = 3004;
  216. var RGBM16Encoding = 3005;
  217. var RGBDEncoding = 3006;
  218. var BasicDepthPacking = 3200;
  219. var RGBADepthPacking = 3201;
  220. var TangentSpaceNormalMap = 0;
  221. var ObjectSpaceNormalMap = 1;
  222. var ZeroStencilOp = 0;
  223. var KeepStencilOp = 7680;
  224. var ReplaceStencilOp = 7681;
  225. var IncrementStencilOp = 7682;
  226. var DecrementStencilOp = 7683;
  227. var IncrementWrapStencilOp = 34055;
  228. var DecrementWrapStencilOp = 34056;
  229. var InvertStencilOp = 5386;
  230. var NeverStencilFunc = 512;
  231. var LessStencilFunc = 513;
  232. var EqualStencilFunc = 514;
  233. var LessEqualStencilFunc = 515;
  234. var GreaterStencilFunc = 516;
  235. var NotEqualStencilFunc = 517;
  236. var GreaterEqualStencilFunc = 518;
  237. var AlwaysStencilFunc = 519;
  238. var StaticDrawUsage = 35044;
  239. var DynamicDrawUsage = 35048;
  240. var StreamDrawUsage = 35040;
  241. var StaticReadUsage = 35045;
  242. var DynamicReadUsage = 35049;
  243. var StreamReadUsage = 35041;
  244. var StaticCopyUsage = 35046;
  245. var DynamicCopyUsage = 35050;
  246. var StreamCopyUsage = 35042;
  247. /**
  248. * https://github.com/mrdoob/eventdispatcher.js/
  249. */
  250. function EventDispatcher() {}
  251. Object.assign( EventDispatcher.prototype, {
  252. addEventListener: function ( type, listener ) {
  253. if ( this._listeners === undefined ) { this._listeners = {}; }
  254. var listeners = this._listeners;
  255. if ( listeners[ type ] === undefined ) {
  256. listeners[ type ] = [];
  257. }
  258. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  259. listeners[ type ].push( listener );
  260. }
  261. },
  262. hasEventListener: function ( type, listener ) {
  263. if ( this._listeners === undefined ) { return false; }
  264. var listeners = this._listeners;
  265. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  266. },
  267. removeEventListener: function ( type, listener ) {
  268. if ( this._listeners === undefined ) { return; }
  269. var listeners = this._listeners;
  270. var listenerArray = listeners[ type ];
  271. if ( listenerArray !== undefined ) {
  272. var index = listenerArray.indexOf( listener );
  273. if ( index !== - 1 ) {
  274. listenerArray.splice( index, 1 );
  275. }
  276. }
  277. },
  278. dispatchEvent: function ( event ) {
  279. if ( this._listeners === undefined ) { return; }
  280. var listeners = this._listeners;
  281. var listenerArray = listeners[ event.type ];
  282. if ( listenerArray !== undefined ) {
  283. event.target = this;
  284. // Make a copy, in case listeners are removed while iterating.
  285. var array = listenerArray.slice( 0 );
  286. for ( var i = 0, l = array.length; i < l; i ++ ) {
  287. array[ i ].call( this, event );
  288. }
  289. }
  290. }
  291. } );
  292. /**
  293. * @author alteredq / http://alteredqualia.com/
  294. * @author mrdoob / http://mrdoob.com/
  295. * @author WestLangley / http://github.com/WestLangley
  296. * @author thezwap
  297. */
  298. var _lut = [];
  299. for ( var i = 0; i < 256; i ++ ) {
  300. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  301. }
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. degToRad: function ( degrees ) {
  360. return degrees * MathUtils.DEG2RAD;
  361. },
  362. radToDeg: function ( radians ) {
  363. return radians * MathUtils.RAD2DEG;
  364. },
  365. isPowerOfTwo: function ( value ) {
  366. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  367. },
  368. ceilPowerOfTwo: function ( value ) {
  369. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  370. },
  371. floorPowerOfTwo: function ( value ) {
  372. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  373. },
  374. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  375. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  376. // rotations are applied to the axes in the order specified by 'order'
  377. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  378. // angles are in radians
  379. var cos = Math.cos;
  380. var sin = Math.sin;
  381. var c2 = cos( b / 2 );
  382. var s2 = sin( b / 2 );
  383. var c13 = cos( ( a + c ) / 2 );
  384. var s13 = sin( ( a + c ) / 2 );
  385. var c1_3 = cos( ( a - c ) / 2 );
  386. var s1_3 = sin( ( a - c ) / 2 );
  387. var c3_1 = cos( ( c - a ) / 2 );
  388. var s3_1 = sin( ( c - a ) / 2 );
  389. if ( order === 'XYX' ) {
  390. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  391. } else if ( order === 'YZY' ) {
  392. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  393. } else if ( order === 'ZXZ' ) {
  394. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  395. } else if ( order === 'XZX' ) {
  396. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  397. } else if ( order === 'YXY' ) {
  398. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  399. } else if ( order === 'ZYZ' ) {
  400. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  401. } else {
  402. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  403. }
  404. }
  405. };
  406. /**
  407. * @author mrdoob / http://mrdoob.com/
  408. * @author philogb / http://blog.thejit.org/
  409. * @author egraether / http://egraether.com/
  410. * @author zz85 / http://www.lab4games.net/zz85/blog
  411. */
  412. function Vector2( x, y ) {
  413. this.x = x || 0;
  414. this.y = y || 0;
  415. }
  416. Object.defineProperties( Vector2.prototype, {
  417. "width": {
  418. get: function () {
  419. return this.x;
  420. },
  421. set: function ( value ) {
  422. this.x = value;
  423. }
  424. },
  425. "height": {
  426. get: function () {
  427. return this.y;
  428. },
  429. set: function ( value ) {
  430. this.y = value;
  431. }
  432. }
  433. } );
  434. Object.assign( Vector2.prototype, {
  435. isVector2: true,
  436. set: function ( x, y ) {
  437. this.x = x;
  438. this.y = y;
  439. return this;
  440. },
  441. setScalar: function ( scalar ) {
  442. this.x = scalar;
  443. this.y = scalar;
  444. return this;
  445. },
  446. setX: function ( x ) {
  447. this.x = x;
  448. return this;
  449. },
  450. setY: function ( y ) {
  451. this.y = y;
  452. return this;
  453. },
  454. setComponent: function ( index, value ) {
  455. switch ( index ) {
  456. case 0: this.x = value; break;
  457. case 1: this.y = value; break;
  458. default: throw new Error( 'index is out of range: ' + index );
  459. }
  460. return this;
  461. },
  462. getComponent: function ( index ) {
  463. switch ( index ) {
  464. case 0: return this.x;
  465. case 1: return this.y;
  466. default: throw new Error( 'index is out of range: ' + index );
  467. }
  468. },
  469. clone: function () {
  470. return new this.constructor( this.x, this.y );
  471. },
  472. copy: function ( v ) {
  473. this.x = v.x;
  474. this.y = v.y;
  475. return this;
  476. },
  477. add: function ( v, w ) {
  478. if ( w !== undefined ) {
  479. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  480. return this.addVectors( v, w );
  481. }
  482. this.x += v.x;
  483. this.y += v.y;
  484. return this;
  485. },
  486. addScalar: function ( s ) {
  487. this.x += s;
  488. this.y += s;
  489. return this;
  490. },
  491. addVectors: function ( a, b ) {
  492. this.x = a.x + b.x;
  493. this.y = a.y + b.y;
  494. return this;
  495. },
  496. addScaledVector: function ( v, s ) {
  497. this.x += v.x * s;
  498. this.y += v.y * s;
  499. return this;
  500. },
  501. sub: function ( v, w ) {
  502. if ( w !== undefined ) {
  503. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  504. return this.subVectors( v, w );
  505. }
  506. this.x -= v.x;
  507. this.y -= v.y;
  508. return this;
  509. },
  510. subScalar: function ( s ) {
  511. this.x -= s;
  512. this.y -= s;
  513. return this;
  514. },
  515. subVectors: function ( a, b ) {
  516. this.x = a.x - b.x;
  517. this.y = a.y - b.y;
  518. return this;
  519. },
  520. multiply: function ( v ) {
  521. this.x *= v.x;
  522. this.y *= v.y;
  523. return this;
  524. },
  525. multiplyScalar: function ( scalar ) {
  526. this.x *= scalar;
  527. this.y *= scalar;
  528. return this;
  529. },
  530. divide: function ( v ) {
  531. this.x /= v.x;
  532. this.y /= v.y;
  533. return this;
  534. },
  535. divideScalar: function ( scalar ) {
  536. return this.multiplyScalar( 1 / scalar );
  537. },
  538. applyMatrix3: function ( m ) {
  539. var x = this.x, y = this.y;
  540. var e = m.elements;
  541. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  542. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  543. return this;
  544. },
  545. min: function ( v ) {
  546. this.x = Math.min( this.x, v.x );
  547. this.y = Math.min( this.y, v.y );
  548. return this;
  549. },
  550. max: function ( v ) {
  551. this.x = Math.max( this.x, v.x );
  552. this.y = Math.max( this.y, v.y );
  553. return this;
  554. },
  555. clamp: function ( min, max ) {
  556. // assumes min < max, componentwise
  557. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  558. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  559. return this;
  560. },
  561. clampScalar: function ( minVal, maxVal ) {
  562. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  563. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  564. return this;
  565. },
  566. clampLength: function ( min, max ) {
  567. var length = this.length();
  568. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  569. },
  570. floor: function () {
  571. this.x = Math.floor( this.x );
  572. this.y = Math.floor( this.y );
  573. return this;
  574. },
  575. ceil: function () {
  576. this.x = Math.ceil( this.x );
  577. this.y = Math.ceil( this.y );
  578. return this;
  579. },
  580. round: function () {
  581. this.x = Math.round( this.x );
  582. this.y = Math.round( this.y );
  583. return this;
  584. },
  585. roundToZero: function () {
  586. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  587. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  588. return this;
  589. },
  590. negate: function () {
  591. this.x = - this.x;
  592. this.y = - this.y;
  593. return this;
  594. },
  595. dot: function ( v ) {
  596. return this.x * v.x + this.y * v.y;
  597. },
  598. cross: function ( v ) {
  599. return this.x * v.y - this.y * v.x;
  600. },
  601. lengthSq: function () {
  602. return this.x * this.x + this.y * this.y;
  603. },
  604. length: function () {
  605. return Math.sqrt( this.x * this.x + this.y * this.y );
  606. },
  607. manhattanLength: function () {
  608. return Math.abs( this.x ) + Math.abs( this.y );
  609. },
  610. normalize: function () {
  611. return this.divideScalar( this.length() || 1 );
  612. },
  613. angle: function () {
  614. // computes the angle in radians with respect to the positive x-axis
  615. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  616. return angle;
  617. },
  618. distanceTo: function ( v ) {
  619. return Math.sqrt( this.distanceToSquared( v ) );
  620. },
  621. distanceToSquared: function ( v ) {
  622. var dx = this.x - v.x, dy = this.y - v.y;
  623. return dx * dx + dy * dy;
  624. },
  625. manhattanDistanceTo: function ( v ) {
  626. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  627. },
  628. setLength: function ( length ) {
  629. return this.normalize().multiplyScalar( length );
  630. },
  631. lerp: function ( v, alpha ) {
  632. this.x += ( v.x - this.x ) * alpha;
  633. this.y += ( v.y - this.y ) * alpha;
  634. return this;
  635. },
  636. lerpVectors: function ( v1, v2, alpha ) {
  637. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  638. },
  639. equals: function ( v ) {
  640. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  641. },
  642. fromArray: function ( array, offset ) {
  643. if ( offset === undefined ) { offset = 0; }
  644. this.x = array[ offset ];
  645. this.y = array[ offset + 1 ];
  646. return this;
  647. },
  648. toArray: function ( array, offset ) {
  649. if ( array === undefined ) { array = []; }
  650. if ( offset === undefined ) { offset = 0; }
  651. array[ offset ] = this.x;
  652. array[ offset + 1 ] = this.y;
  653. return array;
  654. },
  655. fromBufferAttribute: function ( attribute, index, offset ) {
  656. if ( offset !== undefined ) {
  657. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  658. }
  659. this.x = attribute.getX( index );
  660. this.y = attribute.getY( index );
  661. return this;
  662. },
  663. rotateAround: function ( center, angle ) {
  664. var c = Math.cos( angle ), s = Math.sin( angle );
  665. var x = this.x - center.x;
  666. var y = this.y - center.y;
  667. this.x = x * c - y * s + center.x;
  668. this.y = x * s + y * c + center.y;
  669. return this;
  670. },
  671. random: function () {
  672. this.x = Math.random();
  673. this.y = Math.random();
  674. return this;
  675. }
  676. } );
  677. /**
  678. * @author alteredq / http://alteredqualia.com/
  679. * @author WestLangley / http://github.com/WestLangley
  680. * @author bhouston / http://clara.io
  681. * @author tschw
  682. */
  683. function Matrix3() {
  684. this.elements = [
  685. 1, 0, 0,
  686. 0, 1, 0,
  687. 0, 0, 1
  688. ];
  689. if ( arguments.length > 0 ) {
  690. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  691. }
  692. }
  693. Object.assign( Matrix3.prototype, {
  694. isMatrix3: true,
  695. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  696. var te = this.elements;
  697. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  698. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  699. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  700. return this;
  701. },
  702. identity: function () {
  703. this.set(
  704. 1, 0, 0,
  705. 0, 1, 0,
  706. 0, 0, 1
  707. );
  708. return this;
  709. },
  710. clone: function () {
  711. return new this.constructor().fromArray( this.elements );
  712. },
  713. copy: function ( m ) {
  714. var te = this.elements;
  715. var me = m.elements;
  716. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  717. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  718. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  719. return this;
  720. },
  721. extractBasis: function ( xAxis, yAxis, zAxis ) {
  722. xAxis.setFromMatrix3Column( this, 0 );
  723. yAxis.setFromMatrix3Column( this, 1 );
  724. zAxis.setFromMatrix3Column( this, 2 );
  725. return this;
  726. },
  727. setFromMatrix4: function ( m ) {
  728. var me = m.elements;
  729. this.set(
  730. me[ 0 ], me[ 4 ], me[ 8 ],
  731. me[ 1 ], me[ 5 ], me[ 9 ],
  732. me[ 2 ], me[ 6 ], me[ 10 ]
  733. );
  734. return this;
  735. },
  736. multiply: function ( m ) {
  737. return this.multiplyMatrices( this, m );
  738. },
  739. premultiply: function ( m ) {
  740. return this.multiplyMatrices( m, this );
  741. },
  742. multiplyMatrices: function ( a, b ) {
  743. var ae = a.elements;
  744. var be = b.elements;
  745. var te = this.elements;
  746. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  747. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  748. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  749. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  750. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  751. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  752. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  753. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  754. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  755. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  756. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  757. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  758. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  759. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  760. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  761. return this;
  762. },
  763. multiplyScalar: function ( s ) {
  764. var te = this.elements;
  765. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  766. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  767. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  768. return this;
  769. },
  770. determinant: function () {
  771. var te = this.elements;
  772. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  773. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  774. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  775. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  776. },
  777. getInverse: function ( matrix, throwOnDegenerate ) {
  778. if ( throwOnDegenerate !== undefined ) {
  779. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  780. }
  781. var me = matrix.elements,
  782. te = this.elements,
  783. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  784. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  785. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  786. t11 = n33 * n22 - n32 * n23,
  787. t12 = n32 * n13 - n33 * n12,
  788. t13 = n23 * n12 - n22 * n13,
  789. det = n11 * t11 + n21 * t12 + n31 * t13;
  790. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  791. var detInv = 1 / det;
  792. te[ 0 ] = t11 * detInv;
  793. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  794. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  795. te[ 3 ] = t12 * detInv;
  796. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  797. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  798. te[ 6 ] = t13 * detInv;
  799. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  800. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  801. return this;
  802. },
  803. transpose: function () {
  804. var tmp, m = this.elements;
  805. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  806. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  807. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  808. return this;
  809. },
  810. getNormalMatrix: function ( matrix4 ) {
  811. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  812. },
  813. transposeIntoArray: function ( r ) {
  814. var m = this.elements;
  815. r[ 0 ] = m[ 0 ];
  816. r[ 1 ] = m[ 3 ];
  817. r[ 2 ] = m[ 6 ];
  818. r[ 3 ] = m[ 1 ];
  819. r[ 4 ] = m[ 4 ];
  820. r[ 5 ] = m[ 7 ];
  821. r[ 6 ] = m[ 2 ];
  822. r[ 7 ] = m[ 5 ];
  823. r[ 8 ] = m[ 8 ];
  824. return this;
  825. },
  826. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  827. var c = Math.cos( rotation );
  828. var s = Math.sin( rotation );
  829. this.set(
  830. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  831. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  832. 0, 0, 1
  833. );
  834. },
  835. scale: function ( sx, sy ) {
  836. var te = this.elements;
  837. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  838. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  839. return this;
  840. },
  841. rotate: function ( theta ) {
  842. var c = Math.cos( theta );
  843. var s = Math.sin( theta );
  844. var te = this.elements;
  845. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  846. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  847. te[ 0 ] = c * a11 + s * a21;
  848. te[ 3 ] = c * a12 + s * a22;
  849. te[ 6 ] = c * a13 + s * a23;
  850. te[ 1 ] = - s * a11 + c * a21;
  851. te[ 4 ] = - s * a12 + c * a22;
  852. te[ 7 ] = - s * a13 + c * a23;
  853. return this;
  854. },
  855. translate: function ( tx, ty ) {
  856. var te = this.elements;
  857. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  858. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  859. return this;
  860. },
  861. equals: function ( matrix ) {
  862. var te = this.elements;
  863. var me = matrix.elements;
  864. for ( var i = 0; i < 9; i ++ ) {
  865. if ( te[ i ] !== me[ i ] ) { return false; }
  866. }
  867. return true;
  868. },
  869. fromArray: function ( array, offset ) {
  870. if ( offset === undefined ) { offset = 0; }
  871. for ( var i = 0; i < 9; i ++ ) {
  872. this.elements[ i ] = array[ i + offset ];
  873. }
  874. return this;
  875. },
  876. toArray: function ( array, offset ) {
  877. if ( array === undefined ) { array = []; }
  878. if ( offset === undefined ) { offset = 0; }
  879. var te = this.elements;
  880. array[ offset ] = te[ 0 ];
  881. array[ offset + 1 ] = te[ 1 ];
  882. array[ offset + 2 ] = te[ 2 ];
  883. array[ offset + 3 ] = te[ 3 ];
  884. array[ offset + 4 ] = te[ 4 ];
  885. array[ offset + 5 ] = te[ 5 ];
  886. array[ offset + 6 ] = te[ 6 ];
  887. array[ offset + 7 ] = te[ 7 ];
  888. array[ offset + 8 ] = te[ 8 ];
  889. return array;
  890. }
  891. } );
  892. /**
  893. * @author mrdoob / http://mrdoob.com/
  894. * @author alteredq / http://alteredqualia.com/
  895. * @author szimek / https://github.com/szimek/
  896. */
  897. var _canvas;
  898. var ImageUtils = {
  899. getDataURL: function ( image ) {
  900. var canvas;
  901. if ( typeof HTMLCanvasElement == 'undefined' ) {
  902. return image.src;
  903. } else if ( image instanceof HTMLCanvasElement ) {
  904. canvas = image;
  905. } else {
  906. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  907. _canvas.width = image.width;
  908. _canvas.height = image.height;
  909. var context = _canvas.getContext( '2d' );
  910. if ( image instanceof ImageData ) {
  911. context.putImageData( image, 0, 0 );
  912. } else {
  913. context.drawImage( image, 0, 0, image.width, image.height );
  914. }
  915. canvas = _canvas;
  916. }
  917. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  918. return canvas.toDataURL( 'image/jpeg', 0.6 );
  919. } else {
  920. return canvas.toDataURL( 'image/png' );
  921. }
  922. }
  923. };
  924. /**
  925. * @author mrdoob / http://mrdoob.com/
  926. * @author alteredq / http://alteredqualia.com/
  927. * @author szimek / https://github.com/szimek/
  928. */
  929. var textureId = 0;
  930. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  931. Object.defineProperty( this, 'id', { value: textureId ++ } );
  932. this.uuid = MathUtils.generateUUID();
  933. this.name = '';
  934. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  935. this.mipmaps = [];
  936. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  937. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  938. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  939. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  940. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  941. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  942. this.format = format !== undefined ? format : RGBAFormat;
  943. this.internalFormat = null;
  944. this.type = type !== undefined ? type : UnsignedByteType;
  945. this.offset = new Vector2( 0, 0 );
  946. this.repeat = new Vector2( 1, 1 );
  947. this.center = new Vector2( 0, 0 );
  948. this.rotation = 0;
  949. this.matrixAutoUpdate = true;
  950. this.matrix = new Matrix3();
  951. this.generateMipmaps = true;
  952. this.premultiplyAlpha = false;
  953. this.flipY = true;
  954. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  955. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  956. //
  957. // Also changing the encoding after already used by a Material will not automatically make the Material
  958. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  959. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  960. this.version = 0;
  961. this.onUpdate = null;
  962. }
  963. Texture.DEFAULT_IMAGE = undefined;
  964. Texture.DEFAULT_MAPPING = UVMapping;
  965. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  966. constructor: Texture,
  967. isTexture: true,
  968. updateMatrix: function () {
  969. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  970. },
  971. clone: function () {
  972. return new this.constructor().copy( this );
  973. },
  974. copy: function ( source ) {
  975. this.name = source.name;
  976. this.image = source.image;
  977. this.mipmaps = source.mipmaps.slice( 0 );
  978. this.mapping = source.mapping;
  979. this.wrapS = source.wrapS;
  980. this.wrapT = source.wrapT;
  981. this.magFilter = source.magFilter;
  982. this.minFilter = source.minFilter;
  983. this.anisotropy = source.anisotropy;
  984. this.format = source.format;
  985. this.internalFormat = source.internalFormat;
  986. this.type = source.type;
  987. this.offset.copy( source.offset );
  988. this.repeat.copy( source.repeat );
  989. this.center.copy( source.center );
  990. this.rotation = source.rotation;
  991. this.matrixAutoUpdate = source.matrixAutoUpdate;
  992. this.matrix.copy( source.matrix );
  993. this.generateMipmaps = source.generateMipmaps;
  994. this.premultiplyAlpha = source.premultiplyAlpha;
  995. this.flipY = source.flipY;
  996. this.unpackAlignment = source.unpackAlignment;
  997. this.encoding = source.encoding;
  998. return this;
  999. },
  1000. toJSON: function ( meta ) {
  1001. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1002. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1003. return meta.textures[ this.uuid ];
  1004. }
  1005. var output = {
  1006. metadata: {
  1007. version: 4.5,
  1008. type: 'Texture',
  1009. generator: 'Texture.toJSON'
  1010. },
  1011. uuid: this.uuid,
  1012. name: this.name,
  1013. mapping: this.mapping,
  1014. repeat: [ this.repeat.x, this.repeat.y ],
  1015. offset: [ this.offset.x, this.offset.y ],
  1016. center: [ this.center.x, this.center.y ],
  1017. rotation: this.rotation,
  1018. wrap: [ this.wrapS, this.wrapT ],
  1019. format: this.format,
  1020. type: this.type,
  1021. encoding: this.encoding,
  1022. minFilter: this.minFilter,
  1023. magFilter: this.magFilter,
  1024. anisotropy: this.anisotropy,
  1025. flipY: this.flipY,
  1026. premultiplyAlpha: this.premultiplyAlpha,
  1027. unpackAlignment: this.unpackAlignment
  1028. };
  1029. if ( this.image !== undefined ) {
  1030. // TODO: Move to THREE.Image
  1031. var image = this.image;
  1032. if ( image.uuid === undefined ) {
  1033. image.uuid = MathUtils.generateUUID(); // UGH
  1034. }
  1035. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1036. var url;
  1037. if ( Array.isArray( image ) ) {
  1038. // process array of images e.g. CubeTexture
  1039. url = [];
  1040. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1041. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1042. }
  1043. } else {
  1044. // process single image
  1045. url = ImageUtils.getDataURL( image );
  1046. }
  1047. meta.images[ image.uuid ] = {
  1048. uuid: image.uuid,
  1049. url: url
  1050. };
  1051. }
  1052. output.image = image.uuid;
  1053. }
  1054. if ( ! isRootObject ) {
  1055. meta.textures[ this.uuid ] = output;
  1056. }
  1057. return output;
  1058. },
  1059. dispose: function () {
  1060. this.dispatchEvent( { type: 'dispose' } );
  1061. },
  1062. transformUv: function ( uv ) {
  1063. if ( this.mapping !== UVMapping ) { return uv; }
  1064. uv.applyMatrix3( this.matrix );
  1065. if ( uv.x < 0 || uv.x > 1 ) {
  1066. switch ( this.wrapS ) {
  1067. case RepeatWrapping:
  1068. uv.x = uv.x - Math.floor( uv.x );
  1069. break;
  1070. case ClampToEdgeWrapping:
  1071. uv.x = uv.x < 0 ? 0 : 1;
  1072. break;
  1073. case MirroredRepeatWrapping:
  1074. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1075. uv.x = Math.ceil( uv.x ) - uv.x;
  1076. } else {
  1077. uv.x = uv.x - Math.floor( uv.x );
  1078. }
  1079. break;
  1080. }
  1081. }
  1082. if ( uv.y < 0 || uv.y > 1 ) {
  1083. switch ( this.wrapT ) {
  1084. case RepeatWrapping:
  1085. uv.y = uv.y - Math.floor( uv.y );
  1086. break;
  1087. case ClampToEdgeWrapping:
  1088. uv.y = uv.y < 0 ? 0 : 1;
  1089. break;
  1090. case MirroredRepeatWrapping:
  1091. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1092. uv.y = Math.ceil( uv.y ) - uv.y;
  1093. } else {
  1094. uv.y = uv.y - Math.floor( uv.y );
  1095. }
  1096. break;
  1097. }
  1098. }
  1099. if ( this.flipY ) {
  1100. uv.y = 1 - uv.y;
  1101. }
  1102. return uv;
  1103. }
  1104. } );
  1105. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1106. set: function ( value ) {
  1107. if ( value === true ) { this.version ++; }
  1108. }
  1109. } );
  1110. /**
  1111. * @author supereggbert / http://www.paulbrunt.co.uk/
  1112. * @author philogb / http://blog.thejit.org/
  1113. * @author mikael emtinger / http://gomo.se/
  1114. * @author egraether / http://egraether.com/
  1115. * @author WestLangley / http://github.com/WestLangley
  1116. */
  1117. function Vector4( x, y, z, w ) {
  1118. this.x = x || 0;
  1119. this.y = y || 0;
  1120. this.z = z || 0;
  1121. this.w = ( w !== undefined ) ? w : 1;
  1122. }
  1123. Object.defineProperties( Vector4.prototype, {
  1124. "width": {
  1125. get: function () {
  1126. return this.z;
  1127. },
  1128. set: function ( value ) {
  1129. this.z = value;
  1130. }
  1131. },
  1132. "height": {
  1133. get: function () {
  1134. return this.w;
  1135. },
  1136. set: function ( value ) {
  1137. this.w = value;
  1138. }
  1139. }
  1140. } );
  1141. Object.assign( Vector4.prototype, {
  1142. isVector4: true,
  1143. set: function ( x, y, z, w ) {
  1144. this.x = x;
  1145. this.y = y;
  1146. this.z = z;
  1147. this.w = w;
  1148. return this;
  1149. },
  1150. setScalar: function ( scalar ) {
  1151. this.x = scalar;
  1152. this.y = scalar;
  1153. this.z = scalar;
  1154. this.w = scalar;
  1155. return this;
  1156. },
  1157. setX: function ( x ) {
  1158. this.x = x;
  1159. return this;
  1160. },
  1161. setY: function ( y ) {
  1162. this.y = y;
  1163. return this;
  1164. },
  1165. setZ: function ( z ) {
  1166. this.z = z;
  1167. return this;
  1168. },
  1169. setW: function ( w ) {
  1170. this.w = w;
  1171. return this;
  1172. },
  1173. setComponent: function ( index, value ) {
  1174. switch ( index ) {
  1175. case 0: this.x = value; break;
  1176. case 1: this.y = value; break;
  1177. case 2: this.z = value; break;
  1178. case 3: this.w = value; break;
  1179. default: throw new Error( 'index is out of range: ' + index );
  1180. }
  1181. return this;
  1182. },
  1183. getComponent: function ( index ) {
  1184. switch ( index ) {
  1185. case 0: return this.x;
  1186. case 1: return this.y;
  1187. case 2: return this.z;
  1188. case 3: return this.w;
  1189. default: throw new Error( 'index is out of range: ' + index );
  1190. }
  1191. },
  1192. clone: function () {
  1193. return new this.constructor( this.x, this.y, this.z, this.w );
  1194. },
  1195. copy: function ( v ) {
  1196. this.x = v.x;
  1197. this.y = v.y;
  1198. this.z = v.z;
  1199. this.w = ( v.w !== undefined ) ? v.w : 1;
  1200. return this;
  1201. },
  1202. add: function ( v, w ) {
  1203. if ( w !== undefined ) {
  1204. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1205. return this.addVectors( v, w );
  1206. }
  1207. this.x += v.x;
  1208. this.y += v.y;
  1209. this.z += v.z;
  1210. this.w += v.w;
  1211. return this;
  1212. },
  1213. addScalar: function ( s ) {
  1214. this.x += s;
  1215. this.y += s;
  1216. this.z += s;
  1217. this.w += s;
  1218. return this;
  1219. },
  1220. addVectors: function ( a, b ) {
  1221. this.x = a.x + b.x;
  1222. this.y = a.y + b.y;
  1223. this.z = a.z + b.z;
  1224. this.w = a.w + b.w;
  1225. return this;
  1226. },
  1227. addScaledVector: function ( v, s ) {
  1228. this.x += v.x * s;
  1229. this.y += v.y * s;
  1230. this.z += v.z * s;
  1231. this.w += v.w * s;
  1232. return this;
  1233. },
  1234. sub: function ( v, w ) {
  1235. if ( w !== undefined ) {
  1236. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1237. return this.subVectors( v, w );
  1238. }
  1239. this.x -= v.x;
  1240. this.y -= v.y;
  1241. this.z -= v.z;
  1242. this.w -= v.w;
  1243. return this;
  1244. },
  1245. subScalar: function ( s ) {
  1246. this.x -= s;
  1247. this.y -= s;
  1248. this.z -= s;
  1249. this.w -= s;
  1250. return this;
  1251. },
  1252. subVectors: function ( a, b ) {
  1253. this.x = a.x - b.x;
  1254. this.y = a.y - b.y;
  1255. this.z = a.z - b.z;
  1256. this.w = a.w - b.w;
  1257. return this;
  1258. },
  1259. multiplyScalar: function ( scalar ) {
  1260. this.x *= scalar;
  1261. this.y *= scalar;
  1262. this.z *= scalar;
  1263. this.w *= scalar;
  1264. return this;
  1265. },
  1266. applyMatrix4: function ( m ) {
  1267. var x = this.x, y = this.y, z = this.z, w = this.w;
  1268. var e = m.elements;
  1269. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1270. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1271. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1272. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1273. return this;
  1274. },
  1275. divideScalar: function ( scalar ) {
  1276. return this.multiplyScalar( 1 / scalar );
  1277. },
  1278. setAxisAngleFromQuaternion: function ( q ) {
  1279. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1280. // q is assumed to be normalized
  1281. this.w = 2 * Math.acos( q.w );
  1282. var s = Math.sqrt( 1 - q.w * q.w );
  1283. if ( s < 0.0001 ) {
  1284. this.x = 1;
  1285. this.y = 0;
  1286. this.z = 0;
  1287. } else {
  1288. this.x = q.x / s;
  1289. this.y = q.y / s;
  1290. this.z = q.z / s;
  1291. }
  1292. return this;
  1293. },
  1294. setAxisAngleFromRotationMatrix: function ( m ) {
  1295. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1296. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1297. var angle, x, y, z, // variables for result
  1298. epsilon = 0.01, // margin to allow for rounding errors
  1299. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1300. te = m.elements,
  1301. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1302. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1303. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1304. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1305. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1306. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1307. // singularity found
  1308. // first check for identity matrix which must have +1 for all terms
  1309. // in leading diagonal and zero in other terms
  1310. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1311. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1312. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1313. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1314. // this singularity is identity matrix so angle = 0
  1315. this.set( 1, 0, 0, 0 );
  1316. return this; // zero angle, arbitrary axis
  1317. }
  1318. // otherwise this singularity is angle = 180
  1319. angle = Math.PI;
  1320. var xx = ( m11 + 1 ) / 2;
  1321. var yy = ( m22 + 1 ) / 2;
  1322. var zz = ( m33 + 1 ) / 2;
  1323. var xy = ( m12 + m21 ) / 4;
  1324. var xz = ( m13 + m31 ) / 4;
  1325. var yz = ( m23 + m32 ) / 4;
  1326. if ( ( xx > yy ) && ( xx > zz ) ) {
  1327. // m11 is the largest diagonal term
  1328. if ( xx < epsilon ) {
  1329. x = 0;
  1330. y = 0.707106781;
  1331. z = 0.707106781;
  1332. } else {
  1333. x = Math.sqrt( xx );
  1334. y = xy / x;
  1335. z = xz / x;
  1336. }
  1337. } else if ( yy > zz ) {
  1338. // m22 is the largest diagonal term
  1339. if ( yy < epsilon ) {
  1340. x = 0.707106781;
  1341. y = 0;
  1342. z = 0.707106781;
  1343. } else {
  1344. y = Math.sqrt( yy );
  1345. x = xy / y;
  1346. z = yz / y;
  1347. }
  1348. } else {
  1349. // m33 is the largest diagonal term so base result on this
  1350. if ( zz < epsilon ) {
  1351. x = 0.707106781;
  1352. y = 0.707106781;
  1353. z = 0;
  1354. } else {
  1355. z = Math.sqrt( zz );
  1356. x = xz / z;
  1357. y = yz / z;
  1358. }
  1359. }
  1360. this.set( x, y, z, angle );
  1361. return this; // return 180 deg rotation
  1362. }
  1363. // as we have reached here there are no singularities so we can handle normally
  1364. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1365. ( m13 - m31 ) * ( m13 - m31 ) +
  1366. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1367. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1368. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1369. // caught by singularity test above, but I've left it in just in case
  1370. this.x = ( m32 - m23 ) / s;
  1371. this.y = ( m13 - m31 ) / s;
  1372. this.z = ( m21 - m12 ) / s;
  1373. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1374. return this;
  1375. },
  1376. min: function ( v ) {
  1377. this.x = Math.min( this.x, v.x );
  1378. this.y = Math.min( this.y, v.y );
  1379. this.z = Math.min( this.z, v.z );
  1380. this.w = Math.min( this.w, v.w );
  1381. return this;
  1382. },
  1383. max: function ( v ) {
  1384. this.x = Math.max( this.x, v.x );
  1385. this.y = Math.max( this.y, v.y );
  1386. this.z = Math.max( this.z, v.z );
  1387. this.w = Math.max( this.w, v.w );
  1388. return this;
  1389. },
  1390. clamp: function ( min, max ) {
  1391. // assumes min < max, componentwise
  1392. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1393. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1394. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1395. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1396. return this;
  1397. },
  1398. clampScalar: function ( minVal, maxVal ) {
  1399. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1400. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1401. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1402. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1403. return this;
  1404. },
  1405. clampLength: function ( min, max ) {
  1406. var length = this.length();
  1407. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1408. },
  1409. floor: function () {
  1410. this.x = Math.floor( this.x );
  1411. this.y = Math.floor( this.y );
  1412. this.z = Math.floor( this.z );
  1413. this.w = Math.floor( this.w );
  1414. return this;
  1415. },
  1416. ceil: function () {
  1417. this.x = Math.ceil( this.x );
  1418. this.y = Math.ceil( this.y );
  1419. this.z = Math.ceil( this.z );
  1420. this.w = Math.ceil( this.w );
  1421. return this;
  1422. },
  1423. round: function () {
  1424. this.x = Math.round( this.x );
  1425. this.y = Math.round( this.y );
  1426. this.z = Math.round( this.z );
  1427. this.w = Math.round( this.w );
  1428. return this;
  1429. },
  1430. roundToZero: function () {
  1431. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1432. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1433. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1434. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1435. return this;
  1436. },
  1437. negate: function () {
  1438. this.x = - this.x;
  1439. this.y = - this.y;
  1440. this.z = - this.z;
  1441. this.w = - this.w;
  1442. return this;
  1443. },
  1444. dot: function ( v ) {
  1445. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1446. },
  1447. lengthSq: function () {
  1448. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1449. },
  1450. length: function () {
  1451. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1452. },
  1453. manhattanLength: function () {
  1454. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1455. },
  1456. normalize: function () {
  1457. return this.divideScalar( this.length() || 1 );
  1458. },
  1459. setLength: function ( length ) {
  1460. return this.normalize().multiplyScalar( length );
  1461. },
  1462. lerp: function ( v, alpha ) {
  1463. this.x += ( v.x - this.x ) * alpha;
  1464. this.y += ( v.y - this.y ) * alpha;
  1465. this.z += ( v.z - this.z ) * alpha;
  1466. this.w += ( v.w - this.w ) * alpha;
  1467. return this;
  1468. },
  1469. lerpVectors: function ( v1, v2, alpha ) {
  1470. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1471. },
  1472. equals: function ( v ) {
  1473. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1474. },
  1475. fromArray: function ( array, offset ) {
  1476. if ( offset === undefined ) { offset = 0; }
  1477. this.x = array[ offset ];
  1478. this.y = array[ offset + 1 ];
  1479. this.z = array[ offset + 2 ];
  1480. this.w = array[ offset + 3 ];
  1481. return this;
  1482. },
  1483. toArray: function ( array, offset ) {
  1484. if ( array === undefined ) { array = []; }
  1485. if ( offset === undefined ) { offset = 0; }
  1486. array[ offset ] = this.x;
  1487. array[ offset + 1 ] = this.y;
  1488. array[ offset + 2 ] = this.z;
  1489. array[ offset + 3 ] = this.w;
  1490. return array;
  1491. },
  1492. fromBufferAttribute: function ( attribute, index, offset ) {
  1493. if ( offset !== undefined ) {
  1494. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1495. }
  1496. this.x = attribute.getX( index );
  1497. this.y = attribute.getY( index );
  1498. this.z = attribute.getZ( index );
  1499. this.w = attribute.getW( index );
  1500. return this;
  1501. },
  1502. random: function () {
  1503. this.x = Math.random();
  1504. this.y = Math.random();
  1505. this.z = Math.random();
  1506. this.w = Math.random();
  1507. return this;
  1508. }
  1509. } );
  1510. /**
  1511. * @author szimek / https://github.com/szimek/
  1512. * @author alteredq / http://alteredqualia.com/
  1513. * @author Marius Kintel / https://github.com/kintel
  1514. */
  1515. /*
  1516. In options, we can specify:
  1517. * Texture parameters for an auto-generated target texture
  1518. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1519. */
  1520. function WebGLRenderTarget( width, height, options ) {
  1521. this.width = width;
  1522. this.height = height;
  1523. this.scissor = new Vector4( 0, 0, width, height );
  1524. this.scissorTest = false;
  1525. this.viewport = new Vector4( 0, 0, width, height );
  1526. options = options || {};
  1527. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1528. this.texture.image = {};
  1529. this.texture.image.width = width;
  1530. this.texture.image.height = height;
  1531. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1532. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1533. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1534. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1535. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1536. }
  1537. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1538. constructor: WebGLRenderTarget,
  1539. isWebGLRenderTarget: true,
  1540. setSize: function ( width, height ) {
  1541. if ( this.width !== width || this.height !== height ) {
  1542. this.width = width;
  1543. this.height = height;
  1544. this.texture.image.width = width;
  1545. this.texture.image.height = height;
  1546. this.dispose();
  1547. }
  1548. this.viewport.set( 0, 0, width, height );
  1549. this.scissor.set( 0, 0, width, height );
  1550. },
  1551. clone: function () {
  1552. return new this.constructor().copy( this );
  1553. },
  1554. copy: function ( source ) {
  1555. this.width = source.width;
  1556. this.height = source.height;
  1557. this.viewport.copy( source.viewport );
  1558. this.texture = source.texture.clone();
  1559. this.depthBuffer = source.depthBuffer;
  1560. this.stencilBuffer = source.stencilBuffer;
  1561. this.depthTexture = source.depthTexture;
  1562. return this;
  1563. },
  1564. dispose: function () {
  1565. this.dispatchEvent( { type: 'dispose' } );
  1566. }
  1567. } );
  1568. /**
  1569. * @author Mugen87 / https://github.com/Mugen87
  1570. * @author Matt DesLauriers / @mattdesl
  1571. */
  1572. function WebGLMultisampleRenderTarget( width, height, options ) {
  1573. WebGLRenderTarget.call( this, width, height, options );
  1574. this.samples = 4;
  1575. }
  1576. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1577. constructor: WebGLMultisampleRenderTarget,
  1578. isWebGLMultisampleRenderTarget: true,
  1579. copy: function ( source ) {
  1580. WebGLRenderTarget.prototype.copy.call( this, source );
  1581. this.samples = source.samples;
  1582. return this;
  1583. }
  1584. } );
  1585. /**
  1586. * @author mikael emtinger / http://gomo.se/
  1587. * @author alteredq / http://alteredqualia.com/
  1588. * @author WestLangley / http://github.com/WestLangley
  1589. * @author bhouston / http://clara.io
  1590. */
  1591. function Quaternion( x, y, z, w ) {
  1592. this._x = x || 0;
  1593. this._y = y || 0;
  1594. this._z = z || 0;
  1595. this._w = ( w !== undefined ) ? w : 1;
  1596. }
  1597. Object.assign( Quaternion, {
  1598. slerp: function ( qa, qb, qm, t ) {
  1599. return qm.copy( qa ).slerp( qb, t );
  1600. },
  1601. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1602. // fuzz-free, array-based Quaternion SLERP operation
  1603. var x0 = src0[ srcOffset0 + 0 ],
  1604. y0 = src0[ srcOffset0 + 1 ],
  1605. z0 = src0[ srcOffset0 + 2 ],
  1606. w0 = src0[ srcOffset0 + 3 ],
  1607. x1 = src1[ srcOffset1 + 0 ],
  1608. y1 = src1[ srcOffset1 + 1 ],
  1609. z1 = src1[ srcOffset1 + 2 ],
  1610. w1 = src1[ srcOffset1 + 3 ];
  1611. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1612. var s = 1 - t,
  1613. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1614. dir = ( cos >= 0 ? 1 : - 1 ),
  1615. sqrSin = 1 - cos * cos;
  1616. // Skip the Slerp for tiny steps to avoid numeric problems:
  1617. if ( sqrSin > Number.EPSILON ) {
  1618. var sin = Math.sqrt( sqrSin ),
  1619. len = Math.atan2( sin, cos * dir );
  1620. s = Math.sin( s * len ) / sin;
  1621. t = Math.sin( t * len ) / sin;
  1622. }
  1623. var tDir = t * dir;
  1624. x0 = x0 * s + x1 * tDir;
  1625. y0 = y0 * s + y1 * tDir;
  1626. z0 = z0 * s + z1 * tDir;
  1627. w0 = w0 * s + w1 * tDir;
  1628. // Normalize in case we just did a lerp:
  1629. if ( s === 1 - t ) {
  1630. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1631. x0 *= f;
  1632. y0 *= f;
  1633. z0 *= f;
  1634. w0 *= f;
  1635. }
  1636. }
  1637. dst[ dstOffset ] = x0;
  1638. dst[ dstOffset + 1 ] = y0;
  1639. dst[ dstOffset + 2 ] = z0;
  1640. dst[ dstOffset + 3 ] = w0;
  1641. }
  1642. } );
  1643. Object.defineProperties( Quaternion.prototype, {
  1644. x: {
  1645. get: function () {
  1646. return this._x;
  1647. },
  1648. set: function ( value ) {
  1649. this._x = value;
  1650. this._onChangeCallback();
  1651. }
  1652. },
  1653. y: {
  1654. get: function () {
  1655. return this._y;
  1656. },
  1657. set: function ( value ) {
  1658. this._y = value;
  1659. this._onChangeCallback();
  1660. }
  1661. },
  1662. z: {
  1663. get: function () {
  1664. return this._z;
  1665. },
  1666. set: function ( value ) {
  1667. this._z = value;
  1668. this._onChangeCallback();
  1669. }
  1670. },
  1671. w: {
  1672. get: function () {
  1673. return this._w;
  1674. },
  1675. set: function ( value ) {
  1676. this._w = value;
  1677. this._onChangeCallback();
  1678. }
  1679. }
  1680. } );
  1681. Object.assign( Quaternion.prototype, {
  1682. isQuaternion: true,
  1683. set: function ( x, y, z, w ) {
  1684. this._x = x;
  1685. this._y = y;
  1686. this._z = z;
  1687. this._w = w;
  1688. this._onChangeCallback();
  1689. return this;
  1690. },
  1691. clone: function () {
  1692. return new this.constructor( this._x, this._y, this._z, this._w );
  1693. },
  1694. copy: function ( quaternion ) {
  1695. this._x = quaternion.x;
  1696. this._y = quaternion.y;
  1697. this._z = quaternion.z;
  1698. this._w = quaternion.w;
  1699. this._onChangeCallback();
  1700. return this;
  1701. },
  1702. setFromEuler: function ( euler, update ) {
  1703. if ( ! ( euler && euler.isEuler ) ) {
  1704. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1705. }
  1706. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1707. // http://www.mathworks.com/matlabcentral/fileexchange/
  1708. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1709. // content/SpinCalc.m
  1710. var cos = Math.cos;
  1711. var sin = Math.sin;
  1712. var c1 = cos( x / 2 );
  1713. var c2 = cos( y / 2 );
  1714. var c3 = cos( z / 2 );
  1715. var s1 = sin( x / 2 );
  1716. var s2 = sin( y / 2 );
  1717. var s3 = sin( z / 2 );
  1718. if ( order === 'XYZ' ) {
  1719. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1720. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1721. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1722. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1723. } else if ( order === 'YXZ' ) {
  1724. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1725. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1726. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1727. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1728. } else if ( order === 'ZXY' ) {
  1729. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1730. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1731. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1732. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1733. } else if ( order === 'ZYX' ) {
  1734. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1735. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1736. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1737. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1738. } else if ( order === 'YZX' ) {
  1739. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1740. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1741. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1742. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1743. } else if ( order === 'XZY' ) {
  1744. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1745. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1746. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1747. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1748. }
  1749. if ( update !== false ) { this._onChangeCallback(); }
  1750. return this;
  1751. },
  1752. setFromAxisAngle: function ( axis, angle ) {
  1753. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1754. // assumes axis is normalized
  1755. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1756. this._x = axis.x * s;
  1757. this._y = axis.y * s;
  1758. this._z = axis.z * s;
  1759. this._w = Math.cos( halfAngle );
  1760. this._onChangeCallback();
  1761. return this;
  1762. },
  1763. setFromRotationMatrix: function ( m ) {
  1764. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1765. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1766. var te = m.elements,
  1767. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1768. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1769. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1770. trace = m11 + m22 + m33,
  1771. s;
  1772. if ( trace > 0 ) {
  1773. s = 0.5 / Math.sqrt( trace + 1.0 );
  1774. this._w = 0.25 / s;
  1775. this._x = ( m32 - m23 ) * s;
  1776. this._y = ( m13 - m31 ) * s;
  1777. this._z = ( m21 - m12 ) * s;
  1778. } else if ( m11 > m22 && m11 > m33 ) {
  1779. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1780. this._w = ( m32 - m23 ) / s;
  1781. this._x = 0.25 * s;
  1782. this._y = ( m12 + m21 ) / s;
  1783. this._z = ( m13 + m31 ) / s;
  1784. } else if ( m22 > m33 ) {
  1785. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1786. this._w = ( m13 - m31 ) / s;
  1787. this._x = ( m12 + m21 ) / s;
  1788. this._y = 0.25 * s;
  1789. this._z = ( m23 + m32 ) / s;
  1790. } else {
  1791. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1792. this._w = ( m21 - m12 ) / s;
  1793. this._x = ( m13 + m31 ) / s;
  1794. this._y = ( m23 + m32 ) / s;
  1795. this._z = 0.25 * s;
  1796. }
  1797. this._onChangeCallback();
  1798. return this;
  1799. },
  1800. setFromUnitVectors: function ( vFrom, vTo ) {
  1801. // assumes direction vectors vFrom and vTo are normalized
  1802. var EPS = 0.000001;
  1803. var r = vFrom.dot( vTo ) + 1;
  1804. if ( r < EPS ) {
  1805. r = 0;
  1806. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1807. this._x = - vFrom.y;
  1808. this._y = vFrom.x;
  1809. this._z = 0;
  1810. this._w = r;
  1811. } else {
  1812. this._x = 0;
  1813. this._y = - vFrom.z;
  1814. this._z = vFrom.y;
  1815. this._w = r;
  1816. }
  1817. } else {
  1818. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1819. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1820. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1821. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1822. this._w = r;
  1823. }
  1824. return this.normalize();
  1825. },
  1826. angleTo: function ( q ) {
  1827. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1828. },
  1829. rotateTowards: function ( q, step ) {
  1830. var angle = this.angleTo( q );
  1831. if ( angle === 0 ) { return this; }
  1832. var t = Math.min( 1, step / angle );
  1833. this.slerp( q, t );
  1834. return this;
  1835. },
  1836. inverse: function () {
  1837. // quaternion is assumed to have unit length
  1838. return this.conjugate();
  1839. },
  1840. conjugate: function () {
  1841. this._x *= - 1;
  1842. this._y *= - 1;
  1843. this._z *= - 1;
  1844. this._onChangeCallback();
  1845. return this;
  1846. },
  1847. dot: function ( v ) {
  1848. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1849. },
  1850. lengthSq: function () {
  1851. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1852. },
  1853. length: function () {
  1854. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1855. },
  1856. normalize: function () {
  1857. var l = this.length();
  1858. if ( l === 0 ) {
  1859. this._x = 0;
  1860. this._y = 0;
  1861. this._z = 0;
  1862. this._w = 1;
  1863. } else {
  1864. l = 1 / l;
  1865. this._x = this._x * l;
  1866. this._y = this._y * l;
  1867. this._z = this._z * l;
  1868. this._w = this._w * l;
  1869. }
  1870. this._onChangeCallback();
  1871. return this;
  1872. },
  1873. multiply: function ( q, p ) {
  1874. if ( p !== undefined ) {
  1875. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1876. return this.multiplyQuaternions( q, p );
  1877. }
  1878. return this.multiplyQuaternions( this, q );
  1879. },
  1880. premultiply: function ( q ) {
  1881. return this.multiplyQuaternions( q, this );
  1882. },
  1883. multiplyQuaternions: function ( a, b ) {
  1884. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1885. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1886. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1887. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1888. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1889. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1890. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1891. this._onChangeCallback();
  1892. return this;
  1893. },
  1894. slerp: function ( qb, t ) {
  1895. if ( t === 0 ) { return this; }
  1896. if ( t === 1 ) { return this.copy( qb ); }
  1897. var x = this._x, y = this._y, z = this._z, w = this._w;
  1898. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1899. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1900. if ( cosHalfTheta < 0 ) {
  1901. this._w = - qb._w;
  1902. this._x = - qb._x;
  1903. this._y = - qb._y;
  1904. this._z = - qb._z;
  1905. cosHalfTheta = - cosHalfTheta;
  1906. } else {
  1907. this.copy( qb );
  1908. }
  1909. if ( cosHalfTheta >= 1.0 ) {
  1910. this._w = w;
  1911. this._x = x;
  1912. this._y = y;
  1913. this._z = z;
  1914. return this;
  1915. }
  1916. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1917. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1918. var s = 1 - t;
  1919. this._w = s * w + t * this._w;
  1920. this._x = s * x + t * this._x;
  1921. this._y = s * y + t * this._y;
  1922. this._z = s * z + t * this._z;
  1923. this.normalize();
  1924. this._onChangeCallback();
  1925. return this;
  1926. }
  1927. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1928. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1929. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1930. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1931. this._w = ( w * ratioA + this._w * ratioB );
  1932. this._x = ( x * ratioA + this._x * ratioB );
  1933. this._y = ( y * ratioA + this._y * ratioB );
  1934. this._z = ( z * ratioA + this._z * ratioB );
  1935. this._onChangeCallback();
  1936. return this;
  1937. },
  1938. equals: function ( quaternion ) {
  1939. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1940. },
  1941. fromArray: function ( array, offset ) {
  1942. if ( offset === undefined ) { offset = 0; }
  1943. this._x = array[ offset ];
  1944. this._y = array[ offset + 1 ];
  1945. this._z = array[ offset + 2 ];
  1946. this._w = array[ offset + 3 ];
  1947. this._onChangeCallback();
  1948. return this;
  1949. },
  1950. toArray: function ( array, offset ) {
  1951. if ( array === undefined ) { array = []; }
  1952. if ( offset === undefined ) { offset = 0; }
  1953. array[ offset ] = this._x;
  1954. array[ offset + 1 ] = this._y;
  1955. array[ offset + 2 ] = this._z;
  1956. array[ offset + 3 ] = this._w;
  1957. return array;
  1958. },
  1959. fromBufferAttribute: function ( attribute, index ) {
  1960. this._x = attribute.getX( index );
  1961. this._y = attribute.getY( index );
  1962. this._z = attribute.getZ( index );
  1963. this._w = attribute.getW( index );
  1964. return this;
  1965. },
  1966. _onChange: function ( callback ) {
  1967. this._onChangeCallback = callback;
  1968. return this;
  1969. },
  1970. _onChangeCallback: function () {}
  1971. } );
  1972. /**
  1973. * @author mrdoob / http://mrdoob.com/
  1974. * @author kile / http://kile.stravaganza.org/
  1975. * @author philogb / http://blog.thejit.org/
  1976. * @author mikael emtinger / http://gomo.se/
  1977. * @author egraether / http://egraether.com/
  1978. * @author WestLangley / http://github.com/WestLangley
  1979. */
  1980. var _vector = new Vector3();
  1981. var _quaternion = new Quaternion();
  1982. function Vector3( x, y, z ) {
  1983. this.x = x || 0;
  1984. this.y = y || 0;
  1985. this.z = z || 0;
  1986. }
  1987. Object.assign( Vector3.prototype, {
  1988. isVector3: true,
  1989. set: function ( x, y, z ) {
  1990. this.x = x;
  1991. this.y = y;
  1992. this.z = z;
  1993. return this;
  1994. },
  1995. setScalar: function ( scalar ) {
  1996. this.x = scalar;
  1997. this.y = scalar;
  1998. this.z = scalar;
  1999. return this;
  2000. },
  2001. setX: function ( x ) {
  2002. this.x = x;
  2003. return this;
  2004. },
  2005. setY: function ( y ) {
  2006. this.y = y;
  2007. return this;
  2008. },
  2009. setZ: function ( z ) {
  2010. this.z = z;
  2011. return this;
  2012. },
  2013. setComponent: function ( index, value ) {
  2014. switch ( index ) {
  2015. case 0: this.x = value; break;
  2016. case 1: this.y = value; break;
  2017. case 2: this.z = value; break;
  2018. default: throw new Error( 'index is out of range: ' + index );
  2019. }
  2020. return this;
  2021. },
  2022. getComponent: function ( index ) {
  2023. switch ( index ) {
  2024. case 0: return this.x;
  2025. case 1: return this.y;
  2026. case 2: return this.z;
  2027. default: throw new Error( 'index is out of range: ' + index );
  2028. }
  2029. },
  2030. clone: function () {
  2031. return new this.constructor( this.x, this.y, this.z );
  2032. },
  2033. copy: function ( v ) {
  2034. this.x = v.x;
  2035. this.y = v.y;
  2036. this.z = v.z;
  2037. return this;
  2038. },
  2039. add: function ( v, w ) {
  2040. if ( w !== undefined ) {
  2041. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2042. return this.addVectors( v, w );
  2043. }
  2044. this.x += v.x;
  2045. this.y += v.y;
  2046. this.z += v.z;
  2047. return this;
  2048. },
  2049. addScalar: function ( s ) {
  2050. this.x += s;
  2051. this.y += s;
  2052. this.z += s;
  2053. return this;
  2054. },
  2055. addVectors: function ( a, b ) {
  2056. this.x = a.x + b.x;
  2057. this.y = a.y + b.y;
  2058. this.z = a.z + b.z;
  2059. return this;
  2060. },
  2061. addScaledVector: function ( v, s ) {
  2062. this.x += v.x * s;
  2063. this.y += v.y * s;
  2064. this.z += v.z * s;
  2065. return this;
  2066. },
  2067. sub: function ( v, w ) {
  2068. if ( w !== undefined ) {
  2069. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2070. return this.subVectors( v, w );
  2071. }
  2072. this.x -= v.x;
  2073. this.y -= v.y;
  2074. this.z -= v.z;
  2075. return this;
  2076. },
  2077. subScalar: function ( s ) {
  2078. this.x -= s;
  2079. this.y -= s;
  2080. this.z -= s;
  2081. return this;
  2082. },
  2083. subVectors: function ( a, b ) {
  2084. this.x = a.x - b.x;
  2085. this.y = a.y - b.y;
  2086. this.z = a.z - b.z;
  2087. return this;
  2088. },
  2089. multiply: function ( v, w ) {
  2090. if ( w !== undefined ) {
  2091. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2092. return this.multiplyVectors( v, w );
  2093. }
  2094. this.x *= v.x;
  2095. this.y *= v.y;
  2096. this.z *= v.z;
  2097. return this;
  2098. },
  2099. multiplyScalar: function ( scalar ) {
  2100. this.x *= scalar;
  2101. this.y *= scalar;
  2102. this.z *= scalar;
  2103. return this;
  2104. },
  2105. multiplyVectors: function ( a, b ) {
  2106. this.x = a.x * b.x;
  2107. this.y = a.y * b.y;
  2108. this.z = a.z * b.z;
  2109. return this;
  2110. },
  2111. applyEuler: function ( euler ) {
  2112. if ( ! ( euler && euler.isEuler ) ) {
  2113. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2114. }
  2115. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2116. },
  2117. applyAxisAngle: function ( axis, angle ) {
  2118. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2119. },
  2120. applyMatrix3: function ( m ) {
  2121. var x = this.x, y = this.y, z = this.z;
  2122. var e = m.elements;
  2123. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2124. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2125. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2126. return this;
  2127. },
  2128. applyNormalMatrix: function ( m ) {
  2129. return this.applyMatrix3( m ).normalize();
  2130. },
  2131. applyMatrix4: function ( m ) {
  2132. var x = this.x, y = this.y, z = this.z;
  2133. var e = m.elements;
  2134. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2135. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2136. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2137. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2138. return this;
  2139. },
  2140. applyQuaternion: function ( q ) {
  2141. var x = this.x, y = this.y, z = this.z;
  2142. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2143. // calculate quat * vector
  2144. var ix = qw * x + qy * z - qz * y;
  2145. var iy = qw * y + qz * x - qx * z;
  2146. var iz = qw * z + qx * y - qy * x;
  2147. var iw = - qx * x - qy * y - qz * z;
  2148. // calculate result * inverse quat
  2149. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2150. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2151. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2152. return this;
  2153. },
  2154. project: function ( camera ) {
  2155. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2156. },
  2157. unproject: function ( camera ) {
  2158. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2159. },
  2160. transformDirection: function ( m ) {
  2161. // input: THREE.Matrix4 affine matrix
  2162. // vector interpreted as a direction
  2163. var x = this.x, y = this.y, z = this.z;
  2164. var e = m.elements;
  2165. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2166. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2167. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2168. return this.normalize();
  2169. },
  2170. divide: function ( v ) {
  2171. this.x /= v.x;
  2172. this.y /= v.y;
  2173. this.z /= v.z;
  2174. return this;
  2175. },
  2176. divideScalar: function ( scalar ) {
  2177. return this.multiplyScalar( 1 / scalar );
  2178. },
  2179. min: function ( v ) {
  2180. this.x = Math.min( this.x, v.x );
  2181. this.y = Math.min( this.y, v.y );
  2182. this.z = Math.min( this.z, v.z );
  2183. return this;
  2184. },
  2185. max: function ( v ) {
  2186. this.x = Math.max( this.x, v.x );
  2187. this.y = Math.max( this.y, v.y );
  2188. this.z = Math.max( this.z, v.z );
  2189. return this;
  2190. },
  2191. clamp: function ( min, max ) {
  2192. // assumes min < max, componentwise
  2193. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2194. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2195. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2196. return this;
  2197. },
  2198. clampScalar: function ( minVal, maxVal ) {
  2199. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2200. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2201. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2202. return this;
  2203. },
  2204. clampLength: function ( min, max ) {
  2205. var length = this.length();
  2206. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2207. },
  2208. floor: function () {
  2209. this.x = Math.floor( this.x );
  2210. this.y = Math.floor( this.y );
  2211. this.z = Math.floor( this.z );
  2212. return this;
  2213. },
  2214. ceil: function () {
  2215. this.x = Math.ceil( this.x );
  2216. this.y = Math.ceil( this.y );
  2217. this.z = Math.ceil( this.z );
  2218. return this;
  2219. },
  2220. round: function () {
  2221. this.x = Math.round( this.x );
  2222. this.y = Math.round( this.y );
  2223. this.z = Math.round( this.z );
  2224. return this;
  2225. },
  2226. roundToZero: function () {
  2227. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2228. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2229. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2230. return this;
  2231. },
  2232. negate: function () {
  2233. this.x = - this.x;
  2234. this.y = - this.y;
  2235. this.z = - this.z;
  2236. return this;
  2237. },
  2238. dot: function ( v ) {
  2239. return this.x * v.x + this.y * v.y + this.z * v.z;
  2240. },
  2241. // TODO lengthSquared?
  2242. lengthSq: function () {
  2243. return this.x * this.x + this.y * this.y + this.z * this.z;
  2244. },
  2245. length: function () {
  2246. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2247. },
  2248. manhattanLength: function () {
  2249. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2250. },
  2251. normalize: function () {
  2252. return this.divideScalar( this.length() || 1 );
  2253. },
  2254. setLength: function ( length ) {
  2255. return this.normalize().multiplyScalar( length );
  2256. },
  2257. lerp: function ( v, alpha ) {
  2258. this.x += ( v.x - this.x ) * alpha;
  2259. this.y += ( v.y - this.y ) * alpha;
  2260. this.z += ( v.z - this.z ) * alpha;
  2261. return this;
  2262. },
  2263. lerpVectors: function ( v1, v2, alpha ) {
  2264. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2265. },
  2266. cross: function ( v, w ) {
  2267. if ( w !== undefined ) {
  2268. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2269. return this.crossVectors( v, w );
  2270. }
  2271. return this.crossVectors( this, v );
  2272. },
  2273. crossVectors: function ( a, b ) {
  2274. var ax = a.x, ay = a.y, az = a.z;
  2275. var bx = b.x, by = b.y, bz = b.z;
  2276. this.x = ay * bz - az * by;
  2277. this.y = az * bx - ax * bz;
  2278. this.z = ax * by - ay * bx;
  2279. return this;
  2280. },
  2281. projectOnVector: function ( v ) {
  2282. var denominator = v.lengthSq();
  2283. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2284. var scalar = v.dot( this ) / denominator;
  2285. return this.copy( v ).multiplyScalar( scalar );
  2286. },
  2287. projectOnPlane: function ( planeNormal ) {
  2288. _vector.copy( this ).projectOnVector( planeNormal );
  2289. return this.sub( _vector );
  2290. },
  2291. reflect: function ( normal ) {
  2292. // reflect incident vector off plane orthogonal to normal
  2293. // normal is assumed to have unit length
  2294. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2295. },
  2296. angleTo: function ( v ) {
  2297. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2298. if ( denominator === 0 ) { return Math.PI / 2; }
  2299. var theta = this.dot( v ) / denominator;
  2300. // clamp, to handle numerical problems
  2301. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2302. },
  2303. distanceTo: function ( v ) {
  2304. return Math.sqrt( this.distanceToSquared( v ) );
  2305. },
  2306. distanceToSquared: function ( v ) {
  2307. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2308. return dx * dx + dy * dy + dz * dz;
  2309. },
  2310. manhattanDistanceTo: function ( v ) {
  2311. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2312. },
  2313. setFromSpherical: function ( s ) {
  2314. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2315. },
  2316. setFromSphericalCoords: function ( radius, phi, theta ) {
  2317. var sinPhiRadius = Math.sin( phi ) * radius;
  2318. this.x = sinPhiRadius * Math.sin( theta );
  2319. this.y = Math.cos( phi ) * radius;
  2320. this.z = sinPhiRadius * Math.cos( theta );
  2321. return this;
  2322. },
  2323. setFromCylindrical: function ( c ) {
  2324. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2325. },
  2326. setFromCylindricalCoords: function ( radius, theta, y ) {
  2327. this.x = radius * Math.sin( theta );
  2328. this.y = y;
  2329. this.z = radius * Math.cos( theta );
  2330. return this;
  2331. },
  2332. setFromMatrixPosition: function ( m ) {
  2333. var e = m.elements;
  2334. this.x = e[ 12 ];
  2335. this.y = e[ 13 ];
  2336. this.z = e[ 14 ];
  2337. return this;
  2338. },
  2339. setFromMatrixScale: function ( m ) {
  2340. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2341. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2342. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2343. this.x = sx;
  2344. this.y = sy;
  2345. this.z = sz;
  2346. return this;
  2347. },
  2348. setFromMatrixColumn: function ( m, index ) {
  2349. return this.fromArray( m.elements, index * 4 );
  2350. },
  2351. setFromMatrix3Column: function ( m, index ) {
  2352. return this.fromArray( m.elements, index * 3 );
  2353. },
  2354. equals: function ( v ) {
  2355. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2356. },
  2357. fromArray: function ( array, offset ) {
  2358. if ( offset === undefined ) { offset = 0; }
  2359. this.x = array[ offset ];
  2360. this.y = array[ offset + 1 ];
  2361. this.z = array[ offset + 2 ];
  2362. return this;
  2363. },
  2364. toArray: function ( array, offset ) {
  2365. if ( array === undefined ) { array = []; }
  2366. if ( offset === undefined ) { offset = 0; }
  2367. array[ offset ] = this.x;
  2368. array[ offset + 1 ] = this.y;
  2369. array[ offset + 2 ] = this.z;
  2370. return array;
  2371. },
  2372. fromBufferAttribute: function ( attribute, index, offset ) {
  2373. if ( offset !== undefined ) {
  2374. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2375. }
  2376. this.x = attribute.getX( index );
  2377. this.y = attribute.getY( index );
  2378. this.z = attribute.getZ( index );
  2379. return this;
  2380. },
  2381. random: function () {
  2382. this.x = Math.random();
  2383. this.y = Math.random();
  2384. this.z = Math.random();
  2385. return this;
  2386. }
  2387. } );
  2388. var _v1 = new Vector3();
  2389. var _m1 = new Matrix4();
  2390. var _zero = new Vector3( 0, 0, 0 );
  2391. var _one = new Vector3( 1, 1, 1 );
  2392. var _x = new Vector3();
  2393. var _y = new Vector3();
  2394. var _z = new Vector3();
  2395. /**
  2396. * @author mrdoob / http://mrdoob.com/
  2397. * @author supereggbert / http://www.paulbrunt.co.uk/
  2398. * @author philogb / http://blog.thejit.org/
  2399. * @author jordi_ros / http://plattsoft.com
  2400. * @author D1plo1d / http://github.com/D1plo1d
  2401. * @author alteredq / http://alteredqualia.com/
  2402. * @author mikael emtinger / http://gomo.se/
  2403. * @author timknip / http://www.floorplanner.com/
  2404. * @author bhouston / http://clara.io
  2405. * @author WestLangley / http://github.com/WestLangley
  2406. */
  2407. function Matrix4() {
  2408. this.elements = [
  2409. 1, 0, 0, 0,
  2410. 0, 1, 0, 0,
  2411. 0, 0, 1, 0,
  2412. 0, 0, 0, 1
  2413. ];
  2414. if ( arguments.length > 0 ) {
  2415. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2416. }
  2417. }
  2418. Object.assign( Matrix4.prototype, {
  2419. isMatrix4: true,
  2420. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2421. var te = this.elements;
  2422. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2423. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2424. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2425. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2426. return this;
  2427. },
  2428. identity: function () {
  2429. this.set(
  2430. 1, 0, 0, 0,
  2431. 0, 1, 0, 0,
  2432. 0, 0, 1, 0,
  2433. 0, 0, 0, 1
  2434. );
  2435. return this;
  2436. },
  2437. clone: function () {
  2438. return new Matrix4().fromArray( this.elements );
  2439. },
  2440. copy: function ( m ) {
  2441. var te = this.elements;
  2442. var me = m.elements;
  2443. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2444. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2445. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2446. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2447. return this;
  2448. },
  2449. copyPosition: function ( m ) {
  2450. var te = this.elements, me = m.elements;
  2451. te[ 12 ] = me[ 12 ];
  2452. te[ 13 ] = me[ 13 ];
  2453. te[ 14 ] = me[ 14 ];
  2454. return this;
  2455. },
  2456. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2457. xAxis.setFromMatrixColumn( this, 0 );
  2458. yAxis.setFromMatrixColumn( this, 1 );
  2459. zAxis.setFromMatrixColumn( this, 2 );
  2460. return this;
  2461. },
  2462. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2463. this.set(
  2464. xAxis.x, yAxis.x, zAxis.x, 0,
  2465. xAxis.y, yAxis.y, zAxis.y, 0,
  2466. xAxis.z, yAxis.z, zAxis.z, 0,
  2467. 0, 0, 0, 1
  2468. );
  2469. return this;
  2470. },
  2471. extractRotation: function ( m ) {
  2472. // this method does not support reflection matrices
  2473. var te = this.elements;
  2474. var me = m.elements;
  2475. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2476. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2477. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2478. te[ 0 ] = me[ 0 ] * scaleX;
  2479. te[ 1 ] = me[ 1 ] * scaleX;
  2480. te[ 2 ] = me[ 2 ] * scaleX;
  2481. te[ 3 ] = 0;
  2482. te[ 4 ] = me[ 4 ] * scaleY;
  2483. te[ 5 ] = me[ 5 ] * scaleY;
  2484. te[ 6 ] = me[ 6 ] * scaleY;
  2485. te[ 7 ] = 0;
  2486. te[ 8 ] = me[ 8 ] * scaleZ;
  2487. te[ 9 ] = me[ 9 ] * scaleZ;
  2488. te[ 10 ] = me[ 10 ] * scaleZ;
  2489. te[ 11 ] = 0;
  2490. te[ 12 ] = 0;
  2491. te[ 13 ] = 0;
  2492. te[ 14 ] = 0;
  2493. te[ 15 ] = 1;
  2494. return this;
  2495. },
  2496. makeRotationFromEuler: function ( euler ) {
  2497. if ( ! ( euler && euler.isEuler ) ) {
  2498. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2499. }
  2500. var te = this.elements;
  2501. var x = euler.x, y = euler.y, z = euler.z;
  2502. var a = Math.cos( x ), b = Math.sin( x );
  2503. var c = Math.cos( y ), d = Math.sin( y );
  2504. var e = Math.cos( z ), f = Math.sin( z );
  2505. if ( euler.order === 'XYZ' ) {
  2506. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2507. te[ 0 ] = c * e;
  2508. te[ 4 ] = - c * f;
  2509. te[ 8 ] = d;
  2510. te[ 1 ] = af + be * d;
  2511. te[ 5 ] = ae - bf * d;
  2512. te[ 9 ] = - b * c;
  2513. te[ 2 ] = bf - ae * d;
  2514. te[ 6 ] = be + af * d;
  2515. te[ 10 ] = a * c;
  2516. } else if ( euler.order === 'YXZ' ) {
  2517. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2518. te[ 0 ] = ce + df * b;
  2519. te[ 4 ] = de * b - cf;
  2520. te[ 8 ] = a * d;
  2521. te[ 1 ] = a * f;
  2522. te[ 5 ] = a * e;
  2523. te[ 9 ] = - b;
  2524. te[ 2 ] = cf * b - de;
  2525. te[ 6 ] = df + ce * b;
  2526. te[ 10 ] = a * c;
  2527. } else if ( euler.order === 'ZXY' ) {
  2528. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2529. te[ 0 ] = ce - df * b;
  2530. te[ 4 ] = - a * f;
  2531. te[ 8 ] = de + cf * b;
  2532. te[ 1 ] = cf + de * b;
  2533. te[ 5 ] = a * e;
  2534. te[ 9 ] = df - ce * b;
  2535. te[ 2 ] = - a * d;
  2536. te[ 6 ] = b;
  2537. te[ 10 ] = a * c;
  2538. } else if ( euler.order === 'ZYX' ) {
  2539. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2540. te[ 0 ] = c * e;
  2541. te[ 4 ] = be * d - af;
  2542. te[ 8 ] = ae * d + bf;
  2543. te[ 1 ] = c * f;
  2544. te[ 5 ] = bf * d + ae;
  2545. te[ 9 ] = af * d - be;
  2546. te[ 2 ] = - d;
  2547. te[ 6 ] = b * c;
  2548. te[ 10 ] = a * c;
  2549. } else if ( euler.order === 'YZX' ) {
  2550. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2551. te[ 0 ] = c * e;
  2552. te[ 4 ] = bd - ac * f;
  2553. te[ 8 ] = bc * f + ad;
  2554. te[ 1 ] = f;
  2555. te[ 5 ] = a * e;
  2556. te[ 9 ] = - b * e;
  2557. te[ 2 ] = - d * e;
  2558. te[ 6 ] = ad * f + bc;
  2559. te[ 10 ] = ac - bd * f;
  2560. } else if ( euler.order === 'XZY' ) {
  2561. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2562. te[ 0 ] = c * e;
  2563. te[ 4 ] = - f;
  2564. te[ 8 ] = d * e;
  2565. te[ 1 ] = ac * f + bd;
  2566. te[ 5 ] = a * e;
  2567. te[ 9 ] = ad * f - bc;
  2568. te[ 2 ] = bc * f - ad;
  2569. te[ 6 ] = b * e;
  2570. te[ 10 ] = bd * f + ac;
  2571. }
  2572. // bottom row
  2573. te[ 3 ] = 0;
  2574. te[ 7 ] = 0;
  2575. te[ 11 ] = 0;
  2576. // last column
  2577. te[ 12 ] = 0;
  2578. te[ 13 ] = 0;
  2579. te[ 14 ] = 0;
  2580. te[ 15 ] = 1;
  2581. return this;
  2582. },
  2583. makeRotationFromQuaternion: function ( q ) {
  2584. return this.compose( _zero, q, _one );
  2585. },
  2586. lookAt: function ( eye, target, up ) {
  2587. var te = this.elements;
  2588. _z.subVectors( eye, target );
  2589. if ( _z.lengthSq() === 0 ) {
  2590. // eye and target are in the same position
  2591. _z.z = 1;
  2592. }
  2593. _z.normalize();
  2594. _x.crossVectors( up, _z );
  2595. if ( _x.lengthSq() === 0 ) {
  2596. // up and z are parallel
  2597. if ( Math.abs( up.z ) === 1 ) {
  2598. _z.x += 0.0001;
  2599. } else {
  2600. _z.z += 0.0001;
  2601. }
  2602. _z.normalize();
  2603. _x.crossVectors( up, _z );
  2604. }
  2605. _x.normalize();
  2606. _y.crossVectors( _z, _x );
  2607. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2608. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2609. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2610. return this;
  2611. },
  2612. multiply: function ( m, n ) {
  2613. if ( n !== undefined ) {
  2614. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2615. return this.multiplyMatrices( m, n );
  2616. }
  2617. return this.multiplyMatrices( this, m );
  2618. },
  2619. premultiply: function ( m ) {
  2620. return this.multiplyMatrices( m, this );
  2621. },
  2622. multiplyMatrices: function ( a, b ) {
  2623. var ae = a.elements;
  2624. var be = b.elements;
  2625. var te = this.elements;
  2626. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2627. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2628. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2629. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2630. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2631. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2632. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2633. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2634. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2635. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2636. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2637. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2638. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2639. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2640. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2641. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2642. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2643. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2644. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2645. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2646. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2647. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2648. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2649. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2650. return this;
  2651. },
  2652. multiplyScalar: function ( s ) {
  2653. var te = this.elements;
  2654. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2655. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2656. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2657. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2658. return this;
  2659. },
  2660. determinant: function () {
  2661. var te = this.elements;
  2662. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2663. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2664. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2665. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2666. //TODO: make this more efficient
  2667. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2668. return (
  2669. n41 * (
  2670. + n14 * n23 * n32
  2671. - n13 * n24 * n32
  2672. - n14 * n22 * n33
  2673. + n12 * n24 * n33
  2674. + n13 * n22 * n34
  2675. - n12 * n23 * n34
  2676. ) +
  2677. n42 * (
  2678. + n11 * n23 * n34
  2679. - n11 * n24 * n33
  2680. + n14 * n21 * n33
  2681. - n13 * n21 * n34
  2682. + n13 * n24 * n31
  2683. - n14 * n23 * n31
  2684. ) +
  2685. n43 * (
  2686. + n11 * n24 * n32
  2687. - n11 * n22 * n34
  2688. - n14 * n21 * n32
  2689. + n12 * n21 * n34
  2690. + n14 * n22 * n31
  2691. - n12 * n24 * n31
  2692. ) +
  2693. n44 * (
  2694. - n13 * n22 * n31
  2695. - n11 * n23 * n32
  2696. + n11 * n22 * n33
  2697. + n13 * n21 * n32
  2698. - n12 * n21 * n33
  2699. + n12 * n23 * n31
  2700. )
  2701. );
  2702. },
  2703. transpose: function () {
  2704. var te = this.elements;
  2705. var tmp;
  2706. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2707. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2708. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2709. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2710. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2711. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2712. return this;
  2713. },
  2714. setPosition: function ( x, y, z ) {
  2715. var te = this.elements;
  2716. if ( x.isVector3 ) {
  2717. te[ 12 ] = x.x;
  2718. te[ 13 ] = x.y;
  2719. te[ 14 ] = x.z;
  2720. } else {
  2721. te[ 12 ] = x;
  2722. te[ 13 ] = y;
  2723. te[ 14 ] = z;
  2724. }
  2725. return this;
  2726. },
  2727. getInverse: function ( m, throwOnDegenerate ) {
  2728. if ( throwOnDegenerate !== undefined ) {
  2729. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2730. }
  2731. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2732. var te = this.elements,
  2733. me = m.elements,
  2734. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2735. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2736. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2737. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2738. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2739. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2740. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2741. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2742. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2743. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2744. var detInv = 1 / det;
  2745. te[ 0 ] = t11 * detInv;
  2746. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2747. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2748. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2749. te[ 4 ] = t12 * detInv;
  2750. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2751. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2752. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2753. te[ 8 ] = t13 * detInv;
  2754. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2755. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2756. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2757. te[ 12 ] = t14 * detInv;
  2758. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2759. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2760. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2761. return this;
  2762. },
  2763. scale: function ( v ) {
  2764. var te = this.elements;
  2765. var x = v.x, y = v.y, z = v.z;
  2766. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2767. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2768. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2769. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2770. return this;
  2771. },
  2772. getMaxScaleOnAxis: function () {
  2773. var te = this.elements;
  2774. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2775. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2776. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2777. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2778. },
  2779. makeTranslation: function ( x, y, z ) {
  2780. this.set(
  2781. 1, 0, 0, x,
  2782. 0, 1, 0, y,
  2783. 0, 0, 1, z,
  2784. 0, 0, 0, 1
  2785. );
  2786. return this;
  2787. },
  2788. makeRotationX: function ( theta ) {
  2789. var c = Math.cos( theta ), s = Math.sin( theta );
  2790. this.set(
  2791. 1, 0, 0, 0,
  2792. 0, c, - s, 0,
  2793. 0, s, c, 0,
  2794. 0, 0, 0, 1
  2795. );
  2796. return this;
  2797. },
  2798. makeRotationY: function ( theta ) {
  2799. var c = Math.cos( theta ), s = Math.sin( theta );
  2800. this.set(
  2801. c, 0, s, 0,
  2802. 0, 1, 0, 0,
  2803. - s, 0, c, 0,
  2804. 0, 0, 0, 1
  2805. );
  2806. return this;
  2807. },
  2808. makeRotationZ: function ( theta ) {
  2809. var c = Math.cos( theta ), s = Math.sin( theta );
  2810. this.set(
  2811. c, - s, 0, 0,
  2812. s, c, 0, 0,
  2813. 0, 0, 1, 0,
  2814. 0, 0, 0, 1
  2815. );
  2816. return this;
  2817. },
  2818. makeRotationAxis: function ( axis, angle ) {
  2819. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2820. var c = Math.cos( angle );
  2821. var s = Math.sin( angle );
  2822. var t = 1 - c;
  2823. var x = axis.x, y = axis.y, z = axis.z;
  2824. var tx = t * x, ty = t * y;
  2825. this.set(
  2826. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2827. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2828. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2829. 0, 0, 0, 1
  2830. );
  2831. return this;
  2832. },
  2833. makeScale: function ( x, y, z ) {
  2834. this.set(
  2835. x, 0, 0, 0,
  2836. 0, y, 0, 0,
  2837. 0, 0, z, 0,
  2838. 0, 0, 0, 1
  2839. );
  2840. return this;
  2841. },
  2842. makeShear: function ( x, y, z ) {
  2843. this.set(
  2844. 1, y, z, 0,
  2845. x, 1, z, 0,
  2846. x, y, 1, 0,
  2847. 0, 0, 0, 1
  2848. );
  2849. return this;
  2850. },
  2851. compose: function ( position, quaternion, scale ) {
  2852. var te = this.elements;
  2853. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2854. var x2 = x + x, y2 = y + y, z2 = z + z;
  2855. var xx = x * x2, xy = x * y2, xz = x * z2;
  2856. var yy = y * y2, yz = y * z2, zz = z * z2;
  2857. var wx = w * x2, wy = w * y2, wz = w * z2;
  2858. var sx = scale.x, sy = scale.y, sz = scale.z;
  2859. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2860. te[ 1 ] = ( xy + wz ) * sx;
  2861. te[ 2 ] = ( xz - wy ) * sx;
  2862. te[ 3 ] = 0;
  2863. te[ 4 ] = ( xy - wz ) * sy;
  2864. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2865. te[ 6 ] = ( yz + wx ) * sy;
  2866. te[ 7 ] = 0;
  2867. te[ 8 ] = ( xz + wy ) * sz;
  2868. te[ 9 ] = ( yz - wx ) * sz;
  2869. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2870. te[ 11 ] = 0;
  2871. te[ 12 ] = position.x;
  2872. te[ 13 ] = position.y;
  2873. te[ 14 ] = position.z;
  2874. te[ 15 ] = 1;
  2875. return this;
  2876. },
  2877. decompose: function ( position, quaternion, scale ) {
  2878. var te = this.elements;
  2879. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2880. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2881. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2882. // if determine is negative, we need to invert one scale
  2883. var det = this.determinant();
  2884. if ( det < 0 ) { sx = - sx; }
  2885. position.x = te[ 12 ];
  2886. position.y = te[ 13 ];
  2887. position.z = te[ 14 ];
  2888. // scale the rotation part
  2889. _m1.copy( this );
  2890. var invSX = 1 / sx;
  2891. var invSY = 1 / sy;
  2892. var invSZ = 1 / sz;
  2893. _m1.elements[ 0 ] *= invSX;
  2894. _m1.elements[ 1 ] *= invSX;
  2895. _m1.elements[ 2 ] *= invSX;
  2896. _m1.elements[ 4 ] *= invSY;
  2897. _m1.elements[ 5 ] *= invSY;
  2898. _m1.elements[ 6 ] *= invSY;
  2899. _m1.elements[ 8 ] *= invSZ;
  2900. _m1.elements[ 9 ] *= invSZ;
  2901. _m1.elements[ 10 ] *= invSZ;
  2902. quaternion.setFromRotationMatrix( _m1 );
  2903. scale.x = sx;
  2904. scale.y = sy;
  2905. scale.z = sz;
  2906. return this;
  2907. },
  2908. makePerspective: function ( left, right, top, bottom, near, far ) {
  2909. if ( far === undefined ) {
  2910. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2911. }
  2912. var te = this.elements;
  2913. var x = 2 * near / ( right - left );
  2914. var y = 2 * near / ( top - bottom );
  2915. var a = ( right + left ) / ( right - left );
  2916. var b = ( top + bottom ) / ( top - bottom );
  2917. var c = - ( far + near ) / ( far - near );
  2918. var d = - 2 * far * near / ( far - near );
  2919. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2920. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2921. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2922. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2923. return this;
  2924. },
  2925. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2926. var te = this.elements;
  2927. var w = 1.0 / ( right - left );
  2928. var h = 1.0 / ( top - bottom );
  2929. var p = 1.0 / ( far - near );
  2930. var x = ( right + left ) * w;
  2931. var y = ( top + bottom ) * h;
  2932. var z = ( far + near ) * p;
  2933. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2934. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2935. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2936. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2937. return this;
  2938. },
  2939. equals: function ( matrix ) {
  2940. var te = this.elements;
  2941. var me = matrix.elements;
  2942. for ( var i = 0; i < 16; i ++ ) {
  2943. if ( te[ i ] !== me[ i ] ) { return false; }
  2944. }
  2945. return true;
  2946. },
  2947. fromArray: function ( array, offset ) {
  2948. if ( offset === undefined ) { offset = 0; }
  2949. for ( var i = 0; i < 16; i ++ ) {
  2950. this.elements[ i ] = array[ i + offset ];
  2951. }
  2952. return this;
  2953. },
  2954. toArray: function ( array, offset ) {
  2955. if ( array === undefined ) { array = []; }
  2956. if ( offset === undefined ) { offset = 0; }
  2957. var te = this.elements;
  2958. array[ offset ] = te[ 0 ];
  2959. array[ offset + 1 ] = te[ 1 ];
  2960. array[ offset + 2 ] = te[ 2 ];
  2961. array[ offset + 3 ] = te[ 3 ];
  2962. array[ offset + 4 ] = te[ 4 ];
  2963. array[ offset + 5 ] = te[ 5 ];
  2964. array[ offset + 6 ] = te[ 6 ];
  2965. array[ offset + 7 ] = te[ 7 ];
  2966. array[ offset + 8 ] = te[ 8 ];
  2967. array[ offset + 9 ] = te[ 9 ];
  2968. array[ offset + 10 ] = te[ 10 ];
  2969. array[ offset + 11 ] = te[ 11 ];
  2970. array[ offset + 12 ] = te[ 12 ];
  2971. array[ offset + 13 ] = te[ 13 ];
  2972. array[ offset + 14 ] = te[ 14 ];
  2973. array[ offset + 15 ] = te[ 15 ];
  2974. return array;
  2975. }
  2976. } );
  2977. /**
  2978. * @author mrdoob / http://mrdoob.com/
  2979. * @author WestLangley / http://github.com/WestLangley
  2980. * @author bhouston / http://clara.io
  2981. */
  2982. var _matrix = new Matrix4();
  2983. var _quaternion$1 = new Quaternion();
  2984. function Euler( x, y, z, order ) {
  2985. this._x = x || 0;
  2986. this._y = y || 0;
  2987. this._z = z || 0;
  2988. this._order = order || Euler.DefaultOrder;
  2989. }
  2990. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2991. Euler.DefaultOrder = 'XYZ';
  2992. Object.defineProperties( Euler.prototype, {
  2993. x: {
  2994. get: function () {
  2995. return this._x;
  2996. },
  2997. set: function ( value ) {
  2998. this._x = value;
  2999. this._onChangeCallback();
  3000. }
  3001. },
  3002. y: {
  3003. get: function () {
  3004. return this._y;
  3005. },
  3006. set: function ( value ) {
  3007. this._y = value;
  3008. this._onChangeCallback();
  3009. }
  3010. },
  3011. z: {
  3012. get: function () {
  3013. return this._z;
  3014. },
  3015. set: function ( value ) {
  3016. this._z = value;
  3017. this._onChangeCallback();
  3018. }
  3019. },
  3020. order: {
  3021. get: function () {
  3022. return this._order;
  3023. },
  3024. set: function ( value ) {
  3025. this._order = value;
  3026. this._onChangeCallback();
  3027. }
  3028. }
  3029. } );
  3030. Object.assign( Euler.prototype, {
  3031. isEuler: true,
  3032. set: function ( x, y, z, order ) {
  3033. this._x = x;
  3034. this._y = y;
  3035. this._z = z;
  3036. this._order = order || this._order;
  3037. this._onChangeCallback();
  3038. return this;
  3039. },
  3040. clone: function () {
  3041. return new this.constructor( this._x, this._y, this._z, this._order );
  3042. },
  3043. copy: function ( euler ) {
  3044. this._x = euler._x;
  3045. this._y = euler._y;
  3046. this._z = euler._z;
  3047. this._order = euler._order;
  3048. this._onChangeCallback();
  3049. return this;
  3050. },
  3051. setFromRotationMatrix: function ( m, order, update ) {
  3052. var clamp = MathUtils.clamp;
  3053. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3054. var te = m.elements;
  3055. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3056. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3057. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3058. order = order || this._order;
  3059. if ( order === 'XYZ' ) {
  3060. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3061. if ( Math.abs( m13 ) < 0.9999999 ) {
  3062. this._x = Math.atan2( - m23, m33 );
  3063. this._z = Math.atan2( - m12, m11 );
  3064. } else {
  3065. this._x = Math.atan2( m32, m22 );
  3066. this._z = 0;
  3067. }
  3068. } else if ( order === 'YXZ' ) {
  3069. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3070. if ( Math.abs( m23 ) < 0.9999999 ) {
  3071. this._y = Math.atan2( m13, m33 );
  3072. this._z = Math.atan2( m21, m22 );
  3073. } else {
  3074. this._y = Math.atan2( - m31, m11 );
  3075. this._z = 0;
  3076. }
  3077. } else if ( order === 'ZXY' ) {
  3078. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3079. if ( Math.abs( m32 ) < 0.9999999 ) {
  3080. this._y = Math.atan2( - m31, m33 );
  3081. this._z = Math.atan2( - m12, m22 );
  3082. } else {
  3083. this._y = 0;
  3084. this._z = Math.atan2( m21, m11 );
  3085. }
  3086. } else if ( order === 'ZYX' ) {
  3087. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3088. if ( Math.abs( m31 ) < 0.9999999 ) {
  3089. this._x = Math.atan2( m32, m33 );
  3090. this._z = Math.atan2( m21, m11 );
  3091. } else {
  3092. this._x = 0;
  3093. this._z = Math.atan2( - m12, m22 );
  3094. }
  3095. } else if ( order === 'YZX' ) {
  3096. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3097. if ( Math.abs( m21 ) < 0.9999999 ) {
  3098. this._x = Math.atan2( - m23, m22 );
  3099. this._y = Math.atan2( - m31, m11 );
  3100. } else {
  3101. this._x = 0;
  3102. this._y = Math.atan2( m13, m33 );
  3103. }
  3104. } else if ( order === 'XZY' ) {
  3105. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3106. if ( Math.abs( m12 ) < 0.9999999 ) {
  3107. this._x = Math.atan2( m32, m22 );
  3108. this._y = Math.atan2( m13, m11 );
  3109. } else {
  3110. this._x = Math.atan2( - m23, m33 );
  3111. this._y = 0;
  3112. }
  3113. } else {
  3114. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3115. }
  3116. this._order = order;
  3117. if ( update !== false ) { this._onChangeCallback(); }
  3118. return this;
  3119. },
  3120. setFromQuaternion: function ( q, order, update ) {
  3121. _matrix.makeRotationFromQuaternion( q );
  3122. return this.setFromRotationMatrix( _matrix, order, update );
  3123. },
  3124. setFromVector3: function ( v, order ) {
  3125. return this.set( v.x, v.y, v.z, order || this._order );
  3126. },
  3127. reorder: function ( newOrder ) {
  3128. // WARNING: this discards revolution information -bhouston
  3129. _quaternion$1.setFromEuler( this );
  3130. return this.setFromQuaternion( _quaternion$1, newOrder );
  3131. },
  3132. equals: function ( euler ) {
  3133. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3134. },
  3135. fromArray: function ( array ) {
  3136. this._x = array[ 0 ];
  3137. this._y = array[ 1 ];
  3138. this._z = array[ 2 ];
  3139. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3140. this._onChangeCallback();
  3141. return this;
  3142. },
  3143. toArray: function ( array, offset ) {
  3144. if ( array === undefined ) { array = []; }
  3145. if ( offset === undefined ) { offset = 0; }
  3146. array[ offset ] = this._x;
  3147. array[ offset + 1 ] = this._y;
  3148. array[ offset + 2 ] = this._z;
  3149. array[ offset + 3 ] = this._order;
  3150. return array;
  3151. },
  3152. toVector3: function ( optionalResult ) {
  3153. if ( optionalResult ) {
  3154. return optionalResult.set( this._x, this._y, this._z );
  3155. } else {
  3156. return new Vector3( this._x, this._y, this._z );
  3157. }
  3158. },
  3159. _onChange: function ( callback ) {
  3160. this._onChangeCallback = callback;
  3161. return this;
  3162. },
  3163. _onChangeCallback: function () {}
  3164. } );
  3165. /**
  3166. * @author mrdoob / http://mrdoob.com/
  3167. */
  3168. function Layers() {
  3169. this.mask = 1 | 0;
  3170. }
  3171. Object.assign( Layers.prototype, {
  3172. set: function ( channel ) {
  3173. this.mask = 1 << channel | 0;
  3174. },
  3175. enable: function ( channel ) {
  3176. this.mask |= 1 << channel | 0;
  3177. },
  3178. enableAll: function () {
  3179. this.mask = 0xffffffff | 0;
  3180. },
  3181. toggle: function ( channel ) {
  3182. this.mask ^= 1 << channel | 0;
  3183. },
  3184. disable: function ( channel ) {
  3185. this.mask &= ~ ( 1 << channel | 0 );
  3186. },
  3187. disableAll: function () {
  3188. this.mask = 0;
  3189. },
  3190. test: function ( layers ) {
  3191. return ( this.mask & layers.mask ) !== 0;
  3192. }
  3193. } );
  3194. var _object3DId = 0;
  3195. var _v1$1 = new Vector3();
  3196. var _q1 = new Quaternion();
  3197. var _m1$1 = new Matrix4();
  3198. var _target = new Vector3();
  3199. var _position = new Vector3();
  3200. var _scale = new Vector3();
  3201. var _quaternion$2 = new Quaternion();
  3202. var _xAxis = new Vector3( 1, 0, 0 );
  3203. var _yAxis = new Vector3( 0, 1, 0 );
  3204. var _zAxis = new Vector3( 0, 0, 1 );
  3205. var _addedEvent = { type: 'added' };
  3206. var _removedEvent = { type: 'removed' };
  3207. /**
  3208. * @author mrdoob / http://mrdoob.com/
  3209. * @author mikael emtinger / http://gomo.se/
  3210. * @author alteredq / http://alteredqualia.com/
  3211. * @author WestLangley / http://github.com/WestLangley
  3212. * @author elephantatwork / www.elephantatwork.ch
  3213. */
  3214. function Object3D() {
  3215. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3216. this.uuid = MathUtils.generateUUID();
  3217. this.name = '';
  3218. this.type = 'Object3D';
  3219. this.parent = null;
  3220. this.children = [];
  3221. this.up = Object3D.DefaultUp.clone();
  3222. var position = new Vector3();
  3223. var rotation = new Euler();
  3224. var quaternion = new Quaternion();
  3225. var scale = new Vector3( 1, 1, 1 );
  3226. function onRotationChange() {
  3227. quaternion.setFromEuler( rotation, false );
  3228. }
  3229. function onQuaternionChange() {
  3230. rotation.setFromQuaternion( quaternion, undefined, false );
  3231. }
  3232. rotation._onChange( onRotationChange );
  3233. quaternion._onChange( onQuaternionChange );
  3234. Object.defineProperties( this, {
  3235. position: {
  3236. configurable: true,
  3237. enumerable: true,
  3238. value: position
  3239. },
  3240. rotation: {
  3241. configurable: true,
  3242. enumerable: true,
  3243. value: rotation
  3244. },
  3245. quaternion: {
  3246. configurable: true,
  3247. enumerable: true,
  3248. value: quaternion
  3249. },
  3250. scale: {
  3251. configurable: true,
  3252. enumerable: true,
  3253. value: scale
  3254. },
  3255. modelViewMatrix: {
  3256. value: new Matrix4()
  3257. },
  3258. normalMatrix: {
  3259. value: new Matrix3()
  3260. }
  3261. } );
  3262. this.matrix = new Matrix4();
  3263. this.matrixWorld = new Matrix4();
  3264. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3265. this.matrixWorldNeedsUpdate = false;
  3266. this.layers = new Layers();
  3267. this.visible = true;
  3268. this.castShadow = false;
  3269. this.receiveShadow = false;
  3270. this.frustumCulled = true;
  3271. this.renderOrder = 0;
  3272. this.userData = {};
  3273. }
  3274. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3275. Object3D.DefaultMatrixAutoUpdate = true;
  3276. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3277. constructor: Object3D,
  3278. isObject3D: true,
  3279. onBeforeRender: function () {},
  3280. onAfterRender: function () {},
  3281. applyMatrix4: function ( matrix ) {
  3282. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3283. this.matrix.premultiply( matrix );
  3284. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3285. },
  3286. applyQuaternion: function ( q ) {
  3287. this.quaternion.premultiply( q );
  3288. return this;
  3289. },
  3290. setRotationFromAxisAngle: function ( axis, angle ) {
  3291. // assumes axis is normalized
  3292. this.quaternion.setFromAxisAngle( axis, angle );
  3293. },
  3294. setRotationFromEuler: function ( euler ) {
  3295. this.quaternion.setFromEuler( euler, true );
  3296. },
  3297. setRotationFromMatrix: function ( m ) {
  3298. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3299. this.quaternion.setFromRotationMatrix( m );
  3300. },
  3301. setRotationFromQuaternion: function ( q ) {
  3302. // assumes q is normalized
  3303. this.quaternion.copy( q );
  3304. },
  3305. rotateOnAxis: function ( axis, angle ) {
  3306. // rotate object on axis in object space
  3307. // axis is assumed to be normalized
  3308. _q1.setFromAxisAngle( axis, angle );
  3309. this.quaternion.multiply( _q1 );
  3310. return this;
  3311. },
  3312. rotateOnWorldAxis: function ( axis, angle ) {
  3313. // rotate object on axis in world space
  3314. // axis is assumed to be normalized
  3315. // method assumes no rotated parent
  3316. _q1.setFromAxisAngle( axis, angle );
  3317. this.quaternion.premultiply( _q1 );
  3318. return this;
  3319. },
  3320. rotateX: function ( angle ) {
  3321. return this.rotateOnAxis( _xAxis, angle );
  3322. },
  3323. rotateY: function ( angle ) {
  3324. return this.rotateOnAxis( _yAxis, angle );
  3325. },
  3326. rotateZ: function ( angle ) {
  3327. return this.rotateOnAxis( _zAxis, angle );
  3328. },
  3329. translateOnAxis: function ( axis, distance ) {
  3330. // translate object by distance along axis in object space
  3331. // axis is assumed to be normalized
  3332. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3333. this.position.add( _v1$1.multiplyScalar( distance ) );
  3334. return this;
  3335. },
  3336. translateX: function ( distance ) {
  3337. return this.translateOnAxis( _xAxis, distance );
  3338. },
  3339. translateY: function ( distance ) {
  3340. return this.translateOnAxis( _yAxis, distance );
  3341. },
  3342. translateZ: function ( distance ) {
  3343. return this.translateOnAxis( _zAxis, distance );
  3344. },
  3345. localToWorld: function ( vector ) {
  3346. return vector.applyMatrix4( this.matrixWorld );
  3347. },
  3348. worldToLocal: function ( vector ) {
  3349. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3350. },
  3351. lookAt: function ( x, y, z ) {
  3352. // This method does not support objects having non-uniformly-scaled parent(s)
  3353. if ( x.isVector3 ) {
  3354. _target.copy( x );
  3355. } else {
  3356. _target.set( x, y, z );
  3357. }
  3358. var parent = this.parent;
  3359. this.updateWorldMatrix( true, false );
  3360. _position.setFromMatrixPosition( this.matrixWorld );
  3361. if ( this.isCamera || this.isLight ) {
  3362. _m1$1.lookAt( _position, _target, this.up );
  3363. } else {
  3364. _m1$1.lookAt( _target, _position, this.up );
  3365. }
  3366. this.quaternion.setFromRotationMatrix( _m1$1 );
  3367. if ( parent ) {
  3368. _m1$1.extractRotation( parent.matrixWorld );
  3369. _q1.setFromRotationMatrix( _m1$1 );
  3370. this.quaternion.premultiply( _q1.inverse() );
  3371. }
  3372. },
  3373. add: function ( object ) {
  3374. if ( arguments.length > 1 ) {
  3375. for ( var i = 0; i < arguments.length; i ++ ) {
  3376. this.add( arguments[ i ] );
  3377. }
  3378. return this;
  3379. }
  3380. if ( object === this ) {
  3381. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3382. return this;
  3383. }
  3384. if ( ( object && object.isObject3D ) ) {
  3385. if ( object.parent !== null ) {
  3386. object.parent.remove( object );
  3387. }
  3388. object.parent = this;
  3389. this.children.push( object );
  3390. object.dispatchEvent( _addedEvent );
  3391. } else {
  3392. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3393. }
  3394. return this;
  3395. },
  3396. remove: function ( object ) {
  3397. if ( arguments.length > 1 ) {
  3398. for ( var i = 0; i < arguments.length; i ++ ) {
  3399. this.remove( arguments[ i ] );
  3400. }
  3401. return this;
  3402. }
  3403. var index = this.children.indexOf( object );
  3404. if ( index !== - 1 ) {
  3405. object.parent = null;
  3406. this.children.splice( index, 1 );
  3407. object.dispatchEvent( _removedEvent );
  3408. }
  3409. return this;
  3410. },
  3411. attach: function ( object ) {
  3412. // adds object as a child of this, while maintaining the object's world transform
  3413. this.updateWorldMatrix( true, false );
  3414. _m1$1.getInverse( this.matrixWorld );
  3415. if ( object.parent !== null ) {
  3416. object.parent.updateWorldMatrix( true, false );
  3417. _m1$1.multiply( object.parent.matrixWorld );
  3418. }
  3419. object.applyMatrix4( _m1$1 );
  3420. object.updateWorldMatrix( false, false );
  3421. this.add( object );
  3422. return this;
  3423. },
  3424. getObjectById: function ( id ) {
  3425. return this.getObjectByProperty( 'id', id );
  3426. },
  3427. getObjectByName: function ( name ) {
  3428. return this.getObjectByProperty( 'name', name );
  3429. },
  3430. getObjectByProperty: function ( name, value ) {
  3431. if ( this[ name ] === value ) { return this; }
  3432. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3433. var child = this.children[ i ];
  3434. var object = child.getObjectByProperty( name, value );
  3435. if ( object !== undefined ) {
  3436. return object;
  3437. }
  3438. }
  3439. return undefined;
  3440. },
  3441. getWorldPosition: function ( target ) {
  3442. if ( target === undefined ) {
  3443. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3444. target = new Vector3();
  3445. }
  3446. this.updateMatrixWorld( true );
  3447. return target.setFromMatrixPosition( this.matrixWorld );
  3448. },
  3449. getWorldQuaternion: function ( target ) {
  3450. if ( target === undefined ) {
  3451. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3452. target = new Quaternion();
  3453. }
  3454. this.updateMatrixWorld( true );
  3455. this.matrixWorld.decompose( _position, target, _scale );
  3456. return target;
  3457. },
  3458. getWorldScale: function ( target ) {
  3459. if ( target === undefined ) {
  3460. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3461. target = new Vector3();
  3462. }
  3463. this.updateMatrixWorld( true );
  3464. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3465. return target;
  3466. },
  3467. getWorldDirection: function ( target ) {
  3468. if ( target === undefined ) {
  3469. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3470. target = new Vector3();
  3471. }
  3472. this.updateMatrixWorld( true );
  3473. var e = this.matrixWorld.elements;
  3474. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3475. },
  3476. raycast: function () {},
  3477. traverse: function ( callback ) {
  3478. callback( this );
  3479. var children = this.children;
  3480. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3481. children[ i ].traverse( callback );
  3482. }
  3483. },
  3484. traverseVisible: function ( callback ) {
  3485. if ( this.visible === false ) { return; }
  3486. callback( this );
  3487. var children = this.children;
  3488. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3489. children[ i ].traverseVisible( callback );
  3490. }
  3491. },
  3492. traverseAncestors: function ( callback ) {
  3493. var parent = this.parent;
  3494. if ( parent !== null ) {
  3495. callback( parent );
  3496. parent.traverseAncestors( callback );
  3497. }
  3498. },
  3499. updateMatrix: function () {
  3500. this.matrix.compose( this.position, this.quaternion, this.scale );
  3501. this.matrixWorldNeedsUpdate = true;
  3502. },
  3503. updateMatrixWorld: function ( force ) {
  3504. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3505. if ( this.matrixWorldNeedsUpdate || force ) {
  3506. if ( this.parent === null ) {
  3507. this.matrixWorld.copy( this.matrix );
  3508. } else {
  3509. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3510. }
  3511. this.matrixWorldNeedsUpdate = false;
  3512. force = true;
  3513. }
  3514. // update children
  3515. var children = this.children;
  3516. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3517. children[ i ].updateMatrixWorld( force );
  3518. }
  3519. },
  3520. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3521. var parent = this.parent;
  3522. if ( updateParents === true && parent !== null ) {
  3523. parent.updateWorldMatrix( true, false );
  3524. }
  3525. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3526. if ( this.parent === null ) {
  3527. this.matrixWorld.copy( this.matrix );
  3528. } else {
  3529. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3530. }
  3531. // update children
  3532. if ( updateChildren === true ) {
  3533. var children = this.children;
  3534. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3535. children[ i ].updateWorldMatrix( false, true );
  3536. }
  3537. }
  3538. },
  3539. toJSON: function ( meta ) {
  3540. // meta is a string when called from JSON.stringify
  3541. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3542. var output = {};
  3543. // meta is a hash used to collect geometries, materials.
  3544. // not providing it implies that this is the root object
  3545. // being serialized.
  3546. if ( isRootObject ) {
  3547. // initialize meta obj
  3548. meta = {
  3549. geometries: {},
  3550. materials: {},
  3551. textures: {},
  3552. images: {},
  3553. shapes: {}
  3554. };
  3555. output.metadata = {
  3556. version: 4.5,
  3557. type: 'Object',
  3558. generator: 'Object3D.toJSON'
  3559. };
  3560. }
  3561. // standard Object3D serialization
  3562. var object = {};
  3563. object.uuid = this.uuid;
  3564. object.type = this.type;
  3565. if ( this.name !== '' ) { object.name = this.name; }
  3566. if ( this.castShadow === true ) { object.castShadow = true; }
  3567. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3568. if ( this.visible === false ) { object.visible = false; }
  3569. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3570. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3571. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3572. object.layers = this.layers.mask;
  3573. object.matrix = this.matrix.toArray();
  3574. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3575. // object specific properties
  3576. if ( this.isInstancedMesh ) {
  3577. object.type = 'InstancedMesh';
  3578. object.count = this.count;
  3579. object.instanceMatrix = this.instanceMatrix.toJSON();
  3580. }
  3581. //
  3582. function serialize( library, element ) {
  3583. if ( library[ element.uuid ] === undefined ) {
  3584. library[ element.uuid ] = element.toJSON( meta );
  3585. }
  3586. return element.uuid;
  3587. }
  3588. if ( this.isMesh || this.isLine || this.isPoints ) {
  3589. object.geometry = serialize( meta.geometries, this.geometry );
  3590. var parameters = this.geometry.parameters;
  3591. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3592. var shapes = parameters.shapes;
  3593. if ( Array.isArray( shapes ) ) {
  3594. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3595. var shape = shapes[ i ];
  3596. serialize( meta.shapes, shape );
  3597. }
  3598. } else {
  3599. serialize( meta.shapes, shapes );
  3600. }
  3601. }
  3602. }
  3603. if ( this.material !== undefined ) {
  3604. if ( Array.isArray( this.material ) ) {
  3605. var uuids = [];
  3606. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3607. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3608. }
  3609. object.material = uuids;
  3610. } else {
  3611. object.material = serialize( meta.materials, this.material );
  3612. }
  3613. }
  3614. //
  3615. if ( this.children.length > 0 ) {
  3616. object.children = [];
  3617. for ( var i = 0; i < this.children.length; i ++ ) {
  3618. object.children.push( this.children[ i ].toJSON( meta ).object );
  3619. }
  3620. }
  3621. if ( isRootObject ) {
  3622. var geometries = extractFromCache( meta.geometries );
  3623. var materials = extractFromCache( meta.materials );
  3624. var textures = extractFromCache( meta.textures );
  3625. var images = extractFromCache( meta.images );
  3626. var shapes = extractFromCache( meta.shapes );
  3627. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3628. if ( materials.length > 0 ) { output.materials = materials; }
  3629. if ( textures.length > 0 ) { output.textures = textures; }
  3630. if ( images.length > 0 ) { output.images = images; }
  3631. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3632. }
  3633. output.object = object;
  3634. return output;
  3635. // extract data from the cache hash
  3636. // remove metadata on each item
  3637. // and return as array
  3638. function extractFromCache( cache ) {
  3639. var values = [];
  3640. for ( var key in cache ) {
  3641. var data = cache[ key ];
  3642. delete data.metadata;
  3643. values.push( data );
  3644. }
  3645. return values;
  3646. }
  3647. },
  3648. clone: function ( recursive ) {
  3649. return new this.constructor().copy( this, recursive );
  3650. },
  3651. copy: function ( source, recursive ) {
  3652. if ( recursive === undefined ) { recursive = true; }
  3653. this.name = source.name;
  3654. this.up.copy( source.up );
  3655. this.position.copy( source.position );
  3656. this.quaternion.copy( source.quaternion );
  3657. this.scale.copy( source.scale );
  3658. this.matrix.copy( source.matrix );
  3659. this.matrixWorld.copy( source.matrixWorld );
  3660. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3661. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3662. this.layers.mask = source.layers.mask;
  3663. this.visible = source.visible;
  3664. this.castShadow = source.castShadow;
  3665. this.receiveShadow = source.receiveShadow;
  3666. this.frustumCulled = source.frustumCulled;
  3667. this.renderOrder = source.renderOrder;
  3668. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3669. if ( recursive === true ) {
  3670. for ( var i = 0; i < source.children.length; i ++ ) {
  3671. var child = source.children[ i ];
  3672. this.add( child.clone() );
  3673. }
  3674. }
  3675. return this;
  3676. }
  3677. } );
  3678. /**
  3679. * @author mrdoob / http://mrdoob.com/
  3680. */
  3681. function Scene() {
  3682. Object3D.call( this );
  3683. this.type = 'Scene';
  3684. this.background = null;
  3685. this.environment = null;
  3686. this.fog = null;
  3687. this.overrideMaterial = null;
  3688. this.autoUpdate = true; // checked by the renderer
  3689. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3690. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3691. }
  3692. }
  3693. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3694. constructor: Scene,
  3695. isScene: true,
  3696. copy: function ( source, recursive ) {
  3697. Object3D.prototype.copy.call( this, source, recursive );
  3698. if ( source.background !== null ) { this.background = source.background.clone(); }
  3699. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3700. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3701. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3702. this.autoUpdate = source.autoUpdate;
  3703. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3704. return this;
  3705. },
  3706. toJSON: function ( meta ) {
  3707. var data = Object3D.prototype.toJSON.call( this, meta );
  3708. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3709. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3710. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3711. return data;
  3712. },
  3713. dispose: function () {
  3714. this.dispatchEvent( { type: 'dispose' } );
  3715. }
  3716. } );
  3717. var _points = [
  3718. new Vector3(),
  3719. new Vector3(),
  3720. new Vector3(),
  3721. new Vector3(),
  3722. new Vector3(),
  3723. new Vector3(),
  3724. new Vector3(),
  3725. new Vector3()
  3726. ];
  3727. var _vector$1 = new Vector3();
  3728. var _box = new Box3();
  3729. // triangle centered vertices
  3730. var _v0 = new Vector3();
  3731. var _v1$2 = new Vector3();
  3732. var _v2 = new Vector3();
  3733. // triangle edge vectors
  3734. var _f0 = new Vector3();
  3735. var _f1 = new Vector3();
  3736. var _f2 = new Vector3();
  3737. var _center = new Vector3();
  3738. var _extents = new Vector3();
  3739. var _triangleNormal = new Vector3();
  3740. var _testAxis = new Vector3();
  3741. /**
  3742. * @author bhouston / http://clara.io
  3743. * @author WestLangley / http://github.com/WestLangley
  3744. */
  3745. function Box3( min, max ) {
  3746. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3747. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3748. }
  3749. Object.assign( Box3.prototype, {
  3750. isBox3: true,
  3751. set: function ( min, max ) {
  3752. this.min.copy( min );
  3753. this.max.copy( max );
  3754. return this;
  3755. },
  3756. setFromArray: function ( array ) {
  3757. var minX = + Infinity;
  3758. var minY = + Infinity;
  3759. var minZ = + Infinity;
  3760. var maxX = - Infinity;
  3761. var maxY = - Infinity;
  3762. var maxZ = - Infinity;
  3763. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3764. var x = array[ i ];
  3765. var y = array[ i + 1 ];
  3766. var z = array[ i + 2 ];
  3767. if ( x < minX ) { minX = x; }
  3768. if ( y < minY ) { minY = y; }
  3769. if ( z < minZ ) { minZ = z; }
  3770. if ( x > maxX ) { maxX = x; }
  3771. if ( y > maxY ) { maxY = y; }
  3772. if ( z > maxZ ) { maxZ = z; }
  3773. }
  3774. this.min.set( minX, minY, minZ );
  3775. this.max.set( maxX, maxY, maxZ );
  3776. return this;
  3777. },
  3778. setFromBufferAttribute: function ( attribute ) {
  3779. var minX = + Infinity;
  3780. var minY = + Infinity;
  3781. var minZ = + Infinity;
  3782. var maxX = - Infinity;
  3783. var maxY = - Infinity;
  3784. var maxZ = - Infinity;
  3785. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3786. var x = attribute.getX( i );
  3787. var y = attribute.getY( i );
  3788. var z = attribute.getZ( i );
  3789. if ( x < minX ) { minX = x; }
  3790. if ( y < minY ) { minY = y; }
  3791. if ( z < minZ ) { minZ = z; }
  3792. if ( x > maxX ) { maxX = x; }
  3793. if ( y > maxY ) { maxY = y; }
  3794. if ( z > maxZ ) { maxZ = z; }
  3795. }
  3796. this.min.set( minX, minY, minZ );
  3797. this.max.set( maxX, maxY, maxZ );
  3798. return this;
  3799. },
  3800. setFromPoints: function ( points ) {
  3801. this.makeEmpty();
  3802. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3803. this.expandByPoint( points[ i ] );
  3804. }
  3805. return this;
  3806. },
  3807. setFromCenterAndSize: function ( center, size ) {
  3808. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3809. this.min.copy( center ).sub( halfSize );
  3810. this.max.copy( center ).add( halfSize );
  3811. return this;
  3812. },
  3813. setFromObject: function ( object ) {
  3814. this.makeEmpty();
  3815. return this.expandByObject( object );
  3816. },
  3817. clone: function () {
  3818. return new this.constructor().copy( this );
  3819. },
  3820. copy: function ( box ) {
  3821. this.min.copy( box.min );
  3822. this.max.copy( box.max );
  3823. return this;
  3824. },
  3825. makeEmpty: function () {
  3826. this.min.x = this.min.y = this.min.z = + Infinity;
  3827. this.max.x = this.max.y = this.max.z = - Infinity;
  3828. return this;
  3829. },
  3830. isEmpty: function () {
  3831. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3832. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3833. },
  3834. getCenter: function ( target ) {
  3835. if ( target === undefined ) {
  3836. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3837. target = new Vector3();
  3838. }
  3839. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3840. },
  3841. getSize: function ( target ) {
  3842. if ( target === undefined ) {
  3843. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3844. target = new Vector3();
  3845. }
  3846. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3847. },
  3848. expandByPoint: function ( point ) {
  3849. this.min.min( point );
  3850. this.max.max( point );
  3851. return this;
  3852. },
  3853. expandByVector: function ( vector ) {
  3854. this.min.sub( vector );
  3855. this.max.add( vector );
  3856. return this;
  3857. },
  3858. expandByScalar: function ( scalar ) {
  3859. this.min.addScalar( - scalar );
  3860. this.max.addScalar( scalar );
  3861. return this;
  3862. },
  3863. expandByObject: function ( object ) {
  3864. // Computes the world-axis-aligned bounding box of an object (including its children),
  3865. // accounting for both the object's, and children's, world transforms
  3866. object.updateWorldMatrix( false, false );
  3867. var geometry = object.geometry;
  3868. if ( geometry !== undefined ) {
  3869. if ( geometry.boundingBox === null ) {
  3870. geometry.computeBoundingBox();
  3871. }
  3872. _box.copy( geometry.boundingBox );
  3873. _box.applyMatrix4( object.matrixWorld );
  3874. this.union( _box );
  3875. }
  3876. var children = object.children;
  3877. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3878. this.expandByObject( children[ i ] );
  3879. }
  3880. return this;
  3881. },
  3882. containsPoint: function ( point ) {
  3883. return point.x < this.min.x || point.x > this.max.x ||
  3884. point.y < this.min.y || point.y > this.max.y ||
  3885. point.z < this.min.z || point.z > this.max.z ? false : true;
  3886. },
  3887. containsBox: function ( box ) {
  3888. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3889. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3890. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3891. },
  3892. getParameter: function ( point, target ) {
  3893. // This can potentially have a divide by zero if the box
  3894. // has a size dimension of 0.
  3895. if ( target === undefined ) {
  3896. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3897. target = new Vector3();
  3898. }
  3899. return target.set(
  3900. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3901. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3902. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3903. );
  3904. },
  3905. intersectsBox: function ( box ) {
  3906. // using 6 splitting planes to rule out intersections.
  3907. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3908. box.max.y < this.min.y || box.min.y > this.max.y ||
  3909. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3910. },
  3911. intersectsSphere: function ( sphere ) {
  3912. // Find the point on the AABB closest to the sphere center.
  3913. this.clampPoint( sphere.center, _vector$1 );
  3914. // If that point is inside the sphere, the AABB and sphere intersect.
  3915. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3916. },
  3917. intersectsPlane: function ( plane ) {
  3918. // We compute the minimum and maximum dot product values. If those values
  3919. // are on the same side (back or front) of the plane, then there is no intersection.
  3920. var min, max;
  3921. if ( plane.normal.x > 0 ) {
  3922. min = plane.normal.x * this.min.x;
  3923. max = plane.normal.x * this.max.x;
  3924. } else {
  3925. min = plane.normal.x * this.max.x;
  3926. max = plane.normal.x * this.min.x;
  3927. }
  3928. if ( plane.normal.y > 0 ) {
  3929. min += plane.normal.y * this.min.y;
  3930. max += plane.normal.y * this.max.y;
  3931. } else {
  3932. min += plane.normal.y * this.max.y;
  3933. max += plane.normal.y * this.min.y;
  3934. }
  3935. if ( plane.normal.z > 0 ) {
  3936. min += plane.normal.z * this.min.z;
  3937. max += plane.normal.z * this.max.z;
  3938. } else {
  3939. min += plane.normal.z * this.max.z;
  3940. max += plane.normal.z * this.min.z;
  3941. }
  3942. return ( min <= - plane.constant && max >= - plane.constant );
  3943. },
  3944. intersectsTriangle: function ( triangle ) {
  3945. if ( this.isEmpty() ) {
  3946. return false;
  3947. }
  3948. // compute box center and extents
  3949. this.getCenter( _center );
  3950. _extents.subVectors( this.max, _center );
  3951. // translate triangle to aabb origin
  3952. _v0.subVectors( triangle.a, _center );
  3953. _v1$2.subVectors( triangle.b, _center );
  3954. _v2.subVectors( triangle.c, _center );
  3955. // compute edge vectors for triangle
  3956. _f0.subVectors( _v1$2, _v0 );
  3957. _f1.subVectors( _v2, _v1$2 );
  3958. _f2.subVectors( _v0, _v2 );
  3959. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3960. // 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
  3961. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3962. var axes = [
  3963. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3964. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3965. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3966. ];
  3967. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3968. return false;
  3969. }
  3970. // test 3 face normals from the aabb
  3971. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3972. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3973. return false;
  3974. }
  3975. // finally testing the face normal of the triangle
  3976. // use already existing triangle edge vectors here
  3977. _triangleNormal.crossVectors( _f0, _f1 );
  3978. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3979. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3980. },
  3981. clampPoint: function ( point, target ) {
  3982. if ( target === undefined ) {
  3983. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3984. target = new Vector3();
  3985. }
  3986. return target.copy( point ).clamp( this.min, this.max );
  3987. },
  3988. distanceToPoint: function ( point ) {
  3989. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3990. return clampedPoint.sub( point ).length();
  3991. },
  3992. getBoundingSphere: function ( target ) {
  3993. if ( target === undefined ) {
  3994. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3995. //target = new Sphere(); // removed to avoid cyclic dependency
  3996. }
  3997. this.getCenter( target.center );
  3998. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3999. return target;
  4000. },
  4001. intersect: function ( box ) {
  4002. this.min.max( box.min );
  4003. this.max.min( box.max );
  4004. // 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.
  4005. if ( this.isEmpty() ) { this.makeEmpty(); }
  4006. return this;
  4007. },
  4008. union: function ( box ) {
  4009. this.min.min( box.min );
  4010. this.max.max( box.max );
  4011. return this;
  4012. },
  4013. applyMatrix4: function ( matrix ) {
  4014. // transform of empty box is an empty box.
  4015. if ( this.isEmpty() ) { return this; }
  4016. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4017. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4018. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4019. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4020. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4021. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4022. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4023. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4024. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4025. this.setFromPoints( _points );
  4026. return this;
  4027. },
  4028. translate: function ( offset ) {
  4029. this.min.add( offset );
  4030. this.max.add( offset );
  4031. return this;
  4032. },
  4033. equals: function ( box ) {
  4034. return box.min.equals( this.min ) && box.max.equals( this.max );
  4035. }
  4036. } );
  4037. function satForAxes( axes, v0, v1, v2, extents ) {
  4038. var i, j;
  4039. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4040. _testAxis.fromArray( axes, i );
  4041. // project the aabb onto the seperating axis
  4042. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4043. // project all 3 vertices of the triangle onto the seperating axis
  4044. var p0 = v0.dot( _testAxis );
  4045. var p1 = v1.dot( _testAxis );
  4046. var p2 = v2.dot( _testAxis );
  4047. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4048. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4049. // points of the projected triangle are outside the projected half-length of the aabb
  4050. // the axis is seperating and we can exit
  4051. return false;
  4052. }
  4053. }
  4054. return true;
  4055. }
  4056. var _box$1 = new Box3();
  4057. /**
  4058. * @author bhouston / http://clara.io
  4059. * @author mrdoob / http://mrdoob.com/
  4060. */
  4061. function Sphere( center, radius ) {
  4062. this.center = ( center !== undefined ) ? center : new Vector3();
  4063. this.radius = ( radius !== undefined ) ? radius : - 1;
  4064. }
  4065. Object.assign( Sphere.prototype, {
  4066. set: function ( center, radius ) {
  4067. this.center.copy( center );
  4068. this.radius = radius;
  4069. return this;
  4070. },
  4071. setFromPoints: function ( points, optionalCenter ) {
  4072. var center = this.center;
  4073. if ( optionalCenter !== undefined ) {
  4074. center.copy( optionalCenter );
  4075. } else {
  4076. _box$1.setFromPoints( points ).getCenter( center );
  4077. }
  4078. var maxRadiusSq = 0;
  4079. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4080. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4081. }
  4082. this.radius = Math.sqrt( maxRadiusSq );
  4083. return this;
  4084. },
  4085. clone: function () {
  4086. return new this.constructor().copy( this );
  4087. },
  4088. copy: function ( sphere ) {
  4089. this.center.copy( sphere.center );
  4090. this.radius = sphere.radius;
  4091. return this;
  4092. },
  4093. isEmpty: function () {
  4094. return ( this.radius < 0 );
  4095. },
  4096. makeEmpty: function () {
  4097. this.center.set( 0, 0, 0 );
  4098. this.radius = - 1;
  4099. return this;
  4100. },
  4101. containsPoint: function ( point ) {
  4102. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4103. },
  4104. distanceToPoint: function ( point ) {
  4105. return ( point.distanceTo( this.center ) - this.radius );
  4106. },
  4107. intersectsSphere: function ( sphere ) {
  4108. var radiusSum = this.radius + sphere.radius;
  4109. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4110. },
  4111. intersectsBox: function ( box ) {
  4112. return box.intersectsSphere( this );
  4113. },
  4114. intersectsPlane: function ( plane ) {
  4115. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4116. },
  4117. clampPoint: function ( point, target ) {
  4118. var deltaLengthSq = this.center.distanceToSquared( point );
  4119. if ( target === undefined ) {
  4120. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4121. target = new Vector3();
  4122. }
  4123. target.copy( point );
  4124. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4125. target.sub( this.center ).normalize();
  4126. target.multiplyScalar( this.radius ).add( this.center );
  4127. }
  4128. return target;
  4129. },
  4130. getBoundingBox: function ( target ) {
  4131. if ( target === undefined ) {
  4132. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4133. target = new Box3();
  4134. }
  4135. if ( this.isEmpty() ) {
  4136. // Empty sphere produces empty bounding box
  4137. target.makeEmpty();
  4138. return target;
  4139. }
  4140. target.set( this.center, this.center );
  4141. target.expandByScalar( this.radius );
  4142. return target;
  4143. },
  4144. applyMatrix4: function ( matrix ) {
  4145. this.center.applyMatrix4( matrix );
  4146. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4147. return this;
  4148. },
  4149. translate: function ( offset ) {
  4150. this.center.add( offset );
  4151. return this;
  4152. },
  4153. equals: function ( sphere ) {
  4154. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4155. }
  4156. } );
  4157. var _vector$2 = new Vector3();
  4158. var _segCenter = new Vector3();
  4159. var _segDir = new Vector3();
  4160. var _diff = new Vector3();
  4161. var _edge1 = new Vector3();
  4162. var _edge2 = new Vector3();
  4163. var _normal = new Vector3();
  4164. /**
  4165. * @author bhouston / http://clara.io
  4166. */
  4167. function Ray( origin, direction ) {
  4168. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4169. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4170. }
  4171. Object.assign( Ray.prototype, {
  4172. set: function ( origin, direction ) {
  4173. this.origin.copy( origin );
  4174. this.direction.copy( direction );
  4175. return this;
  4176. },
  4177. clone: function () {
  4178. return new this.constructor().copy( this );
  4179. },
  4180. copy: function ( ray ) {
  4181. this.origin.copy( ray.origin );
  4182. this.direction.copy( ray.direction );
  4183. return this;
  4184. },
  4185. at: function ( t, target ) {
  4186. if ( target === undefined ) {
  4187. console.warn( 'THREE.Ray: .at() target is now required' );
  4188. target = new Vector3();
  4189. }
  4190. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4191. },
  4192. lookAt: function ( v ) {
  4193. this.direction.copy( v ).sub( this.origin ).normalize();
  4194. return this;
  4195. },
  4196. recast: function ( t ) {
  4197. this.origin.copy( this.at( t, _vector$2 ) );
  4198. return this;
  4199. },
  4200. closestPointToPoint: function ( point, target ) {
  4201. if ( target === undefined ) {
  4202. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4203. target = new Vector3();
  4204. }
  4205. target.subVectors( point, this.origin );
  4206. var directionDistance = target.dot( this.direction );
  4207. if ( directionDistance < 0 ) {
  4208. return target.copy( this.origin );
  4209. }
  4210. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4211. },
  4212. distanceToPoint: function ( point ) {
  4213. return Math.sqrt( this.distanceSqToPoint( point ) );
  4214. },
  4215. distanceSqToPoint: function ( point ) {
  4216. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4217. // point behind the ray
  4218. if ( directionDistance < 0 ) {
  4219. return this.origin.distanceToSquared( point );
  4220. }
  4221. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4222. return _vector$2.distanceToSquared( point );
  4223. },
  4224. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4225. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4226. // It returns the min distance between the ray and the segment
  4227. // defined by v0 and v1
  4228. // It can also set two optional targets :
  4229. // - The closest point on the ray
  4230. // - The closest point on the segment
  4231. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4232. _segDir.copy( v1 ).sub( v0 ).normalize();
  4233. _diff.copy( this.origin ).sub( _segCenter );
  4234. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4235. var a01 = - this.direction.dot( _segDir );
  4236. var b0 = _diff.dot( this.direction );
  4237. var b1 = - _diff.dot( _segDir );
  4238. var c = _diff.lengthSq();
  4239. var det = Math.abs( 1 - a01 * a01 );
  4240. var s0, s1, sqrDist, extDet;
  4241. if ( det > 0 ) {
  4242. // The ray and segment are not parallel.
  4243. s0 = a01 * b1 - b0;
  4244. s1 = a01 * b0 - b1;
  4245. extDet = segExtent * det;
  4246. if ( s0 >= 0 ) {
  4247. if ( s1 >= - extDet ) {
  4248. if ( s1 <= extDet ) {
  4249. // region 0
  4250. // Minimum at interior points of ray and segment.
  4251. var invDet = 1 / det;
  4252. s0 *= invDet;
  4253. s1 *= invDet;
  4254. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4255. } else {
  4256. // region 1
  4257. s1 = segExtent;
  4258. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4259. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4260. }
  4261. } else {
  4262. // region 5
  4263. s1 = - segExtent;
  4264. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4265. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4266. }
  4267. } else {
  4268. if ( s1 <= - extDet ) {
  4269. // region 4
  4270. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4271. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4272. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4273. } else if ( s1 <= extDet ) {
  4274. // region 3
  4275. s0 = 0;
  4276. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4277. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4278. } else {
  4279. // region 2
  4280. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4281. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4282. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4283. }
  4284. }
  4285. } else {
  4286. // Ray and segment are parallel.
  4287. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4288. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4289. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4290. }
  4291. if ( optionalPointOnRay ) {
  4292. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4293. }
  4294. if ( optionalPointOnSegment ) {
  4295. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4296. }
  4297. return sqrDist;
  4298. },
  4299. intersectSphere: function ( sphere, target ) {
  4300. _vector$2.subVectors( sphere.center, this.origin );
  4301. var tca = _vector$2.dot( this.direction );
  4302. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4303. var radius2 = sphere.radius * sphere.radius;
  4304. if ( d2 > radius2 ) { return null; }
  4305. var thc = Math.sqrt( radius2 - d2 );
  4306. // t0 = first intersect point - entrance on front of sphere
  4307. var t0 = tca - thc;
  4308. // t1 = second intersect point - exit point on back of sphere
  4309. var t1 = tca + thc;
  4310. // test to see if both t0 and t1 are behind the ray - if so, return null
  4311. if ( t0 < 0 && t1 < 0 ) { return null; }
  4312. // test to see if t0 is behind the ray:
  4313. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4314. // in order to always return an intersect point that is in front of the ray.
  4315. if ( t0 < 0 ) { return this.at( t1, target ); }
  4316. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4317. return this.at( t0, target );
  4318. },
  4319. intersectsSphere: function ( sphere ) {
  4320. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4321. },
  4322. distanceToPlane: function ( plane ) {
  4323. var denominator = plane.normal.dot( this.direction );
  4324. if ( denominator === 0 ) {
  4325. // line is coplanar, return origin
  4326. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4327. return 0;
  4328. }
  4329. // Null is preferable to undefined since undefined means.... it is undefined
  4330. return null;
  4331. }
  4332. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4333. // Return if the ray never intersects the plane
  4334. return t >= 0 ? t : null;
  4335. },
  4336. intersectPlane: function ( plane, target ) {
  4337. var t = this.distanceToPlane( plane );
  4338. if ( t === null ) {
  4339. return null;
  4340. }
  4341. return this.at( t, target );
  4342. },
  4343. intersectsPlane: function ( plane ) {
  4344. // check if the ray lies on the plane first
  4345. var distToPoint = plane.distanceToPoint( this.origin );
  4346. if ( distToPoint === 0 ) {
  4347. return true;
  4348. }
  4349. var denominator = plane.normal.dot( this.direction );
  4350. if ( denominator * distToPoint < 0 ) {
  4351. return true;
  4352. }
  4353. // ray origin is behind the plane (and is pointing behind it)
  4354. return false;
  4355. },
  4356. intersectBox: function ( box, target ) {
  4357. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4358. var invdirx = 1 / this.direction.x,
  4359. invdiry = 1 / this.direction.y,
  4360. invdirz = 1 / this.direction.z;
  4361. var origin = this.origin;
  4362. if ( invdirx >= 0 ) {
  4363. tmin = ( box.min.x - origin.x ) * invdirx;
  4364. tmax = ( box.max.x - origin.x ) * invdirx;
  4365. } else {
  4366. tmin = ( box.max.x - origin.x ) * invdirx;
  4367. tmax = ( box.min.x - origin.x ) * invdirx;
  4368. }
  4369. if ( invdiry >= 0 ) {
  4370. tymin = ( box.min.y - origin.y ) * invdiry;
  4371. tymax = ( box.max.y - origin.y ) * invdiry;
  4372. } else {
  4373. tymin = ( box.max.y - origin.y ) * invdiry;
  4374. tymax = ( box.min.y - origin.y ) * invdiry;
  4375. }
  4376. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4377. // These lines also handle the case where tmin or tmax is NaN
  4378. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4379. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4380. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4381. if ( invdirz >= 0 ) {
  4382. tzmin = ( box.min.z - origin.z ) * invdirz;
  4383. tzmax = ( box.max.z - origin.z ) * invdirz;
  4384. } else {
  4385. tzmin = ( box.max.z - origin.z ) * invdirz;
  4386. tzmax = ( box.min.z - origin.z ) * invdirz;
  4387. }
  4388. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4389. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4390. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4391. //return point closest to the ray (positive side)
  4392. if ( tmax < 0 ) { return null; }
  4393. return this.at( tmin >= 0 ? tmin : tmax, target );
  4394. },
  4395. intersectsBox: function ( box ) {
  4396. return this.intersectBox( box, _vector$2 ) !== null;
  4397. },
  4398. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4399. // Compute the offset origin, edges, and normal.
  4400. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4401. _edge1.subVectors( b, a );
  4402. _edge2.subVectors( c, a );
  4403. _normal.crossVectors( _edge1, _edge2 );
  4404. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4405. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4406. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4407. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4408. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4409. var DdN = this.direction.dot( _normal );
  4410. var sign;
  4411. if ( DdN > 0 ) {
  4412. if ( backfaceCulling ) { return null; }
  4413. sign = 1;
  4414. } else if ( DdN < 0 ) {
  4415. sign = - 1;
  4416. DdN = - DdN;
  4417. } else {
  4418. return null;
  4419. }
  4420. _diff.subVectors( this.origin, a );
  4421. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4422. // b1 < 0, no intersection
  4423. if ( DdQxE2 < 0 ) {
  4424. return null;
  4425. }
  4426. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4427. // b2 < 0, no intersection
  4428. if ( DdE1xQ < 0 ) {
  4429. return null;
  4430. }
  4431. // b1+b2 > 1, no intersection
  4432. if ( DdQxE2 + DdE1xQ > DdN ) {
  4433. return null;
  4434. }
  4435. // Line intersects triangle, check if ray does.
  4436. var QdN = - sign * _diff.dot( _normal );
  4437. // t < 0, no intersection
  4438. if ( QdN < 0 ) {
  4439. return null;
  4440. }
  4441. // Ray intersects triangle.
  4442. return this.at( QdN / DdN, target );
  4443. },
  4444. applyMatrix4: function ( matrix4 ) {
  4445. this.origin.applyMatrix4( matrix4 );
  4446. this.direction.transformDirection( matrix4 );
  4447. return this;
  4448. },
  4449. equals: function ( ray ) {
  4450. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4451. }
  4452. } );
  4453. /**
  4454. * @author bhouston / http://clara.io
  4455. */
  4456. var _vector1 = new Vector3();
  4457. var _vector2 = new Vector3();
  4458. var _normalMatrix = new Matrix3();
  4459. function Plane( normal, constant ) {
  4460. // normal is assumed to be normalized
  4461. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4462. this.constant = ( constant !== undefined ) ? constant : 0;
  4463. }
  4464. Object.assign( Plane.prototype, {
  4465. isPlane: true,
  4466. set: function ( normal, constant ) {
  4467. this.normal.copy( normal );
  4468. this.constant = constant;
  4469. return this;
  4470. },
  4471. setComponents: function ( x, y, z, w ) {
  4472. this.normal.set( x, y, z );
  4473. this.constant = w;
  4474. return this;
  4475. },
  4476. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4477. this.normal.copy( normal );
  4478. this.constant = - point.dot( this.normal );
  4479. return this;
  4480. },
  4481. setFromCoplanarPoints: function ( a, b, c ) {
  4482. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4483. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4484. this.setFromNormalAndCoplanarPoint( normal, a );
  4485. return this;
  4486. },
  4487. clone: function () {
  4488. return new this.constructor().copy( this );
  4489. },
  4490. copy: function ( plane ) {
  4491. this.normal.copy( plane.normal );
  4492. this.constant = plane.constant;
  4493. return this;
  4494. },
  4495. normalize: function () {
  4496. // Note: will lead to a divide by zero if the plane is invalid.
  4497. var inverseNormalLength = 1.0 / this.normal.length();
  4498. this.normal.multiplyScalar( inverseNormalLength );
  4499. this.constant *= inverseNormalLength;
  4500. return this;
  4501. },
  4502. negate: function () {
  4503. this.constant *= - 1;
  4504. this.normal.negate();
  4505. return this;
  4506. },
  4507. distanceToPoint: function ( point ) {
  4508. return this.normal.dot( point ) + this.constant;
  4509. },
  4510. distanceToSphere: function ( sphere ) {
  4511. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4512. },
  4513. projectPoint: function ( point, target ) {
  4514. if ( target === undefined ) {
  4515. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4516. target = new Vector3();
  4517. }
  4518. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4519. },
  4520. intersectLine: function ( line, target ) {
  4521. if ( target === undefined ) {
  4522. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4523. target = new Vector3();
  4524. }
  4525. var direction = line.delta( _vector1 );
  4526. var denominator = this.normal.dot( direction );
  4527. if ( denominator === 0 ) {
  4528. // line is coplanar, return origin
  4529. if ( this.distanceToPoint( line.start ) === 0 ) {
  4530. return target.copy( line.start );
  4531. }
  4532. // Unsure if this is the correct method to handle this case.
  4533. return undefined;
  4534. }
  4535. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4536. if ( t < 0 || t > 1 ) {
  4537. return undefined;
  4538. }
  4539. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4540. },
  4541. intersectsLine: function ( line ) {
  4542. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4543. var startSign = this.distanceToPoint( line.start );
  4544. var endSign = this.distanceToPoint( line.end );
  4545. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4546. },
  4547. intersectsBox: function ( box ) {
  4548. return box.intersectsPlane( this );
  4549. },
  4550. intersectsSphere: function ( sphere ) {
  4551. return sphere.intersectsPlane( this );
  4552. },
  4553. coplanarPoint: function ( target ) {
  4554. if ( target === undefined ) {
  4555. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4556. target = new Vector3();
  4557. }
  4558. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4559. },
  4560. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4561. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4562. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4563. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4564. this.constant = - referencePoint.dot( normal );
  4565. return this;
  4566. },
  4567. translate: function ( offset ) {
  4568. this.constant -= offset.dot( this.normal );
  4569. return this;
  4570. },
  4571. equals: function ( plane ) {
  4572. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4573. }
  4574. } );
  4575. /**
  4576. * @author bhouston / http://clara.io
  4577. * @author mrdoob / http://mrdoob.com/
  4578. */
  4579. var _v0$1 = new Vector3();
  4580. var _v1$3 = new Vector3();
  4581. var _v2$1 = new Vector3();
  4582. var _v3 = new Vector3();
  4583. var _vab = new Vector3();
  4584. var _vac = new Vector3();
  4585. var _vbc = new Vector3();
  4586. var _vap = new Vector3();
  4587. var _vbp = new Vector3();
  4588. var _vcp = new Vector3();
  4589. function Triangle( a, b, c ) {
  4590. this.a = ( a !== undefined ) ? a : new Vector3();
  4591. this.b = ( b !== undefined ) ? b : new Vector3();
  4592. this.c = ( c !== undefined ) ? c : new Vector3();
  4593. }
  4594. Object.assign( Triangle, {
  4595. getNormal: function ( a, b, c, target ) {
  4596. if ( target === undefined ) {
  4597. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4598. target = new Vector3();
  4599. }
  4600. target.subVectors( c, b );
  4601. _v0$1.subVectors( a, b );
  4602. target.cross( _v0$1 );
  4603. var targetLengthSq = target.lengthSq();
  4604. if ( targetLengthSq > 0 ) {
  4605. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4606. }
  4607. return target.set( 0, 0, 0 );
  4608. },
  4609. // static/instance method to calculate barycentric coordinates
  4610. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4611. getBarycoord: function ( point, a, b, c, target ) {
  4612. _v0$1.subVectors( c, a );
  4613. _v1$3.subVectors( b, a );
  4614. _v2$1.subVectors( point, a );
  4615. var dot00 = _v0$1.dot( _v0$1 );
  4616. var dot01 = _v0$1.dot( _v1$3 );
  4617. var dot02 = _v0$1.dot( _v2$1 );
  4618. var dot11 = _v1$3.dot( _v1$3 );
  4619. var dot12 = _v1$3.dot( _v2$1 );
  4620. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4621. if ( target === undefined ) {
  4622. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4623. target = new Vector3();
  4624. }
  4625. // collinear or singular triangle
  4626. if ( denom === 0 ) {
  4627. // arbitrary location outside of triangle?
  4628. // not sure if this is the best idea, maybe should be returning undefined
  4629. return target.set( - 2, - 1, - 1 );
  4630. }
  4631. var invDenom = 1 / denom;
  4632. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4633. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4634. // barycentric coordinates must always sum to 1
  4635. return target.set( 1 - u - v, v, u );
  4636. },
  4637. containsPoint: function ( point, a, b, c ) {
  4638. Triangle.getBarycoord( point, a, b, c, _v3 );
  4639. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4640. },
  4641. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4642. this.getBarycoord( point, p1, p2, p3, _v3 );
  4643. target.set( 0, 0 );
  4644. target.addScaledVector( uv1, _v3.x );
  4645. target.addScaledVector( uv2, _v3.y );
  4646. target.addScaledVector( uv3, _v3.z );
  4647. return target;
  4648. },
  4649. isFrontFacing: function ( a, b, c, direction ) {
  4650. _v0$1.subVectors( c, b );
  4651. _v1$3.subVectors( a, b );
  4652. // strictly front facing
  4653. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4654. }
  4655. } );
  4656. Object.assign( Triangle.prototype, {
  4657. set: function ( a, b, c ) {
  4658. this.a.copy( a );
  4659. this.b.copy( b );
  4660. this.c.copy( c );
  4661. return this;
  4662. },
  4663. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4664. this.a.copy( points[ i0 ] );
  4665. this.b.copy( points[ i1 ] );
  4666. this.c.copy( points[ i2 ] );
  4667. return this;
  4668. },
  4669. clone: function () {
  4670. return new this.constructor().copy( this );
  4671. },
  4672. copy: function ( triangle ) {
  4673. this.a.copy( triangle.a );
  4674. this.b.copy( triangle.b );
  4675. this.c.copy( triangle.c );
  4676. return this;
  4677. },
  4678. getArea: function () {
  4679. _v0$1.subVectors( this.c, this.b );
  4680. _v1$3.subVectors( this.a, this.b );
  4681. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4682. },
  4683. getMidpoint: function ( target ) {
  4684. if ( target === undefined ) {
  4685. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4686. target = new Vector3();
  4687. }
  4688. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4689. },
  4690. getNormal: function ( target ) {
  4691. return Triangle.getNormal( this.a, this.b, this.c, target );
  4692. },
  4693. getPlane: function ( target ) {
  4694. if ( target === undefined ) {
  4695. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4696. target = new Plane();
  4697. }
  4698. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4699. },
  4700. getBarycoord: function ( point, target ) {
  4701. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4702. },
  4703. getUV: function ( point, uv1, uv2, uv3, target ) {
  4704. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4705. },
  4706. containsPoint: function ( point ) {
  4707. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4708. },
  4709. isFrontFacing: function ( direction ) {
  4710. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4711. },
  4712. intersectsBox: function ( box ) {
  4713. return box.intersectsTriangle( this );
  4714. },
  4715. closestPointToPoint: function ( p, target ) {
  4716. if ( target === undefined ) {
  4717. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4718. target = new Vector3();
  4719. }
  4720. var a = this.a, b = this.b, c = this.c;
  4721. var v, w;
  4722. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4723. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4724. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4725. // basically, we're distinguishing which of the voronoi regions of the triangle
  4726. // the point lies in with the minimum amount of redundant computation.
  4727. _vab.subVectors( b, a );
  4728. _vac.subVectors( c, a );
  4729. _vap.subVectors( p, a );
  4730. var d1 = _vab.dot( _vap );
  4731. var d2 = _vac.dot( _vap );
  4732. if ( d1 <= 0 && d2 <= 0 ) {
  4733. // vertex region of A; barycentric coords (1, 0, 0)
  4734. return target.copy( a );
  4735. }
  4736. _vbp.subVectors( p, b );
  4737. var d3 = _vab.dot( _vbp );
  4738. var d4 = _vac.dot( _vbp );
  4739. if ( d3 >= 0 && d4 <= d3 ) {
  4740. // vertex region of B; barycentric coords (0, 1, 0)
  4741. return target.copy( b );
  4742. }
  4743. var vc = d1 * d4 - d3 * d2;
  4744. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4745. v = d1 / ( d1 - d3 );
  4746. // edge region of AB; barycentric coords (1-v, v, 0)
  4747. return target.copy( a ).addScaledVector( _vab, v );
  4748. }
  4749. _vcp.subVectors( p, c );
  4750. var d5 = _vab.dot( _vcp );
  4751. var d6 = _vac.dot( _vcp );
  4752. if ( d6 >= 0 && d5 <= d6 ) {
  4753. // vertex region of C; barycentric coords (0, 0, 1)
  4754. return target.copy( c );
  4755. }
  4756. var vb = d5 * d2 - d1 * d6;
  4757. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4758. w = d2 / ( d2 - d6 );
  4759. // edge region of AC; barycentric coords (1-w, 0, w)
  4760. return target.copy( a ).addScaledVector( _vac, w );
  4761. }
  4762. var va = d3 * d6 - d5 * d4;
  4763. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4764. _vbc.subVectors( c, b );
  4765. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4766. // edge region of BC; barycentric coords (0, 1-w, w)
  4767. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4768. }
  4769. // face region
  4770. var denom = 1 / ( va + vb + vc );
  4771. // u = va * denom
  4772. v = vb * denom;
  4773. w = vc * denom;
  4774. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4775. },
  4776. equals: function ( triangle ) {
  4777. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4778. }
  4779. } );
  4780. /**
  4781. * @author mrdoob / http://mrdoob.com/
  4782. */
  4783. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4784. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4785. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4786. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4787. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4788. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4789. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4790. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4791. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4792. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4793. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4794. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4795. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4796. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4797. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4798. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4799. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4800. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4801. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4802. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4803. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4804. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4805. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4806. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4807. var _hslA = { h: 0, s: 0, l: 0 };
  4808. var _hslB = { h: 0, s: 0, l: 0 };
  4809. function Color( r, g, b ) {
  4810. if ( g === undefined && b === undefined ) {
  4811. // r is THREE.Color, hex or string
  4812. return this.set( r );
  4813. }
  4814. return this.setRGB( r, g, b );
  4815. }
  4816. function hue2rgb( p, q, t ) {
  4817. if ( t < 0 ) { t += 1; }
  4818. if ( t > 1 ) { t -= 1; }
  4819. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4820. if ( t < 1 / 2 ) { return q; }
  4821. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4822. return p;
  4823. }
  4824. function SRGBToLinear( c ) {
  4825. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4826. }
  4827. function LinearToSRGB( c ) {
  4828. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4829. }
  4830. Object.assign( Color.prototype, {
  4831. isColor: true,
  4832. r: 1, g: 1, b: 1,
  4833. set: function ( value ) {
  4834. if ( value && value.isColor ) {
  4835. this.copy( value );
  4836. } else if ( typeof value === 'number' ) {
  4837. this.setHex( value );
  4838. } else if ( typeof value === 'string' ) {
  4839. this.setStyle( value );
  4840. }
  4841. return this;
  4842. },
  4843. setScalar: function ( scalar ) {
  4844. this.r = scalar;
  4845. this.g = scalar;
  4846. this.b = scalar;
  4847. return this;
  4848. },
  4849. setHex: function ( hex ) {
  4850. hex = Math.floor( hex );
  4851. this.r = ( hex >> 16 & 255 ) / 255;
  4852. this.g = ( hex >> 8 & 255 ) / 255;
  4853. this.b = ( hex & 255 ) / 255;
  4854. return this;
  4855. },
  4856. setRGB: function ( r, g, b ) {
  4857. this.r = r;
  4858. this.g = g;
  4859. this.b = b;
  4860. return this;
  4861. },
  4862. setHSL: function ( h, s, l ) {
  4863. // h,s,l ranges are in 0.0 - 1.0
  4864. h = MathUtils.euclideanModulo( h, 1 );
  4865. s = MathUtils.clamp( s, 0, 1 );
  4866. l = MathUtils.clamp( l, 0, 1 );
  4867. if ( s === 0 ) {
  4868. this.r = this.g = this.b = l;
  4869. } else {
  4870. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4871. var q = ( 2 * l ) - p;
  4872. this.r = hue2rgb( q, p, h + 1 / 3 );
  4873. this.g = hue2rgb( q, p, h );
  4874. this.b = hue2rgb( q, p, h - 1 / 3 );
  4875. }
  4876. return this;
  4877. },
  4878. setStyle: function ( style ) {
  4879. function handleAlpha( string ) {
  4880. if ( string === undefined ) { return; }
  4881. if ( parseFloat( string ) < 1 ) {
  4882. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4883. }
  4884. }
  4885. var m;
  4886. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4887. // rgb / hsl
  4888. var color;
  4889. var name = m[ 1 ];
  4890. var components = m[ 2 ];
  4891. switch ( name ) {
  4892. case 'rgb':
  4893. case 'rgba':
  4894. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4895. // rgb(255,0,0) rgba(255,0,0,0.5)
  4896. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4897. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4898. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4899. handleAlpha( color[ 5 ] );
  4900. return this;
  4901. }
  4902. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4903. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4904. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4905. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4906. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4907. handleAlpha( color[ 5 ] );
  4908. return this;
  4909. }
  4910. break;
  4911. case 'hsl':
  4912. case 'hsla':
  4913. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4914. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4915. var h = parseFloat( color[ 1 ] ) / 360;
  4916. var s = parseInt( color[ 2 ], 10 ) / 100;
  4917. var l = parseInt( color[ 3 ], 10 ) / 100;
  4918. handleAlpha( color[ 5 ] );
  4919. return this.setHSL( h, s, l );
  4920. }
  4921. break;
  4922. }
  4923. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4924. // hex color
  4925. var hex = m[ 1 ];
  4926. var size = hex.length;
  4927. if ( size === 3 ) {
  4928. // #ff0
  4929. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4930. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4931. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4932. return this;
  4933. } else if ( size === 6 ) {
  4934. // #ff0000
  4935. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4936. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4937. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4938. return this;
  4939. }
  4940. }
  4941. if ( style && style.length > 0 ) {
  4942. return this.setColorName( style );
  4943. }
  4944. return this;
  4945. },
  4946. setColorName: function ( style ) {
  4947. // color keywords
  4948. var hex = _colorKeywords[ style ];
  4949. if ( hex !== undefined ) {
  4950. // red
  4951. this.setHex( hex );
  4952. } else {
  4953. // unknown color
  4954. console.warn( 'THREE.Color: Unknown color ' + style );
  4955. }
  4956. return this;
  4957. },
  4958. clone: function () {
  4959. return new this.constructor( this.r, this.g, this.b );
  4960. },
  4961. copy: function ( color ) {
  4962. this.r = color.r;
  4963. this.g = color.g;
  4964. this.b = color.b;
  4965. return this;
  4966. },
  4967. copyGammaToLinear: function ( color, gammaFactor ) {
  4968. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4969. this.r = Math.pow( color.r, gammaFactor );
  4970. this.g = Math.pow( color.g, gammaFactor );
  4971. this.b = Math.pow( color.b, gammaFactor );
  4972. return this;
  4973. },
  4974. copyLinearToGamma: function ( color, gammaFactor ) {
  4975. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4976. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4977. this.r = Math.pow( color.r, safeInverse );
  4978. this.g = Math.pow( color.g, safeInverse );
  4979. this.b = Math.pow( color.b, safeInverse );
  4980. return this;
  4981. },
  4982. convertGammaToLinear: function ( gammaFactor ) {
  4983. this.copyGammaToLinear( this, gammaFactor );
  4984. return this;
  4985. },
  4986. convertLinearToGamma: function ( gammaFactor ) {
  4987. this.copyLinearToGamma( this, gammaFactor );
  4988. return this;
  4989. },
  4990. copySRGBToLinear: function ( color ) {
  4991. this.r = SRGBToLinear( color.r );
  4992. this.g = SRGBToLinear( color.g );
  4993. this.b = SRGBToLinear( color.b );
  4994. return this;
  4995. },
  4996. copyLinearToSRGB: function ( color ) {
  4997. this.r = LinearToSRGB( color.r );
  4998. this.g = LinearToSRGB( color.g );
  4999. this.b = LinearToSRGB( color.b );
  5000. return this;
  5001. },
  5002. convertSRGBToLinear: function () {
  5003. this.copySRGBToLinear( this );
  5004. return this;
  5005. },
  5006. convertLinearToSRGB: function () {
  5007. this.copyLinearToSRGB( this );
  5008. return this;
  5009. },
  5010. getHex: function () {
  5011. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5012. },
  5013. getHexString: function () {
  5014. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5015. },
  5016. getHSL: function ( target ) {
  5017. // h,s,l ranges are in 0.0 - 1.0
  5018. if ( target === undefined ) {
  5019. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5020. target = { h: 0, s: 0, l: 0 };
  5021. }
  5022. var r = this.r, g = this.g, b = this.b;
  5023. var max = Math.max( r, g, b );
  5024. var min = Math.min( r, g, b );
  5025. var hue, saturation;
  5026. var lightness = ( min + max ) / 2.0;
  5027. if ( min === max ) {
  5028. hue = 0;
  5029. saturation = 0;
  5030. } else {
  5031. var delta = max - min;
  5032. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5033. switch ( max ) {
  5034. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5035. case g: hue = ( b - r ) / delta + 2; break;
  5036. case b: hue = ( r - g ) / delta + 4; break;
  5037. }
  5038. hue /= 6;
  5039. }
  5040. target.h = hue;
  5041. target.s = saturation;
  5042. target.l = lightness;
  5043. return target;
  5044. },
  5045. getStyle: function () {
  5046. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5047. },
  5048. offsetHSL: function ( h, s, l ) {
  5049. this.getHSL( _hslA );
  5050. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5051. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5052. return this;
  5053. },
  5054. add: function ( color ) {
  5055. this.r += color.r;
  5056. this.g += color.g;
  5057. this.b += color.b;
  5058. return this;
  5059. },
  5060. addColors: function ( color1, color2 ) {
  5061. this.r = color1.r + color2.r;
  5062. this.g = color1.g + color2.g;
  5063. this.b = color1.b + color2.b;
  5064. return this;
  5065. },
  5066. addScalar: function ( s ) {
  5067. this.r += s;
  5068. this.g += s;
  5069. this.b += s;
  5070. return this;
  5071. },
  5072. sub: function ( color ) {
  5073. this.r = Math.max( 0, this.r - color.r );
  5074. this.g = Math.max( 0, this.g - color.g );
  5075. this.b = Math.max( 0, this.b - color.b );
  5076. return this;
  5077. },
  5078. multiply: function ( color ) {
  5079. this.r *= color.r;
  5080. this.g *= color.g;
  5081. this.b *= color.b;
  5082. return this;
  5083. },
  5084. multiplyScalar: function ( s ) {
  5085. this.r *= s;
  5086. this.g *= s;
  5087. this.b *= s;
  5088. return this;
  5089. },
  5090. lerp: function ( color, alpha ) {
  5091. this.r += ( color.r - this.r ) * alpha;
  5092. this.g += ( color.g - this.g ) * alpha;
  5093. this.b += ( color.b - this.b ) * alpha;
  5094. return this;
  5095. },
  5096. lerpHSL: function ( color, alpha ) {
  5097. this.getHSL( _hslA );
  5098. color.getHSL( _hslB );
  5099. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5100. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5101. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5102. this.setHSL( h, s, l );
  5103. return this;
  5104. },
  5105. equals: function ( c ) {
  5106. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5107. },
  5108. fromArray: function ( array, offset ) {
  5109. if ( offset === undefined ) { offset = 0; }
  5110. this.r = array[ offset ];
  5111. this.g = array[ offset + 1 ];
  5112. this.b = array[ offset + 2 ];
  5113. return this;
  5114. },
  5115. toArray: function ( array, offset ) {
  5116. if ( array === undefined ) { array = []; }
  5117. if ( offset === undefined ) { offset = 0; }
  5118. array[ offset ] = this.r;
  5119. array[ offset + 1 ] = this.g;
  5120. array[ offset + 2 ] = this.b;
  5121. return array;
  5122. },
  5123. toJSON: function () {
  5124. return this.getHex();
  5125. }
  5126. } );
  5127. Color.NAMES = _colorKeywords;
  5128. /**
  5129. * @author mrdoob / http://mrdoob.com/
  5130. * @author alteredq / http://alteredqualia.com/
  5131. */
  5132. function Face3( a, b, c, normal, color, materialIndex ) {
  5133. this.a = a;
  5134. this.b = b;
  5135. this.c = c;
  5136. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5137. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5138. this.color = ( color && color.isColor ) ? color : new Color();
  5139. this.vertexColors = Array.isArray( color ) ? color : [];
  5140. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5141. }
  5142. Object.assign( Face3.prototype, {
  5143. clone: function () {
  5144. return new this.constructor().copy( this );
  5145. },
  5146. copy: function ( source ) {
  5147. this.a = source.a;
  5148. this.b = source.b;
  5149. this.c = source.c;
  5150. this.normal.copy( source.normal );
  5151. this.color.copy( source.color );
  5152. this.materialIndex = source.materialIndex;
  5153. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5154. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5155. }
  5156. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5157. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5158. }
  5159. return this;
  5160. }
  5161. } );
  5162. /**
  5163. * @author mrdoob / http://mrdoob.com/
  5164. * @author alteredq / http://alteredqualia.com/
  5165. */
  5166. var materialId = 0;
  5167. function Material() {
  5168. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5169. this.uuid = MathUtils.generateUUID();
  5170. this.name = '';
  5171. this.type = 'Material';
  5172. this.fog = true;
  5173. this.blending = NormalBlending;
  5174. this.side = FrontSide;
  5175. this.flatShading = false;
  5176. this.vertexColors = false;
  5177. this.opacity = 1;
  5178. this.transparent = false;
  5179. this.blendSrc = SrcAlphaFactor;
  5180. this.blendDst = OneMinusSrcAlphaFactor;
  5181. this.blendEquation = AddEquation;
  5182. this.blendSrcAlpha = null;
  5183. this.blendDstAlpha = null;
  5184. this.blendEquationAlpha = null;
  5185. this.depthFunc = LessEqualDepth;
  5186. this.depthTest = true;
  5187. this.depthWrite = true;
  5188. this.stencilWriteMask = 0xff;
  5189. this.stencilFunc = AlwaysStencilFunc;
  5190. this.stencilRef = 0;
  5191. this.stencilFuncMask = 0xff;
  5192. this.stencilFail = KeepStencilOp;
  5193. this.stencilZFail = KeepStencilOp;
  5194. this.stencilZPass = KeepStencilOp;
  5195. this.stencilWrite = false;
  5196. this.clippingPlanes = null;
  5197. this.clipIntersection = false;
  5198. this.clipShadows = false;
  5199. this.shadowSide = null;
  5200. this.colorWrite = true;
  5201. this.precision = null; // override the renderer's default precision for this material
  5202. this.polygonOffset = false;
  5203. this.polygonOffsetFactor = 0;
  5204. this.polygonOffsetUnits = 0;
  5205. this.dithering = false;
  5206. this.alphaTest = 0;
  5207. this.premultipliedAlpha = false;
  5208. this.visible = true;
  5209. this.toneMapped = true;
  5210. this.userData = {};
  5211. this.version = 0;
  5212. }
  5213. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5214. constructor: Material,
  5215. isMaterial: true,
  5216. onBeforeCompile: function () {},
  5217. setValues: function ( values ) {
  5218. if ( values === undefined ) { return; }
  5219. for ( var key in values ) {
  5220. var newValue = values[ key ];
  5221. if ( newValue === undefined ) {
  5222. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5223. continue;
  5224. }
  5225. // for backward compatability if shading is set in the constructor
  5226. if ( key === 'shading' ) {
  5227. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5228. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5229. continue;
  5230. }
  5231. var currentValue = this[ key ];
  5232. if ( currentValue === undefined ) {
  5233. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5234. continue;
  5235. }
  5236. if ( currentValue && currentValue.isColor ) {
  5237. currentValue.set( newValue );
  5238. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5239. currentValue.copy( newValue );
  5240. } else {
  5241. this[ key ] = newValue;
  5242. }
  5243. }
  5244. },
  5245. toJSON: function ( meta ) {
  5246. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5247. if ( isRoot ) {
  5248. meta = {
  5249. textures: {},
  5250. images: {}
  5251. };
  5252. }
  5253. var data = {
  5254. metadata: {
  5255. version: 4.5,
  5256. type: 'Material',
  5257. generator: 'Material.toJSON'
  5258. }
  5259. };
  5260. // standard Material serialization
  5261. data.uuid = this.uuid;
  5262. data.type = this.type;
  5263. if ( this.name !== '' ) { data.name = this.name; }
  5264. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5265. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5266. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5267. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5268. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5269. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5270. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5271. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5272. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5273. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5274. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5275. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5276. }
  5277. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5278. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5279. }
  5280. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5281. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5282. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5283. }
  5284. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5285. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5286. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5287. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5288. if ( this.aoMap && this.aoMap.isTexture ) {
  5289. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5290. data.aoMapIntensity = this.aoMapIntensity;
  5291. }
  5292. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5293. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5294. data.bumpScale = this.bumpScale;
  5295. }
  5296. if ( this.normalMap && this.normalMap.isTexture ) {
  5297. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5298. data.normalMapType = this.normalMapType;
  5299. data.normalScale = this.normalScale.toArray();
  5300. }
  5301. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5302. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5303. data.displacementScale = this.displacementScale;
  5304. data.displacementBias = this.displacementBias;
  5305. }
  5306. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5307. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5308. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5309. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5310. if ( this.envMap && this.envMap.isTexture ) {
  5311. data.envMap = this.envMap.toJSON( meta ).uuid;
  5312. data.reflectivity = this.reflectivity; // Scale behind envMap
  5313. data.refractionRatio = this.refractionRatio;
  5314. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5315. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5316. }
  5317. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5318. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5319. }
  5320. if ( this.size !== undefined ) { data.size = this.size; }
  5321. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5322. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5323. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5324. if ( this.side !== FrontSide ) { data.side = this.side; }
  5325. if ( this.vertexColors ) { data.vertexColors = true; }
  5326. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5327. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5328. data.depthFunc = this.depthFunc;
  5329. data.depthTest = this.depthTest;
  5330. data.depthWrite = this.depthWrite;
  5331. data.stencilWrite = this.stencilWrite;
  5332. data.stencilWriteMask = this.stencilWriteMask;
  5333. data.stencilFunc = this.stencilFunc;
  5334. data.stencilRef = this.stencilRef;
  5335. data.stencilFuncMask = this.stencilFuncMask;
  5336. data.stencilFail = this.stencilFail;
  5337. data.stencilZFail = this.stencilZFail;
  5338. data.stencilZPass = this.stencilZPass;
  5339. // rotation (SpriteMaterial)
  5340. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5341. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5342. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5343. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5344. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5345. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5346. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5347. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5348. if ( this.dithering === true ) { data.dithering = true; }
  5349. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5350. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5351. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5352. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5353. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5354. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5355. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5356. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5357. if ( this.skinning === true ) { data.skinning = true; }
  5358. if ( this.visible === false ) { data.visible = false; }
  5359. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5360. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5361. // TODO: Copied from Object3D.toJSON
  5362. function extractFromCache( cache ) {
  5363. var values = [];
  5364. for ( var key in cache ) {
  5365. var data = cache[ key ];
  5366. delete data.metadata;
  5367. values.push( data );
  5368. }
  5369. return values;
  5370. }
  5371. if ( isRoot ) {
  5372. var textures = extractFromCache( meta.textures );
  5373. var images = extractFromCache( meta.images );
  5374. if ( textures.length > 0 ) { data.textures = textures; }
  5375. if ( images.length > 0 ) { data.images = images; }
  5376. }
  5377. return data;
  5378. },
  5379. clone: function () {
  5380. return new this.constructor().copy( this );
  5381. },
  5382. copy: function ( source ) {
  5383. this.name = source.name;
  5384. this.fog = source.fog;
  5385. this.blending = source.blending;
  5386. this.side = source.side;
  5387. this.flatShading = source.flatShading;
  5388. this.vertexColors = source.vertexColors;
  5389. this.opacity = source.opacity;
  5390. this.transparent = source.transparent;
  5391. this.blendSrc = source.blendSrc;
  5392. this.blendDst = source.blendDst;
  5393. this.blendEquation = source.blendEquation;
  5394. this.blendSrcAlpha = source.blendSrcAlpha;
  5395. this.blendDstAlpha = source.blendDstAlpha;
  5396. this.blendEquationAlpha = source.blendEquationAlpha;
  5397. this.depthFunc = source.depthFunc;
  5398. this.depthTest = source.depthTest;
  5399. this.depthWrite = source.depthWrite;
  5400. this.stencilWriteMask = source.stencilWriteMask;
  5401. this.stencilFunc = source.stencilFunc;
  5402. this.stencilRef = source.stencilRef;
  5403. this.stencilFuncMask = source.stencilFuncMask;
  5404. this.stencilFail = source.stencilFail;
  5405. this.stencilZFail = source.stencilZFail;
  5406. this.stencilZPass = source.stencilZPass;
  5407. this.stencilWrite = source.stencilWrite;
  5408. var srcPlanes = source.clippingPlanes,
  5409. dstPlanes = null;
  5410. if ( srcPlanes !== null ) {
  5411. var n = srcPlanes.length;
  5412. dstPlanes = new Array( n );
  5413. for ( var i = 0; i !== n; ++ i )
  5414. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5415. }
  5416. this.clippingPlanes = dstPlanes;
  5417. this.clipIntersection = source.clipIntersection;
  5418. this.clipShadows = source.clipShadows;
  5419. this.shadowSide = source.shadowSide;
  5420. this.colorWrite = source.colorWrite;
  5421. this.precision = source.precision;
  5422. this.polygonOffset = source.polygonOffset;
  5423. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5424. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5425. this.dithering = source.dithering;
  5426. this.alphaTest = source.alphaTest;
  5427. this.premultipliedAlpha = source.premultipliedAlpha;
  5428. this.visible = source.visible;
  5429. this.toneMapped = source.toneMapped;
  5430. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5431. return this;
  5432. },
  5433. dispose: function () {
  5434. this.dispatchEvent( { type: 'dispose' } );
  5435. }
  5436. } );
  5437. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5438. set: function ( value ) {
  5439. if ( value === true ) { this.version ++; }
  5440. }
  5441. } );
  5442. /**
  5443. * @author mrdoob / http://mrdoob.com/
  5444. * @author alteredq / http://alteredqualia.com/
  5445. *
  5446. * parameters = {
  5447. * color: <hex>,
  5448. * opacity: <float>,
  5449. * map: new THREE.Texture( <Image> ),
  5450. *
  5451. * lightMap: new THREE.Texture( <Image> ),
  5452. * lightMapIntensity: <float>
  5453. *
  5454. * aoMap: new THREE.Texture( <Image> ),
  5455. * aoMapIntensity: <float>
  5456. *
  5457. * specularMap: new THREE.Texture( <Image> ),
  5458. *
  5459. * alphaMap: new THREE.Texture( <Image> ),
  5460. *
  5461. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5462. * combine: THREE.Multiply,
  5463. * reflectivity: <float>,
  5464. * refractionRatio: <float>,
  5465. *
  5466. * depthTest: <bool>,
  5467. * depthWrite: <bool>,
  5468. *
  5469. * wireframe: <boolean>,
  5470. * wireframeLinewidth: <float>,
  5471. *
  5472. * skinning: <bool>,
  5473. * morphTargets: <bool>
  5474. * }
  5475. */
  5476. function MeshBasicMaterial( parameters ) {
  5477. Material.call( this );
  5478. this.type = 'MeshBasicMaterial';
  5479. this.color = new Color( 0xffffff ); // emissive
  5480. this.map = null;
  5481. this.lightMap = null;
  5482. this.lightMapIntensity = 1.0;
  5483. this.aoMap = null;
  5484. this.aoMapIntensity = 1.0;
  5485. this.specularMap = null;
  5486. this.alphaMap = null;
  5487. this.envMap = null;
  5488. this.combine = MultiplyOperation;
  5489. this.reflectivity = 1;
  5490. this.refractionRatio = 0.98;
  5491. this.wireframe = false;
  5492. this.wireframeLinewidth = 1;
  5493. this.wireframeLinecap = 'round';
  5494. this.wireframeLinejoin = 'round';
  5495. this.skinning = false;
  5496. this.morphTargets = false;
  5497. this.setValues( parameters );
  5498. }
  5499. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5500. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5501. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5502. MeshBasicMaterial.prototype.copy = function ( source ) {
  5503. Material.prototype.copy.call( this, source );
  5504. this.color.copy( source.color );
  5505. this.map = source.map;
  5506. this.lightMap = source.lightMap;
  5507. this.lightMapIntensity = source.lightMapIntensity;
  5508. this.aoMap = source.aoMap;
  5509. this.aoMapIntensity = source.aoMapIntensity;
  5510. this.specularMap = source.specularMap;
  5511. this.alphaMap = source.alphaMap;
  5512. this.envMap = source.envMap;
  5513. this.combine = source.combine;
  5514. this.reflectivity = source.reflectivity;
  5515. this.refractionRatio = source.refractionRatio;
  5516. this.wireframe = source.wireframe;
  5517. this.wireframeLinewidth = source.wireframeLinewidth;
  5518. this.wireframeLinecap = source.wireframeLinecap;
  5519. this.wireframeLinejoin = source.wireframeLinejoin;
  5520. this.skinning = source.skinning;
  5521. this.morphTargets = source.morphTargets;
  5522. return this;
  5523. };
  5524. /**
  5525. * @author mrdoob / http://mrdoob.com/
  5526. */
  5527. var _vector$3 = new Vector3();
  5528. function BufferAttribute( array, itemSize, normalized ) {
  5529. if ( Array.isArray( array ) ) {
  5530. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5531. }
  5532. this.name = '';
  5533. this.array = array;
  5534. this.itemSize = itemSize;
  5535. this.count = array !== undefined ? array.length / itemSize : 0;
  5536. this.normalized = normalized === true;
  5537. this.usage = StaticDrawUsage;
  5538. this.updateRange = { offset: 0, count: - 1 };
  5539. this.version = 0;
  5540. }
  5541. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5542. set: function ( value ) {
  5543. if ( value === true ) { this.version ++; }
  5544. }
  5545. } );
  5546. Object.assign( BufferAttribute.prototype, {
  5547. isBufferAttribute: true,
  5548. onUploadCallback: function () {},
  5549. setUsage: function ( value ) {
  5550. this.usage = value;
  5551. return this;
  5552. },
  5553. copy: function ( source ) {
  5554. this.name = source.name;
  5555. this.array = new source.array.constructor( source.array );
  5556. this.itemSize = source.itemSize;
  5557. this.count = source.count;
  5558. this.normalized = source.normalized;
  5559. this.usage = source.usage;
  5560. return this;
  5561. },
  5562. copyAt: function ( index1, attribute, index2 ) {
  5563. index1 *= this.itemSize;
  5564. index2 *= attribute.itemSize;
  5565. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5566. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5567. }
  5568. return this;
  5569. },
  5570. copyArray: function ( array ) {
  5571. this.array.set( array );
  5572. return this;
  5573. },
  5574. copyColorsArray: function ( colors ) {
  5575. var array = this.array, offset = 0;
  5576. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5577. var color = colors[ i ];
  5578. if ( color === undefined ) {
  5579. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5580. color = new Color();
  5581. }
  5582. array[ offset ++ ] = color.r;
  5583. array[ offset ++ ] = color.g;
  5584. array[ offset ++ ] = color.b;
  5585. }
  5586. return this;
  5587. },
  5588. copyVector2sArray: function ( vectors ) {
  5589. var array = this.array, offset = 0;
  5590. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5591. var vector = vectors[ i ];
  5592. if ( vector === undefined ) {
  5593. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5594. vector = new Vector2();
  5595. }
  5596. array[ offset ++ ] = vector.x;
  5597. array[ offset ++ ] = vector.y;
  5598. }
  5599. return this;
  5600. },
  5601. copyVector3sArray: function ( vectors ) {
  5602. var array = this.array, offset = 0;
  5603. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5604. var vector = vectors[ i ];
  5605. if ( vector === undefined ) {
  5606. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5607. vector = new Vector3();
  5608. }
  5609. array[ offset ++ ] = vector.x;
  5610. array[ offset ++ ] = vector.y;
  5611. array[ offset ++ ] = vector.z;
  5612. }
  5613. return this;
  5614. },
  5615. copyVector4sArray: function ( vectors ) {
  5616. var array = this.array, offset = 0;
  5617. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5618. var vector = vectors[ i ];
  5619. if ( vector === undefined ) {
  5620. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5621. vector = new Vector4();
  5622. }
  5623. array[ offset ++ ] = vector.x;
  5624. array[ offset ++ ] = vector.y;
  5625. array[ offset ++ ] = vector.z;
  5626. array[ offset ++ ] = vector.w;
  5627. }
  5628. return this;
  5629. },
  5630. applyMatrix3: function ( m ) {
  5631. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5632. _vector$3.x = this.getX( i );
  5633. _vector$3.y = this.getY( i );
  5634. _vector$3.z = this.getZ( i );
  5635. _vector$3.applyMatrix3( m );
  5636. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5637. }
  5638. return this;
  5639. },
  5640. applyMatrix4: function ( m ) {
  5641. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5642. _vector$3.x = this.getX( i );
  5643. _vector$3.y = this.getY( i );
  5644. _vector$3.z = this.getZ( i );
  5645. _vector$3.applyMatrix4( m );
  5646. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5647. }
  5648. return this;
  5649. },
  5650. applyNormalMatrix: function ( m ) {
  5651. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5652. _vector$3.x = this.getX( i );
  5653. _vector$3.y = this.getY( i );
  5654. _vector$3.z = this.getZ( i );
  5655. _vector$3.applyNormalMatrix( m );
  5656. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5657. }
  5658. return this;
  5659. },
  5660. transformDirection: function ( m ) {
  5661. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5662. _vector$3.x = this.getX( i );
  5663. _vector$3.y = this.getY( i );
  5664. _vector$3.z = this.getZ( i );
  5665. _vector$3.transformDirection( m );
  5666. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5667. }
  5668. return this;
  5669. },
  5670. set: function ( value, offset ) {
  5671. if ( offset === undefined ) { offset = 0; }
  5672. this.array.set( value, offset );
  5673. return this;
  5674. },
  5675. getX: function ( index ) {
  5676. return this.array[ index * this.itemSize ];
  5677. },
  5678. setX: function ( index, x ) {
  5679. this.array[ index * this.itemSize ] = x;
  5680. return this;
  5681. },
  5682. getY: function ( index ) {
  5683. return this.array[ index * this.itemSize + 1 ];
  5684. },
  5685. setY: function ( index, y ) {
  5686. this.array[ index * this.itemSize + 1 ] = y;
  5687. return this;
  5688. },
  5689. getZ: function ( index ) {
  5690. return this.array[ index * this.itemSize + 2 ];
  5691. },
  5692. setZ: function ( index, z ) {
  5693. this.array[ index * this.itemSize + 2 ] = z;
  5694. return this;
  5695. },
  5696. getW: function ( index ) {
  5697. return this.array[ index * this.itemSize + 3 ];
  5698. },
  5699. setW: function ( index, w ) {
  5700. this.array[ index * this.itemSize + 3 ] = w;
  5701. return this;
  5702. },
  5703. setXY: function ( index, x, y ) {
  5704. index *= this.itemSize;
  5705. this.array[ index + 0 ] = x;
  5706. this.array[ index + 1 ] = y;
  5707. return this;
  5708. },
  5709. setXYZ: function ( index, x, y, z ) {
  5710. index *= this.itemSize;
  5711. this.array[ index + 0 ] = x;
  5712. this.array[ index + 1 ] = y;
  5713. this.array[ index + 2 ] = z;
  5714. return this;
  5715. },
  5716. setXYZW: function ( index, x, y, z, w ) {
  5717. index *= this.itemSize;
  5718. this.array[ index + 0 ] = x;
  5719. this.array[ index + 1 ] = y;
  5720. this.array[ index + 2 ] = z;
  5721. this.array[ index + 3 ] = w;
  5722. return this;
  5723. },
  5724. onUpload: function ( callback ) {
  5725. this.onUploadCallback = callback;
  5726. return this;
  5727. },
  5728. clone: function () {
  5729. return new this.constructor( this.array, this.itemSize ).copy( this );
  5730. },
  5731. toJSON: function () {
  5732. return {
  5733. itemSize: this.itemSize,
  5734. type: this.array.constructor.name,
  5735. array: Array.prototype.slice.call( this.array ),
  5736. normalized: this.normalized
  5737. };
  5738. }
  5739. } );
  5740. //
  5741. function Int8BufferAttribute( array, itemSize, normalized ) {
  5742. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5743. }
  5744. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5745. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5746. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5747. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5748. }
  5749. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5750. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5751. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5752. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5753. }
  5754. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5755. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5756. function Int16BufferAttribute( array, itemSize, normalized ) {
  5757. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5758. }
  5759. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5760. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5761. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5762. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5763. }
  5764. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5765. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5766. function Int32BufferAttribute( array, itemSize, normalized ) {
  5767. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5768. }
  5769. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5770. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5771. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5772. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5773. }
  5774. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5775. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5776. function Float32BufferAttribute( array, itemSize, normalized ) {
  5777. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5778. }
  5779. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5780. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5781. function Float64BufferAttribute( array, itemSize, normalized ) {
  5782. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5783. }
  5784. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5785. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5786. /**
  5787. * @author mrdoob / http://mrdoob.com/
  5788. */
  5789. function DirectGeometry() {
  5790. this.vertices = [];
  5791. this.normals = [];
  5792. this.colors = [];
  5793. this.uvs = [];
  5794. this.uvs2 = [];
  5795. this.groups = [];
  5796. this.morphTargets = {};
  5797. this.skinWeights = [];
  5798. this.skinIndices = [];
  5799. // this.lineDistances = [];
  5800. this.boundingBox = null;
  5801. this.boundingSphere = null;
  5802. // update flags
  5803. this.verticesNeedUpdate = false;
  5804. this.normalsNeedUpdate = false;
  5805. this.colorsNeedUpdate = false;
  5806. this.uvsNeedUpdate = false;
  5807. this.groupsNeedUpdate = false;
  5808. }
  5809. Object.assign( DirectGeometry.prototype, {
  5810. computeGroups: function ( geometry ) {
  5811. var group;
  5812. var groups = [];
  5813. var materialIndex = undefined;
  5814. var faces = geometry.faces;
  5815. for ( var i = 0; i < faces.length; i ++ ) {
  5816. var face = faces[ i ];
  5817. // materials
  5818. if ( face.materialIndex !== materialIndex ) {
  5819. materialIndex = face.materialIndex;
  5820. if ( group !== undefined ) {
  5821. group.count = ( i * 3 ) - group.start;
  5822. groups.push( group );
  5823. }
  5824. group = {
  5825. start: i * 3,
  5826. materialIndex: materialIndex
  5827. };
  5828. }
  5829. }
  5830. if ( group !== undefined ) {
  5831. group.count = ( i * 3 ) - group.start;
  5832. groups.push( group );
  5833. }
  5834. this.groups = groups;
  5835. },
  5836. fromGeometry: function ( geometry ) {
  5837. var faces = geometry.faces;
  5838. var vertices = geometry.vertices;
  5839. var faceVertexUvs = geometry.faceVertexUvs;
  5840. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5841. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5842. // morphs
  5843. var morphTargets = geometry.morphTargets;
  5844. var morphTargetsLength = morphTargets.length;
  5845. var morphTargetsPosition;
  5846. if ( morphTargetsLength > 0 ) {
  5847. morphTargetsPosition = [];
  5848. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5849. morphTargetsPosition[ i ] = {
  5850. name: morphTargets[ i ].name,
  5851. data: []
  5852. };
  5853. }
  5854. this.morphTargets.position = morphTargetsPosition;
  5855. }
  5856. var morphNormals = geometry.morphNormals;
  5857. var morphNormalsLength = morphNormals.length;
  5858. var morphTargetsNormal;
  5859. if ( morphNormalsLength > 0 ) {
  5860. morphTargetsNormal = [];
  5861. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5862. morphTargetsNormal[ i ] = {
  5863. name: morphNormals[ i ].name,
  5864. data: []
  5865. };
  5866. }
  5867. this.morphTargets.normal = morphTargetsNormal;
  5868. }
  5869. // skins
  5870. var skinIndices = geometry.skinIndices;
  5871. var skinWeights = geometry.skinWeights;
  5872. var hasSkinIndices = skinIndices.length === vertices.length;
  5873. var hasSkinWeights = skinWeights.length === vertices.length;
  5874. //
  5875. if ( vertices.length > 0 && faces.length === 0 ) {
  5876. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5877. }
  5878. for ( var i = 0; i < faces.length; i ++ ) {
  5879. var face = faces[ i ];
  5880. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5881. var vertexNormals = face.vertexNormals;
  5882. if ( vertexNormals.length === 3 ) {
  5883. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5884. } else {
  5885. var normal = face.normal;
  5886. this.normals.push( normal, normal, normal );
  5887. }
  5888. var vertexColors = face.vertexColors;
  5889. if ( vertexColors.length === 3 ) {
  5890. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5891. } else {
  5892. var color = face.color;
  5893. this.colors.push( color, color, color );
  5894. }
  5895. if ( hasFaceVertexUv === true ) {
  5896. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5897. if ( vertexUvs !== undefined ) {
  5898. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5899. } else {
  5900. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5901. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5902. }
  5903. }
  5904. if ( hasFaceVertexUv2 === true ) {
  5905. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5906. if ( vertexUvs !== undefined ) {
  5907. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5908. } else {
  5909. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5910. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5911. }
  5912. }
  5913. // morphs
  5914. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5915. var morphTarget = morphTargets[ j ].vertices;
  5916. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5917. }
  5918. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5919. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5920. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5921. }
  5922. // skins
  5923. if ( hasSkinIndices ) {
  5924. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5925. }
  5926. if ( hasSkinWeights ) {
  5927. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5928. }
  5929. }
  5930. this.computeGroups( geometry );
  5931. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5932. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5933. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5934. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5935. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5936. if ( geometry.boundingSphere !== null ) {
  5937. this.boundingSphere = geometry.boundingSphere.clone();
  5938. }
  5939. if ( geometry.boundingBox !== null ) {
  5940. this.boundingBox = geometry.boundingBox.clone();
  5941. }
  5942. return this;
  5943. }
  5944. } );
  5945. /**
  5946. * @author mrdoob / http://mrdoob.com/
  5947. */
  5948. function arrayMax( array ) {
  5949. if ( array.length === 0 ) { return - Infinity; }
  5950. var max = array[ 0 ];
  5951. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5952. if ( array[ i ] > max ) { max = array[ i ]; }
  5953. }
  5954. return max;
  5955. }
  5956. /**
  5957. * @author alteredq / http://alteredqualia.com/
  5958. * @author mrdoob / http://mrdoob.com/
  5959. */
  5960. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5961. var _m1$2 = new Matrix4();
  5962. var _obj = new Object3D();
  5963. var _offset = new Vector3();
  5964. var _box$2 = new Box3();
  5965. var _boxMorphTargets = new Box3();
  5966. var _vector$4 = new Vector3();
  5967. function BufferGeometry() {
  5968. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5969. this.uuid = MathUtils.generateUUID();
  5970. this.name = '';
  5971. this.type = 'BufferGeometry';
  5972. this.index = null;
  5973. this.attributes = {};
  5974. this.morphAttributes = {};
  5975. this.morphTargetsRelative = false;
  5976. this.groups = [];
  5977. this.boundingBox = null;
  5978. this.boundingSphere = null;
  5979. this.drawRange = { start: 0, count: Infinity };
  5980. this.userData = {};
  5981. }
  5982. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5983. constructor: BufferGeometry,
  5984. isBufferGeometry: true,
  5985. getIndex: function () {
  5986. return this.index;
  5987. },
  5988. setIndex: function ( index ) {
  5989. if ( Array.isArray( index ) ) {
  5990. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5991. } else {
  5992. this.index = index;
  5993. }
  5994. },
  5995. getAttribute: function ( name ) {
  5996. return this.attributes[ name ];
  5997. },
  5998. setAttribute: function ( name, attribute ) {
  5999. this.attributes[ name ] = attribute;
  6000. return this;
  6001. },
  6002. deleteAttribute: function ( name ) {
  6003. delete this.attributes[ name ];
  6004. return this;
  6005. },
  6006. addGroup: function ( start, count, materialIndex ) {
  6007. this.groups.push( {
  6008. start: start,
  6009. count: count,
  6010. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6011. } );
  6012. },
  6013. clearGroups: function () {
  6014. this.groups = [];
  6015. },
  6016. setDrawRange: function ( start, count ) {
  6017. this.drawRange.start = start;
  6018. this.drawRange.count = count;
  6019. },
  6020. applyMatrix4: function ( matrix ) {
  6021. var position = this.attributes.position;
  6022. if ( position !== undefined ) {
  6023. position.applyMatrix4( matrix );
  6024. position.needsUpdate = true;
  6025. }
  6026. var normal = this.attributes.normal;
  6027. if ( normal !== undefined ) {
  6028. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6029. normal.applyNormalMatrix( normalMatrix );
  6030. normal.needsUpdate = true;
  6031. }
  6032. var tangent = this.attributes.tangent;
  6033. if ( tangent !== undefined ) {
  6034. tangent.transformDirection( matrix );
  6035. tangent.needsUpdate = true;
  6036. }
  6037. if ( this.boundingBox !== null ) {
  6038. this.computeBoundingBox();
  6039. }
  6040. if ( this.boundingSphere !== null ) {
  6041. this.computeBoundingSphere();
  6042. }
  6043. return this;
  6044. },
  6045. rotateX: function ( angle ) {
  6046. // rotate geometry around world x-axis
  6047. _m1$2.makeRotationX( angle );
  6048. this.applyMatrix4( _m1$2 );
  6049. return this;
  6050. },
  6051. rotateY: function ( angle ) {
  6052. // rotate geometry around world y-axis
  6053. _m1$2.makeRotationY( angle );
  6054. this.applyMatrix4( _m1$2 );
  6055. return this;
  6056. },
  6057. rotateZ: function ( angle ) {
  6058. // rotate geometry around world z-axis
  6059. _m1$2.makeRotationZ( angle );
  6060. this.applyMatrix4( _m1$2 );
  6061. return this;
  6062. },
  6063. translate: function ( x, y, z ) {
  6064. // translate geometry
  6065. _m1$2.makeTranslation( x, y, z );
  6066. this.applyMatrix4( _m1$2 );
  6067. return this;
  6068. },
  6069. scale: function ( x, y, z ) {
  6070. // scale geometry
  6071. _m1$2.makeScale( x, y, z );
  6072. this.applyMatrix4( _m1$2 );
  6073. return this;
  6074. },
  6075. lookAt: function ( vector ) {
  6076. _obj.lookAt( vector );
  6077. _obj.updateMatrix();
  6078. this.applyMatrix4( _obj.matrix );
  6079. return this;
  6080. },
  6081. center: function () {
  6082. this.computeBoundingBox();
  6083. this.boundingBox.getCenter( _offset ).negate();
  6084. this.translate( _offset.x, _offset.y, _offset.z );
  6085. return this;
  6086. },
  6087. setFromObject: function ( object ) {
  6088. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6089. var geometry = object.geometry;
  6090. if ( object.isPoints || object.isLine ) {
  6091. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6092. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6093. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6094. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6095. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6096. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6097. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6098. }
  6099. if ( geometry.boundingSphere !== null ) {
  6100. this.boundingSphere = geometry.boundingSphere.clone();
  6101. }
  6102. if ( geometry.boundingBox !== null ) {
  6103. this.boundingBox = geometry.boundingBox.clone();
  6104. }
  6105. } else if ( object.isMesh ) {
  6106. if ( geometry && geometry.isGeometry ) {
  6107. this.fromGeometry( geometry );
  6108. }
  6109. }
  6110. return this;
  6111. },
  6112. setFromPoints: function ( points ) {
  6113. var position = [];
  6114. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6115. var point = points[ i ];
  6116. position.push( point.x, point.y, point.z || 0 );
  6117. }
  6118. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6119. return this;
  6120. },
  6121. updateFromObject: function ( object ) {
  6122. var geometry = object.geometry;
  6123. if ( object.isMesh ) {
  6124. var direct = geometry.__directGeometry;
  6125. if ( geometry.elementsNeedUpdate === true ) {
  6126. direct = undefined;
  6127. geometry.elementsNeedUpdate = false;
  6128. }
  6129. if ( direct === undefined ) {
  6130. return this.fromGeometry( geometry );
  6131. }
  6132. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6133. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6134. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6135. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6136. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6137. geometry.verticesNeedUpdate = false;
  6138. geometry.normalsNeedUpdate = false;
  6139. geometry.colorsNeedUpdate = false;
  6140. geometry.uvsNeedUpdate = false;
  6141. geometry.groupsNeedUpdate = false;
  6142. geometry = direct;
  6143. }
  6144. var attribute;
  6145. if ( geometry.verticesNeedUpdate === true ) {
  6146. attribute = this.attributes.position;
  6147. if ( attribute !== undefined ) {
  6148. attribute.copyVector3sArray( geometry.vertices );
  6149. attribute.needsUpdate = true;
  6150. }
  6151. geometry.verticesNeedUpdate = false;
  6152. }
  6153. if ( geometry.normalsNeedUpdate === true ) {
  6154. attribute = this.attributes.normal;
  6155. if ( attribute !== undefined ) {
  6156. attribute.copyVector3sArray( geometry.normals );
  6157. attribute.needsUpdate = true;
  6158. }
  6159. geometry.normalsNeedUpdate = false;
  6160. }
  6161. if ( geometry.colorsNeedUpdate === true ) {
  6162. attribute = this.attributes.color;
  6163. if ( attribute !== undefined ) {
  6164. attribute.copyColorsArray( geometry.colors );
  6165. attribute.needsUpdate = true;
  6166. }
  6167. geometry.colorsNeedUpdate = false;
  6168. }
  6169. if ( geometry.uvsNeedUpdate ) {
  6170. attribute = this.attributes.uv;
  6171. if ( attribute !== undefined ) {
  6172. attribute.copyVector2sArray( geometry.uvs );
  6173. attribute.needsUpdate = true;
  6174. }
  6175. geometry.uvsNeedUpdate = false;
  6176. }
  6177. if ( geometry.lineDistancesNeedUpdate ) {
  6178. attribute = this.attributes.lineDistance;
  6179. if ( attribute !== undefined ) {
  6180. attribute.copyArray( geometry.lineDistances );
  6181. attribute.needsUpdate = true;
  6182. }
  6183. geometry.lineDistancesNeedUpdate = false;
  6184. }
  6185. if ( geometry.groupsNeedUpdate ) {
  6186. geometry.computeGroups( object.geometry );
  6187. this.groups = geometry.groups;
  6188. geometry.groupsNeedUpdate = false;
  6189. }
  6190. return this;
  6191. },
  6192. fromGeometry: function ( geometry ) {
  6193. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6194. return this.fromDirectGeometry( geometry.__directGeometry );
  6195. },
  6196. fromDirectGeometry: function ( geometry ) {
  6197. var positions = new Float32Array( geometry.vertices.length * 3 );
  6198. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6199. if ( geometry.normals.length > 0 ) {
  6200. var normals = new Float32Array( geometry.normals.length * 3 );
  6201. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6202. }
  6203. if ( geometry.colors.length > 0 ) {
  6204. var colors = new Float32Array( geometry.colors.length * 3 );
  6205. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6206. }
  6207. if ( geometry.uvs.length > 0 ) {
  6208. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6209. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6210. }
  6211. if ( geometry.uvs2.length > 0 ) {
  6212. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6213. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6214. }
  6215. // groups
  6216. this.groups = geometry.groups;
  6217. // morphs
  6218. for ( var name in geometry.morphTargets ) {
  6219. var array = [];
  6220. var morphTargets = geometry.morphTargets[ name ];
  6221. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6222. var morphTarget = morphTargets[ i ];
  6223. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6224. attribute.name = morphTarget.name;
  6225. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6226. }
  6227. this.morphAttributes[ name ] = array;
  6228. }
  6229. // skinning
  6230. if ( geometry.skinIndices.length > 0 ) {
  6231. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6232. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6233. }
  6234. if ( geometry.skinWeights.length > 0 ) {
  6235. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6236. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6237. }
  6238. //
  6239. if ( geometry.boundingSphere !== null ) {
  6240. this.boundingSphere = geometry.boundingSphere.clone();
  6241. }
  6242. if ( geometry.boundingBox !== null ) {
  6243. this.boundingBox = geometry.boundingBox.clone();
  6244. }
  6245. return this;
  6246. },
  6247. computeBoundingBox: function () {
  6248. if ( this.boundingBox === null ) {
  6249. this.boundingBox = new Box3();
  6250. }
  6251. var position = this.attributes.position;
  6252. var morphAttributesPosition = this.morphAttributes.position;
  6253. if ( position !== undefined ) {
  6254. this.boundingBox.setFromBufferAttribute( position );
  6255. // process morph attributes if present
  6256. if ( morphAttributesPosition ) {
  6257. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6258. var morphAttribute = morphAttributesPosition[ i ];
  6259. _box$2.setFromBufferAttribute( morphAttribute );
  6260. if ( this.morphTargetsRelative ) {
  6261. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6262. this.boundingBox.expandByPoint( _vector$4 );
  6263. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6264. this.boundingBox.expandByPoint( _vector$4 );
  6265. } else {
  6266. this.boundingBox.expandByPoint( _box$2.min );
  6267. this.boundingBox.expandByPoint( _box$2.max );
  6268. }
  6269. }
  6270. }
  6271. } else {
  6272. this.boundingBox.makeEmpty();
  6273. }
  6274. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6275. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6276. }
  6277. },
  6278. computeBoundingSphere: function () {
  6279. if ( this.boundingSphere === null ) {
  6280. this.boundingSphere = new Sphere();
  6281. }
  6282. var position = this.attributes.position;
  6283. var morphAttributesPosition = this.morphAttributes.position;
  6284. if ( position ) {
  6285. // first, find the center of the bounding sphere
  6286. var center = this.boundingSphere.center;
  6287. _box$2.setFromBufferAttribute( position );
  6288. // process morph attributes if present
  6289. if ( morphAttributesPosition ) {
  6290. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6291. var morphAttribute = morphAttributesPosition[ i ];
  6292. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6293. if ( this.morphTargetsRelative ) {
  6294. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6295. _box$2.expandByPoint( _vector$4 );
  6296. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6297. _box$2.expandByPoint( _vector$4 );
  6298. } else {
  6299. _box$2.expandByPoint( _boxMorphTargets.min );
  6300. _box$2.expandByPoint( _boxMorphTargets.max );
  6301. }
  6302. }
  6303. }
  6304. _box$2.getCenter( center );
  6305. // second, try to find a boundingSphere with a radius smaller than the
  6306. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6307. var maxRadiusSq = 0;
  6308. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6309. _vector$4.fromBufferAttribute( position, i );
  6310. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6311. }
  6312. // process morph attributes if present
  6313. if ( morphAttributesPosition ) {
  6314. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6315. var morphAttribute = morphAttributesPosition[ i ];
  6316. var morphTargetsRelative = this.morphTargetsRelative;
  6317. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6318. _vector$4.fromBufferAttribute( morphAttribute, j );
  6319. if ( morphTargetsRelative ) {
  6320. _offset.fromBufferAttribute( position, j );
  6321. _vector$4.add( _offset );
  6322. }
  6323. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6324. }
  6325. }
  6326. }
  6327. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6328. if ( isNaN( this.boundingSphere.radius ) ) {
  6329. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6330. }
  6331. }
  6332. },
  6333. computeFaceNormals: function () {
  6334. // backwards compatibility
  6335. },
  6336. computeVertexNormals: function () {
  6337. var index = this.index;
  6338. var attributes = this.attributes;
  6339. if ( attributes.position ) {
  6340. var positions = attributes.position.array;
  6341. if ( attributes.normal === undefined ) {
  6342. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6343. } else {
  6344. // reset existing normals to zero
  6345. var array = attributes.normal.array;
  6346. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6347. array[ i ] = 0;
  6348. }
  6349. }
  6350. var normals = attributes.normal.array;
  6351. var vA, vB, vC;
  6352. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6353. var cb = new Vector3(), ab = new Vector3();
  6354. // indexed elements
  6355. if ( index ) {
  6356. var indices = index.array;
  6357. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6358. vA = indices[ i + 0 ] * 3;
  6359. vB = indices[ i + 1 ] * 3;
  6360. vC = indices[ i + 2 ] * 3;
  6361. pA.fromArray( positions, vA );
  6362. pB.fromArray( positions, vB );
  6363. pC.fromArray( positions, vC );
  6364. cb.subVectors( pC, pB );
  6365. ab.subVectors( pA, pB );
  6366. cb.cross( ab );
  6367. normals[ vA ] += cb.x;
  6368. normals[ vA + 1 ] += cb.y;
  6369. normals[ vA + 2 ] += cb.z;
  6370. normals[ vB ] += cb.x;
  6371. normals[ vB + 1 ] += cb.y;
  6372. normals[ vB + 2 ] += cb.z;
  6373. normals[ vC ] += cb.x;
  6374. normals[ vC + 1 ] += cb.y;
  6375. normals[ vC + 2 ] += cb.z;
  6376. }
  6377. } else {
  6378. // non-indexed elements (unconnected triangle soup)
  6379. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6380. pA.fromArray( positions, i );
  6381. pB.fromArray( positions, i + 3 );
  6382. pC.fromArray( positions, i + 6 );
  6383. cb.subVectors( pC, pB );
  6384. ab.subVectors( pA, pB );
  6385. cb.cross( ab );
  6386. normals[ i ] = cb.x;
  6387. normals[ i + 1 ] = cb.y;
  6388. normals[ i + 2 ] = cb.z;
  6389. normals[ i + 3 ] = cb.x;
  6390. normals[ i + 4 ] = cb.y;
  6391. normals[ i + 5 ] = cb.z;
  6392. normals[ i + 6 ] = cb.x;
  6393. normals[ i + 7 ] = cb.y;
  6394. normals[ i + 8 ] = cb.z;
  6395. }
  6396. }
  6397. this.normalizeNormals();
  6398. attributes.normal.needsUpdate = true;
  6399. }
  6400. },
  6401. merge: function ( geometry, offset ) {
  6402. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6403. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6404. return;
  6405. }
  6406. if ( offset === undefined ) {
  6407. offset = 0;
  6408. console.warn(
  6409. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6410. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6411. );
  6412. }
  6413. var attributes = this.attributes;
  6414. for ( var key in attributes ) {
  6415. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6416. var attribute1 = attributes[ key ];
  6417. var attributeArray1 = attribute1.array;
  6418. var attribute2 = geometry.attributes[ key ];
  6419. var attributeArray2 = attribute2.array;
  6420. var attributeOffset = attribute2.itemSize * offset;
  6421. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6422. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6423. attributeArray1[ j ] = attributeArray2[ i ];
  6424. }
  6425. }
  6426. return this;
  6427. },
  6428. normalizeNormals: function () {
  6429. var normals = this.attributes.normal;
  6430. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6431. _vector$4.x = normals.getX( i );
  6432. _vector$4.y = normals.getY( i );
  6433. _vector$4.z = normals.getZ( i );
  6434. _vector$4.normalize();
  6435. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6436. }
  6437. },
  6438. toNonIndexed: function () {
  6439. function convertBufferAttribute( attribute, indices ) {
  6440. var array = attribute.array;
  6441. var itemSize = attribute.itemSize;
  6442. var array2 = new array.constructor( indices.length * itemSize );
  6443. var index = 0, index2 = 0;
  6444. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6445. index = indices[ i ] * itemSize;
  6446. for ( var j = 0; j < itemSize; j ++ ) {
  6447. array2[ index2 ++ ] = array[ index ++ ];
  6448. }
  6449. }
  6450. return new BufferAttribute( array2, itemSize );
  6451. }
  6452. //
  6453. if ( this.index === null ) {
  6454. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6455. return this;
  6456. }
  6457. var geometry2 = new BufferGeometry();
  6458. var indices = this.index.array;
  6459. var attributes = this.attributes;
  6460. // attributes
  6461. for ( var name in attributes ) {
  6462. var attribute = attributes[ name ];
  6463. var newAttribute = convertBufferAttribute( attribute, indices );
  6464. geometry2.setAttribute( name, newAttribute );
  6465. }
  6466. // morph attributes
  6467. var morphAttributes = this.morphAttributes;
  6468. for ( name in morphAttributes ) {
  6469. var morphArray = [];
  6470. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6471. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6472. var attribute = morphAttribute[ i ];
  6473. var newAttribute = convertBufferAttribute( attribute, indices );
  6474. morphArray.push( newAttribute );
  6475. }
  6476. geometry2.morphAttributes[ name ] = morphArray;
  6477. }
  6478. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6479. // groups
  6480. var groups = this.groups;
  6481. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6482. var group = groups[ i ];
  6483. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6484. }
  6485. return geometry2;
  6486. },
  6487. toJSON: function () {
  6488. var data = {
  6489. metadata: {
  6490. version: 4.5,
  6491. type: 'BufferGeometry',
  6492. generator: 'BufferGeometry.toJSON'
  6493. }
  6494. };
  6495. // standard BufferGeometry serialization
  6496. data.uuid = this.uuid;
  6497. data.type = this.type;
  6498. if ( this.name !== '' ) { data.name = this.name; }
  6499. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6500. if ( this.parameters !== undefined ) {
  6501. var parameters = this.parameters;
  6502. for ( var key in parameters ) {
  6503. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6504. }
  6505. return data;
  6506. }
  6507. data.data = { attributes: {} };
  6508. var index = this.index;
  6509. if ( index !== null ) {
  6510. data.data.index = {
  6511. type: index.array.constructor.name,
  6512. array: Array.prototype.slice.call( index.array )
  6513. };
  6514. }
  6515. var attributes = this.attributes;
  6516. for ( var key in attributes ) {
  6517. var attribute = attributes[ key ];
  6518. var attributeData = attribute.toJSON();
  6519. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6520. data.data.attributes[ key ] = attributeData;
  6521. }
  6522. var morphAttributes = {};
  6523. var hasMorphAttributes = false;
  6524. for ( var key in this.morphAttributes ) {
  6525. var attributeArray = this.morphAttributes[ key ];
  6526. var array = [];
  6527. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6528. var attribute = attributeArray[ i ];
  6529. var attributeData = attribute.toJSON();
  6530. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6531. array.push( attributeData );
  6532. }
  6533. if ( array.length > 0 ) {
  6534. morphAttributes[ key ] = array;
  6535. hasMorphAttributes = true;
  6536. }
  6537. }
  6538. if ( hasMorphAttributes ) {
  6539. data.data.morphAttributes = morphAttributes;
  6540. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6541. }
  6542. var groups = this.groups;
  6543. if ( groups.length > 0 ) {
  6544. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6545. }
  6546. var boundingSphere = this.boundingSphere;
  6547. if ( boundingSphere !== null ) {
  6548. data.data.boundingSphere = {
  6549. center: boundingSphere.center.toArray(),
  6550. radius: boundingSphere.radius
  6551. };
  6552. }
  6553. return data;
  6554. },
  6555. clone: function () {
  6556. /*
  6557. // Handle primitives
  6558. var parameters = this.parameters;
  6559. if ( parameters !== undefined ) {
  6560. var values = [];
  6561. for ( var key in parameters ) {
  6562. values.push( parameters[ key ] );
  6563. }
  6564. var geometry = Object.create( this.constructor.prototype );
  6565. this.constructor.apply( geometry, values );
  6566. return geometry;
  6567. }
  6568. return new this.constructor().copy( this );
  6569. */
  6570. return new BufferGeometry().copy( this );
  6571. },
  6572. copy: function ( source ) {
  6573. var name, i, l;
  6574. // reset
  6575. this.index = null;
  6576. this.attributes = {};
  6577. this.morphAttributes = {};
  6578. this.groups = [];
  6579. this.boundingBox = null;
  6580. this.boundingSphere = null;
  6581. // name
  6582. this.name = source.name;
  6583. // index
  6584. var index = source.index;
  6585. if ( index !== null ) {
  6586. this.setIndex( index.clone() );
  6587. }
  6588. // attributes
  6589. var attributes = source.attributes;
  6590. for ( name in attributes ) {
  6591. var attribute = attributes[ name ];
  6592. this.setAttribute( name, attribute.clone() );
  6593. }
  6594. // morph attributes
  6595. var morphAttributes = source.morphAttributes;
  6596. for ( name in morphAttributes ) {
  6597. var array = [];
  6598. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6599. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6600. array.push( morphAttribute[ i ].clone() );
  6601. }
  6602. this.morphAttributes[ name ] = array;
  6603. }
  6604. this.morphTargetsRelative = source.morphTargetsRelative;
  6605. // groups
  6606. var groups = source.groups;
  6607. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6608. var group = groups[ i ];
  6609. this.addGroup( group.start, group.count, group.materialIndex );
  6610. }
  6611. // bounding box
  6612. var boundingBox = source.boundingBox;
  6613. if ( boundingBox !== null ) {
  6614. this.boundingBox = boundingBox.clone();
  6615. }
  6616. // bounding sphere
  6617. var boundingSphere = source.boundingSphere;
  6618. if ( boundingSphere !== null ) {
  6619. this.boundingSphere = boundingSphere.clone();
  6620. }
  6621. // draw range
  6622. this.drawRange.start = source.drawRange.start;
  6623. this.drawRange.count = source.drawRange.count;
  6624. // user data
  6625. this.userData = source.userData;
  6626. return this;
  6627. },
  6628. dispose: function () {
  6629. this.dispatchEvent( { type: 'dispose' } );
  6630. }
  6631. } );
  6632. /**
  6633. * @author mrdoob / http://mrdoob.com/
  6634. * @author alteredq / http://alteredqualia.com/
  6635. * @author mikael emtinger / http://gomo.se/
  6636. * @author jonobr1 / http://jonobr1.com/
  6637. */
  6638. var _inverseMatrix = new Matrix4();
  6639. var _ray = new Ray();
  6640. var _sphere = new Sphere();
  6641. var _vA = new Vector3();
  6642. var _vB = new Vector3();
  6643. var _vC = new Vector3();
  6644. var _tempA = new Vector3();
  6645. var _tempB = new Vector3();
  6646. var _tempC = new Vector3();
  6647. var _morphA = new Vector3();
  6648. var _morphB = new Vector3();
  6649. var _morphC = new Vector3();
  6650. var _uvA = new Vector2();
  6651. var _uvB = new Vector2();
  6652. var _uvC = new Vector2();
  6653. var _intersectionPoint = new Vector3();
  6654. var _intersectionPointWorld = new Vector3();
  6655. function Mesh( geometry, material ) {
  6656. Object3D.call( this );
  6657. this.type = 'Mesh';
  6658. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6659. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6660. this.updateMorphTargets();
  6661. }
  6662. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6663. constructor: Mesh,
  6664. isMesh: true,
  6665. copy: function ( source ) {
  6666. Object3D.prototype.copy.call( this, source );
  6667. if ( source.morphTargetInfluences !== undefined ) {
  6668. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6669. }
  6670. if ( source.morphTargetDictionary !== undefined ) {
  6671. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6672. }
  6673. return this;
  6674. },
  6675. updateMorphTargets: function () {
  6676. var geometry = this.geometry;
  6677. var m, ml, name;
  6678. if ( geometry.isBufferGeometry ) {
  6679. var morphAttributes = geometry.morphAttributes;
  6680. var keys = Object.keys( morphAttributes );
  6681. if ( keys.length > 0 ) {
  6682. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6683. if ( morphAttribute !== undefined ) {
  6684. this.morphTargetInfluences = [];
  6685. this.morphTargetDictionary = {};
  6686. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6687. name = morphAttribute[ m ].name || String( m );
  6688. this.morphTargetInfluences.push( 0 );
  6689. this.morphTargetDictionary[ name ] = m;
  6690. }
  6691. }
  6692. }
  6693. } else {
  6694. var morphTargets = geometry.morphTargets;
  6695. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6696. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6697. }
  6698. }
  6699. },
  6700. raycast: function ( raycaster, intersects ) {
  6701. var geometry = this.geometry;
  6702. var material = this.material;
  6703. var matrixWorld = this.matrixWorld;
  6704. if ( material === undefined ) { return; }
  6705. // Checking boundingSphere distance to ray
  6706. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6707. _sphere.copy( geometry.boundingSphere );
  6708. _sphere.applyMatrix4( matrixWorld );
  6709. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6710. //
  6711. _inverseMatrix.getInverse( matrixWorld );
  6712. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6713. // Check boundingBox before continuing
  6714. if ( geometry.boundingBox !== null ) {
  6715. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6716. }
  6717. var intersection;
  6718. if ( geometry.isBufferGeometry ) {
  6719. var a, b, c;
  6720. var index = geometry.index;
  6721. var position = geometry.attributes.position;
  6722. var morphPosition = geometry.morphAttributes.position;
  6723. var morphTargetsRelative = geometry.morphTargetsRelative;
  6724. var uv = geometry.attributes.uv;
  6725. var uv2 = geometry.attributes.uv2;
  6726. var groups = geometry.groups;
  6727. var drawRange = geometry.drawRange;
  6728. var i, j, il, jl;
  6729. var group, groupMaterial;
  6730. var start, end;
  6731. if ( index !== null ) {
  6732. // indexed buffer geometry
  6733. if ( Array.isArray( material ) ) {
  6734. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6735. group = groups[ i ];
  6736. groupMaterial = material[ group.materialIndex ];
  6737. start = Math.max( group.start, drawRange.start );
  6738. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6739. for ( j = start, jl = end; j < jl; j += 3 ) {
  6740. a = index.getX( j );
  6741. b = index.getX( j + 1 );
  6742. c = index.getX( j + 2 );
  6743. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6744. if ( intersection ) {
  6745. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6746. intersection.face.materialIndex = group.materialIndex;
  6747. intersects.push( intersection );
  6748. }
  6749. }
  6750. }
  6751. } else {
  6752. start = Math.max( 0, drawRange.start );
  6753. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6754. for ( i = start, il = end; i < il; i += 3 ) {
  6755. a = index.getX( i );
  6756. b = index.getX( i + 1 );
  6757. c = index.getX( i + 2 );
  6758. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6759. if ( intersection ) {
  6760. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6761. intersects.push( intersection );
  6762. }
  6763. }
  6764. }
  6765. } else if ( position !== undefined ) {
  6766. // non-indexed buffer geometry
  6767. if ( Array.isArray( material ) ) {
  6768. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6769. group = groups[ i ];
  6770. groupMaterial = material[ group.materialIndex ];
  6771. start = Math.max( group.start, drawRange.start );
  6772. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6773. for ( j = start, jl = end; j < jl; j += 3 ) {
  6774. a = j;
  6775. b = j + 1;
  6776. c = j + 2;
  6777. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6778. if ( intersection ) {
  6779. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6780. intersection.face.materialIndex = group.materialIndex;
  6781. intersects.push( intersection );
  6782. }
  6783. }
  6784. }
  6785. } else {
  6786. start = Math.max( 0, drawRange.start );
  6787. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6788. for ( i = start, il = end; i < il; i += 3 ) {
  6789. a = i;
  6790. b = i + 1;
  6791. c = i + 2;
  6792. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6793. if ( intersection ) {
  6794. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6795. intersects.push( intersection );
  6796. }
  6797. }
  6798. }
  6799. }
  6800. } else if ( geometry.isGeometry ) {
  6801. var fvA, fvB, fvC;
  6802. var isMultiMaterial = Array.isArray( material );
  6803. var vertices = geometry.vertices;
  6804. var faces = geometry.faces;
  6805. var uvs;
  6806. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6807. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6808. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6809. var face = faces[ f ];
  6810. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6811. if ( faceMaterial === undefined ) { continue; }
  6812. fvA = vertices[ face.a ];
  6813. fvB = vertices[ face.b ];
  6814. fvC = vertices[ face.c ];
  6815. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6816. if ( intersection ) {
  6817. if ( uvs && uvs[ f ] ) {
  6818. var uvs_f = uvs[ f ];
  6819. _uvA.copy( uvs_f[ 0 ] );
  6820. _uvB.copy( uvs_f[ 1 ] );
  6821. _uvC.copy( uvs_f[ 2 ] );
  6822. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6823. }
  6824. intersection.face = face;
  6825. intersection.faceIndex = f;
  6826. intersects.push( intersection );
  6827. }
  6828. }
  6829. }
  6830. },
  6831. clone: function () {
  6832. return new this.constructor( this.geometry, this.material ).copy( this );
  6833. }
  6834. } );
  6835. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6836. var intersect;
  6837. if ( material.side === BackSide ) {
  6838. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6839. } else {
  6840. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6841. }
  6842. if ( intersect === null ) { return null; }
  6843. _intersectionPointWorld.copy( point );
  6844. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6845. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6846. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6847. return {
  6848. distance: distance,
  6849. point: _intersectionPointWorld.clone(),
  6850. object: object
  6851. };
  6852. }
  6853. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6854. _vA.fromBufferAttribute( position, a );
  6855. _vB.fromBufferAttribute( position, b );
  6856. _vC.fromBufferAttribute( position, c );
  6857. var morphInfluences = object.morphTargetInfluences;
  6858. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6859. _morphA.set( 0, 0, 0 );
  6860. _morphB.set( 0, 0, 0 );
  6861. _morphC.set( 0, 0, 0 );
  6862. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6863. var influence = morphInfluences[ i ];
  6864. var morphAttribute = morphPosition[ i ];
  6865. if ( influence === 0 ) { continue; }
  6866. _tempA.fromBufferAttribute( morphAttribute, a );
  6867. _tempB.fromBufferAttribute( morphAttribute, b );
  6868. _tempC.fromBufferAttribute( morphAttribute, c );
  6869. if ( morphTargetsRelative ) {
  6870. _morphA.addScaledVector( _tempA, influence );
  6871. _morphB.addScaledVector( _tempB, influence );
  6872. _morphC.addScaledVector( _tempC, influence );
  6873. } else {
  6874. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6875. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6876. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6877. }
  6878. }
  6879. _vA.add( _morphA );
  6880. _vB.add( _morphB );
  6881. _vC.add( _morphC );
  6882. }
  6883. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6884. if ( intersection ) {
  6885. if ( uv ) {
  6886. _uvA.fromBufferAttribute( uv, a );
  6887. _uvB.fromBufferAttribute( uv, b );
  6888. _uvC.fromBufferAttribute( uv, c );
  6889. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6890. }
  6891. if ( uv2 ) {
  6892. _uvA.fromBufferAttribute( uv2, a );
  6893. _uvB.fromBufferAttribute( uv2, b );
  6894. _uvC.fromBufferAttribute( uv2, c );
  6895. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6896. }
  6897. var face = new Face3( a, b, c );
  6898. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6899. intersection.face = face;
  6900. }
  6901. return intersection;
  6902. }
  6903. /**
  6904. * @author mrdoob / http://mrdoob.com/
  6905. * @author kile / http://kile.stravaganza.org/
  6906. * @author alteredq / http://alteredqualia.com/
  6907. * @author mikael emtinger / http://gomo.se/
  6908. * @author zz85 / http://www.lab4games.net/zz85/blog
  6909. * @author bhouston / http://clara.io
  6910. */
  6911. var _geometryId = 0; // Geometry uses even numbers as Id
  6912. var _m1$3 = new Matrix4();
  6913. var _obj$1 = new Object3D();
  6914. var _offset$1 = new Vector3();
  6915. function Geometry() {
  6916. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6917. this.uuid = MathUtils.generateUUID();
  6918. this.name = '';
  6919. this.type = 'Geometry';
  6920. this.vertices = [];
  6921. this.colors = [];
  6922. this.faces = [];
  6923. this.faceVertexUvs = [[]];
  6924. this.morphTargets = [];
  6925. this.morphNormals = [];
  6926. this.skinWeights = [];
  6927. this.skinIndices = [];
  6928. this.lineDistances = [];
  6929. this.boundingBox = null;
  6930. this.boundingSphere = null;
  6931. // update flags
  6932. this.elementsNeedUpdate = false;
  6933. this.verticesNeedUpdate = false;
  6934. this.uvsNeedUpdate = false;
  6935. this.normalsNeedUpdate = false;
  6936. this.colorsNeedUpdate = false;
  6937. this.lineDistancesNeedUpdate = false;
  6938. this.groupsNeedUpdate = false;
  6939. }
  6940. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6941. constructor: Geometry,
  6942. isGeometry: true,
  6943. applyMatrix4: function ( matrix ) {
  6944. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6945. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6946. var vertex = this.vertices[ i ];
  6947. vertex.applyMatrix4( matrix );
  6948. }
  6949. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6950. var face = this.faces[ i ];
  6951. face.normal.applyMatrix3( normalMatrix ).normalize();
  6952. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6953. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6954. }
  6955. }
  6956. if ( this.boundingBox !== null ) {
  6957. this.computeBoundingBox();
  6958. }
  6959. if ( this.boundingSphere !== null ) {
  6960. this.computeBoundingSphere();
  6961. }
  6962. this.verticesNeedUpdate = true;
  6963. this.normalsNeedUpdate = true;
  6964. return this;
  6965. },
  6966. rotateX: function ( angle ) {
  6967. // rotate geometry around world x-axis
  6968. _m1$3.makeRotationX( angle );
  6969. this.applyMatrix4( _m1$3 );
  6970. return this;
  6971. },
  6972. rotateY: function ( angle ) {
  6973. // rotate geometry around world y-axis
  6974. _m1$3.makeRotationY( angle );
  6975. this.applyMatrix4( _m1$3 );
  6976. return this;
  6977. },
  6978. rotateZ: function ( angle ) {
  6979. // rotate geometry around world z-axis
  6980. _m1$3.makeRotationZ( angle );
  6981. this.applyMatrix4( _m1$3 );
  6982. return this;
  6983. },
  6984. translate: function ( x, y, z ) {
  6985. // translate geometry
  6986. _m1$3.makeTranslation( x, y, z );
  6987. this.applyMatrix4( _m1$3 );
  6988. return this;
  6989. },
  6990. scale: function ( x, y, z ) {
  6991. // scale geometry
  6992. _m1$3.makeScale( x, y, z );
  6993. this.applyMatrix4( _m1$3 );
  6994. return this;
  6995. },
  6996. lookAt: function ( vector ) {
  6997. _obj$1.lookAt( vector );
  6998. _obj$1.updateMatrix();
  6999. this.applyMatrix4( _obj$1.matrix );
  7000. return this;
  7001. },
  7002. fromBufferGeometry: function ( geometry ) {
  7003. var scope = this;
  7004. var indices = geometry.index !== null ? geometry.index.array : undefined;
  7005. var attributes = geometry.attributes;
  7006. if ( attributes.position === undefined ) {
  7007. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7008. return this;
  7009. }
  7010. var positions = attributes.position.array;
  7011. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  7012. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  7013. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  7014. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  7015. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7016. for ( var i = 0; i < positions.length; i += 3 ) {
  7017. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  7018. if ( colors !== undefined ) {
  7019. scope.colors.push( new Color().fromArray( colors, i ) );
  7020. }
  7021. }
  7022. function addFace( a, b, c, materialIndex ) {
  7023. var vertexColors = ( colors === undefined ) ? [] : [
  7024. scope.colors[ a ].clone(),
  7025. scope.colors[ b ].clone(),
  7026. scope.colors[ c ].clone() ];
  7027. var vertexNormals = ( normals === undefined ) ? [] : [
  7028. new Vector3().fromArray( normals, a * 3 ),
  7029. new Vector3().fromArray( normals, b * 3 ),
  7030. new Vector3().fromArray( normals, c * 3 )
  7031. ];
  7032. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7033. scope.faces.push( face );
  7034. if ( uvs !== undefined ) {
  7035. scope.faceVertexUvs[ 0 ].push( [
  7036. new Vector2().fromArray( uvs, a * 2 ),
  7037. new Vector2().fromArray( uvs, b * 2 ),
  7038. new Vector2().fromArray( uvs, c * 2 )
  7039. ] );
  7040. }
  7041. if ( uvs2 !== undefined ) {
  7042. scope.faceVertexUvs[ 1 ].push( [
  7043. new Vector2().fromArray( uvs2, a * 2 ),
  7044. new Vector2().fromArray( uvs2, b * 2 ),
  7045. new Vector2().fromArray( uvs2, c * 2 )
  7046. ] );
  7047. }
  7048. }
  7049. var groups = geometry.groups;
  7050. if ( groups.length > 0 ) {
  7051. for ( var i = 0; i < groups.length; i ++ ) {
  7052. var group = groups[ i ];
  7053. var start = group.start;
  7054. var count = group.count;
  7055. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7056. if ( indices !== undefined ) {
  7057. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7058. } else {
  7059. addFace( j, j + 1, j + 2, group.materialIndex );
  7060. }
  7061. }
  7062. }
  7063. } else {
  7064. if ( indices !== undefined ) {
  7065. for ( var i = 0; i < indices.length; i += 3 ) {
  7066. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7067. }
  7068. } else {
  7069. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7070. addFace( i, i + 1, i + 2 );
  7071. }
  7072. }
  7073. }
  7074. this.computeFaceNormals();
  7075. if ( geometry.boundingBox !== null ) {
  7076. this.boundingBox = geometry.boundingBox.clone();
  7077. }
  7078. if ( geometry.boundingSphere !== null ) {
  7079. this.boundingSphere = geometry.boundingSphere.clone();
  7080. }
  7081. return this;
  7082. },
  7083. center: function () {
  7084. this.computeBoundingBox();
  7085. this.boundingBox.getCenter( _offset$1 ).negate();
  7086. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7087. return this;
  7088. },
  7089. normalize: function () {
  7090. this.computeBoundingSphere();
  7091. var center = this.boundingSphere.center;
  7092. var radius = this.boundingSphere.radius;
  7093. var s = radius === 0 ? 1 : 1.0 / radius;
  7094. var matrix = new Matrix4();
  7095. matrix.set(
  7096. s, 0, 0, - s * center.x,
  7097. 0, s, 0, - s * center.y,
  7098. 0, 0, s, - s * center.z,
  7099. 0, 0, 0, 1
  7100. );
  7101. this.applyMatrix4( matrix );
  7102. return this;
  7103. },
  7104. computeFaceNormals: function () {
  7105. var cb = new Vector3(), ab = new Vector3();
  7106. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7107. var face = this.faces[ f ];
  7108. var vA = this.vertices[ face.a ];
  7109. var vB = this.vertices[ face.b ];
  7110. var vC = this.vertices[ face.c ];
  7111. cb.subVectors( vC, vB );
  7112. ab.subVectors( vA, vB );
  7113. cb.cross( ab );
  7114. cb.normalize();
  7115. face.normal.copy( cb );
  7116. }
  7117. },
  7118. computeVertexNormals: function ( areaWeighted ) {
  7119. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7120. var v, vl, f, fl, face, vertices;
  7121. vertices = new Array( this.vertices.length );
  7122. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7123. vertices[ v ] = new Vector3();
  7124. }
  7125. if ( areaWeighted ) {
  7126. // vertex normals weighted by triangle areas
  7127. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7128. var vA, vB, vC;
  7129. var cb = new Vector3(), ab = new Vector3();
  7130. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7131. face = this.faces[ f ];
  7132. vA = this.vertices[ face.a ];
  7133. vB = this.vertices[ face.b ];
  7134. vC = this.vertices[ face.c ];
  7135. cb.subVectors( vC, vB );
  7136. ab.subVectors( vA, vB );
  7137. cb.cross( ab );
  7138. vertices[ face.a ].add( cb );
  7139. vertices[ face.b ].add( cb );
  7140. vertices[ face.c ].add( cb );
  7141. }
  7142. } else {
  7143. this.computeFaceNormals();
  7144. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7145. face = this.faces[ f ];
  7146. vertices[ face.a ].add( face.normal );
  7147. vertices[ face.b ].add( face.normal );
  7148. vertices[ face.c ].add( face.normal );
  7149. }
  7150. }
  7151. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7152. vertices[ v ].normalize();
  7153. }
  7154. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7155. face = this.faces[ f ];
  7156. var vertexNormals = face.vertexNormals;
  7157. if ( vertexNormals.length === 3 ) {
  7158. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7159. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7160. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7161. } else {
  7162. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7163. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7164. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7165. }
  7166. }
  7167. if ( this.faces.length > 0 ) {
  7168. this.normalsNeedUpdate = true;
  7169. }
  7170. },
  7171. computeFlatVertexNormals: function () {
  7172. var f, fl, face;
  7173. this.computeFaceNormals();
  7174. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7175. face = this.faces[ f ];
  7176. var vertexNormals = face.vertexNormals;
  7177. if ( vertexNormals.length === 3 ) {
  7178. vertexNormals[ 0 ].copy( face.normal );
  7179. vertexNormals[ 1 ].copy( face.normal );
  7180. vertexNormals[ 2 ].copy( face.normal );
  7181. } else {
  7182. vertexNormals[ 0 ] = face.normal.clone();
  7183. vertexNormals[ 1 ] = face.normal.clone();
  7184. vertexNormals[ 2 ] = face.normal.clone();
  7185. }
  7186. }
  7187. if ( this.faces.length > 0 ) {
  7188. this.normalsNeedUpdate = true;
  7189. }
  7190. },
  7191. computeMorphNormals: function () {
  7192. var i, il, f, fl, face;
  7193. // save original normals
  7194. // - create temp variables on first access
  7195. // otherwise just copy (for faster repeated calls)
  7196. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7197. face = this.faces[ f ];
  7198. if ( ! face.__originalFaceNormal ) {
  7199. face.__originalFaceNormal = face.normal.clone();
  7200. } else {
  7201. face.__originalFaceNormal.copy( face.normal );
  7202. }
  7203. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7204. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7205. if ( ! face.__originalVertexNormals[ i ] ) {
  7206. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7207. } else {
  7208. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7209. }
  7210. }
  7211. }
  7212. // use temp geometry to compute face and vertex normals for each morph
  7213. var tmpGeo = new Geometry();
  7214. tmpGeo.faces = this.faces;
  7215. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7216. // create on first access
  7217. if ( ! this.morphNormals[ i ] ) {
  7218. this.morphNormals[ i ] = {};
  7219. this.morphNormals[ i ].faceNormals = [];
  7220. this.morphNormals[ i ].vertexNormals = [];
  7221. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7222. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7223. var faceNormal, vertexNormals;
  7224. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7225. faceNormal = new Vector3();
  7226. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7227. dstNormalsFace.push( faceNormal );
  7228. dstNormalsVertex.push( vertexNormals );
  7229. }
  7230. }
  7231. var morphNormals = this.morphNormals[ i ];
  7232. // set vertices to morph target
  7233. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7234. // compute morph normals
  7235. tmpGeo.computeFaceNormals();
  7236. tmpGeo.computeVertexNormals();
  7237. // store morph normals
  7238. var faceNormal, vertexNormals;
  7239. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7240. face = this.faces[ f ];
  7241. faceNormal = morphNormals.faceNormals[ f ];
  7242. vertexNormals = morphNormals.vertexNormals[ f ];
  7243. faceNormal.copy( face.normal );
  7244. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7245. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7246. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7247. }
  7248. }
  7249. // restore original normals
  7250. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7251. face = this.faces[ f ];
  7252. face.normal = face.__originalFaceNormal;
  7253. face.vertexNormals = face.__originalVertexNormals;
  7254. }
  7255. },
  7256. computeBoundingBox: function () {
  7257. if ( this.boundingBox === null ) {
  7258. this.boundingBox = new Box3();
  7259. }
  7260. this.boundingBox.setFromPoints( this.vertices );
  7261. },
  7262. computeBoundingSphere: function () {
  7263. if ( this.boundingSphere === null ) {
  7264. this.boundingSphere = new Sphere();
  7265. }
  7266. this.boundingSphere.setFromPoints( this.vertices );
  7267. },
  7268. merge: function ( geometry, matrix, materialIndexOffset ) {
  7269. if ( ! ( geometry && geometry.isGeometry ) ) {
  7270. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7271. return;
  7272. }
  7273. var normalMatrix,
  7274. vertexOffset = this.vertices.length,
  7275. vertices1 = this.vertices,
  7276. vertices2 = geometry.vertices,
  7277. faces1 = this.faces,
  7278. faces2 = geometry.faces,
  7279. colors1 = this.colors,
  7280. colors2 = geometry.colors;
  7281. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7282. if ( matrix !== undefined ) {
  7283. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7284. }
  7285. // vertices
  7286. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7287. var vertex = vertices2[ i ];
  7288. var vertexCopy = vertex.clone();
  7289. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7290. vertices1.push( vertexCopy );
  7291. }
  7292. // colors
  7293. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7294. colors1.push( colors2[ i ].clone() );
  7295. }
  7296. // faces
  7297. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7298. var face = faces2[ i ], faceCopy, normal, color,
  7299. faceVertexNormals = face.vertexNormals,
  7300. faceVertexColors = face.vertexColors;
  7301. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7302. faceCopy.normal.copy( face.normal );
  7303. if ( normalMatrix !== undefined ) {
  7304. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7305. }
  7306. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7307. normal = faceVertexNormals[ j ].clone();
  7308. if ( normalMatrix !== undefined ) {
  7309. normal.applyMatrix3( normalMatrix ).normalize();
  7310. }
  7311. faceCopy.vertexNormals.push( normal );
  7312. }
  7313. faceCopy.color.copy( face.color );
  7314. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7315. color = faceVertexColors[ j ];
  7316. faceCopy.vertexColors.push( color.clone() );
  7317. }
  7318. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7319. faces1.push( faceCopy );
  7320. }
  7321. // uvs
  7322. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7323. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7324. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7325. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7326. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7327. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7328. uvsCopy.push( uvs2[ k ].clone() );
  7329. }
  7330. this.faceVertexUvs[ i ].push( uvsCopy );
  7331. }
  7332. }
  7333. },
  7334. mergeMesh: function ( mesh ) {
  7335. if ( ! ( mesh && mesh.isMesh ) ) {
  7336. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7337. return;
  7338. }
  7339. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7340. this.merge( mesh.geometry, mesh.matrix );
  7341. },
  7342. /*
  7343. * Checks for duplicate vertices with hashmap.
  7344. * Duplicated vertices are removed
  7345. * and faces' vertices are updated.
  7346. */
  7347. mergeVertices: function () {
  7348. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7349. var unique = [], changes = [];
  7350. var v, key;
  7351. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7352. var precision = Math.pow( 10, precisionPoints );
  7353. var i, il, face;
  7354. var indices, j, jl;
  7355. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7356. v = this.vertices[ i ];
  7357. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7358. if ( verticesMap[ key ] === undefined ) {
  7359. verticesMap[ key ] = i;
  7360. unique.push( this.vertices[ i ] );
  7361. changes[ i ] = unique.length - 1;
  7362. } else {
  7363. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7364. changes[ i ] = changes[ verticesMap[ key ] ];
  7365. }
  7366. }
  7367. // if faces are completely degenerate after merging vertices, we
  7368. // have to remove them from the geometry.
  7369. var faceIndicesToRemove = [];
  7370. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7371. face = this.faces[ i ];
  7372. face.a = changes[ face.a ];
  7373. face.b = changes[ face.b ];
  7374. face.c = changes[ face.c ];
  7375. indices = [ face.a, face.b, face.c ];
  7376. // if any duplicate vertices are found in a Face3
  7377. // we have to remove the face as nothing can be saved
  7378. for ( var n = 0; n < 3; n ++ ) {
  7379. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7380. faceIndicesToRemove.push( i );
  7381. break;
  7382. }
  7383. }
  7384. }
  7385. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7386. var idx = faceIndicesToRemove[ i ];
  7387. this.faces.splice( idx, 1 );
  7388. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7389. this.faceVertexUvs[ j ].splice( idx, 1 );
  7390. }
  7391. }
  7392. // Use unique set of vertices
  7393. var diff = this.vertices.length - unique.length;
  7394. this.vertices = unique;
  7395. return diff;
  7396. },
  7397. setFromPoints: function ( points ) {
  7398. this.vertices = [];
  7399. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7400. var point = points[ i ];
  7401. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7402. }
  7403. return this;
  7404. },
  7405. sortFacesByMaterialIndex: function () {
  7406. var faces = this.faces;
  7407. var length = faces.length;
  7408. // tag faces
  7409. for ( var i = 0; i < length; i ++ ) {
  7410. faces[ i ]._id = i;
  7411. }
  7412. // sort faces
  7413. function materialIndexSort( a, b ) {
  7414. return a.materialIndex - b.materialIndex;
  7415. }
  7416. faces.sort( materialIndexSort );
  7417. // sort uvs
  7418. var uvs1 = this.faceVertexUvs[ 0 ];
  7419. var uvs2 = this.faceVertexUvs[ 1 ];
  7420. var newUvs1, newUvs2;
  7421. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7422. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7423. for ( var i = 0; i < length; i ++ ) {
  7424. var id = faces[ i ]._id;
  7425. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7426. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7427. }
  7428. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7429. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7430. },
  7431. toJSON: function () {
  7432. var data = {
  7433. metadata: {
  7434. version: 4.5,
  7435. type: 'Geometry',
  7436. generator: 'Geometry.toJSON'
  7437. }
  7438. };
  7439. // standard Geometry serialization
  7440. data.uuid = this.uuid;
  7441. data.type = this.type;
  7442. if ( this.name !== '' ) { data.name = this.name; }
  7443. if ( this.parameters !== undefined ) {
  7444. var parameters = this.parameters;
  7445. for ( var key in parameters ) {
  7446. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7447. }
  7448. return data;
  7449. }
  7450. var vertices = [];
  7451. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7452. var vertex = this.vertices[ i ];
  7453. vertices.push( vertex.x, vertex.y, vertex.z );
  7454. }
  7455. var faces = [];
  7456. var normals = [];
  7457. var normalsHash = {};
  7458. var colors = [];
  7459. var colorsHash = {};
  7460. var uvs = [];
  7461. var uvsHash = {};
  7462. for ( var i = 0; i < this.faces.length; i ++ ) {
  7463. var face = this.faces[ i ];
  7464. var hasMaterial = true;
  7465. var hasFaceUv = false; // deprecated
  7466. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7467. var hasFaceNormal = face.normal.length() > 0;
  7468. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7469. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7470. var hasFaceVertexColor = face.vertexColors.length > 0;
  7471. var faceType = 0;
  7472. faceType = setBit( faceType, 0, 0 ); // isQuad
  7473. faceType = setBit( faceType, 1, hasMaterial );
  7474. faceType = setBit( faceType, 2, hasFaceUv );
  7475. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7476. faceType = setBit( faceType, 4, hasFaceNormal );
  7477. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7478. faceType = setBit( faceType, 6, hasFaceColor );
  7479. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7480. faces.push( faceType );
  7481. faces.push( face.a, face.b, face.c );
  7482. faces.push( face.materialIndex );
  7483. if ( hasFaceVertexUv ) {
  7484. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7485. faces.push(
  7486. getUvIndex( faceVertexUvs[ 0 ] ),
  7487. getUvIndex( faceVertexUvs[ 1 ] ),
  7488. getUvIndex( faceVertexUvs[ 2 ] )
  7489. );
  7490. }
  7491. if ( hasFaceNormal ) {
  7492. faces.push( getNormalIndex( face.normal ) );
  7493. }
  7494. if ( hasFaceVertexNormal ) {
  7495. var vertexNormals = face.vertexNormals;
  7496. faces.push(
  7497. getNormalIndex( vertexNormals[ 0 ] ),
  7498. getNormalIndex( vertexNormals[ 1 ] ),
  7499. getNormalIndex( vertexNormals[ 2 ] )
  7500. );
  7501. }
  7502. if ( hasFaceColor ) {
  7503. faces.push( getColorIndex( face.color ) );
  7504. }
  7505. if ( hasFaceVertexColor ) {
  7506. var vertexColors = face.vertexColors;
  7507. faces.push(
  7508. getColorIndex( vertexColors[ 0 ] ),
  7509. getColorIndex( vertexColors[ 1 ] ),
  7510. getColorIndex( vertexColors[ 2 ] )
  7511. );
  7512. }
  7513. }
  7514. function setBit( value, position, enabled ) {
  7515. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7516. }
  7517. function getNormalIndex( normal ) {
  7518. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7519. if ( normalsHash[ hash ] !== undefined ) {
  7520. return normalsHash[ hash ];
  7521. }
  7522. normalsHash[ hash ] = normals.length / 3;
  7523. normals.push( normal.x, normal.y, normal.z );
  7524. return normalsHash[ hash ];
  7525. }
  7526. function getColorIndex( color ) {
  7527. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7528. if ( colorsHash[ hash ] !== undefined ) {
  7529. return colorsHash[ hash ];
  7530. }
  7531. colorsHash[ hash ] = colors.length;
  7532. colors.push( color.getHex() );
  7533. return colorsHash[ hash ];
  7534. }
  7535. function getUvIndex( uv ) {
  7536. var hash = uv.x.toString() + uv.y.toString();
  7537. if ( uvsHash[ hash ] !== undefined ) {
  7538. return uvsHash[ hash ];
  7539. }
  7540. uvsHash[ hash ] = uvs.length / 2;
  7541. uvs.push( uv.x, uv.y );
  7542. return uvsHash[ hash ];
  7543. }
  7544. data.data = {};
  7545. data.data.vertices = vertices;
  7546. data.data.normals = normals;
  7547. if ( colors.length > 0 ) { data.data.colors = colors; }
  7548. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7549. data.data.faces = faces;
  7550. return data;
  7551. },
  7552. clone: function () {
  7553. /*
  7554. // Handle primitives
  7555. var parameters = this.parameters;
  7556. if ( parameters !== undefined ) {
  7557. var values = [];
  7558. for ( var key in parameters ) {
  7559. values.push( parameters[ key ] );
  7560. }
  7561. var geometry = Object.create( this.constructor.prototype );
  7562. this.constructor.apply( geometry, values );
  7563. return geometry;
  7564. }
  7565. return new this.constructor().copy( this );
  7566. */
  7567. return new Geometry().copy( this );
  7568. },
  7569. copy: function ( source ) {
  7570. var i, il, j, jl, k, kl;
  7571. // reset
  7572. this.vertices = [];
  7573. this.colors = [];
  7574. this.faces = [];
  7575. this.faceVertexUvs = [[]];
  7576. this.morphTargets = [];
  7577. this.morphNormals = [];
  7578. this.skinWeights = [];
  7579. this.skinIndices = [];
  7580. this.lineDistances = [];
  7581. this.boundingBox = null;
  7582. this.boundingSphere = null;
  7583. // name
  7584. this.name = source.name;
  7585. // vertices
  7586. var vertices = source.vertices;
  7587. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7588. this.vertices.push( vertices[ i ].clone() );
  7589. }
  7590. // colors
  7591. var colors = source.colors;
  7592. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7593. this.colors.push( colors[ i ].clone() );
  7594. }
  7595. // faces
  7596. var faces = source.faces;
  7597. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7598. this.faces.push( faces[ i ].clone() );
  7599. }
  7600. // face vertex uvs
  7601. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7602. var faceVertexUvs = source.faceVertexUvs[ i ];
  7603. if ( this.faceVertexUvs[ i ] === undefined ) {
  7604. this.faceVertexUvs[ i ] = [];
  7605. }
  7606. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7607. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7608. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7609. var uv = uvs[ k ];
  7610. uvsCopy.push( uv.clone() );
  7611. }
  7612. this.faceVertexUvs[ i ].push( uvsCopy );
  7613. }
  7614. }
  7615. // morph targets
  7616. var morphTargets = source.morphTargets;
  7617. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7618. var morphTarget = {};
  7619. morphTarget.name = morphTargets[ i ].name;
  7620. // vertices
  7621. if ( morphTargets[ i ].vertices !== undefined ) {
  7622. morphTarget.vertices = [];
  7623. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7624. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7625. }
  7626. }
  7627. // normals
  7628. if ( morphTargets[ i ].normals !== undefined ) {
  7629. morphTarget.normals = [];
  7630. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7631. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7632. }
  7633. }
  7634. this.morphTargets.push( morphTarget );
  7635. }
  7636. // morph normals
  7637. var morphNormals = source.morphNormals;
  7638. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7639. var morphNormal = {};
  7640. // vertex normals
  7641. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7642. morphNormal.vertexNormals = [];
  7643. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7644. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7645. var destVertexNormal = {};
  7646. destVertexNormal.a = srcVertexNormal.a.clone();
  7647. destVertexNormal.b = srcVertexNormal.b.clone();
  7648. destVertexNormal.c = srcVertexNormal.c.clone();
  7649. morphNormal.vertexNormals.push( destVertexNormal );
  7650. }
  7651. }
  7652. // face normals
  7653. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7654. morphNormal.faceNormals = [];
  7655. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7656. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7657. }
  7658. }
  7659. this.morphNormals.push( morphNormal );
  7660. }
  7661. // skin weights
  7662. var skinWeights = source.skinWeights;
  7663. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7664. this.skinWeights.push( skinWeights[ i ].clone() );
  7665. }
  7666. // skin indices
  7667. var skinIndices = source.skinIndices;
  7668. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7669. this.skinIndices.push( skinIndices[ i ].clone() );
  7670. }
  7671. // line distances
  7672. var lineDistances = source.lineDistances;
  7673. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7674. this.lineDistances.push( lineDistances[ i ] );
  7675. }
  7676. // bounding box
  7677. var boundingBox = source.boundingBox;
  7678. if ( boundingBox !== null ) {
  7679. this.boundingBox = boundingBox.clone();
  7680. }
  7681. // bounding sphere
  7682. var boundingSphere = source.boundingSphere;
  7683. if ( boundingSphere !== null ) {
  7684. this.boundingSphere = boundingSphere.clone();
  7685. }
  7686. // update flags
  7687. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7688. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7689. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7690. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7691. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7692. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7693. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7694. return this;
  7695. },
  7696. dispose: function () {
  7697. this.dispatchEvent( { type: 'dispose' } );
  7698. }
  7699. } );
  7700. /**
  7701. * @author mrdoob / http://mrdoob.com/
  7702. * @author Mugen87 / https://github.com/Mugen87
  7703. */
  7704. // BoxGeometry
  7705. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7706. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7707. Geometry.call(this);
  7708. this.type = 'BoxGeometry';
  7709. this.parameters = {
  7710. width: width,
  7711. height: height,
  7712. depth: depth,
  7713. widthSegments: widthSegments,
  7714. heightSegments: heightSegments,
  7715. depthSegments: depthSegments
  7716. };
  7717. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7718. this.mergeVertices();
  7719. }
  7720. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7721. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7722. BoxGeometry.prototype.constructor = BoxGeometry;
  7723. return BoxGeometry;
  7724. }(Geometry));
  7725. // BoxBufferGeometry
  7726. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7727. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7728. BufferGeometry.call(this);
  7729. this.type = 'BoxBufferGeometry';
  7730. this.parameters = {
  7731. width: width,
  7732. height: height,
  7733. depth: depth,
  7734. widthSegments: widthSegments,
  7735. heightSegments: heightSegments,
  7736. depthSegments: depthSegments
  7737. };
  7738. var scope = this;
  7739. width = width || 1;
  7740. height = height || 1;
  7741. depth = depth || 1;
  7742. // segments
  7743. widthSegments = Math.floor( widthSegments ) || 1;
  7744. heightSegments = Math.floor( heightSegments ) || 1;
  7745. depthSegments = Math.floor( depthSegments ) || 1;
  7746. // buffers
  7747. var indices = [];
  7748. var vertices = [];
  7749. var normals = [];
  7750. var uvs = [];
  7751. // helper variables
  7752. var numberOfVertices = 0;
  7753. var groupStart = 0;
  7754. // build each side of the box geometry
  7755. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7756. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7757. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7758. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7759. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7760. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7761. // build geometry
  7762. this.setIndex( indices );
  7763. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7764. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7765. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7766. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7767. var segmentWidth = width / gridX;
  7768. var segmentHeight = height / gridY;
  7769. var widthHalf = width / 2;
  7770. var heightHalf = height / 2;
  7771. var depthHalf = depth / 2;
  7772. var gridX1 = gridX + 1;
  7773. var gridY1 = gridY + 1;
  7774. var vertexCounter = 0;
  7775. var groupCount = 0;
  7776. var ix, iy;
  7777. var vector = new Vector3();
  7778. // generate vertices, normals and uvs
  7779. for ( iy = 0; iy < gridY1; iy ++ ) {
  7780. var y = iy * segmentHeight - heightHalf;
  7781. for ( ix = 0; ix < gridX1; ix ++ ) {
  7782. var x = ix * segmentWidth - widthHalf;
  7783. // set values to correct vector component
  7784. vector[ u ] = x * udir;
  7785. vector[ v ] = y * vdir;
  7786. vector[ w ] = depthHalf;
  7787. // now apply vector to vertex buffer
  7788. vertices.push( vector.x, vector.y, vector.z );
  7789. // set values to correct vector component
  7790. vector[ u ] = 0;
  7791. vector[ v ] = 0;
  7792. vector[ w ] = depth > 0 ? 1 : - 1;
  7793. // now apply vector to normal buffer
  7794. normals.push( vector.x, vector.y, vector.z );
  7795. // uvs
  7796. uvs.push( ix / gridX );
  7797. uvs.push( 1 - ( iy / gridY ) );
  7798. // counters
  7799. vertexCounter += 1;
  7800. }
  7801. }
  7802. // indices
  7803. // 1. you need three indices to draw a single face
  7804. // 2. a single segment consists of two faces
  7805. // 3. so we need to generate six (2*3) indices per segment
  7806. for ( iy = 0; iy < gridY; iy ++ ) {
  7807. for ( ix = 0; ix < gridX; ix ++ ) {
  7808. var a = numberOfVertices + ix + gridX1 * iy;
  7809. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7810. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7811. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7812. // faces
  7813. indices.push( a, b, d );
  7814. indices.push( b, c, d );
  7815. // increase counter
  7816. groupCount += 6;
  7817. }
  7818. }
  7819. // add a group to the geometry. this will ensure multi material support
  7820. scope.addGroup( groupStart, groupCount, materialIndex );
  7821. // calculate new start value for groups
  7822. groupStart += groupCount;
  7823. // update total number of vertices
  7824. numberOfVertices += vertexCounter;
  7825. }
  7826. }
  7827. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7828. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7829. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7830. return BoxBufferGeometry;
  7831. }(BufferGeometry));
  7832. /**
  7833. * Uniform Utilities
  7834. */
  7835. function cloneUniforms( src ) {
  7836. var dst = {};
  7837. for ( var u in src ) {
  7838. dst[ u ] = {};
  7839. for ( var p in src[ u ] ) {
  7840. var property = src[ u ][ p ];
  7841. if ( property && ( property.isColor ||
  7842. property.isMatrix3 || property.isMatrix4 ||
  7843. property.isVector2 || property.isVector3 || property.isVector4 ||
  7844. property.isTexture ) ) {
  7845. dst[ u ][ p ] = property.clone();
  7846. } else if ( Array.isArray( property ) ) {
  7847. dst[ u ][ p ] = property.slice();
  7848. } else {
  7849. dst[ u ][ p ] = property;
  7850. }
  7851. }
  7852. }
  7853. return dst;
  7854. }
  7855. function mergeUniforms( uniforms ) {
  7856. var merged = {};
  7857. for ( var u = 0; u < uniforms.length; u ++ ) {
  7858. var tmp = cloneUniforms( uniforms[ u ] );
  7859. for ( var p in tmp ) {
  7860. merged[ p ] = tmp[ p ];
  7861. }
  7862. }
  7863. return merged;
  7864. }
  7865. // Legacy
  7866. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7867. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7868. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7869. /**
  7870. * @author alteredq / http://alteredqualia.com/
  7871. *
  7872. * parameters = {
  7873. * defines: { "label" : "value" },
  7874. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7875. *
  7876. * fragmentShader: <string>,
  7877. * vertexShader: <string>,
  7878. *
  7879. * wireframe: <boolean>,
  7880. * wireframeLinewidth: <float>,
  7881. *
  7882. * lights: <bool>,
  7883. *
  7884. * skinning: <bool>,
  7885. * morphTargets: <bool>,
  7886. * morphNormals: <bool>
  7887. * }
  7888. */
  7889. function ShaderMaterial( parameters ) {
  7890. Material.call( this );
  7891. this.type = 'ShaderMaterial';
  7892. this.defines = {};
  7893. this.uniforms = {};
  7894. this.vertexShader = default_vertex;
  7895. this.fragmentShader = default_fragment;
  7896. this.linewidth = 1;
  7897. this.wireframe = false;
  7898. this.wireframeLinewidth = 1;
  7899. this.fog = false; // set to use scene fog
  7900. this.lights = false; // set to use scene lights
  7901. this.clipping = false; // set to use user-defined clipping planes
  7902. this.skinning = false; // set to use skinning attribute streams
  7903. this.morphTargets = false; // set to use morph targets
  7904. this.morphNormals = false; // set to use morph normals
  7905. this.extensions = {
  7906. derivatives: false, // set to use derivatives
  7907. fragDepth: false, // set to use fragment depth values
  7908. drawBuffers: false, // set to use draw buffers
  7909. shaderTextureLOD: false // set to use shader texture LOD
  7910. };
  7911. // When rendered geometry doesn't include these attributes but the material does,
  7912. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7913. this.defaultAttributeValues = {
  7914. 'color': [ 1, 1, 1 ],
  7915. 'uv': [ 0, 0 ],
  7916. 'uv2': [ 0, 0 ]
  7917. };
  7918. this.index0AttributeName = undefined;
  7919. this.uniformsNeedUpdate = false;
  7920. if ( parameters !== undefined ) {
  7921. if ( parameters.attributes !== undefined ) {
  7922. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7923. }
  7924. this.setValues( parameters );
  7925. }
  7926. }
  7927. ShaderMaterial.prototype = Object.create( Material.prototype );
  7928. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7929. ShaderMaterial.prototype.isShaderMaterial = true;
  7930. ShaderMaterial.prototype.copy = function ( source ) {
  7931. Material.prototype.copy.call( this, source );
  7932. this.fragmentShader = source.fragmentShader;
  7933. this.vertexShader = source.vertexShader;
  7934. this.uniforms = cloneUniforms( source.uniforms );
  7935. this.defines = Object.assign( {}, source.defines );
  7936. this.wireframe = source.wireframe;
  7937. this.wireframeLinewidth = source.wireframeLinewidth;
  7938. this.lights = source.lights;
  7939. this.clipping = source.clipping;
  7940. this.skinning = source.skinning;
  7941. this.morphTargets = source.morphTargets;
  7942. this.morphNormals = source.morphNormals;
  7943. this.extensions = source.extensions;
  7944. return this;
  7945. };
  7946. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7947. var data = Material.prototype.toJSON.call( this, meta );
  7948. data.uniforms = {};
  7949. for ( var name in this.uniforms ) {
  7950. var uniform = this.uniforms[ name ];
  7951. var value = uniform.value;
  7952. if ( value && value.isTexture ) {
  7953. data.uniforms[ name ] = {
  7954. type: 't',
  7955. value: value.toJSON( meta ).uuid
  7956. };
  7957. } else if ( value && value.isColor ) {
  7958. data.uniforms[ name ] = {
  7959. type: 'c',
  7960. value: value.getHex()
  7961. };
  7962. } else if ( value && value.isVector2 ) {
  7963. data.uniforms[ name ] = {
  7964. type: 'v2',
  7965. value: value.toArray()
  7966. };
  7967. } else if ( value && value.isVector3 ) {
  7968. data.uniforms[ name ] = {
  7969. type: 'v3',
  7970. value: value.toArray()
  7971. };
  7972. } else if ( value && value.isVector4 ) {
  7973. data.uniforms[ name ] = {
  7974. type: 'v4',
  7975. value: value.toArray()
  7976. };
  7977. } else if ( value && value.isMatrix3 ) {
  7978. data.uniforms[ name ] = {
  7979. type: 'm3',
  7980. value: value.toArray()
  7981. };
  7982. } else if ( value && value.isMatrix4 ) {
  7983. data.uniforms[ name ] = {
  7984. type: 'm4',
  7985. value: value.toArray()
  7986. };
  7987. } else {
  7988. data.uniforms[ name ] = {
  7989. value: value
  7990. };
  7991. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7992. }
  7993. }
  7994. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7995. data.vertexShader = this.vertexShader;
  7996. data.fragmentShader = this.fragmentShader;
  7997. var extensions = {};
  7998. for ( var key in this.extensions ) {
  7999. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8000. }
  8001. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8002. return data;
  8003. };
  8004. /**
  8005. * @author mrdoob / http://mrdoob.com/
  8006. * @author mikael emtinger / http://gomo.se/
  8007. * @author WestLangley / http://github.com/WestLangley
  8008. */
  8009. function Camera() {
  8010. Object3D.call( this );
  8011. this.type = 'Camera';
  8012. this.matrixWorldInverse = new Matrix4();
  8013. this.projectionMatrix = new Matrix4();
  8014. this.projectionMatrixInverse = new Matrix4();
  8015. }
  8016. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8017. constructor: Camera,
  8018. isCamera: true,
  8019. copy: function ( source, recursive ) {
  8020. Object3D.prototype.copy.call( this, source, recursive );
  8021. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8022. this.projectionMatrix.copy( source.projectionMatrix );
  8023. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8024. return this;
  8025. },
  8026. getWorldDirection: function ( target ) {
  8027. if ( target === undefined ) {
  8028. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8029. target = new Vector3();
  8030. }
  8031. this.updateMatrixWorld( true );
  8032. var e = this.matrixWorld.elements;
  8033. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8034. },
  8035. updateMatrixWorld: function ( force ) {
  8036. Object3D.prototype.updateMatrixWorld.call( this, force );
  8037. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8038. },
  8039. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8040. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8041. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8042. },
  8043. clone: function () {
  8044. return new this.constructor().copy( this );
  8045. }
  8046. } );
  8047. /**
  8048. * @author mrdoob / http://mrdoob.com/
  8049. * @author greggman / http://games.greggman.com/
  8050. * @author zz85 / http://www.lab4games.net/zz85/blog
  8051. * @author tschw
  8052. */
  8053. function PerspectiveCamera( fov, aspect, near, far ) {
  8054. Camera.call( this );
  8055. this.type = 'PerspectiveCamera';
  8056. this.fov = fov !== undefined ? fov : 50;
  8057. this.zoom = 1;
  8058. this.near = near !== undefined ? near : 0.1;
  8059. this.far = far !== undefined ? far : 2000;
  8060. this.focus = 10;
  8061. this.aspect = aspect !== undefined ? aspect : 1;
  8062. this.view = null;
  8063. this.filmGauge = 35; // width of the film (default in millimeters)
  8064. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8065. this.updateProjectionMatrix();
  8066. }
  8067. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8068. constructor: PerspectiveCamera,
  8069. isPerspectiveCamera: true,
  8070. copy: function ( source, recursive ) {
  8071. Camera.prototype.copy.call( this, source, recursive );
  8072. this.fov = source.fov;
  8073. this.zoom = source.zoom;
  8074. this.near = source.near;
  8075. this.far = source.far;
  8076. this.focus = source.focus;
  8077. this.aspect = source.aspect;
  8078. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8079. this.filmGauge = source.filmGauge;
  8080. this.filmOffset = source.filmOffset;
  8081. return this;
  8082. },
  8083. /**
  8084. * Sets the FOV by focal length in respect to the current .filmGauge.
  8085. *
  8086. * The default film gauge is 35, so that the focal length can be specified for
  8087. * a 35mm (full frame) camera.
  8088. *
  8089. * Values for focal length and film gauge must have the same unit.
  8090. */
  8091. setFocalLength: function ( focalLength ) {
  8092. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8093. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8094. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8095. this.updateProjectionMatrix();
  8096. },
  8097. /**
  8098. * Calculates the focal length from the current .fov and .filmGauge.
  8099. */
  8100. getFocalLength: function () {
  8101. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8102. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8103. },
  8104. getEffectiveFOV: function () {
  8105. return MathUtils.RAD2DEG * 2 * Math.atan(
  8106. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8107. },
  8108. getFilmWidth: function () {
  8109. // film not completely covered in portrait format (aspect < 1)
  8110. return this.filmGauge * Math.min( this.aspect, 1 );
  8111. },
  8112. getFilmHeight: function () {
  8113. // film not completely covered in landscape format (aspect > 1)
  8114. return this.filmGauge / Math.max( this.aspect, 1 );
  8115. },
  8116. /**
  8117. * Sets an offset in a larger frustum. This is useful for multi-window or
  8118. * multi-monitor/multi-machine setups.
  8119. *
  8120. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8121. * the monitors are in grid like this
  8122. *
  8123. * +---+---+---+
  8124. * | A | B | C |
  8125. * +---+---+---+
  8126. * | D | E | F |
  8127. * +---+---+---+
  8128. *
  8129. * then for each monitor you would call it like this
  8130. *
  8131. * var w = 1920;
  8132. * var h = 1080;
  8133. * var fullWidth = w * 3;
  8134. * var fullHeight = h * 2;
  8135. *
  8136. * --A--
  8137. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8138. * --B--
  8139. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8140. * --C--
  8141. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8142. * --D--
  8143. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8144. * --E--
  8145. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8146. * --F--
  8147. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8148. *
  8149. * Note there is no reason monitors have to be the same size or in a grid.
  8150. */
  8151. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8152. this.aspect = fullWidth / fullHeight;
  8153. if ( this.view === null ) {
  8154. this.view = {
  8155. enabled: true,
  8156. fullWidth: 1,
  8157. fullHeight: 1,
  8158. offsetX: 0,
  8159. offsetY: 0,
  8160. width: 1,
  8161. height: 1
  8162. };
  8163. }
  8164. this.view.enabled = true;
  8165. this.view.fullWidth = fullWidth;
  8166. this.view.fullHeight = fullHeight;
  8167. this.view.offsetX = x;
  8168. this.view.offsetY = y;
  8169. this.view.width = width;
  8170. this.view.height = height;
  8171. this.updateProjectionMatrix();
  8172. },
  8173. clearViewOffset: function () {
  8174. if ( this.view !== null ) {
  8175. this.view.enabled = false;
  8176. }
  8177. this.updateProjectionMatrix();
  8178. },
  8179. updateProjectionMatrix: function () {
  8180. var near = this.near,
  8181. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8182. height = 2 * top,
  8183. width = this.aspect * height,
  8184. left = - 0.5 * width,
  8185. view = this.view;
  8186. if ( this.view !== null && this.view.enabled ) {
  8187. var fullWidth = view.fullWidth,
  8188. fullHeight = view.fullHeight;
  8189. left += view.offsetX * width / fullWidth;
  8190. top -= view.offsetY * height / fullHeight;
  8191. width *= view.width / fullWidth;
  8192. height *= view.height / fullHeight;
  8193. }
  8194. var skew = this.filmOffset;
  8195. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8196. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8197. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8198. },
  8199. toJSON: function ( meta ) {
  8200. var data = Object3D.prototype.toJSON.call( this, meta );
  8201. data.object.fov = this.fov;
  8202. data.object.zoom = this.zoom;
  8203. data.object.near = this.near;
  8204. data.object.far = this.far;
  8205. data.object.focus = this.focus;
  8206. data.object.aspect = this.aspect;
  8207. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8208. data.object.filmGauge = this.filmGauge;
  8209. data.object.filmOffset = this.filmOffset;
  8210. return data;
  8211. }
  8212. } );
  8213. /**
  8214. * Camera for rendering cube maps
  8215. * - renders scene into axis-aligned cube
  8216. *
  8217. * @author alteredq / http://alteredqualia.com/
  8218. */
  8219. var fov = 90, aspect = 1;
  8220. function CubeCamera( near, far, cubeResolution, options ) {
  8221. Object3D.call( this );
  8222. this.type = 'CubeCamera';
  8223. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8224. cameraPX.up.set( 0, - 1, 0 );
  8225. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8226. this.add( cameraPX );
  8227. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8228. cameraNX.up.set( 0, - 1, 0 );
  8229. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8230. this.add( cameraNX );
  8231. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8232. cameraPY.up.set( 0, 0, 1 );
  8233. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8234. this.add( cameraPY );
  8235. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8236. cameraNY.up.set( 0, 0, - 1 );
  8237. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8238. this.add( cameraNY );
  8239. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8240. cameraPZ.up.set( 0, - 1, 0 );
  8241. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8242. this.add( cameraPZ );
  8243. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8244. cameraNZ.up.set( 0, - 1, 0 );
  8245. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8246. this.add( cameraNZ );
  8247. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8248. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8249. this.renderTarget.texture.name = "CubeCamera";
  8250. this.update = function ( renderer, scene ) {
  8251. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8252. var currentRenderTarget = renderer.getRenderTarget();
  8253. var renderTarget = this.renderTarget;
  8254. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8255. renderTarget.texture.generateMipmaps = false;
  8256. renderer.setRenderTarget( renderTarget, 0 );
  8257. renderer.render( scene, cameraPX );
  8258. renderer.setRenderTarget( renderTarget, 1 );
  8259. renderer.render( scene, cameraNX );
  8260. renderer.setRenderTarget( renderTarget, 2 );
  8261. renderer.render( scene, cameraPY );
  8262. renderer.setRenderTarget( renderTarget, 3 );
  8263. renderer.render( scene, cameraNY );
  8264. renderer.setRenderTarget( renderTarget, 4 );
  8265. renderer.render( scene, cameraPZ );
  8266. renderTarget.texture.generateMipmaps = generateMipmaps;
  8267. renderer.setRenderTarget( renderTarget, 5 );
  8268. renderer.render( scene, cameraNZ );
  8269. renderer.setRenderTarget( currentRenderTarget );
  8270. };
  8271. this.clear = function ( renderer, color, depth, stencil ) {
  8272. var currentRenderTarget = renderer.getRenderTarget();
  8273. var renderTarget = this.renderTarget;
  8274. for ( var i = 0; i < 6; i ++ ) {
  8275. renderer.setRenderTarget( renderTarget, i );
  8276. renderer.clear( color, depth, stencil );
  8277. }
  8278. renderer.setRenderTarget( currentRenderTarget );
  8279. };
  8280. }
  8281. CubeCamera.prototype = Object.create( Object3D.prototype );
  8282. CubeCamera.prototype.constructor = CubeCamera;
  8283. /**
  8284. * @author alteredq / http://alteredqualia.com
  8285. * @author WestLangley / http://github.com/WestLangley
  8286. */
  8287. function WebGLCubeRenderTarget( size, options, dummy ) {
  8288. if ( Number.isInteger( options ) ) {
  8289. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8290. options = dummy;
  8291. }
  8292. WebGLRenderTarget.call( this, size, size, options );
  8293. }
  8294. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8295. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8296. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8297. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8298. this.texture.type = texture.type;
  8299. this.texture.format = texture.format;
  8300. this.texture.encoding = texture.encoding;
  8301. var scene = new Scene();
  8302. var shader = {
  8303. uniforms: {
  8304. tEquirect: { value: null },
  8305. },
  8306. vertexShader: [
  8307. "varying vec3 vWorldDirection;",
  8308. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8309. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8310. "}",
  8311. "void main() {",
  8312. " vWorldDirection = transformDirection( position, modelMatrix );",
  8313. " #include <begin_vertex>",
  8314. " #include <project_vertex>",
  8315. "}"
  8316. ].join( '\n' ),
  8317. fragmentShader: [
  8318. "uniform sampler2D tEquirect;",
  8319. "varying vec3 vWorldDirection;",
  8320. "#define RECIPROCAL_PI 0.31830988618",
  8321. "#define RECIPROCAL_PI2 0.15915494",
  8322. "void main() {",
  8323. " vec3 direction = normalize( vWorldDirection );",
  8324. " vec2 sampleUV;",
  8325. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8326. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8327. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8328. "}"
  8329. ].join( '\n' ),
  8330. };
  8331. var material = new ShaderMaterial( {
  8332. type: 'CubemapFromEquirect',
  8333. uniforms: cloneUniforms( shader.uniforms ),
  8334. vertexShader: shader.vertexShader,
  8335. fragmentShader: shader.fragmentShader,
  8336. side: BackSide,
  8337. blending: NoBlending
  8338. } );
  8339. material.uniforms.tEquirect.value = texture;
  8340. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8341. scene.add( mesh );
  8342. var camera = new CubeCamera( 1, 10, 1 );
  8343. camera.renderTarget = this;
  8344. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8345. camera.update( renderer, scene );
  8346. mesh.geometry.dispose();
  8347. mesh.material.dispose();
  8348. return this;
  8349. };
  8350. /**
  8351. * @author alteredq / http://alteredqualia.com/
  8352. */
  8353. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8354. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8355. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8356. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8357. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8358. this.generateMipmaps = false;
  8359. this.flipY = false;
  8360. this.unpackAlignment = 1;
  8361. this.needsUpdate = true;
  8362. }
  8363. DataTexture.prototype = Object.create( Texture.prototype );
  8364. DataTexture.prototype.constructor = DataTexture;
  8365. DataTexture.prototype.isDataTexture = true;
  8366. /**
  8367. * @author mrdoob / http://mrdoob.com/
  8368. * @author alteredq / http://alteredqualia.com/
  8369. * @author bhouston / http://clara.io
  8370. */
  8371. var _sphere$1 = new Sphere();
  8372. var _vector$5 = new Vector3();
  8373. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8374. this.planes = [
  8375. ( p0 !== undefined ) ? p0 : new Plane(),
  8376. ( p1 !== undefined ) ? p1 : new Plane(),
  8377. ( p2 !== undefined ) ? p2 : new Plane(),
  8378. ( p3 !== undefined ) ? p3 : new Plane(),
  8379. ( p4 !== undefined ) ? p4 : new Plane(),
  8380. ( p5 !== undefined ) ? p5 : new Plane()
  8381. ];
  8382. }
  8383. Object.assign( Frustum.prototype, {
  8384. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8385. var planes = this.planes;
  8386. planes[ 0 ].copy( p0 );
  8387. planes[ 1 ].copy( p1 );
  8388. planes[ 2 ].copy( p2 );
  8389. planes[ 3 ].copy( p3 );
  8390. planes[ 4 ].copy( p4 );
  8391. planes[ 5 ].copy( p5 );
  8392. return this;
  8393. },
  8394. clone: function () {
  8395. return new this.constructor().copy( this );
  8396. },
  8397. copy: function ( frustum ) {
  8398. var planes = this.planes;
  8399. for ( var i = 0; i < 6; i ++ ) {
  8400. planes[ i ].copy( frustum.planes[ i ] );
  8401. }
  8402. return this;
  8403. },
  8404. setFromProjectionMatrix: function ( m ) {
  8405. var planes = this.planes;
  8406. var me = m.elements;
  8407. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8408. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8409. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8410. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8411. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8412. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8413. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8414. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8415. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8416. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8417. return this;
  8418. },
  8419. intersectsObject: function ( object ) {
  8420. var geometry = object.geometry;
  8421. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8422. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8423. return this.intersectsSphere( _sphere$1 );
  8424. },
  8425. intersectsSprite: function ( sprite ) {
  8426. _sphere$1.center.set( 0, 0, 0 );
  8427. _sphere$1.radius = 0.7071067811865476;
  8428. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8429. return this.intersectsSphere( _sphere$1 );
  8430. },
  8431. intersectsSphere: function ( sphere ) {
  8432. var planes = this.planes;
  8433. var center = sphere.center;
  8434. var negRadius = - sphere.radius;
  8435. for ( var i = 0; i < 6; i ++ ) {
  8436. var distance = planes[ i ].distanceToPoint( center );
  8437. if ( distance < negRadius ) {
  8438. return false;
  8439. }
  8440. }
  8441. return true;
  8442. },
  8443. intersectsBox: function ( box ) {
  8444. var planes = this.planes;
  8445. for ( var i = 0; i < 6; i ++ ) {
  8446. var plane = planes[ i ];
  8447. // corner at max distance
  8448. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8449. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8450. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8451. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8452. return false;
  8453. }
  8454. }
  8455. return true;
  8456. },
  8457. containsPoint: function ( point ) {
  8458. var planes = this.planes;
  8459. for ( var i = 0; i < 6; i ++ ) {
  8460. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8461. return false;
  8462. }
  8463. }
  8464. return true;
  8465. }
  8466. } );
  8467. /**
  8468. * Uniforms library for shared webgl shaders
  8469. */
  8470. var UniformsLib = {
  8471. common: {
  8472. diffuse: { value: new Color( 0xeeeeee ) },
  8473. opacity: { value: 1.0 },
  8474. map: { value: null },
  8475. uvTransform: { value: new Matrix3() },
  8476. uv2Transform: { value: new Matrix3() },
  8477. alphaMap: { value: null },
  8478. },
  8479. specularmap: {
  8480. specularMap: { value: null },
  8481. },
  8482. envmap: {
  8483. envMap: { value: null },
  8484. flipEnvMap: { value: - 1 },
  8485. reflectivity: { value: 1.0 },
  8486. refractionRatio: { value: 0.98 },
  8487. maxMipLevel: { value: 0 }
  8488. },
  8489. aomap: {
  8490. aoMap: { value: null },
  8491. aoMapIntensity: { value: 1 }
  8492. },
  8493. lightmap: {
  8494. lightMap: { value: null },
  8495. lightMapIntensity: { value: 1 }
  8496. },
  8497. emissivemap: {
  8498. emissiveMap: { value: null }
  8499. },
  8500. bumpmap: {
  8501. bumpMap: { value: null },
  8502. bumpScale: { value: 1 }
  8503. },
  8504. normalmap: {
  8505. normalMap: { value: null },
  8506. normalScale: { value: new Vector2( 1, 1 ) }
  8507. },
  8508. displacementmap: {
  8509. displacementMap: { value: null },
  8510. displacementScale: { value: 1 },
  8511. displacementBias: { value: 0 }
  8512. },
  8513. roughnessmap: {
  8514. roughnessMap: { value: null }
  8515. },
  8516. metalnessmap: {
  8517. metalnessMap: { value: null }
  8518. },
  8519. gradientmap: {
  8520. gradientMap: { value: null }
  8521. },
  8522. fog: {
  8523. fogDensity: { value: 0.00025 },
  8524. fogNear: { value: 1 },
  8525. fogFar: { value: 2000 },
  8526. fogColor: { value: new Color( 0xffffff ) }
  8527. },
  8528. lights: {
  8529. ambientLightColor: { value: [] },
  8530. lightProbe: { value: [] },
  8531. directionalLights: { value: [], properties: {
  8532. direction: {},
  8533. color: {}
  8534. } },
  8535. directionalLightShadows: { value: [], properties: {
  8536. shadowBias: {},
  8537. shadowRadius: {},
  8538. shadowMapSize: {}
  8539. } },
  8540. directionalShadowMap: { value: [] },
  8541. directionalShadowMatrix: { value: [] },
  8542. spotLights: { value: [], properties: {
  8543. color: {},
  8544. position: {},
  8545. direction: {},
  8546. distance: {},
  8547. coneCos: {},
  8548. penumbraCos: {},
  8549. decay: {}
  8550. } },
  8551. spotLightShadows: { value: [], properties: {
  8552. shadowBias: {},
  8553. shadowRadius: {},
  8554. shadowMapSize: {}
  8555. } },
  8556. spotShadowMap: { value: [] },
  8557. spotShadowMatrix: { value: [] },
  8558. pointLights: { value: [], properties: {
  8559. color: {},
  8560. position: {},
  8561. decay: {},
  8562. distance: {}
  8563. } },
  8564. pointLightShadows: { value: [], properties: {
  8565. shadowBias: {},
  8566. shadowRadius: {},
  8567. shadowMapSize: {},
  8568. shadowCameraNear: {},
  8569. shadowCameraFar: {}
  8570. } },
  8571. pointShadowMap: { value: [] },
  8572. pointShadowMatrix: { value: [] },
  8573. hemisphereLights: { value: [], properties: {
  8574. direction: {},
  8575. skyColor: {},
  8576. groundColor: {}
  8577. } },
  8578. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8579. rectAreaLights: { value: [], properties: {
  8580. color: {},
  8581. position: {},
  8582. width: {},
  8583. height: {}
  8584. } }
  8585. },
  8586. points: {
  8587. diffuse: { value: new Color( 0xeeeeee ) },
  8588. opacity: { value: 1.0 },
  8589. size: { value: 1.0 },
  8590. scale: { value: 1.0 },
  8591. map: { value: null },
  8592. alphaMap: { value: null },
  8593. uvTransform: { value: new Matrix3() }
  8594. },
  8595. sprite: {
  8596. diffuse: { value: new Color( 0xeeeeee ) },
  8597. opacity: { value: 1.0 },
  8598. center: { value: new Vector2( 0.5, 0.5 ) },
  8599. rotation: { value: 0.0 },
  8600. map: { value: null },
  8601. alphaMap: { value: null },
  8602. uvTransform: { value: new Matrix3() }
  8603. }
  8604. };
  8605. /**
  8606. * @author mrdoob / http://mrdoob.com/
  8607. */
  8608. function WebGLAnimation() {
  8609. var context = null;
  8610. var isAnimating = false;
  8611. var animationLoop = null;
  8612. function onAnimationFrame( time, frame ) {
  8613. if ( isAnimating === false ) { return; }
  8614. animationLoop( time, frame );
  8615. context.requestAnimationFrame( onAnimationFrame );
  8616. }
  8617. return {
  8618. start: function () {
  8619. if ( isAnimating === true ) { return; }
  8620. if ( animationLoop === null ) { return; }
  8621. context.requestAnimationFrame( onAnimationFrame );
  8622. isAnimating = true;
  8623. },
  8624. stop: function () {
  8625. isAnimating = false;
  8626. },
  8627. setAnimationLoop: function ( callback ) {
  8628. animationLoop = callback;
  8629. },
  8630. setContext: function ( value ) {
  8631. context = value;
  8632. }
  8633. };
  8634. }
  8635. /**
  8636. * @author mrdoob / http://mrdoob.com/
  8637. */
  8638. function WebGLAttributes( gl, capabilities ) {
  8639. var isWebGL2 = capabilities.isWebGL2;
  8640. var buffers = new WeakMap();
  8641. function createBuffer( attribute, bufferType ) {
  8642. var array = attribute.array;
  8643. var usage = attribute.usage;
  8644. var buffer = gl.createBuffer();
  8645. gl.bindBuffer( bufferType, buffer );
  8646. gl.bufferData( bufferType, array, usage );
  8647. attribute.onUploadCallback();
  8648. var type = 5126;
  8649. if ( array instanceof Float32Array ) {
  8650. type = 5126;
  8651. } else if ( array instanceof Float64Array ) {
  8652. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8653. } else if ( array instanceof Uint16Array ) {
  8654. type = 5123;
  8655. } else if ( array instanceof Int16Array ) {
  8656. type = 5122;
  8657. } else if ( array instanceof Uint32Array ) {
  8658. type = 5125;
  8659. } else if ( array instanceof Int32Array ) {
  8660. type = 5124;
  8661. } else if ( array instanceof Int8Array ) {
  8662. type = 5120;
  8663. } else if ( array instanceof Uint8Array ) {
  8664. type = 5121;
  8665. }
  8666. return {
  8667. buffer: buffer,
  8668. type: type,
  8669. bytesPerElement: array.BYTES_PER_ELEMENT,
  8670. version: attribute.version
  8671. };
  8672. }
  8673. function updateBuffer( buffer, attribute, bufferType ) {
  8674. var array = attribute.array;
  8675. var updateRange = attribute.updateRange;
  8676. gl.bindBuffer( bufferType, buffer );
  8677. if ( updateRange.count === - 1 ) {
  8678. // Not using update ranges
  8679. gl.bufferSubData( bufferType, 0, array );
  8680. } else {
  8681. if ( isWebGL2 ) {
  8682. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8683. array, updateRange.offset, updateRange.count );
  8684. } else {
  8685. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8686. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8687. }
  8688. updateRange.count = - 1; // reset range
  8689. }
  8690. }
  8691. //
  8692. function get( attribute ) {
  8693. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8694. return buffers.get( attribute );
  8695. }
  8696. function remove( attribute ) {
  8697. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8698. var data = buffers.get( attribute );
  8699. if ( data ) {
  8700. gl.deleteBuffer( data.buffer );
  8701. buffers.delete( attribute );
  8702. }
  8703. }
  8704. function update( attribute, bufferType ) {
  8705. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8706. var data = buffers.get( attribute );
  8707. if ( data === undefined ) {
  8708. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8709. } else if ( data.version < attribute.version ) {
  8710. updateBuffer( data.buffer, attribute, bufferType );
  8711. data.version = attribute.version;
  8712. }
  8713. }
  8714. return {
  8715. get: get,
  8716. remove: remove,
  8717. update: update
  8718. };
  8719. }
  8720. /**
  8721. * @author mrdoob / http://mrdoob.com/
  8722. * @author Mugen87 / https://github.com/Mugen87
  8723. */
  8724. // PlaneGeometry
  8725. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8726. Geometry.call( this );
  8727. this.type = 'PlaneGeometry';
  8728. this.parameters = {
  8729. width: width,
  8730. height: height,
  8731. widthSegments: widthSegments,
  8732. heightSegments: heightSegments
  8733. };
  8734. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8735. this.mergeVertices();
  8736. }
  8737. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8738. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8739. // PlaneBufferGeometry
  8740. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8741. BufferGeometry.call( this );
  8742. this.type = 'PlaneBufferGeometry';
  8743. this.parameters = {
  8744. width: width,
  8745. height: height,
  8746. widthSegments: widthSegments,
  8747. heightSegments: heightSegments
  8748. };
  8749. width = width || 1;
  8750. height = height || 1;
  8751. var width_half = width / 2;
  8752. var height_half = height / 2;
  8753. var gridX = Math.floor( widthSegments ) || 1;
  8754. var gridY = Math.floor( heightSegments ) || 1;
  8755. var gridX1 = gridX + 1;
  8756. var gridY1 = gridY + 1;
  8757. var segment_width = width / gridX;
  8758. var segment_height = height / gridY;
  8759. var ix, iy;
  8760. // buffers
  8761. var indices = [];
  8762. var vertices = [];
  8763. var normals = [];
  8764. var uvs = [];
  8765. // generate vertices, normals and uvs
  8766. for ( iy = 0; iy < gridY1; iy ++ ) {
  8767. var y = iy * segment_height - height_half;
  8768. for ( ix = 0; ix < gridX1; ix ++ ) {
  8769. var x = ix * segment_width - width_half;
  8770. vertices.push( x, - y, 0 );
  8771. normals.push( 0, 0, 1 );
  8772. uvs.push( ix / gridX );
  8773. uvs.push( 1 - ( iy / gridY ) );
  8774. }
  8775. }
  8776. // indices
  8777. for ( iy = 0; iy < gridY; iy ++ ) {
  8778. for ( ix = 0; ix < gridX; ix ++ ) {
  8779. var a = ix + gridX1 * iy;
  8780. var b = ix + gridX1 * ( iy + 1 );
  8781. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8782. var d = ( ix + 1 ) + gridX1 * iy;
  8783. // faces
  8784. indices.push( a, b, d );
  8785. indices.push( b, c, d );
  8786. }
  8787. }
  8788. // build geometry
  8789. this.setIndex( indices );
  8790. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8791. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8792. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8793. }
  8794. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8795. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8796. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8797. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8798. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8799. 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";
  8800. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8801. var begin_vertex = "vec3 transformed = vec3( position );";
  8802. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8803. 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";
  8804. 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";
  8805. 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";
  8806. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8807. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8808. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8809. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8810. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8811. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8812. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8813. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8814. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8815. 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";
  8816. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8817. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8818. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8819. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8820. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8821. 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}";
  8822. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8823. 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";
  8824. 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";
  8825. 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";
  8826. 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";
  8827. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8828. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8829. 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";
  8830. 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";
  8831. 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}";
  8832. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8833. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8834. 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";
  8835. 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\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\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\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\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\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\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\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\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\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";
  8836. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8837. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8838. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8839. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8840. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8841. 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";
  8842. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8843. 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";
  8844. 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";
  8845. 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";
  8846. 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";
  8847. 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";
  8848. 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";
  8849. 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";
  8850. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8851. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8852. 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";
  8853. 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";
  8854. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8855. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8856. 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";
  8857. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8858. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8859. 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;";
  8860. 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";
  8861. 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";
  8862. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8863. 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";
  8864. 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";
  8865. 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}";
  8866. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8867. 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;";
  8868. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8869. 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";
  8870. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8871. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8872. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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";
  8873. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8874. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\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\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\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\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\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\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8875. 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}";
  8876. 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";
  8877. 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";
  8878. 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";
  8879. 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";
  8880. 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";
  8881. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8882. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8883. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8884. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8885. 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";
  8886. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8887. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8888. 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";
  8889. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8890. 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";
  8891. 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}";
  8892. 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}";
  8893. 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}";
  8894. 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}";
  8895. 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}";
  8896. 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}";
  8897. 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}";
  8898. 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}";
  8899. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8900. 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}";
  8901. 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}";
  8902. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8903. 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}";
  8904. 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}";
  8905. 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}";
  8906. 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}";
  8907. 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}";
  8908. 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}";
  8909. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8910. 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}";
  8911. 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}";
  8912. 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}";
  8913. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8914. 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}";
  8915. 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}";
  8916. 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}";
  8917. 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}";
  8918. 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}";
  8919. 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}";
  8920. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8921. 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}";
  8922. 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}";
  8923. var ShaderChunk = {
  8924. alphamap_fragment: alphamap_fragment,
  8925. alphamap_pars_fragment: alphamap_pars_fragment,
  8926. alphatest_fragment: alphatest_fragment,
  8927. aomap_fragment: aomap_fragment,
  8928. aomap_pars_fragment: aomap_pars_fragment,
  8929. begin_vertex: begin_vertex,
  8930. beginnormal_vertex: beginnormal_vertex,
  8931. bsdfs: bsdfs,
  8932. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8933. clipping_planes_fragment: clipping_planes_fragment,
  8934. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8935. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8936. clipping_planes_vertex: clipping_planes_vertex,
  8937. color_fragment: color_fragment,
  8938. color_pars_fragment: color_pars_fragment,
  8939. color_pars_vertex: color_pars_vertex,
  8940. color_vertex: color_vertex,
  8941. common: common,
  8942. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8943. defaultnormal_vertex: defaultnormal_vertex,
  8944. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8945. displacementmap_vertex: displacementmap_vertex,
  8946. emissivemap_fragment: emissivemap_fragment,
  8947. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8948. encodings_fragment: encodings_fragment,
  8949. encodings_pars_fragment: encodings_pars_fragment,
  8950. envmap_fragment: envmap_fragment,
  8951. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8952. envmap_pars_fragment: envmap_pars_fragment,
  8953. envmap_pars_vertex: envmap_pars_vertex,
  8954. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8955. envmap_vertex: envmap_vertex,
  8956. fog_vertex: fog_vertex,
  8957. fog_pars_vertex: fog_pars_vertex,
  8958. fog_fragment: fog_fragment,
  8959. fog_pars_fragment: fog_pars_fragment,
  8960. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8961. lightmap_fragment: lightmap_fragment,
  8962. lightmap_pars_fragment: lightmap_pars_fragment,
  8963. lights_lambert_vertex: lights_lambert_vertex,
  8964. lights_pars_begin: lights_pars_begin,
  8965. lights_toon_fragment: lights_toon_fragment,
  8966. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8967. lights_phong_fragment: lights_phong_fragment,
  8968. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8969. lights_physical_fragment: lights_physical_fragment,
  8970. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8971. lights_fragment_begin: lights_fragment_begin,
  8972. lights_fragment_maps: lights_fragment_maps,
  8973. lights_fragment_end: lights_fragment_end,
  8974. logdepthbuf_fragment: logdepthbuf_fragment,
  8975. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8976. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8977. logdepthbuf_vertex: logdepthbuf_vertex,
  8978. map_fragment: map_fragment,
  8979. map_pars_fragment: map_pars_fragment,
  8980. map_particle_fragment: map_particle_fragment,
  8981. map_particle_pars_fragment: map_particle_pars_fragment,
  8982. metalnessmap_fragment: metalnessmap_fragment,
  8983. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8984. morphnormal_vertex: morphnormal_vertex,
  8985. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8986. morphtarget_vertex: morphtarget_vertex,
  8987. normal_fragment_begin: normal_fragment_begin,
  8988. normal_fragment_maps: normal_fragment_maps,
  8989. normalmap_pars_fragment: normalmap_pars_fragment,
  8990. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8991. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8992. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8993. packing: packing,
  8994. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8995. project_vertex: project_vertex,
  8996. dithering_fragment: dithering_fragment,
  8997. dithering_pars_fragment: dithering_pars_fragment,
  8998. roughnessmap_fragment: roughnessmap_fragment,
  8999. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9000. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9001. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9002. shadowmap_vertex: shadowmap_vertex,
  9003. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9004. skinbase_vertex: skinbase_vertex,
  9005. skinning_pars_vertex: skinning_pars_vertex,
  9006. skinning_vertex: skinning_vertex,
  9007. skinnormal_vertex: skinnormal_vertex,
  9008. specularmap_fragment: specularmap_fragment,
  9009. specularmap_pars_fragment: specularmap_pars_fragment,
  9010. tonemapping_fragment: tonemapping_fragment,
  9011. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9012. uv_pars_fragment: uv_pars_fragment,
  9013. uv_pars_vertex: uv_pars_vertex,
  9014. uv_vertex: uv_vertex,
  9015. uv2_pars_fragment: uv2_pars_fragment,
  9016. uv2_pars_vertex: uv2_pars_vertex,
  9017. uv2_vertex: uv2_vertex,
  9018. worldpos_vertex: worldpos_vertex,
  9019. background_frag: background_frag,
  9020. background_vert: background_vert,
  9021. cube_frag: cube_frag,
  9022. cube_vert: cube_vert,
  9023. depth_frag: depth_frag,
  9024. depth_vert: depth_vert,
  9025. distanceRGBA_frag: distanceRGBA_frag,
  9026. distanceRGBA_vert: distanceRGBA_vert,
  9027. equirect_frag: equirect_frag,
  9028. equirect_vert: equirect_vert,
  9029. linedashed_frag: linedashed_frag,
  9030. linedashed_vert: linedashed_vert,
  9031. meshbasic_frag: meshbasic_frag,
  9032. meshbasic_vert: meshbasic_vert,
  9033. meshlambert_frag: meshlambert_frag,
  9034. meshlambert_vert: meshlambert_vert,
  9035. meshmatcap_frag: meshmatcap_frag,
  9036. meshmatcap_vert: meshmatcap_vert,
  9037. meshtoon_frag: meshtoon_frag,
  9038. meshtoon_vert: meshtoon_vert,
  9039. meshphong_frag: meshphong_frag,
  9040. meshphong_vert: meshphong_vert,
  9041. meshphysical_frag: meshphysical_frag,
  9042. meshphysical_vert: meshphysical_vert,
  9043. normal_frag: normal_frag,
  9044. normal_vert: normal_vert,
  9045. points_frag: points_frag,
  9046. points_vert: points_vert,
  9047. shadow_frag: shadow_frag,
  9048. shadow_vert: shadow_vert,
  9049. sprite_frag: sprite_frag,
  9050. sprite_vert: sprite_vert
  9051. };
  9052. /**
  9053. * @author alteredq / http://alteredqualia.com/
  9054. * @author mrdoob / http://mrdoob.com/
  9055. * @author mikael emtinger / http://gomo.se/
  9056. */
  9057. var ShaderLib = {
  9058. basic: {
  9059. uniforms: mergeUniforms( [
  9060. UniformsLib.common,
  9061. UniformsLib.specularmap,
  9062. UniformsLib.envmap,
  9063. UniformsLib.aomap,
  9064. UniformsLib.lightmap,
  9065. UniformsLib.fog
  9066. ] ),
  9067. vertexShader: ShaderChunk.meshbasic_vert,
  9068. fragmentShader: ShaderChunk.meshbasic_frag
  9069. },
  9070. lambert: {
  9071. uniforms: mergeUniforms( [
  9072. UniformsLib.common,
  9073. UniformsLib.specularmap,
  9074. UniformsLib.envmap,
  9075. UniformsLib.aomap,
  9076. UniformsLib.lightmap,
  9077. UniformsLib.emissivemap,
  9078. UniformsLib.fog,
  9079. UniformsLib.lights,
  9080. {
  9081. emissive: { value: new Color( 0x000000 ) }
  9082. }
  9083. ] ),
  9084. vertexShader: ShaderChunk.meshlambert_vert,
  9085. fragmentShader: ShaderChunk.meshlambert_frag
  9086. },
  9087. phong: {
  9088. uniforms: mergeUniforms( [
  9089. UniformsLib.common,
  9090. UniformsLib.specularmap,
  9091. UniformsLib.envmap,
  9092. UniformsLib.aomap,
  9093. UniformsLib.lightmap,
  9094. UniformsLib.emissivemap,
  9095. UniformsLib.bumpmap,
  9096. UniformsLib.normalmap,
  9097. UniformsLib.displacementmap,
  9098. UniformsLib.fog,
  9099. UniformsLib.lights,
  9100. {
  9101. emissive: { value: new Color( 0x000000 ) },
  9102. specular: { value: new Color( 0x111111 ) },
  9103. shininess: { value: 30 }
  9104. }
  9105. ] ),
  9106. vertexShader: ShaderChunk.meshphong_vert,
  9107. fragmentShader: ShaderChunk.meshphong_frag
  9108. },
  9109. standard: {
  9110. uniforms: mergeUniforms( [
  9111. UniformsLib.common,
  9112. UniformsLib.envmap,
  9113. UniformsLib.aomap,
  9114. UniformsLib.lightmap,
  9115. UniformsLib.emissivemap,
  9116. UniformsLib.bumpmap,
  9117. UniformsLib.normalmap,
  9118. UniformsLib.displacementmap,
  9119. UniformsLib.roughnessmap,
  9120. UniformsLib.metalnessmap,
  9121. UniformsLib.fog,
  9122. UniformsLib.lights,
  9123. {
  9124. emissive: { value: new Color( 0x000000 ) },
  9125. roughness: { value: 0.5 },
  9126. metalness: { value: 0.5 },
  9127. envMapIntensity: { value: 1 } // temporary
  9128. }
  9129. ] ),
  9130. vertexShader: ShaderChunk.meshphysical_vert,
  9131. fragmentShader: ShaderChunk.meshphysical_frag
  9132. },
  9133. toon: {
  9134. uniforms: mergeUniforms( [
  9135. UniformsLib.common,
  9136. UniformsLib.specularmap,
  9137. UniformsLib.aomap,
  9138. UniformsLib.lightmap,
  9139. UniformsLib.emissivemap,
  9140. UniformsLib.bumpmap,
  9141. UniformsLib.normalmap,
  9142. UniformsLib.displacementmap,
  9143. UniformsLib.gradientmap,
  9144. UniformsLib.fog,
  9145. UniformsLib.lights,
  9146. {
  9147. emissive: { value: new Color( 0x000000 ) },
  9148. specular: { value: new Color( 0x111111 ) },
  9149. shininess: { value: 30 }
  9150. }
  9151. ] ),
  9152. vertexShader: ShaderChunk.meshtoon_vert,
  9153. fragmentShader: ShaderChunk.meshtoon_frag
  9154. },
  9155. matcap: {
  9156. uniforms: mergeUniforms( [
  9157. UniformsLib.common,
  9158. UniformsLib.bumpmap,
  9159. UniformsLib.normalmap,
  9160. UniformsLib.displacementmap,
  9161. UniformsLib.fog,
  9162. {
  9163. matcap: { value: null }
  9164. }
  9165. ] ),
  9166. vertexShader: ShaderChunk.meshmatcap_vert,
  9167. fragmentShader: ShaderChunk.meshmatcap_frag
  9168. },
  9169. points: {
  9170. uniforms: mergeUniforms( [
  9171. UniformsLib.points,
  9172. UniformsLib.fog
  9173. ] ),
  9174. vertexShader: ShaderChunk.points_vert,
  9175. fragmentShader: ShaderChunk.points_frag
  9176. },
  9177. dashed: {
  9178. uniforms: mergeUniforms( [
  9179. UniformsLib.common,
  9180. UniformsLib.fog,
  9181. {
  9182. scale: { value: 1 },
  9183. dashSize: { value: 1 },
  9184. totalSize: { value: 2 }
  9185. }
  9186. ] ),
  9187. vertexShader: ShaderChunk.linedashed_vert,
  9188. fragmentShader: ShaderChunk.linedashed_frag
  9189. },
  9190. depth: {
  9191. uniforms: mergeUniforms( [
  9192. UniformsLib.common,
  9193. UniformsLib.displacementmap
  9194. ] ),
  9195. vertexShader: ShaderChunk.depth_vert,
  9196. fragmentShader: ShaderChunk.depth_frag
  9197. },
  9198. normal: {
  9199. uniforms: mergeUniforms( [
  9200. UniformsLib.common,
  9201. UniformsLib.bumpmap,
  9202. UniformsLib.normalmap,
  9203. UniformsLib.displacementmap,
  9204. {
  9205. opacity: { value: 1.0 }
  9206. }
  9207. ] ),
  9208. vertexShader: ShaderChunk.normal_vert,
  9209. fragmentShader: ShaderChunk.normal_frag
  9210. },
  9211. sprite: {
  9212. uniforms: mergeUniforms( [
  9213. UniformsLib.sprite,
  9214. UniformsLib.fog
  9215. ] ),
  9216. vertexShader: ShaderChunk.sprite_vert,
  9217. fragmentShader: ShaderChunk.sprite_frag
  9218. },
  9219. background: {
  9220. uniforms: {
  9221. uvTransform: { value: new Matrix3() },
  9222. t2D: { value: null },
  9223. },
  9224. vertexShader: ShaderChunk.background_vert,
  9225. fragmentShader: ShaderChunk.background_frag
  9226. },
  9227. /* -------------------------------------------------------------------------
  9228. // Cube map shader
  9229. ------------------------------------------------------------------------- */
  9230. cube: {
  9231. uniforms: mergeUniforms( [
  9232. UniformsLib.envmap,
  9233. {
  9234. opacity: { value: 1.0 }
  9235. }
  9236. ] ),
  9237. vertexShader: ShaderChunk.cube_vert,
  9238. fragmentShader: ShaderChunk.cube_frag
  9239. },
  9240. equirect: {
  9241. uniforms: {
  9242. tEquirect: { value: null },
  9243. },
  9244. vertexShader: ShaderChunk.equirect_vert,
  9245. fragmentShader: ShaderChunk.equirect_frag
  9246. },
  9247. distanceRGBA: {
  9248. uniforms: mergeUniforms( [
  9249. UniformsLib.common,
  9250. UniformsLib.displacementmap,
  9251. {
  9252. referencePosition: { value: new Vector3() },
  9253. nearDistance: { value: 1 },
  9254. farDistance: { value: 1000 }
  9255. }
  9256. ] ),
  9257. vertexShader: ShaderChunk.distanceRGBA_vert,
  9258. fragmentShader: ShaderChunk.distanceRGBA_frag
  9259. },
  9260. shadow: {
  9261. uniforms: mergeUniforms( [
  9262. UniformsLib.lights,
  9263. UniformsLib.fog,
  9264. {
  9265. color: { value: new Color( 0x00000 ) },
  9266. opacity: { value: 1.0 }
  9267. } ] ),
  9268. vertexShader: ShaderChunk.shadow_vert,
  9269. fragmentShader: ShaderChunk.shadow_frag
  9270. }
  9271. };
  9272. ShaderLib.physical = {
  9273. uniforms: mergeUniforms( [
  9274. ShaderLib.standard.uniforms,
  9275. {
  9276. clearcoat: { value: 0 },
  9277. clearcoatMap: { value: null },
  9278. clearcoatRoughness: { value: 0 },
  9279. clearcoatRoughnessMap: { value: null },
  9280. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9281. clearcoatNormalMap: { value: null },
  9282. sheen: { value: new Color( 0x000000 ) },
  9283. transparency: { value: 0 },
  9284. }
  9285. ] ),
  9286. vertexShader: ShaderChunk.meshphysical_vert,
  9287. fragmentShader: ShaderChunk.meshphysical_frag
  9288. };
  9289. /**
  9290. * @author mrdoob / http://mrdoob.com/
  9291. */
  9292. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9293. var clearColor = new Color( 0x000000 );
  9294. var clearAlpha = 0;
  9295. var planeMesh;
  9296. var boxMesh;
  9297. var currentBackground = null;
  9298. var currentBackgroundVersion = 0;
  9299. var currentTonemapping = null;
  9300. function render( renderList, scene, camera, forceClear ) {
  9301. var background = scene.background;
  9302. // Ignore background in AR
  9303. // TODO: Reconsider this.
  9304. var xr = renderer.xr;
  9305. var session = xr.getSession && xr.getSession();
  9306. if ( session && session.environmentBlendMode === 'additive' ) {
  9307. background = null;
  9308. }
  9309. if ( background === null ) {
  9310. setClear( clearColor, clearAlpha );
  9311. } else if ( background && background.isColor ) {
  9312. setClear( background, 1 );
  9313. forceClear = true;
  9314. }
  9315. if ( renderer.autoClear || forceClear ) {
  9316. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9317. }
  9318. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9319. if ( boxMesh === undefined ) {
  9320. boxMesh = new Mesh(
  9321. new BoxBufferGeometry( 1, 1, 1 ),
  9322. new ShaderMaterial( {
  9323. type: 'BackgroundCubeMaterial',
  9324. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9325. vertexShader: ShaderLib.cube.vertexShader,
  9326. fragmentShader: ShaderLib.cube.fragmentShader,
  9327. side: BackSide,
  9328. depthTest: false,
  9329. depthWrite: false,
  9330. fog: false
  9331. } )
  9332. );
  9333. boxMesh.geometry.deleteAttribute( 'normal' );
  9334. boxMesh.geometry.deleteAttribute( 'uv' );
  9335. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9336. this.matrixWorld.copyPosition( camera.matrixWorld );
  9337. };
  9338. // enable code injection for non-built-in material
  9339. Object.defineProperty( boxMesh.material, 'envMap', {
  9340. get: function () {
  9341. return this.uniforms.envMap.value;
  9342. }
  9343. } );
  9344. objects.update( boxMesh );
  9345. }
  9346. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9347. boxMesh.material.uniforms.envMap.value = texture;
  9348. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9349. if ( currentBackground !== background ||
  9350. currentBackgroundVersion !== texture.version ||
  9351. currentTonemapping !== renderer.toneMapping ) {
  9352. boxMesh.material.needsUpdate = true;
  9353. currentBackground = background;
  9354. currentBackgroundVersion = texture.version;
  9355. currentTonemapping = renderer.toneMapping;
  9356. }
  9357. // push to the pre-sorted opaque render list
  9358. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9359. } else if ( background && background.isTexture ) {
  9360. if ( planeMesh === undefined ) {
  9361. planeMesh = new Mesh(
  9362. new PlaneBufferGeometry( 2, 2 ),
  9363. new ShaderMaterial( {
  9364. type: 'BackgroundMaterial',
  9365. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9366. vertexShader: ShaderLib.background.vertexShader,
  9367. fragmentShader: ShaderLib.background.fragmentShader,
  9368. side: FrontSide,
  9369. depthTest: false,
  9370. depthWrite: false,
  9371. fog: false
  9372. } )
  9373. );
  9374. planeMesh.geometry.deleteAttribute( 'normal' );
  9375. // enable code injection for non-built-in material
  9376. Object.defineProperty( planeMesh.material, 'map', {
  9377. get: function () {
  9378. return this.uniforms.t2D.value;
  9379. }
  9380. } );
  9381. objects.update( planeMesh );
  9382. }
  9383. planeMesh.material.uniforms.t2D.value = background;
  9384. if ( background.matrixAutoUpdate === true ) {
  9385. background.updateMatrix();
  9386. }
  9387. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9388. if ( currentBackground !== background ||
  9389. currentBackgroundVersion !== background.version ||
  9390. currentTonemapping !== renderer.toneMapping ) {
  9391. planeMesh.material.needsUpdate = true;
  9392. currentBackground = background;
  9393. currentBackgroundVersion = background.version;
  9394. currentTonemapping = renderer.toneMapping;
  9395. }
  9396. // push to the pre-sorted opaque render list
  9397. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9398. }
  9399. }
  9400. function setClear( color, alpha ) {
  9401. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9402. }
  9403. return {
  9404. getClearColor: function () {
  9405. return clearColor;
  9406. },
  9407. setClearColor: function ( color, alpha ) {
  9408. clearColor.set( color );
  9409. clearAlpha = alpha !== undefined ? alpha : 1;
  9410. setClear( clearColor, clearAlpha );
  9411. },
  9412. getClearAlpha: function () {
  9413. return clearAlpha;
  9414. },
  9415. setClearAlpha: function ( alpha ) {
  9416. clearAlpha = alpha;
  9417. setClear( clearColor, clearAlpha );
  9418. },
  9419. render: render
  9420. };
  9421. }
  9422. /**
  9423. * @author mrdoob / http://mrdoob.com/
  9424. */
  9425. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9426. var isWebGL2 = capabilities.isWebGL2;
  9427. var mode;
  9428. function setMode( value ) {
  9429. mode = value;
  9430. }
  9431. function render( start, count ) {
  9432. gl.drawArrays( mode, start, count );
  9433. info.update( count, mode );
  9434. }
  9435. function renderInstances( geometry, start, count, primcount ) {
  9436. if ( primcount === 0 ) { return; }
  9437. var extension, methodName;
  9438. if ( isWebGL2 ) {
  9439. extension = gl;
  9440. methodName = 'drawArraysInstanced';
  9441. } else {
  9442. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9443. methodName = 'drawArraysInstancedANGLE';
  9444. if ( extension === null ) {
  9445. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9446. return;
  9447. }
  9448. }
  9449. extension[ methodName ]( mode, start, count, primcount );
  9450. info.update( count, mode, primcount );
  9451. }
  9452. //
  9453. this.setMode = setMode;
  9454. this.render = render;
  9455. this.renderInstances = renderInstances;
  9456. }
  9457. /**
  9458. * @author mrdoob / http://mrdoob.com/
  9459. */
  9460. function WebGLCapabilities( gl, extensions, parameters ) {
  9461. var maxAnisotropy;
  9462. function getMaxAnisotropy() {
  9463. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9464. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9465. if ( extension !== null ) {
  9466. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9467. } else {
  9468. maxAnisotropy = 0;
  9469. }
  9470. return maxAnisotropy;
  9471. }
  9472. function getMaxPrecision( precision ) {
  9473. if ( precision === 'highp' ) {
  9474. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9475. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9476. return 'highp';
  9477. }
  9478. precision = 'mediump';
  9479. }
  9480. if ( precision === 'mediump' ) {
  9481. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9482. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9483. return 'mediump';
  9484. }
  9485. }
  9486. return 'lowp';
  9487. }
  9488. /* eslint-disable no-undef */
  9489. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9490. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9491. /* eslint-enable no-undef */
  9492. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9493. var maxPrecision = getMaxPrecision( precision );
  9494. if ( maxPrecision !== precision ) {
  9495. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9496. precision = maxPrecision;
  9497. }
  9498. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9499. var maxTextures = gl.getParameter( 34930 );
  9500. var maxVertexTextures = gl.getParameter( 35660 );
  9501. var maxTextureSize = gl.getParameter( 3379 );
  9502. var maxCubemapSize = gl.getParameter( 34076 );
  9503. var maxAttributes = gl.getParameter( 34921 );
  9504. var maxVertexUniforms = gl.getParameter( 36347 );
  9505. var maxVaryings = gl.getParameter( 36348 );
  9506. var maxFragmentUniforms = gl.getParameter( 36349 );
  9507. var vertexTextures = maxVertexTextures > 0;
  9508. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9509. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9510. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9511. return {
  9512. isWebGL2: isWebGL2,
  9513. getMaxAnisotropy: getMaxAnisotropy,
  9514. getMaxPrecision: getMaxPrecision,
  9515. precision: precision,
  9516. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9517. maxTextures: maxTextures,
  9518. maxVertexTextures: maxVertexTextures,
  9519. maxTextureSize: maxTextureSize,
  9520. maxCubemapSize: maxCubemapSize,
  9521. maxAttributes: maxAttributes,
  9522. maxVertexUniforms: maxVertexUniforms,
  9523. maxVaryings: maxVaryings,
  9524. maxFragmentUniforms: maxFragmentUniforms,
  9525. vertexTextures: vertexTextures,
  9526. floatFragmentTextures: floatFragmentTextures,
  9527. floatVertexTextures: floatVertexTextures,
  9528. maxSamples: maxSamples
  9529. };
  9530. }
  9531. /**
  9532. * @author tschw
  9533. */
  9534. function WebGLClipping() {
  9535. var scope = this,
  9536. globalState = null,
  9537. numGlobalPlanes = 0,
  9538. localClippingEnabled = false,
  9539. renderingShadows = false,
  9540. plane = new Plane(),
  9541. viewNormalMatrix = new Matrix3(),
  9542. uniform = { value: null, needsUpdate: false };
  9543. this.uniform = uniform;
  9544. this.numPlanes = 0;
  9545. this.numIntersection = 0;
  9546. this.init = function ( planes, enableLocalClipping, camera ) {
  9547. var enabled =
  9548. planes.length !== 0 ||
  9549. enableLocalClipping ||
  9550. // enable state of previous frame - the clipping code has to
  9551. // run another frame in order to reset the state:
  9552. numGlobalPlanes !== 0 ||
  9553. localClippingEnabled;
  9554. localClippingEnabled = enableLocalClipping;
  9555. globalState = projectPlanes( planes, camera, 0 );
  9556. numGlobalPlanes = planes.length;
  9557. return enabled;
  9558. };
  9559. this.beginShadows = function () {
  9560. renderingShadows = true;
  9561. projectPlanes( null );
  9562. };
  9563. this.endShadows = function () {
  9564. renderingShadows = false;
  9565. resetGlobalState();
  9566. };
  9567. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9568. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9569. // there's no local clipping
  9570. if ( renderingShadows ) {
  9571. // there's no global clipping
  9572. projectPlanes( null );
  9573. } else {
  9574. resetGlobalState();
  9575. }
  9576. } else {
  9577. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9578. lGlobal = nGlobal * 4,
  9579. dstArray = cache.clippingState || null;
  9580. uniform.value = dstArray; // ensure unique state
  9581. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9582. for ( var i = 0; i !== lGlobal; ++ i ) {
  9583. dstArray[ i ] = globalState[ i ];
  9584. }
  9585. cache.clippingState = dstArray;
  9586. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9587. this.numPlanes += nGlobal;
  9588. }
  9589. };
  9590. function resetGlobalState() {
  9591. if ( uniform.value !== globalState ) {
  9592. uniform.value = globalState;
  9593. uniform.needsUpdate = numGlobalPlanes > 0;
  9594. }
  9595. scope.numPlanes = numGlobalPlanes;
  9596. scope.numIntersection = 0;
  9597. }
  9598. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9599. var nPlanes = planes !== null ? planes.length : 0,
  9600. dstArray = null;
  9601. if ( nPlanes !== 0 ) {
  9602. dstArray = uniform.value;
  9603. if ( skipTransform !== true || dstArray === null ) {
  9604. var flatSize = dstOffset + nPlanes * 4,
  9605. viewMatrix = camera.matrixWorldInverse;
  9606. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9607. if ( dstArray === null || dstArray.length < flatSize ) {
  9608. dstArray = new Float32Array( flatSize );
  9609. }
  9610. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9611. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9612. plane.normal.toArray( dstArray, i4 );
  9613. dstArray[ i4 + 3 ] = plane.constant;
  9614. }
  9615. }
  9616. uniform.value = dstArray;
  9617. uniform.needsUpdate = true;
  9618. }
  9619. scope.numPlanes = nPlanes;
  9620. scope.numIntersection = 0;
  9621. return dstArray;
  9622. }
  9623. }
  9624. /**
  9625. * @author mrdoob / http://mrdoob.com/
  9626. */
  9627. function WebGLExtensions( gl ) {
  9628. var extensions = {};
  9629. return {
  9630. get: function ( name ) {
  9631. if ( extensions[ name ] !== undefined ) {
  9632. return extensions[ name ];
  9633. }
  9634. var extension;
  9635. switch ( name ) {
  9636. case 'WEBGL_depth_texture':
  9637. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9638. break;
  9639. case 'EXT_texture_filter_anisotropic':
  9640. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9641. break;
  9642. case 'WEBGL_compressed_texture_s3tc':
  9643. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9644. break;
  9645. case 'WEBGL_compressed_texture_pvrtc':
  9646. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9647. break;
  9648. default:
  9649. extension = gl.getExtension( name );
  9650. }
  9651. if ( extension === null ) {
  9652. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9653. }
  9654. extensions[ name ] = extension;
  9655. return extension;
  9656. }
  9657. };
  9658. }
  9659. /**
  9660. * @author mrdoob / http://mrdoob.com/
  9661. */
  9662. function WebGLGeometries( gl, attributes, info ) {
  9663. var geometries = new WeakMap();
  9664. var wireframeAttributes = new WeakMap();
  9665. function onGeometryDispose( event ) {
  9666. var geometry = event.target;
  9667. var buffergeometry = geometries.get( geometry );
  9668. if ( buffergeometry.index !== null ) {
  9669. attributes.remove( buffergeometry.index );
  9670. }
  9671. for ( var name in buffergeometry.attributes ) {
  9672. attributes.remove( buffergeometry.attributes[ name ] );
  9673. }
  9674. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9675. geometries.delete( geometry );
  9676. var attribute = wireframeAttributes.get( buffergeometry );
  9677. if ( attribute ) {
  9678. attributes.remove( attribute );
  9679. wireframeAttributes.delete( buffergeometry );
  9680. }
  9681. //
  9682. info.memory.geometries --;
  9683. }
  9684. function get( object, geometry ) {
  9685. var buffergeometry = geometries.get( geometry );
  9686. if ( buffergeometry ) { return buffergeometry; }
  9687. geometry.addEventListener( 'dispose', onGeometryDispose );
  9688. if ( geometry.isBufferGeometry ) {
  9689. buffergeometry = geometry;
  9690. } else if ( geometry.isGeometry ) {
  9691. if ( geometry._bufferGeometry === undefined ) {
  9692. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9693. }
  9694. buffergeometry = geometry._bufferGeometry;
  9695. }
  9696. geometries.set( geometry, buffergeometry );
  9697. info.memory.geometries ++;
  9698. return buffergeometry;
  9699. }
  9700. function update( geometry ) {
  9701. var index = geometry.index;
  9702. var geometryAttributes = geometry.attributes;
  9703. if ( index !== null ) {
  9704. attributes.update( index, 34963 );
  9705. }
  9706. for ( var name in geometryAttributes ) {
  9707. attributes.update( geometryAttributes[ name ], 34962 );
  9708. }
  9709. // morph targets
  9710. var morphAttributes = geometry.morphAttributes;
  9711. for ( var name in morphAttributes ) {
  9712. var array = morphAttributes[ name ];
  9713. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9714. attributes.update( array[ i ], 34962 );
  9715. }
  9716. }
  9717. }
  9718. function updateWireframeAttribute( geometry ) {
  9719. var indices = [];
  9720. var geometryIndex = geometry.index;
  9721. var geometryPosition = geometry.attributes.position;
  9722. var version = 0;
  9723. if ( geometryIndex !== null ) {
  9724. var array = geometryIndex.array;
  9725. version = geometryIndex.version;
  9726. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9727. var a = array[ i + 0 ];
  9728. var b = array[ i + 1 ];
  9729. var c = array[ i + 2 ];
  9730. indices.push( a, b, b, c, c, a );
  9731. }
  9732. } else {
  9733. var array = geometryPosition.array;
  9734. version = geometryPosition.version;
  9735. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9736. var a = i + 0;
  9737. var b = i + 1;
  9738. var c = i + 2;
  9739. indices.push( a, b, b, c, c, a );
  9740. }
  9741. }
  9742. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9743. attribute.version = version;
  9744. attributes.update( attribute, 34963 );
  9745. //
  9746. var previousAttribute = wireframeAttributes.get( geometry );
  9747. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9748. //
  9749. wireframeAttributes.set( geometry, attribute );
  9750. }
  9751. function getWireframeAttribute( geometry ) {
  9752. var currentAttribute = wireframeAttributes.get( geometry );
  9753. if ( currentAttribute ) {
  9754. var geometryIndex = geometry.index;
  9755. if ( geometryIndex !== null ) {
  9756. // if the attribute is obsolete, create a new one
  9757. if ( currentAttribute.version < geometryIndex.version ) {
  9758. updateWireframeAttribute( geometry );
  9759. }
  9760. }
  9761. } else {
  9762. updateWireframeAttribute( geometry );
  9763. }
  9764. return wireframeAttributes.get( geometry );
  9765. }
  9766. return {
  9767. get: get,
  9768. update: update,
  9769. getWireframeAttribute: getWireframeAttribute
  9770. };
  9771. }
  9772. /**
  9773. * @author mrdoob / http://mrdoob.com/
  9774. */
  9775. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9776. var isWebGL2 = capabilities.isWebGL2;
  9777. var mode;
  9778. function setMode( value ) {
  9779. mode = value;
  9780. }
  9781. var type, bytesPerElement;
  9782. function setIndex( value ) {
  9783. type = value.type;
  9784. bytesPerElement = value.bytesPerElement;
  9785. }
  9786. function render( start, count ) {
  9787. gl.drawElements( mode, count, type, start * bytesPerElement );
  9788. info.update( count, mode );
  9789. }
  9790. function renderInstances( geometry, start, count, primcount ) {
  9791. if ( primcount === 0 ) { return; }
  9792. var extension, methodName;
  9793. if ( isWebGL2 ) {
  9794. extension = gl;
  9795. methodName = 'drawElementsInstanced';
  9796. } else {
  9797. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9798. methodName = 'drawElementsInstancedANGLE';
  9799. if ( extension === null ) {
  9800. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9801. return;
  9802. }
  9803. }
  9804. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9805. info.update( count, mode, primcount );
  9806. }
  9807. //
  9808. this.setMode = setMode;
  9809. this.setIndex = setIndex;
  9810. this.render = render;
  9811. this.renderInstances = renderInstances;
  9812. }
  9813. /**
  9814. * @author Mugen87 / https://github.com/Mugen87
  9815. */
  9816. function WebGLInfo( gl ) {
  9817. var memory = {
  9818. geometries: 0,
  9819. textures: 0
  9820. };
  9821. var render = {
  9822. frame: 0,
  9823. calls: 0,
  9824. triangles: 0,
  9825. points: 0,
  9826. lines: 0
  9827. };
  9828. function update( count, mode, instanceCount ) {
  9829. instanceCount = instanceCount || 1;
  9830. render.calls ++;
  9831. switch ( mode ) {
  9832. case 4:
  9833. render.triangles += instanceCount * ( count / 3 );
  9834. break;
  9835. case 1:
  9836. render.lines += instanceCount * ( count / 2 );
  9837. break;
  9838. case 3:
  9839. render.lines += instanceCount * ( count - 1 );
  9840. break;
  9841. case 2:
  9842. render.lines += instanceCount * count;
  9843. break;
  9844. case 0:
  9845. render.points += instanceCount * count;
  9846. break;
  9847. default:
  9848. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9849. break;
  9850. }
  9851. }
  9852. function reset() {
  9853. render.frame ++;
  9854. render.calls = 0;
  9855. render.triangles = 0;
  9856. render.points = 0;
  9857. render.lines = 0;
  9858. }
  9859. return {
  9860. memory: memory,
  9861. render: render,
  9862. programs: null,
  9863. autoReset: true,
  9864. reset: reset,
  9865. update: update
  9866. };
  9867. }
  9868. /**
  9869. * @author mrdoob / http://mrdoob.com/
  9870. */
  9871. function absNumericalSort( a, b ) {
  9872. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9873. }
  9874. function WebGLMorphtargets( gl ) {
  9875. var influencesList = {};
  9876. var morphInfluences = new Float32Array( 8 );
  9877. function update( object, geometry, material, program ) {
  9878. var objectInfluences = object.morphTargetInfluences;
  9879. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9880. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9881. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9882. var influences = influencesList[ geometry.id ];
  9883. if ( influences === undefined ) {
  9884. // initialise list
  9885. influences = [];
  9886. for ( var i = 0; i < length; i ++ ) {
  9887. influences[ i ] = [ i, 0 ];
  9888. }
  9889. influencesList[ geometry.id ] = influences;
  9890. }
  9891. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9892. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9893. // Remove current morphAttributes
  9894. for ( var i = 0; i < length; i ++ ) {
  9895. var influence = influences[ i ];
  9896. if ( influence[ 1 ] !== 0 ) {
  9897. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9898. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9899. }
  9900. }
  9901. // Collect influences
  9902. for ( var i = 0; i < length; i ++ ) {
  9903. var influence = influences[ i ];
  9904. influence[ 0 ] = i;
  9905. influence[ 1 ] = objectInfluences[ i ];
  9906. }
  9907. influences.sort( absNumericalSort );
  9908. // Add morphAttributes
  9909. var morphInfluencesSum = 0;
  9910. for ( var i = 0; i < 8; i ++ ) {
  9911. var influence = influences[ i ];
  9912. if ( influence ) {
  9913. var index = influence[ 0 ];
  9914. var value = influence[ 1 ];
  9915. if ( value ) {
  9916. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9917. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9918. morphInfluences[ i ] = value;
  9919. morphInfluencesSum += value;
  9920. continue;
  9921. }
  9922. }
  9923. morphInfluences[ i ] = 0;
  9924. }
  9925. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9926. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9927. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9928. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9929. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9930. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9931. }
  9932. return {
  9933. update: update
  9934. };
  9935. }
  9936. /**
  9937. * @author mrdoob / http://mrdoob.com/
  9938. */
  9939. function WebGLObjects( gl, geometries, attributes, info ) {
  9940. var updateMap = new WeakMap();
  9941. function update( object ) {
  9942. var frame = info.render.frame;
  9943. var geometry = object.geometry;
  9944. var buffergeometry = geometries.get( object, geometry );
  9945. // Update once per frame
  9946. if ( updateMap.get( buffergeometry ) !== frame ) {
  9947. if ( geometry.isGeometry ) {
  9948. buffergeometry.updateFromObject( object );
  9949. }
  9950. geometries.update( buffergeometry );
  9951. updateMap.set( buffergeometry, frame );
  9952. }
  9953. if ( object.isInstancedMesh ) {
  9954. attributes.update( object.instanceMatrix, 34962 );
  9955. }
  9956. return buffergeometry;
  9957. }
  9958. function dispose() {
  9959. updateMap = new WeakMap();
  9960. }
  9961. return {
  9962. update: update,
  9963. dispose: dispose
  9964. };
  9965. }
  9966. /**
  9967. * @author mrdoob / http://mrdoob.com/
  9968. */
  9969. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9970. images = images !== undefined ? images : [];
  9971. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9972. format = format !== undefined ? format : RGBFormat;
  9973. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9974. this.flipY = false;
  9975. }
  9976. CubeTexture.prototype = Object.create( Texture.prototype );
  9977. CubeTexture.prototype.constructor = CubeTexture;
  9978. CubeTexture.prototype.isCubeTexture = true;
  9979. Object.defineProperty( CubeTexture.prototype, 'images', {
  9980. get: function () {
  9981. return this.image;
  9982. },
  9983. set: function ( value ) {
  9984. this.image = value;
  9985. }
  9986. } );
  9987. /**
  9988. * @author Takahiro https://github.com/takahirox
  9989. */
  9990. function DataTexture2DArray( data, width, height, depth ) {
  9991. Texture.call( this, null );
  9992. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9993. this.magFilter = NearestFilter;
  9994. this.minFilter = NearestFilter;
  9995. this.wrapR = ClampToEdgeWrapping;
  9996. this.generateMipmaps = false;
  9997. this.flipY = false;
  9998. this.needsUpdate = true;
  9999. }
  10000. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10001. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10002. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10003. /**
  10004. * @author Artur Trzesiok
  10005. */
  10006. function DataTexture3D( data, width, height, depth ) {
  10007. // We're going to add .setXXX() methods for setting properties later.
  10008. // Users can still set in DataTexture3D directly.
  10009. //
  10010. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  10011. // texture.anisotropy = 16;
  10012. //
  10013. // See #14839
  10014. Texture.call( this, null );
  10015. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10016. this.magFilter = NearestFilter;
  10017. this.minFilter = NearestFilter;
  10018. this.wrapR = ClampToEdgeWrapping;
  10019. this.generateMipmaps = false;
  10020. this.flipY = false;
  10021. this.needsUpdate = true;
  10022. }
  10023. DataTexture3D.prototype = Object.create( Texture.prototype );
  10024. DataTexture3D.prototype.constructor = DataTexture3D;
  10025. DataTexture3D.prototype.isDataTexture3D = true;
  10026. /**
  10027. * @author tschw
  10028. * @author Mugen87 / https://github.com/Mugen87
  10029. * @author mrdoob / http://mrdoob.com/
  10030. *
  10031. * Uniforms of a program.
  10032. * Those form a tree structure with a special top-level container for the root,
  10033. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10034. *
  10035. *
  10036. * Properties of inner nodes including the top-level container:
  10037. *
  10038. * .seq - array of nested uniforms
  10039. * .map - nested uniforms by name
  10040. *
  10041. *
  10042. * Methods of all nodes except the top-level container:
  10043. *
  10044. * .setValue( gl, value, [textures] )
  10045. *
  10046. * uploads a uniform value(s)
  10047. * the 'textures' parameter is needed for sampler uniforms
  10048. *
  10049. *
  10050. * Static methods of the top-level container (textures factorizations):
  10051. *
  10052. * .upload( gl, seq, values, textures )
  10053. *
  10054. * sets uniforms in 'seq' to 'values[id].value'
  10055. *
  10056. * .seqWithValue( seq, values ) : filteredSeq
  10057. *
  10058. * filters 'seq' entries with corresponding entry in values
  10059. *
  10060. *
  10061. * Methods of the top-level container (textures factorizations):
  10062. *
  10063. * .setValue( gl, name, value, textures )
  10064. *
  10065. * sets uniform with name 'name' to 'value'
  10066. *
  10067. * .setOptional( gl, obj, prop )
  10068. *
  10069. * like .set for an optional property of the object
  10070. *
  10071. */
  10072. var emptyTexture = new Texture();
  10073. var emptyTexture2dArray = new DataTexture2DArray();
  10074. var emptyTexture3d = new DataTexture3D();
  10075. var emptyCubeTexture = new CubeTexture();
  10076. // --- Utilities ---
  10077. // Array Caches (provide typed arrays for temporary by size)
  10078. var arrayCacheF32 = [];
  10079. var arrayCacheI32 = [];
  10080. // Float32Array caches used for uploading Matrix uniforms
  10081. var mat4array = new Float32Array( 16 );
  10082. var mat3array = new Float32Array( 9 );
  10083. var mat2array = new Float32Array( 4 );
  10084. // Flattening for arrays of vectors and matrices
  10085. function flatten( array, nBlocks, blockSize ) {
  10086. var firstElem = array[ 0 ];
  10087. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10088. // unoptimized: ! isNaN( firstElem )
  10089. // see http://jacksondunstan.com/articles/983
  10090. var n = nBlocks * blockSize,
  10091. r = arrayCacheF32[ n ];
  10092. if ( r === undefined ) {
  10093. r = new Float32Array( n );
  10094. arrayCacheF32[ n ] = r;
  10095. }
  10096. if ( nBlocks !== 0 ) {
  10097. firstElem.toArray( r, 0 );
  10098. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10099. offset += blockSize;
  10100. array[ i ].toArray( r, offset );
  10101. }
  10102. }
  10103. return r;
  10104. }
  10105. function arraysEqual( a, b ) {
  10106. if ( a.length !== b.length ) { return false; }
  10107. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10108. if ( a[ i ] !== b[ i ] ) { return false; }
  10109. }
  10110. return true;
  10111. }
  10112. function copyArray( a, b ) {
  10113. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10114. a[ i ] = b[ i ];
  10115. }
  10116. }
  10117. // Texture unit allocation
  10118. function allocTexUnits( textures, n ) {
  10119. var r = arrayCacheI32[ n ];
  10120. if ( r === undefined ) {
  10121. r = new Int32Array( n );
  10122. arrayCacheI32[ n ] = r;
  10123. }
  10124. for ( var i = 0; i !== n; ++ i )
  10125. { r[ i ] = textures.allocateTextureUnit(); }
  10126. return r;
  10127. }
  10128. // --- Setters ---
  10129. // Note: Defining these methods externally, because they come in a bunch
  10130. // and this way their names minify.
  10131. // Single scalar
  10132. function setValueV1f( gl, v ) {
  10133. var cache = this.cache;
  10134. if ( cache[ 0 ] === v ) { return; }
  10135. gl.uniform1f( this.addr, v );
  10136. cache[ 0 ] = v;
  10137. }
  10138. // Single float vector (from flat array or THREE.VectorN)
  10139. function setValueV2f( gl, v ) {
  10140. var cache = this.cache;
  10141. if ( v.x !== undefined ) {
  10142. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10143. gl.uniform2f( this.addr, v.x, v.y );
  10144. cache[ 0 ] = v.x;
  10145. cache[ 1 ] = v.y;
  10146. }
  10147. } else {
  10148. if ( arraysEqual( cache, v ) ) { return; }
  10149. gl.uniform2fv( this.addr, v );
  10150. copyArray( cache, v );
  10151. }
  10152. }
  10153. function setValueV3f( gl, v ) {
  10154. var cache = this.cache;
  10155. if ( v.x !== undefined ) {
  10156. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10157. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10158. cache[ 0 ] = v.x;
  10159. cache[ 1 ] = v.y;
  10160. cache[ 2 ] = v.z;
  10161. }
  10162. } else if ( v.r !== undefined ) {
  10163. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10164. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10165. cache[ 0 ] = v.r;
  10166. cache[ 1 ] = v.g;
  10167. cache[ 2 ] = v.b;
  10168. }
  10169. } else {
  10170. if ( arraysEqual( cache, v ) ) { return; }
  10171. gl.uniform3fv( this.addr, v );
  10172. copyArray( cache, v );
  10173. }
  10174. }
  10175. function setValueV4f( gl, v ) {
  10176. var cache = this.cache;
  10177. if ( v.x !== undefined ) {
  10178. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10179. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10180. cache[ 0 ] = v.x;
  10181. cache[ 1 ] = v.y;
  10182. cache[ 2 ] = v.z;
  10183. cache[ 3 ] = v.w;
  10184. }
  10185. } else {
  10186. if ( arraysEqual( cache, v ) ) { return; }
  10187. gl.uniform4fv( this.addr, v );
  10188. copyArray( cache, v );
  10189. }
  10190. }
  10191. // Single matrix (from flat array or MatrixN)
  10192. function setValueM2( gl, v ) {
  10193. var cache = this.cache;
  10194. var elements = v.elements;
  10195. if ( elements === undefined ) {
  10196. if ( arraysEqual( cache, v ) ) { return; }
  10197. gl.uniformMatrix2fv( this.addr, false, v );
  10198. copyArray( cache, v );
  10199. } else {
  10200. if ( arraysEqual( cache, elements ) ) { return; }
  10201. mat2array.set( elements );
  10202. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10203. copyArray( cache, elements );
  10204. }
  10205. }
  10206. function setValueM3( gl, v ) {
  10207. var cache = this.cache;
  10208. var elements = v.elements;
  10209. if ( elements === undefined ) {
  10210. if ( arraysEqual( cache, v ) ) { return; }
  10211. gl.uniformMatrix3fv( this.addr, false, v );
  10212. copyArray( cache, v );
  10213. } else {
  10214. if ( arraysEqual( cache, elements ) ) { return; }
  10215. mat3array.set( elements );
  10216. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10217. copyArray( cache, elements );
  10218. }
  10219. }
  10220. function setValueM4( gl, v ) {
  10221. var cache = this.cache;
  10222. var elements = v.elements;
  10223. if ( elements === undefined ) {
  10224. if ( arraysEqual( cache, v ) ) { return; }
  10225. gl.uniformMatrix4fv( this.addr, false, v );
  10226. copyArray( cache, v );
  10227. } else {
  10228. if ( arraysEqual( cache, elements ) ) { return; }
  10229. mat4array.set( elements );
  10230. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10231. copyArray( cache, elements );
  10232. }
  10233. }
  10234. // Single texture (2D / Cube)
  10235. function setValueT1( gl, v, textures ) {
  10236. var cache = this.cache;
  10237. var unit = textures.allocateTextureUnit();
  10238. if ( cache[ 0 ] !== unit ) {
  10239. gl.uniform1i( this.addr, unit );
  10240. cache[ 0 ] = unit;
  10241. }
  10242. textures.safeSetTexture2D( v || emptyTexture, unit );
  10243. }
  10244. function setValueT2DArray1( gl, v, textures ) {
  10245. var cache = this.cache;
  10246. var unit = textures.allocateTextureUnit();
  10247. if ( cache[ 0 ] !== unit ) {
  10248. gl.uniform1i( this.addr, unit );
  10249. cache[ 0 ] = unit;
  10250. }
  10251. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10252. }
  10253. function setValueT3D1( gl, v, textures ) {
  10254. var cache = this.cache;
  10255. var unit = textures.allocateTextureUnit();
  10256. if ( cache[ 0 ] !== unit ) {
  10257. gl.uniform1i( this.addr, unit );
  10258. cache[ 0 ] = unit;
  10259. }
  10260. textures.setTexture3D( v || emptyTexture3d, unit );
  10261. }
  10262. function setValueT6( gl, v, textures ) {
  10263. var cache = this.cache;
  10264. var unit = textures.allocateTextureUnit();
  10265. if ( cache[ 0 ] !== unit ) {
  10266. gl.uniform1i( this.addr, unit );
  10267. cache[ 0 ] = unit;
  10268. }
  10269. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10270. }
  10271. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10272. function setValueV1i( gl, v ) {
  10273. var cache = this.cache;
  10274. if ( cache[ 0 ] === v ) { return; }
  10275. gl.uniform1i( this.addr, v );
  10276. cache[ 0 ] = v;
  10277. }
  10278. function setValueV2i( gl, v ) {
  10279. var cache = this.cache;
  10280. if ( arraysEqual( cache, v ) ) { return; }
  10281. gl.uniform2iv( this.addr, v );
  10282. copyArray( cache, v );
  10283. }
  10284. function setValueV3i( gl, v ) {
  10285. var cache = this.cache;
  10286. if ( arraysEqual( cache, v ) ) { return; }
  10287. gl.uniform3iv( this.addr, v );
  10288. copyArray( cache, v );
  10289. }
  10290. function setValueV4i( gl, v ) {
  10291. var cache = this.cache;
  10292. if ( arraysEqual( cache, v ) ) { return; }
  10293. gl.uniform4iv( this.addr, v );
  10294. copyArray( cache, v );
  10295. }
  10296. // uint
  10297. function setValueV1ui( gl, v ) {
  10298. var cache = this.cache;
  10299. if ( cache[ 0 ] === v ) { return; }
  10300. gl.uniform1ui( this.addr, v );
  10301. cache[ 0 ] = v;
  10302. }
  10303. // Helper to pick the right setter for the singular case
  10304. function getSingularSetter( type ) {
  10305. switch ( type ) {
  10306. case 0x1406: return setValueV1f; // FLOAT
  10307. case 0x8b50: return setValueV2f; // _VEC2
  10308. case 0x8b51: return setValueV3f; // _VEC3
  10309. case 0x8b52: return setValueV4f; // _VEC4
  10310. case 0x8b5a: return setValueM2; // _MAT2
  10311. case 0x8b5b: return setValueM3; // _MAT3
  10312. case 0x8b5c: return setValueM4; // _MAT4
  10313. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10314. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10315. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10316. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10317. case 0x1405: return setValueV1ui; // UINT
  10318. case 0x8b5e: // SAMPLER_2D
  10319. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10320. case 0x8dca: // INT_SAMPLER_2D
  10321. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10322. case 0x8b62: // SAMPLER_2D_SHADOW
  10323. return setValueT1;
  10324. case 0x8b5f: // SAMPLER_3D
  10325. case 0x8dcb: // INT_SAMPLER_3D
  10326. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10327. return setValueT3D1;
  10328. case 0x8b60: // SAMPLER_CUBE
  10329. case 0x8dcc: // INT_SAMPLER_CUBE
  10330. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10331. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10332. return setValueT6;
  10333. case 0x8dc1: // SAMPLER_2D_ARRAY
  10334. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10335. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10336. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10337. return setValueT2DArray1;
  10338. }
  10339. }
  10340. // Array of scalars
  10341. function setValueV1fArray( gl, v ) {
  10342. gl.uniform1fv( this.addr, v );
  10343. }
  10344. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10345. function setValueV1iArray( gl, v ) {
  10346. gl.uniform1iv( this.addr, v );
  10347. }
  10348. function setValueV2iArray( gl, v ) {
  10349. gl.uniform2iv( this.addr, v );
  10350. }
  10351. function setValueV3iArray( gl, v ) {
  10352. gl.uniform3iv( this.addr, v );
  10353. }
  10354. function setValueV4iArray( gl, v ) {
  10355. gl.uniform4iv( this.addr, v );
  10356. }
  10357. // Array of vectors (flat or from THREE classes)
  10358. function setValueV2fArray( gl, v ) {
  10359. var data = flatten( v, this.size, 2 );
  10360. gl.uniform2fv( this.addr, data );
  10361. }
  10362. function setValueV3fArray( gl, v ) {
  10363. var data = flatten( v, this.size, 3 );
  10364. gl.uniform3fv( this.addr, data );
  10365. }
  10366. function setValueV4fArray( gl, v ) {
  10367. var data = flatten( v, this.size, 4 );
  10368. gl.uniform4fv( this.addr, data );
  10369. }
  10370. // Array of matrices (flat or from THREE clases)
  10371. function setValueM2Array( gl, v ) {
  10372. var data = flatten( v, this.size, 4 );
  10373. gl.uniformMatrix2fv( this.addr, false, data );
  10374. }
  10375. function setValueM3Array( gl, v ) {
  10376. var data = flatten( v, this.size, 9 );
  10377. gl.uniformMatrix3fv( this.addr, false, data );
  10378. }
  10379. function setValueM4Array( gl, v ) {
  10380. var data = flatten( v, this.size, 16 );
  10381. gl.uniformMatrix4fv( this.addr, false, data );
  10382. }
  10383. // Array of textures (2D / Cube)
  10384. function setValueT1Array( gl, v, textures ) {
  10385. var n = v.length;
  10386. var units = allocTexUnits( textures, n );
  10387. gl.uniform1iv( this.addr, units );
  10388. for ( var i = 0; i !== n; ++ i ) {
  10389. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10390. }
  10391. }
  10392. function setValueT6Array( gl, v, textures ) {
  10393. var n = v.length;
  10394. var units = allocTexUnits( textures, n );
  10395. gl.uniform1iv( this.addr, units );
  10396. for ( var i = 0; i !== n; ++ i ) {
  10397. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10398. }
  10399. }
  10400. // Helper to pick the right setter for a pure (bottom-level) array
  10401. function getPureArraySetter( type ) {
  10402. switch ( type ) {
  10403. case 0x1406: return setValueV1fArray; // FLOAT
  10404. case 0x8b50: return setValueV2fArray; // _VEC2
  10405. case 0x8b51: return setValueV3fArray; // _VEC3
  10406. case 0x8b52: return setValueV4fArray; // _VEC4
  10407. case 0x8b5a: return setValueM2Array; // _MAT2
  10408. case 0x8b5b: return setValueM3Array; // _MAT3
  10409. case 0x8b5c: return setValueM4Array; // _MAT4
  10410. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10411. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10412. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10413. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10414. case 0x8b5e: // SAMPLER_2D
  10415. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10416. case 0x8dca: // INT_SAMPLER_2D
  10417. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10418. case 0x8b62: // SAMPLER_2D_SHADOW
  10419. return setValueT1Array;
  10420. case 0x8b60: // SAMPLER_CUBE
  10421. case 0x8dcc: // INT_SAMPLER_CUBE
  10422. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10423. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10424. return setValueT6Array;
  10425. }
  10426. }
  10427. // --- Uniform Classes ---
  10428. function SingleUniform( id, activeInfo, addr ) {
  10429. this.id = id;
  10430. this.addr = addr;
  10431. this.cache = [];
  10432. this.setValue = getSingularSetter( activeInfo.type );
  10433. // this.path = activeInfo.name; // DEBUG
  10434. }
  10435. function PureArrayUniform( id, activeInfo, addr ) {
  10436. this.id = id;
  10437. this.addr = addr;
  10438. this.cache = [];
  10439. this.size = activeInfo.size;
  10440. this.setValue = getPureArraySetter( activeInfo.type );
  10441. // this.path = activeInfo.name; // DEBUG
  10442. }
  10443. PureArrayUniform.prototype.updateCache = function ( data ) {
  10444. var cache = this.cache;
  10445. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10446. this.cache = new Float32Array( data.length );
  10447. }
  10448. copyArray( cache, data );
  10449. };
  10450. function StructuredUniform( id ) {
  10451. this.id = id;
  10452. this.seq = [];
  10453. this.map = {};
  10454. }
  10455. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10456. var seq = this.seq;
  10457. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10458. var u = seq[ i ];
  10459. u.setValue( gl, value[ u.id ], textures );
  10460. }
  10461. };
  10462. // --- Top-level ---
  10463. // Parser - builds up the property tree from the path strings
  10464. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10465. // extracts
  10466. // - the identifier (member name or array index)
  10467. // - followed by an optional right bracket (found when array index)
  10468. // - followed by an optional left bracket or dot (type of subscript)
  10469. //
  10470. // Note: These portions can be read in a non-overlapping fashion and
  10471. // allow straightforward parsing of the hierarchy that WebGL encodes
  10472. // in the uniform names.
  10473. function addUniform( container, uniformObject ) {
  10474. container.seq.push( uniformObject );
  10475. container.map[ uniformObject.id ] = uniformObject;
  10476. }
  10477. function parseUniform( activeInfo, addr, container ) {
  10478. var path = activeInfo.name,
  10479. pathLength = path.length;
  10480. // reset RegExp object, because of the early exit of a previous run
  10481. RePathPart.lastIndex = 0;
  10482. while ( true ) {
  10483. var match = RePathPart.exec( path ),
  10484. matchEnd = RePathPart.lastIndex,
  10485. id = match[ 1 ],
  10486. idIsIndex = match[ 2 ] === ']',
  10487. subscript = match[ 3 ];
  10488. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10489. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10490. // bare name or "pure" bottom-level array "[0]" suffix
  10491. addUniform( container, subscript === undefined ?
  10492. new SingleUniform( id, activeInfo, addr ) :
  10493. new PureArrayUniform( id, activeInfo, addr ) );
  10494. break;
  10495. } else {
  10496. // step into inner node / create it in case it doesn't exist
  10497. var map = container.map, next = map[ id ];
  10498. if ( next === undefined ) {
  10499. next = new StructuredUniform( id );
  10500. addUniform( container, next );
  10501. }
  10502. container = next;
  10503. }
  10504. }
  10505. }
  10506. // Root Container
  10507. function WebGLUniforms( gl, program ) {
  10508. this.seq = [];
  10509. this.map = {};
  10510. var n = gl.getProgramParameter( program, 35718 );
  10511. for ( var i = 0; i < n; ++ i ) {
  10512. var info = gl.getActiveUniform( program, i ),
  10513. addr = gl.getUniformLocation( program, info.name );
  10514. parseUniform( info, addr, this );
  10515. }
  10516. }
  10517. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10518. var u = this.map[ name ];
  10519. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10520. };
  10521. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10522. var v = object[ name ];
  10523. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10524. };
  10525. // Static interface
  10526. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10527. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10528. var u = seq[ i ],
  10529. v = values[ u.id ];
  10530. if ( v.needsUpdate !== false ) {
  10531. // note: always updating when .needsUpdate is undefined
  10532. u.setValue( gl, v.value, textures );
  10533. }
  10534. }
  10535. };
  10536. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10537. var r = [];
  10538. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10539. var u = seq[ i ];
  10540. if ( u.id in values ) { r.push( u ); }
  10541. }
  10542. return r;
  10543. };
  10544. /**
  10545. * @author mrdoob / http://mrdoob.com/
  10546. */
  10547. function WebGLShader( gl, type, string ) {
  10548. var shader = gl.createShader( type );
  10549. gl.shaderSource( shader, string );
  10550. gl.compileShader( shader );
  10551. return shader;
  10552. }
  10553. /**
  10554. * @author mrdoob / http://mrdoob.com/
  10555. */
  10556. var programIdCount = 0;
  10557. function addLineNumbers( string ) {
  10558. var lines = string.split( '\n' );
  10559. for ( var i = 0; i < lines.length; i ++ ) {
  10560. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10561. }
  10562. return lines.join( '\n' );
  10563. }
  10564. function getEncodingComponents( encoding ) {
  10565. switch ( encoding ) {
  10566. case LinearEncoding:
  10567. return [ 'Linear', '( value )' ];
  10568. case sRGBEncoding:
  10569. return [ 'sRGB', '( value )' ];
  10570. case RGBEEncoding:
  10571. return [ 'RGBE', '( value )' ];
  10572. case RGBM7Encoding:
  10573. return [ 'RGBM', '( value, 7.0 )' ];
  10574. case RGBM16Encoding:
  10575. return [ 'RGBM', '( value, 16.0 )' ];
  10576. case RGBDEncoding:
  10577. return [ 'RGBD', '( value, 256.0 )' ];
  10578. case GammaEncoding:
  10579. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10580. case LogLuvEncoding:
  10581. return [ 'LogLuv', '( value )' ];
  10582. default:
  10583. throw new Error( 'unsupported encoding: ' + encoding );
  10584. }
  10585. }
  10586. function getShaderErrors( gl, shader, type ) {
  10587. var status = gl.getShaderParameter( shader, 35713 );
  10588. var log = gl.getShaderInfoLog( shader ).trim();
  10589. if ( status && log === '' ) { return ''; }
  10590. // --enable-privileged-webgl-extension
  10591. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10592. var source = gl.getShaderSource( shader );
  10593. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10594. }
  10595. function getTexelDecodingFunction( functionName, encoding ) {
  10596. var components = getEncodingComponents( encoding );
  10597. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10598. }
  10599. function getTexelEncodingFunction( functionName, encoding ) {
  10600. var components = getEncodingComponents( encoding );
  10601. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10602. }
  10603. function getToneMappingFunction( functionName, toneMapping ) {
  10604. var toneMappingName;
  10605. switch ( toneMapping ) {
  10606. case LinearToneMapping:
  10607. toneMappingName = 'Linear';
  10608. break;
  10609. case ReinhardToneMapping:
  10610. toneMappingName = 'Reinhard';
  10611. break;
  10612. case Uncharted2ToneMapping:
  10613. toneMappingName = 'Uncharted2';
  10614. break;
  10615. case CineonToneMapping:
  10616. toneMappingName = 'OptimizedCineon';
  10617. break;
  10618. case ACESFilmicToneMapping:
  10619. toneMappingName = 'ACESFilmic';
  10620. break;
  10621. default:
  10622. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10623. }
  10624. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10625. }
  10626. function generateExtensions( parameters ) {
  10627. var chunks = [
  10628. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10629. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10630. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10631. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10632. ];
  10633. return chunks.filter( filterEmptyLine ).join( '\n' );
  10634. }
  10635. function generateDefines( defines ) {
  10636. var chunks = [];
  10637. for ( var name in defines ) {
  10638. var value = defines[ name ];
  10639. if ( value === false ) { continue; }
  10640. chunks.push( '#define ' + name + ' ' + value );
  10641. }
  10642. return chunks.join( '\n' );
  10643. }
  10644. function fetchAttributeLocations( gl, program ) {
  10645. var attributes = {};
  10646. var n = gl.getProgramParameter( program, 35721 );
  10647. for ( var i = 0; i < n; i ++ ) {
  10648. var info = gl.getActiveAttrib( program, i );
  10649. var name = info.name;
  10650. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10651. attributes[ name ] = gl.getAttribLocation( program, name );
  10652. }
  10653. return attributes;
  10654. }
  10655. function filterEmptyLine( string ) {
  10656. return string !== '';
  10657. }
  10658. function replaceLightNums( string, parameters ) {
  10659. return string
  10660. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10661. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10662. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10663. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10664. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10665. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10666. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10667. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10668. }
  10669. function replaceClippingPlaneNums( string, parameters ) {
  10670. return string
  10671. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10672. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10673. }
  10674. // Resolve Includes
  10675. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10676. function resolveIncludes( string ) {
  10677. return string.replace( includePattern, includeReplacer );
  10678. }
  10679. function includeReplacer( match, include ) {
  10680. var string = ShaderChunk[ include ];
  10681. if ( string === undefined ) {
  10682. throw new Error( 'Can not resolve #include <' + include + '>' );
  10683. }
  10684. return resolveIncludes( string );
  10685. }
  10686. // Unroll Loops
  10687. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10688. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10689. function unrollLoops( string ) {
  10690. return string
  10691. .replace( unrollLoopPattern, loopReplacer )
  10692. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10693. }
  10694. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10695. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10696. return loopReplacer( match, start, end, snippet );
  10697. }
  10698. function loopReplacer( match, start, end, snippet ) {
  10699. var string = '';
  10700. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10701. string += snippet
  10702. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10703. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10704. }
  10705. return string;
  10706. }
  10707. //
  10708. function generatePrecision( parameters ) {
  10709. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10710. if ( parameters.precision === "highp" ) {
  10711. precisionstring += "\n#define HIGH_PRECISION";
  10712. } else if ( parameters.precision === "mediump" ) {
  10713. precisionstring += "\n#define MEDIUM_PRECISION";
  10714. } else if ( parameters.precision === "lowp" ) {
  10715. precisionstring += "\n#define LOW_PRECISION";
  10716. }
  10717. return precisionstring;
  10718. }
  10719. function generateShadowMapTypeDefine( parameters ) {
  10720. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10721. if ( parameters.shadowMapType === PCFShadowMap ) {
  10722. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10723. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10724. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10725. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10726. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10727. }
  10728. return shadowMapTypeDefine;
  10729. }
  10730. function generateEnvMapTypeDefine( parameters ) {
  10731. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10732. if ( parameters.envMap ) {
  10733. switch ( parameters.envMapMode ) {
  10734. case CubeReflectionMapping:
  10735. case CubeRefractionMapping:
  10736. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10737. break;
  10738. case CubeUVReflectionMapping:
  10739. case CubeUVRefractionMapping:
  10740. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10741. break;
  10742. case EquirectangularReflectionMapping:
  10743. case EquirectangularRefractionMapping:
  10744. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10745. break;
  10746. case SphericalReflectionMapping:
  10747. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10748. break;
  10749. }
  10750. }
  10751. return envMapTypeDefine;
  10752. }
  10753. function generateEnvMapModeDefine( parameters ) {
  10754. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10755. if ( parameters.envMap ) {
  10756. switch ( parameters.envMapMode ) {
  10757. case CubeRefractionMapping:
  10758. case EquirectangularRefractionMapping:
  10759. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10760. break;
  10761. }
  10762. }
  10763. return envMapModeDefine;
  10764. }
  10765. function generateEnvMapBlendingDefine( parameters ) {
  10766. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10767. if ( parameters.envMap ) {
  10768. switch ( parameters.combine ) {
  10769. case MultiplyOperation:
  10770. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10771. break;
  10772. case MixOperation:
  10773. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10774. break;
  10775. case AddOperation:
  10776. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10777. break;
  10778. }
  10779. }
  10780. return envMapBlendingDefine;
  10781. }
  10782. function WebGLProgram( renderer, cacheKey, parameters ) {
  10783. var gl = renderer.getContext();
  10784. var defines = parameters.defines;
  10785. var vertexShader = parameters.vertexShader;
  10786. var fragmentShader = parameters.fragmentShader;
  10787. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10788. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10789. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10790. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10791. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10792. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10793. var customDefines = generateDefines( defines );
  10794. var program = gl.createProgram();
  10795. var prefixVertex, prefixFragment;
  10796. if ( parameters.isRawShaderMaterial ) {
  10797. prefixVertex = [
  10798. customDefines
  10799. ].filter( filterEmptyLine ).join( '\n' );
  10800. if ( prefixVertex.length > 0 ) {
  10801. prefixVertex += '\n';
  10802. }
  10803. prefixFragment = [
  10804. customExtensions,
  10805. customDefines
  10806. ].filter( filterEmptyLine ).join( '\n' );
  10807. if ( prefixFragment.length > 0 ) {
  10808. prefixFragment += '\n';
  10809. }
  10810. } else {
  10811. prefixVertex = [
  10812. generatePrecision( parameters ),
  10813. '#define SHADER_NAME ' + parameters.shaderName,
  10814. customDefines,
  10815. parameters.instancing ? '#define USE_INSTANCING' : '',
  10816. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10817. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10818. '#define MAX_BONES ' + parameters.maxBones,
  10819. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10820. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10821. parameters.map ? '#define USE_MAP' : '',
  10822. parameters.envMap ? '#define USE_ENVMAP' : '',
  10823. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10824. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10825. parameters.aoMap ? '#define USE_AOMAP' : '',
  10826. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10827. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10828. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10829. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10830. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10831. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10832. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10833. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10834. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10835. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10836. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10837. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10838. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10839. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10840. parameters.vertexColors ? '#define USE_COLOR' : '',
  10841. parameters.vertexUvs ? '#define USE_UV' : '',
  10842. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10843. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10844. parameters.skinning ? '#define USE_SKINNING' : '',
  10845. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10846. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10847. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10848. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10849. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10850. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10851. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10852. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10853. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10854. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10855. 'uniform mat4 modelMatrix;',
  10856. 'uniform mat4 modelViewMatrix;',
  10857. 'uniform mat4 projectionMatrix;',
  10858. 'uniform mat4 viewMatrix;',
  10859. 'uniform mat3 normalMatrix;',
  10860. 'uniform vec3 cameraPosition;',
  10861. 'uniform bool isOrthographic;',
  10862. '#ifdef USE_INSTANCING',
  10863. ' attribute mat4 instanceMatrix;',
  10864. '#endif',
  10865. 'attribute vec3 position;',
  10866. 'attribute vec3 normal;',
  10867. 'attribute vec2 uv;',
  10868. '#ifdef USE_TANGENT',
  10869. ' attribute vec4 tangent;',
  10870. '#endif',
  10871. '#ifdef USE_COLOR',
  10872. ' attribute vec3 color;',
  10873. '#endif',
  10874. '#ifdef USE_MORPHTARGETS',
  10875. ' attribute vec3 morphTarget0;',
  10876. ' attribute vec3 morphTarget1;',
  10877. ' attribute vec3 morphTarget2;',
  10878. ' attribute vec3 morphTarget3;',
  10879. ' #ifdef USE_MORPHNORMALS',
  10880. ' attribute vec3 morphNormal0;',
  10881. ' attribute vec3 morphNormal1;',
  10882. ' attribute vec3 morphNormal2;',
  10883. ' attribute vec3 morphNormal3;',
  10884. ' #else',
  10885. ' attribute vec3 morphTarget4;',
  10886. ' attribute vec3 morphTarget5;',
  10887. ' attribute vec3 morphTarget6;',
  10888. ' attribute vec3 morphTarget7;',
  10889. ' #endif',
  10890. '#endif',
  10891. '#ifdef USE_SKINNING',
  10892. ' attribute vec4 skinIndex;',
  10893. ' attribute vec4 skinWeight;',
  10894. '#endif',
  10895. '\n'
  10896. ].filter( filterEmptyLine ).join( '\n' );
  10897. prefixFragment = [
  10898. customExtensions,
  10899. generatePrecision( parameters ),
  10900. '#define SHADER_NAME ' + parameters.shaderName,
  10901. customDefines,
  10902. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10903. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10904. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10905. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10906. parameters.map ? '#define USE_MAP' : '',
  10907. parameters.matcap ? '#define USE_MATCAP' : '',
  10908. parameters.envMap ? '#define USE_ENVMAP' : '',
  10909. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10910. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10911. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10912. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10913. parameters.aoMap ? '#define USE_AOMAP' : '',
  10914. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10915. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10916. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10917. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10918. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10919. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10920. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10921. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10922. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10923. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10924. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10925. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10926. parameters.sheen ? '#define USE_SHEEN' : '',
  10927. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10928. parameters.vertexColors ? '#define USE_COLOR' : '',
  10929. parameters.vertexUvs ? '#define USE_UV' : '',
  10930. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10931. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10932. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10933. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10934. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10935. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10936. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10937. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10938. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10939. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10940. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10941. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10942. 'uniform mat4 viewMatrix;',
  10943. 'uniform vec3 cameraPosition;',
  10944. 'uniform bool isOrthographic;',
  10945. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10946. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10947. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10948. parameters.dithering ? '#define DITHERING' : '',
  10949. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10950. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10951. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10952. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10953. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10954. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10955. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10956. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10957. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10958. '\n'
  10959. ].filter( filterEmptyLine ).join( '\n' );
  10960. }
  10961. vertexShader = resolveIncludes( vertexShader );
  10962. vertexShader = replaceLightNums( vertexShader, parameters );
  10963. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10964. fragmentShader = resolveIncludes( fragmentShader );
  10965. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10966. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10967. vertexShader = unrollLoops( vertexShader );
  10968. fragmentShader = unrollLoops( fragmentShader );
  10969. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10970. var isGLSL3ShaderMaterial = false;
  10971. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10972. if ( parameters.isShaderMaterial &&
  10973. vertexShader.match( versionRegex ) !== null &&
  10974. fragmentShader.match( versionRegex ) !== null ) {
  10975. isGLSL3ShaderMaterial = true;
  10976. vertexShader = vertexShader.replace( versionRegex, '' );
  10977. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10978. }
  10979. // GLSL 3.0 conversion
  10980. prefixVertex = [
  10981. '#version 300 es\n',
  10982. '#define attribute in',
  10983. '#define varying out',
  10984. '#define texture2D texture'
  10985. ].join( '\n' ) + '\n' + prefixVertex;
  10986. prefixFragment = [
  10987. '#version 300 es\n',
  10988. '#define varying in',
  10989. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10990. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10991. '#define gl_FragDepthEXT gl_FragDepth',
  10992. '#define texture2D texture',
  10993. '#define textureCube texture',
  10994. '#define texture2DProj textureProj',
  10995. '#define texture2DLodEXT textureLod',
  10996. '#define texture2DProjLodEXT textureProjLod',
  10997. '#define textureCubeLodEXT textureLod',
  10998. '#define texture2DGradEXT textureGrad',
  10999. '#define texture2DProjGradEXT textureProjGrad',
  11000. '#define textureCubeGradEXT textureGrad'
  11001. ].join( '\n' ) + '\n' + prefixFragment;
  11002. }
  11003. var vertexGlsl = prefixVertex + vertexShader;
  11004. var fragmentGlsl = prefixFragment + fragmentShader;
  11005. // console.log( '*VERTEX*', vertexGlsl );
  11006. // console.log( '*FRAGMENT*', fragmentGlsl );
  11007. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11008. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11009. gl.attachShader( program, glVertexShader );
  11010. gl.attachShader( program, glFragmentShader );
  11011. // Force a particular attribute to index 0.
  11012. if ( parameters.index0AttributeName !== undefined ) {
  11013. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11014. } else if ( parameters.morphTargets === true ) {
  11015. // programs with morphTargets displace position out of attribute 0
  11016. gl.bindAttribLocation( program, 0, 'position' );
  11017. }
  11018. gl.linkProgram( program );
  11019. // check for link errors
  11020. if ( renderer.debug.checkShaderErrors ) {
  11021. var programLog = gl.getProgramInfoLog( program ).trim();
  11022. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11023. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11024. var runnable = true;
  11025. var haveDiagnostics = true;
  11026. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11027. runnable = false;
  11028. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11029. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11030. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11031. } else if ( programLog !== '' ) {
  11032. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11033. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11034. haveDiagnostics = false;
  11035. }
  11036. if ( haveDiagnostics ) {
  11037. this.diagnostics = {
  11038. runnable: runnable,
  11039. programLog: programLog,
  11040. vertexShader: {
  11041. log: vertexLog,
  11042. prefix: prefixVertex
  11043. },
  11044. fragmentShader: {
  11045. log: fragmentLog,
  11046. prefix: prefixFragment
  11047. }
  11048. };
  11049. }
  11050. }
  11051. // clean up
  11052. gl.detachShader( program, glVertexShader );
  11053. gl.detachShader( program, glFragmentShader );
  11054. gl.deleteShader( glVertexShader );
  11055. gl.deleteShader( glFragmentShader );
  11056. // set up caching for uniform locations
  11057. var cachedUniforms;
  11058. this.getUniforms = function () {
  11059. if ( cachedUniforms === undefined ) {
  11060. cachedUniforms = new WebGLUniforms( gl, program );
  11061. }
  11062. return cachedUniforms;
  11063. };
  11064. // set up caching for attribute locations
  11065. var cachedAttributes;
  11066. this.getAttributes = function () {
  11067. if ( cachedAttributes === undefined ) {
  11068. cachedAttributes = fetchAttributeLocations( gl, program );
  11069. }
  11070. return cachedAttributes;
  11071. };
  11072. // free resource
  11073. this.destroy = function () {
  11074. gl.deleteProgram( program );
  11075. this.program = undefined;
  11076. };
  11077. //
  11078. this.name = parameters.shaderName;
  11079. this.id = programIdCount ++;
  11080. this.cacheKey = cacheKey;
  11081. this.usedTimes = 1;
  11082. this.program = program;
  11083. this.vertexShader = glVertexShader;
  11084. this.fragmentShader = glFragmentShader;
  11085. return this;
  11086. }
  11087. /**
  11088. * @author mrdoob / http://mrdoob.com/
  11089. */
  11090. function WebGLPrograms( renderer, extensions, capabilities ) {
  11091. var programs = [];
  11092. var isWebGL2 = capabilities.isWebGL2;
  11093. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11094. var floatVertexTextures = capabilities.floatVertexTextures;
  11095. var precision = capabilities.precision;
  11096. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11097. var vertexTextures = capabilities.vertexTextures;
  11098. var shaderIDs = {
  11099. MeshDepthMaterial: 'depth',
  11100. MeshDistanceMaterial: 'distanceRGBA',
  11101. MeshNormalMaterial: 'normal',
  11102. MeshBasicMaterial: 'basic',
  11103. MeshLambertMaterial: 'lambert',
  11104. MeshPhongMaterial: 'phong',
  11105. MeshToonMaterial: 'toon',
  11106. MeshStandardMaterial: 'physical',
  11107. MeshPhysicalMaterial: 'physical',
  11108. MeshMatcapMaterial: 'matcap',
  11109. LineBasicMaterial: 'basic',
  11110. LineDashedMaterial: 'dashed',
  11111. PointsMaterial: 'points',
  11112. ShadowMaterial: 'shadow',
  11113. SpriteMaterial: 'sprite'
  11114. };
  11115. var parameterNames = [
  11116. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11117. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11118. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11119. "roughnessMap", "metalnessMap", "gradientMap",
  11120. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11121. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11122. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11123. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11124. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11125. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11126. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11127. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11128. "sheen"
  11129. ];
  11130. function getShaderObject( material, shaderID ) {
  11131. var shaderobject;
  11132. if ( shaderID ) {
  11133. var shader = ShaderLib[ shaderID ];
  11134. shaderobject = {
  11135. name: material.type,
  11136. uniforms: UniformsUtils.clone( shader.uniforms ),
  11137. vertexShader: shader.vertexShader,
  11138. fragmentShader: shader.fragmentShader
  11139. };
  11140. } else {
  11141. shaderobject = {
  11142. name: material.type,
  11143. uniforms: material.uniforms,
  11144. vertexShader: material.vertexShader,
  11145. fragmentShader: material.fragmentShader
  11146. };
  11147. }
  11148. return shaderobject;
  11149. }
  11150. function allocateBones( object ) {
  11151. var skeleton = object.skeleton;
  11152. var bones = skeleton.bones;
  11153. if ( floatVertexTextures ) {
  11154. return 1024;
  11155. } else {
  11156. // default for when object is not specified
  11157. // ( for example when prebuilding shader to be used with multiple objects )
  11158. //
  11159. // - leave some extra space for other uniforms
  11160. // - limit here is ANGLE's 254 max uniform vectors
  11161. // (up to 54 should be safe)
  11162. var nVertexUniforms = maxVertexUniforms;
  11163. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11164. var maxBones = Math.min( nVertexMatrices, bones.length );
  11165. if ( maxBones < bones.length ) {
  11166. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11167. return 0;
  11168. }
  11169. return maxBones;
  11170. }
  11171. }
  11172. function getTextureEncodingFromMap( map ) {
  11173. var encoding;
  11174. if ( ! map ) {
  11175. encoding = LinearEncoding;
  11176. } else if ( map.isTexture ) {
  11177. encoding = map.encoding;
  11178. } else if ( map.isWebGLRenderTarget ) {
  11179. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11180. encoding = map.texture.encoding;
  11181. }
  11182. return encoding;
  11183. }
  11184. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11185. var fog = scene.fog;
  11186. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11187. var envMap = material.envMap || environment;
  11188. var shaderID = shaderIDs[ material.type ];
  11189. // heuristics to create shader parameters according to lights in the scene
  11190. // (not to blow over maxLights budget)
  11191. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11192. if ( material.precision !== null ) {
  11193. precision = capabilities.getMaxPrecision( material.precision );
  11194. if ( precision !== material.precision ) {
  11195. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11196. }
  11197. }
  11198. var shaderobject = getShaderObject( material, shaderID );
  11199. material.onBeforeCompile( shaderobject, renderer );
  11200. var currentRenderTarget = renderer.getRenderTarget();
  11201. var parameters = {
  11202. isWebGL2: isWebGL2,
  11203. shaderID: shaderID,
  11204. shaderName: shaderobject.name,
  11205. uniforms: shaderobject.uniforms,
  11206. vertexShader: shaderobject.vertexShader,
  11207. fragmentShader: shaderobject.fragmentShader,
  11208. defines: material.defines,
  11209. isRawShaderMaterial: material.isRawShaderMaterial,
  11210. isShaderMaterial: material.isShaderMaterial,
  11211. precision: precision,
  11212. instancing: object.isInstancedMesh === true,
  11213. supportsVertexTextures: vertexTextures,
  11214. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11215. map: !! material.map,
  11216. mapEncoding: getTextureEncodingFromMap( material.map ),
  11217. matcap: !! material.matcap,
  11218. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11219. envMap: !! envMap,
  11220. envMapMode: envMap && envMap.mapping,
  11221. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11222. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11223. lightMap: !! material.lightMap,
  11224. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11225. aoMap: !! material.aoMap,
  11226. emissiveMap: !! material.emissiveMap,
  11227. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11228. bumpMap: !! material.bumpMap,
  11229. normalMap: !! material.normalMap,
  11230. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11231. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11232. clearcoatMap: !! material.clearcoatMap,
  11233. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11234. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11235. displacementMap: !! material.displacementMap,
  11236. roughnessMap: !! material.roughnessMap,
  11237. metalnessMap: !! material.metalnessMap,
  11238. specularMap: !! material.specularMap,
  11239. alphaMap: !! material.alphaMap,
  11240. gradientMap: !! material.gradientMap,
  11241. sheen: !! material.sheen,
  11242. combine: material.combine,
  11243. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11244. vertexColors: material.vertexColors,
  11245. 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,
  11246. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11247. fog: !! fog,
  11248. useFog: material.fog,
  11249. fogExp2: ( fog && fog.isFogExp2 ),
  11250. flatShading: material.flatShading,
  11251. sizeAttenuation: material.sizeAttenuation,
  11252. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11253. skinning: material.skinning && maxBones > 0,
  11254. maxBones: maxBones,
  11255. useVertexTexture: floatVertexTextures,
  11256. morphTargets: material.morphTargets,
  11257. morphNormals: material.morphNormals,
  11258. maxMorphTargets: renderer.maxMorphTargets,
  11259. maxMorphNormals: renderer.maxMorphNormals,
  11260. numDirLights: lights.directional.length,
  11261. numPointLights: lights.point.length,
  11262. numSpotLights: lights.spot.length,
  11263. numRectAreaLights: lights.rectArea.length,
  11264. numHemiLights: lights.hemi.length,
  11265. numDirLightShadows: lights.directionalShadowMap.length,
  11266. numPointLightShadows: lights.pointShadowMap.length,
  11267. numSpotLightShadows: lights.spotShadowMap.length,
  11268. numClippingPlanes: nClipPlanes,
  11269. numClipIntersection: nClipIntersection,
  11270. dithering: material.dithering,
  11271. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11272. shadowMapType: renderer.shadowMap.type,
  11273. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11274. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11275. premultipliedAlpha: material.premultipliedAlpha,
  11276. alphaTest: material.alphaTest,
  11277. doubleSided: material.side === DoubleSide,
  11278. flipSided: material.side === BackSide,
  11279. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11280. index0AttributeName: material.index0AttributeName,
  11281. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11282. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11283. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11284. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11285. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11286. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11287. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11288. onBeforeCompile: material.onBeforeCompile
  11289. };
  11290. return parameters;
  11291. };
  11292. this.getProgramCacheKey = function ( parameters ) {
  11293. var array = [];
  11294. if ( parameters.shaderID ) {
  11295. array.push( parameters.shaderID );
  11296. } else {
  11297. array.push( parameters.fragmentShader );
  11298. array.push( parameters.vertexShader );
  11299. }
  11300. if ( parameters.defines !== undefined ) {
  11301. for ( var name in parameters.defines ) {
  11302. array.push( name );
  11303. array.push( parameters.defines[ name ] );
  11304. }
  11305. }
  11306. if ( parameters.isRawShaderMaterial === undefined ) {
  11307. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11308. array.push( parameters[ parameterNames[ i ] ] );
  11309. }
  11310. array.push( renderer.outputEncoding );
  11311. array.push( renderer.gammaFactor );
  11312. }
  11313. array.push( parameters.onBeforeCompile.toString() );
  11314. return array.join();
  11315. };
  11316. this.acquireProgram = function ( parameters, cacheKey ) {
  11317. var program;
  11318. // Check if code has been already compiled
  11319. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11320. var preexistingProgram = programs[ p ];
  11321. if ( preexistingProgram.cacheKey === cacheKey ) {
  11322. program = preexistingProgram;
  11323. ++ program.usedTimes;
  11324. break;
  11325. }
  11326. }
  11327. if ( program === undefined ) {
  11328. program = new WebGLProgram( renderer, cacheKey, parameters );
  11329. programs.push( program );
  11330. }
  11331. return program;
  11332. };
  11333. this.releaseProgram = function ( program ) {
  11334. if ( -- program.usedTimes === 0 ) {
  11335. // Remove from unordered set
  11336. var i = programs.indexOf( program );
  11337. programs[ i ] = programs[ programs.length - 1 ];
  11338. programs.pop();
  11339. // Free WebGL resources
  11340. program.destroy();
  11341. }
  11342. };
  11343. // Exposed for resource monitoring & error feedback via renderer.info:
  11344. this.programs = programs;
  11345. }
  11346. /**
  11347. * @author fordacious / fordacious.github.io
  11348. */
  11349. function WebGLProperties() {
  11350. var properties = new WeakMap();
  11351. function get( object ) {
  11352. var map = properties.get( object );
  11353. if ( map === undefined ) {
  11354. map = {};
  11355. properties.set( object, map );
  11356. }
  11357. return map;
  11358. }
  11359. function remove( object ) {
  11360. properties.delete( object );
  11361. }
  11362. function update( object, key, value ) {
  11363. properties.get( object )[ key ] = value;
  11364. }
  11365. function dispose() {
  11366. properties = new WeakMap();
  11367. }
  11368. return {
  11369. get: get,
  11370. remove: remove,
  11371. update: update,
  11372. dispose: dispose
  11373. };
  11374. }
  11375. /**
  11376. * @author mrdoob / http://mrdoob.com/
  11377. */
  11378. function painterSortStable( a, b ) {
  11379. if ( a.groupOrder !== b.groupOrder ) {
  11380. return a.groupOrder - b.groupOrder;
  11381. } else if ( a.renderOrder !== b.renderOrder ) {
  11382. return a.renderOrder - b.renderOrder;
  11383. } else if ( a.program !== b.program ) {
  11384. return a.program.id - b.program.id;
  11385. } else if ( a.material.id !== b.material.id ) {
  11386. return a.material.id - b.material.id;
  11387. } else if ( a.z !== b.z ) {
  11388. return a.z - b.z;
  11389. } else {
  11390. return a.id - b.id;
  11391. }
  11392. }
  11393. function reversePainterSortStable( a, b ) {
  11394. if ( a.groupOrder !== b.groupOrder ) {
  11395. return a.groupOrder - b.groupOrder;
  11396. } else if ( a.renderOrder !== b.renderOrder ) {
  11397. return a.renderOrder - b.renderOrder;
  11398. } else if ( a.z !== b.z ) {
  11399. return b.z - a.z;
  11400. } else {
  11401. return a.id - b.id;
  11402. }
  11403. }
  11404. function WebGLRenderList() {
  11405. var renderItems = [];
  11406. var renderItemsIndex = 0;
  11407. var opaque = [];
  11408. var transparent = [];
  11409. var defaultProgram = { id: - 1 };
  11410. function init() {
  11411. renderItemsIndex = 0;
  11412. opaque.length = 0;
  11413. transparent.length = 0;
  11414. }
  11415. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11416. var renderItem = renderItems[ renderItemsIndex ];
  11417. if ( renderItem === undefined ) {
  11418. renderItem = {
  11419. id: object.id,
  11420. object: object,
  11421. geometry: geometry,
  11422. material: material,
  11423. program: material.program || defaultProgram,
  11424. groupOrder: groupOrder,
  11425. renderOrder: object.renderOrder,
  11426. z: z,
  11427. group: group
  11428. };
  11429. renderItems[ renderItemsIndex ] = renderItem;
  11430. } else {
  11431. renderItem.id = object.id;
  11432. renderItem.object = object;
  11433. renderItem.geometry = geometry;
  11434. renderItem.material = material;
  11435. renderItem.program = material.program || defaultProgram;
  11436. renderItem.groupOrder = groupOrder;
  11437. renderItem.renderOrder = object.renderOrder;
  11438. renderItem.z = z;
  11439. renderItem.group = group;
  11440. }
  11441. renderItemsIndex ++;
  11442. return renderItem;
  11443. }
  11444. function push( object, geometry, material, groupOrder, z, group ) {
  11445. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11446. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11447. }
  11448. function unshift( object, geometry, material, groupOrder, z, group ) {
  11449. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11450. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11451. }
  11452. function sort( customOpaqueSort, customTransparentSort ) {
  11453. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11454. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11455. }
  11456. function finish() {
  11457. // Clear references from inactive renderItems in the list
  11458. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11459. var renderItem = renderItems[ i ];
  11460. if ( renderItem.id === null ) { break; }
  11461. renderItem.id = null;
  11462. renderItem.object = null;
  11463. renderItem.geometry = null;
  11464. renderItem.material = null;
  11465. renderItem.program = null;
  11466. renderItem.group = null;
  11467. }
  11468. }
  11469. return {
  11470. opaque: opaque,
  11471. transparent: transparent,
  11472. init: init,
  11473. push: push,
  11474. unshift: unshift,
  11475. finish: finish,
  11476. sort: sort
  11477. };
  11478. }
  11479. function WebGLRenderLists() {
  11480. var lists = new WeakMap();
  11481. function onSceneDispose( event ) {
  11482. var scene = event.target;
  11483. scene.removeEventListener( 'dispose', onSceneDispose );
  11484. lists.delete( scene );
  11485. }
  11486. function get( scene, camera ) {
  11487. var cameras = lists.get( scene );
  11488. var list;
  11489. if ( cameras === undefined ) {
  11490. list = new WebGLRenderList();
  11491. lists.set( scene, new WeakMap() );
  11492. lists.get( scene ).set( camera, list );
  11493. scene.addEventListener( 'dispose', onSceneDispose );
  11494. } else {
  11495. list = cameras.get( camera );
  11496. if ( list === undefined ) {
  11497. list = new WebGLRenderList();
  11498. cameras.set( camera, list );
  11499. }
  11500. }
  11501. return list;
  11502. }
  11503. function dispose() {
  11504. lists = new WeakMap();
  11505. }
  11506. return {
  11507. get: get,
  11508. dispose: dispose
  11509. };
  11510. }
  11511. /**
  11512. * @author mrdoob / http://mrdoob.com/
  11513. */
  11514. function UniformsCache() {
  11515. var lights = {};
  11516. return {
  11517. get: function ( light ) {
  11518. if ( lights[ light.id ] !== undefined ) {
  11519. return lights[ light.id ];
  11520. }
  11521. var uniforms;
  11522. switch ( light.type ) {
  11523. case 'DirectionalLight':
  11524. uniforms = {
  11525. direction: new Vector3(),
  11526. color: new Color()
  11527. };
  11528. break;
  11529. case 'SpotLight':
  11530. uniforms = {
  11531. position: new Vector3(),
  11532. direction: new Vector3(),
  11533. color: new Color(),
  11534. distance: 0,
  11535. coneCos: 0,
  11536. penumbraCos: 0,
  11537. decay: 0
  11538. };
  11539. break;
  11540. case 'PointLight':
  11541. uniforms = {
  11542. position: new Vector3(),
  11543. color: new Color(),
  11544. distance: 0,
  11545. decay: 0
  11546. };
  11547. break;
  11548. case 'HemisphereLight':
  11549. uniforms = {
  11550. direction: new Vector3(),
  11551. skyColor: new Color(),
  11552. groundColor: new Color()
  11553. };
  11554. break;
  11555. case 'RectAreaLight':
  11556. uniforms = {
  11557. color: new Color(),
  11558. position: new Vector3(),
  11559. halfWidth: new Vector3(),
  11560. halfHeight: new Vector3()
  11561. };
  11562. break;
  11563. }
  11564. lights[ light.id ] = uniforms;
  11565. return uniforms;
  11566. }
  11567. };
  11568. }
  11569. function ShadowUniformsCache() {
  11570. var lights = {};
  11571. return {
  11572. get: function ( light ) {
  11573. if ( lights[ light.id ] !== undefined ) {
  11574. return lights[ light.id ];
  11575. }
  11576. var uniforms;
  11577. switch ( light.type ) {
  11578. case 'DirectionalLight':
  11579. uniforms = {
  11580. shadowBias: 0,
  11581. shadowRadius: 1,
  11582. shadowMapSize: new Vector2()
  11583. };
  11584. break;
  11585. case 'SpotLight':
  11586. uniforms = {
  11587. shadowBias: 0,
  11588. shadowRadius: 1,
  11589. shadowMapSize: new Vector2()
  11590. };
  11591. break;
  11592. case 'PointLight':
  11593. uniforms = {
  11594. shadowBias: 0,
  11595. shadowRadius: 1,
  11596. shadowMapSize: new Vector2(),
  11597. shadowCameraNear: 1,
  11598. shadowCameraFar: 1000
  11599. };
  11600. break;
  11601. // TODO (abelnation): set RectAreaLight shadow uniforms
  11602. }
  11603. lights[ light.id ] = uniforms;
  11604. return uniforms;
  11605. }
  11606. };
  11607. }
  11608. var nextVersion = 0;
  11609. function shadowCastingLightsFirst( lightA, lightB ) {
  11610. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11611. }
  11612. function WebGLLights() {
  11613. var cache = new UniformsCache();
  11614. var shadowCache = ShadowUniformsCache();
  11615. var state = {
  11616. version: 0,
  11617. hash: {
  11618. directionalLength: - 1,
  11619. pointLength: - 1,
  11620. spotLength: - 1,
  11621. rectAreaLength: - 1,
  11622. hemiLength: - 1,
  11623. numDirectionalShadows: - 1,
  11624. numPointShadows: - 1,
  11625. numSpotShadows: - 1
  11626. },
  11627. ambient: [ 0, 0, 0 ],
  11628. probe: [],
  11629. directional: [],
  11630. directionalShadow: [],
  11631. directionalShadowMap: [],
  11632. directionalShadowMatrix: [],
  11633. spot: [],
  11634. spotShadow: [],
  11635. spotShadowMap: [],
  11636. spotShadowMatrix: [],
  11637. rectArea: [],
  11638. point: [],
  11639. pointShadow: [],
  11640. pointShadowMap: [],
  11641. pointShadowMatrix: [],
  11642. hemi: []
  11643. };
  11644. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11645. var vector3 = new Vector3();
  11646. var matrix4 = new Matrix4();
  11647. var matrix42 = new Matrix4();
  11648. function setup( lights, shadows, camera ) {
  11649. var r = 0, g = 0, b = 0;
  11650. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11651. var directionalLength = 0;
  11652. var pointLength = 0;
  11653. var spotLength = 0;
  11654. var rectAreaLength = 0;
  11655. var hemiLength = 0;
  11656. var numDirectionalShadows = 0;
  11657. var numPointShadows = 0;
  11658. var numSpotShadows = 0;
  11659. var viewMatrix = camera.matrixWorldInverse;
  11660. lights.sort( shadowCastingLightsFirst );
  11661. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11662. var light = lights[ i ];
  11663. var color = light.color;
  11664. var intensity = light.intensity;
  11665. var distance = light.distance;
  11666. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11667. if ( light.isAmbientLight ) {
  11668. r += color.r * intensity;
  11669. g += color.g * intensity;
  11670. b += color.b * intensity;
  11671. } else if ( light.isLightProbe ) {
  11672. for ( var j = 0; j < 9; j ++ ) {
  11673. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11674. }
  11675. } else if ( light.isDirectionalLight ) {
  11676. var uniforms = cache.get( light );
  11677. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11678. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11679. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11680. uniforms.direction.sub( vector3 );
  11681. uniforms.direction.transformDirection( viewMatrix );
  11682. if ( light.castShadow ) {
  11683. var shadow = light.shadow;
  11684. var shadowUniforms = shadowCache.get( light );
  11685. shadowUniforms.shadowBias = shadow.bias;
  11686. shadowUniforms.shadowRadius = shadow.radius;
  11687. shadowUniforms.shadowMapSize = shadow.mapSize;
  11688. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11689. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11690. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11691. numDirectionalShadows ++;
  11692. }
  11693. state.directional[ directionalLength ] = uniforms;
  11694. directionalLength ++;
  11695. } else if ( light.isSpotLight ) {
  11696. var uniforms = cache.get( light );
  11697. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11698. uniforms.position.applyMatrix4( viewMatrix );
  11699. uniforms.color.copy( color ).multiplyScalar( intensity );
  11700. uniforms.distance = distance;
  11701. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11702. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11703. uniforms.direction.sub( vector3 );
  11704. uniforms.direction.transformDirection( viewMatrix );
  11705. uniforms.coneCos = Math.cos( light.angle );
  11706. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11707. uniforms.decay = light.decay;
  11708. if ( light.castShadow ) {
  11709. var shadow = light.shadow;
  11710. var shadowUniforms = shadowCache.get( light );
  11711. shadowUniforms.shadowBias = shadow.bias;
  11712. shadowUniforms.shadowRadius = shadow.radius;
  11713. shadowUniforms.shadowMapSize = shadow.mapSize;
  11714. state.spotShadow[ spotLength ] = shadowUniforms;
  11715. state.spotShadowMap[ spotLength ] = shadowMap;
  11716. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11717. numSpotShadows ++;
  11718. }
  11719. state.spot[ spotLength ] = uniforms;
  11720. spotLength ++;
  11721. } else if ( light.isRectAreaLight ) {
  11722. var uniforms = cache.get( light );
  11723. // (a) intensity is the total visible light emitted
  11724. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11725. // (b) intensity is the brightness of the light
  11726. uniforms.color.copy( color ).multiplyScalar( intensity );
  11727. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11728. uniforms.position.applyMatrix4( viewMatrix );
  11729. // extract local rotation of light to derive width/height half vectors
  11730. matrix42.identity();
  11731. matrix4.copy( light.matrixWorld );
  11732. matrix4.premultiply( viewMatrix );
  11733. matrix42.extractRotation( matrix4 );
  11734. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11735. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11736. uniforms.halfWidth.applyMatrix4( matrix42 );
  11737. uniforms.halfHeight.applyMatrix4( matrix42 );
  11738. // TODO (abelnation): RectAreaLight distance?
  11739. // uniforms.distance = distance;
  11740. state.rectArea[ rectAreaLength ] = uniforms;
  11741. rectAreaLength ++;
  11742. } else if ( light.isPointLight ) {
  11743. var uniforms = cache.get( light );
  11744. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11745. uniforms.position.applyMatrix4( viewMatrix );
  11746. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11747. uniforms.distance = light.distance;
  11748. uniforms.decay = light.decay;
  11749. if ( light.castShadow ) {
  11750. var shadow = light.shadow;
  11751. var shadowUniforms = shadowCache.get( light );
  11752. shadowUniforms.shadowBias = shadow.bias;
  11753. shadowUniforms.shadowRadius = shadow.radius;
  11754. shadowUniforms.shadowMapSize = shadow.mapSize;
  11755. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11756. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11757. state.pointShadow[ pointLength ] = shadowUniforms;
  11758. state.pointShadowMap[ pointLength ] = shadowMap;
  11759. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11760. numPointShadows ++;
  11761. }
  11762. state.point[ pointLength ] = uniforms;
  11763. pointLength ++;
  11764. } else if ( light.isHemisphereLight ) {
  11765. var uniforms = cache.get( light );
  11766. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11767. uniforms.direction.transformDirection( viewMatrix );
  11768. uniforms.direction.normalize();
  11769. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11770. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11771. state.hemi[ hemiLength ] = uniforms;
  11772. hemiLength ++;
  11773. }
  11774. }
  11775. state.ambient[ 0 ] = r;
  11776. state.ambient[ 1 ] = g;
  11777. state.ambient[ 2 ] = b;
  11778. var hash = state.hash;
  11779. if ( hash.directionalLength !== directionalLength ||
  11780. hash.pointLength !== pointLength ||
  11781. hash.spotLength !== spotLength ||
  11782. hash.rectAreaLength !== rectAreaLength ||
  11783. hash.hemiLength !== hemiLength ||
  11784. hash.numDirectionalShadows !== numDirectionalShadows ||
  11785. hash.numPointShadows !== numPointShadows ||
  11786. hash.numSpotShadows !== numSpotShadows ) {
  11787. state.directional.length = directionalLength;
  11788. state.spot.length = spotLength;
  11789. state.rectArea.length = rectAreaLength;
  11790. state.point.length = pointLength;
  11791. state.hemi.length = hemiLength;
  11792. state.directionalShadow.length = numDirectionalShadows;
  11793. state.directionalShadowMap.length = numDirectionalShadows;
  11794. state.pointShadow.length = numPointShadows;
  11795. state.pointShadowMap.length = numPointShadows;
  11796. state.spotShadow.length = numSpotShadows;
  11797. state.spotShadowMap.length = numSpotShadows;
  11798. state.directionalShadowMatrix.length = numDirectionalShadows;
  11799. state.pointShadowMatrix.length = numPointShadows;
  11800. state.spotShadowMatrix.length = numSpotShadows;
  11801. hash.directionalLength = directionalLength;
  11802. hash.pointLength = pointLength;
  11803. hash.spotLength = spotLength;
  11804. hash.rectAreaLength = rectAreaLength;
  11805. hash.hemiLength = hemiLength;
  11806. hash.numDirectionalShadows = numDirectionalShadows;
  11807. hash.numPointShadows = numPointShadows;
  11808. hash.numSpotShadows = numSpotShadows;
  11809. state.version = nextVersion ++;
  11810. }
  11811. }
  11812. return {
  11813. setup: setup,
  11814. state: state
  11815. };
  11816. }
  11817. /**
  11818. * @author Mugen87 / https://github.com/Mugen87
  11819. */
  11820. function WebGLRenderState() {
  11821. var lights = new WebGLLights();
  11822. var lightsArray = [];
  11823. var shadowsArray = [];
  11824. function init() {
  11825. lightsArray.length = 0;
  11826. shadowsArray.length = 0;
  11827. }
  11828. function pushLight( light ) {
  11829. lightsArray.push( light );
  11830. }
  11831. function pushShadow( shadowLight ) {
  11832. shadowsArray.push( shadowLight );
  11833. }
  11834. function setupLights( camera ) {
  11835. lights.setup( lightsArray, shadowsArray, camera );
  11836. }
  11837. var state = {
  11838. lightsArray: lightsArray,
  11839. shadowsArray: shadowsArray,
  11840. lights: lights
  11841. };
  11842. return {
  11843. init: init,
  11844. state: state,
  11845. setupLights: setupLights,
  11846. pushLight: pushLight,
  11847. pushShadow: pushShadow
  11848. };
  11849. }
  11850. function WebGLRenderStates() {
  11851. var renderStates = new WeakMap();
  11852. function onSceneDispose( event ) {
  11853. var scene = event.target;
  11854. scene.removeEventListener( 'dispose', onSceneDispose );
  11855. renderStates.delete( scene );
  11856. }
  11857. function get( scene, camera ) {
  11858. var renderState;
  11859. if ( renderStates.has( scene ) === false ) {
  11860. renderState = new WebGLRenderState();
  11861. renderStates.set( scene, new WeakMap() );
  11862. renderStates.get( scene ).set( camera, renderState );
  11863. scene.addEventListener( 'dispose', onSceneDispose );
  11864. } else {
  11865. if ( renderStates.get( scene ).has( camera ) === false ) {
  11866. renderState = new WebGLRenderState();
  11867. renderStates.get( scene ).set( camera, renderState );
  11868. } else {
  11869. renderState = renderStates.get( scene ).get( camera );
  11870. }
  11871. }
  11872. return renderState;
  11873. }
  11874. function dispose() {
  11875. renderStates = new WeakMap();
  11876. }
  11877. return {
  11878. get: get,
  11879. dispose: dispose
  11880. };
  11881. }
  11882. /**
  11883. * @author mrdoob / http://mrdoob.com/
  11884. * @author alteredq / http://alteredqualia.com/
  11885. * @author bhouston / https://clara.io
  11886. * @author WestLangley / http://github.com/WestLangley
  11887. *
  11888. * parameters = {
  11889. *
  11890. * opacity: <float>,
  11891. *
  11892. * map: new THREE.Texture( <Image> ),
  11893. *
  11894. * alphaMap: new THREE.Texture( <Image> ),
  11895. *
  11896. * displacementMap: new THREE.Texture( <Image> ),
  11897. * displacementScale: <float>,
  11898. * displacementBias: <float>,
  11899. *
  11900. * wireframe: <boolean>,
  11901. * wireframeLinewidth: <float>
  11902. * }
  11903. */
  11904. function MeshDepthMaterial( parameters ) {
  11905. Material.call( this );
  11906. this.type = 'MeshDepthMaterial';
  11907. this.depthPacking = BasicDepthPacking;
  11908. this.skinning = false;
  11909. this.morphTargets = false;
  11910. this.map = null;
  11911. this.alphaMap = null;
  11912. this.displacementMap = null;
  11913. this.displacementScale = 1;
  11914. this.displacementBias = 0;
  11915. this.wireframe = false;
  11916. this.wireframeLinewidth = 1;
  11917. this.fog = false;
  11918. this.setValues( parameters );
  11919. }
  11920. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11921. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11922. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11923. MeshDepthMaterial.prototype.copy = function ( source ) {
  11924. Material.prototype.copy.call( this, source );
  11925. this.depthPacking = source.depthPacking;
  11926. this.skinning = source.skinning;
  11927. this.morphTargets = source.morphTargets;
  11928. this.map = source.map;
  11929. this.alphaMap = source.alphaMap;
  11930. this.displacementMap = source.displacementMap;
  11931. this.displacementScale = source.displacementScale;
  11932. this.displacementBias = source.displacementBias;
  11933. this.wireframe = source.wireframe;
  11934. this.wireframeLinewidth = source.wireframeLinewidth;
  11935. return this;
  11936. };
  11937. /**
  11938. * @author WestLangley / http://github.com/WestLangley
  11939. *
  11940. * parameters = {
  11941. *
  11942. * referencePosition: <float>,
  11943. * nearDistance: <float>,
  11944. * farDistance: <float>,
  11945. *
  11946. * skinning: <bool>,
  11947. * morphTargets: <bool>,
  11948. *
  11949. * map: new THREE.Texture( <Image> ),
  11950. *
  11951. * alphaMap: new THREE.Texture( <Image> ),
  11952. *
  11953. * displacementMap: new THREE.Texture( <Image> ),
  11954. * displacementScale: <float>,
  11955. * displacementBias: <float>
  11956. *
  11957. * }
  11958. */
  11959. function MeshDistanceMaterial( parameters ) {
  11960. Material.call( this );
  11961. this.type = 'MeshDistanceMaterial';
  11962. this.referencePosition = new Vector3();
  11963. this.nearDistance = 1;
  11964. this.farDistance = 1000;
  11965. this.skinning = false;
  11966. this.morphTargets = false;
  11967. this.map = null;
  11968. this.alphaMap = null;
  11969. this.displacementMap = null;
  11970. this.displacementScale = 1;
  11971. this.displacementBias = 0;
  11972. this.fog = false;
  11973. this.setValues( parameters );
  11974. }
  11975. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11976. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11977. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11978. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11979. Material.prototype.copy.call( this, source );
  11980. this.referencePosition.copy( source.referencePosition );
  11981. this.nearDistance = source.nearDistance;
  11982. this.farDistance = source.farDistance;
  11983. this.skinning = source.skinning;
  11984. this.morphTargets = source.morphTargets;
  11985. this.map = source.map;
  11986. this.alphaMap = source.alphaMap;
  11987. this.displacementMap = source.displacementMap;
  11988. this.displacementScale = source.displacementScale;
  11989. this.displacementBias = source.displacementBias;
  11990. return this;
  11991. };
  11992. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11993. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11994. /**
  11995. * @author alteredq / http://alteredqualia.com/
  11996. * @author mrdoob / http://mrdoob.com/
  11997. */
  11998. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11999. var _frustum = new Frustum(),
  12000. _shadowMapSize = new Vector2(),
  12001. _viewportSize = new Vector2(),
  12002. _viewport = new Vector4(),
  12003. _depthMaterials = [],
  12004. _distanceMaterials = [],
  12005. _materialCache = {};
  12006. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12007. var shadowMaterialVertical = new ShaderMaterial( {
  12008. defines: {
  12009. SAMPLE_RATE: 2.0 / 8.0,
  12010. HALF_SAMPLE_RATE: 1.0 / 8.0
  12011. },
  12012. uniforms: {
  12013. shadow_pass: { value: null },
  12014. resolution: { value: new Vector2() },
  12015. radius: { value: 4.0 }
  12016. },
  12017. vertexShader: vsm_vert,
  12018. fragmentShader: vsm_frag
  12019. } );
  12020. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12021. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12022. var fullScreenTri = new BufferGeometry();
  12023. fullScreenTri.setAttribute(
  12024. "position",
  12025. new BufferAttribute(
  12026. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12027. 3
  12028. )
  12029. );
  12030. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12031. var scope = this;
  12032. this.enabled = false;
  12033. this.autoUpdate = true;
  12034. this.needsUpdate = false;
  12035. this.type = PCFShadowMap;
  12036. this.render = function ( lights, scene, camera ) {
  12037. if ( scope.enabled === false ) { return; }
  12038. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12039. if ( lights.length === 0 ) { return; }
  12040. var currentRenderTarget = _renderer.getRenderTarget();
  12041. var activeCubeFace = _renderer.getActiveCubeFace();
  12042. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12043. var _state = _renderer.state;
  12044. // Set GL state for depth map.
  12045. _state.setBlending( NoBlending );
  12046. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12047. _state.buffers.depth.setTest( true );
  12048. _state.setScissorTest( false );
  12049. // render depth map
  12050. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12051. var light = lights[ i ];
  12052. var shadow = light.shadow;
  12053. if ( shadow === undefined ) {
  12054. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12055. continue;
  12056. }
  12057. _shadowMapSize.copy( shadow.mapSize );
  12058. var shadowFrameExtents = shadow.getFrameExtents();
  12059. _shadowMapSize.multiply( shadowFrameExtents );
  12060. _viewportSize.copy( shadow.mapSize );
  12061. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12062. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12063. if ( _shadowMapSize.x > maxTextureSize ) {
  12064. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12065. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12066. shadow.mapSize.x = _viewportSize.x;
  12067. }
  12068. if ( _shadowMapSize.y > maxTextureSize ) {
  12069. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12070. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12071. shadow.mapSize.y = _viewportSize.y;
  12072. }
  12073. }
  12074. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12075. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12076. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12077. shadow.map.texture.name = light.name + ".shadowMap";
  12078. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12079. shadow.camera.updateProjectionMatrix();
  12080. }
  12081. if ( shadow.map === null ) {
  12082. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12083. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12084. shadow.map.texture.name = light.name + ".shadowMap";
  12085. shadow.camera.updateProjectionMatrix();
  12086. }
  12087. _renderer.setRenderTarget( shadow.map );
  12088. _renderer.clear();
  12089. var viewportCount = shadow.getViewportCount();
  12090. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12091. var viewport = shadow.getViewport( vp );
  12092. _viewport.set(
  12093. _viewportSize.x * viewport.x,
  12094. _viewportSize.y * viewport.y,
  12095. _viewportSize.x * viewport.z,
  12096. _viewportSize.y * viewport.w
  12097. );
  12098. _state.viewport( _viewport );
  12099. shadow.updateMatrices( light, vp );
  12100. _frustum = shadow.getFrustum();
  12101. renderObject( scene, camera, shadow.camera, light, this.type );
  12102. }
  12103. // do blur pass for VSM
  12104. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12105. VSMPass( shadow, camera );
  12106. }
  12107. }
  12108. scope.needsUpdate = false;
  12109. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12110. };
  12111. function VSMPass( shadow, camera ) {
  12112. var geometry = _objects.update( fullScreenMesh );
  12113. // vertical pass
  12114. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12115. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12116. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12117. _renderer.setRenderTarget( shadow.mapPass );
  12118. _renderer.clear();
  12119. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12120. // horizonal pass
  12121. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12122. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12123. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12124. _renderer.setRenderTarget( shadow.map );
  12125. _renderer.clear();
  12126. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12127. }
  12128. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12129. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12130. var material = _depthMaterials[ index ];
  12131. if ( material === undefined ) {
  12132. material = new MeshDepthMaterial( {
  12133. depthPacking: RGBADepthPacking,
  12134. morphTargets: useMorphing,
  12135. skinning: useSkinning
  12136. } );
  12137. _depthMaterials[ index ] = material;
  12138. }
  12139. return material;
  12140. }
  12141. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12142. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12143. var material = _distanceMaterials[ index ];
  12144. if ( material === undefined ) {
  12145. material = new MeshDistanceMaterial( {
  12146. morphTargets: useMorphing,
  12147. skinning: useSkinning
  12148. } );
  12149. _distanceMaterials[ index ] = material;
  12150. }
  12151. return material;
  12152. }
  12153. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12154. var result = null;
  12155. var getMaterialVariant = getDepthMaterialVariant;
  12156. var customMaterial = object.customDepthMaterial;
  12157. if ( light.isPointLight === true ) {
  12158. getMaterialVariant = getDistanceMaterialVariant;
  12159. customMaterial = object.customDistanceMaterial;
  12160. }
  12161. if ( customMaterial === undefined ) {
  12162. var useMorphing = false;
  12163. if ( material.morphTargets === true ) {
  12164. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12165. }
  12166. var useSkinning = false;
  12167. if ( object.isSkinnedMesh === true ) {
  12168. if ( material.skinning === true ) {
  12169. useSkinning = true;
  12170. } else {
  12171. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12172. }
  12173. }
  12174. var useInstancing = object.isInstancedMesh === true;
  12175. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12176. } else {
  12177. result = customMaterial;
  12178. }
  12179. if ( _renderer.localClippingEnabled &&
  12180. material.clipShadows === true &&
  12181. material.clippingPlanes.length !== 0 ) {
  12182. // in this case we need a unique material instance reflecting the
  12183. // appropriate state
  12184. var keyA = result.uuid, keyB = material.uuid;
  12185. var materialsForVariant = _materialCache[ keyA ];
  12186. if ( materialsForVariant === undefined ) {
  12187. materialsForVariant = {};
  12188. _materialCache[ keyA ] = materialsForVariant;
  12189. }
  12190. var cachedMaterial = materialsForVariant[ keyB ];
  12191. if ( cachedMaterial === undefined ) {
  12192. cachedMaterial = result.clone();
  12193. materialsForVariant[ keyB ] = cachedMaterial;
  12194. }
  12195. result = cachedMaterial;
  12196. }
  12197. result.visible = material.visible;
  12198. result.wireframe = material.wireframe;
  12199. if ( type === VSMShadowMap ) {
  12200. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12201. } else {
  12202. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12203. }
  12204. result.clipShadows = material.clipShadows;
  12205. result.clippingPlanes = material.clippingPlanes;
  12206. result.clipIntersection = material.clipIntersection;
  12207. result.wireframeLinewidth = material.wireframeLinewidth;
  12208. result.linewidth = material.linewidth;
  12209. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12210. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12211. result.nearDistance = shadowCameraNear;
  12212. result.farDistance = shadowCameraFar;
  12213. }
  12214. return result;
  12215. }
  12216. function renderObject( object, camera, shadowCamera, light, type ) {
  12217. if ( object.visible === false ) { return; }
  12218. var visible = object.layers.test( camera.layers );
  12219. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12220. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12221. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12222. var geometry = _objects.update( object );
  12223. var material = object.material;
  12224. if ( Array.isArray( material ) ) {
  12225. var groups = geometry.groups;
  12226. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12227. var group = groups[ k ];
  12228. var groupMaterial = material[ group.materialIndex ];
  12229. if ( groupMaterial && groupMaterial.visible ) {
  12230. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12231. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12232. }
  12233. }
  12234. } else if ( material.visible ) {
  12235. var depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12236. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12237. }
  12238. }
  12239. }
  12240. var children = object.children;
  12241. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12242. renderObject( children[ i ], camera, shadowCamera, light, type );
  12243. }
  12244. }
  12245. }
  12246. /**
  12247. * @author mrdoob / http://mrdoob.com/
  12248. */
  12249. function WebGLState( gl, extensions, capabilities ) {
  12250. var isWebGL2 = capabilities.isWebGL2;
  12251. function ColorBuffer() {
  12252. var locked = false;
  12253. var color = new Vector4();
  12254. var currentColorMask = null;
  12255. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12256. return {
  12257. setMask: function ( colorMask ) {
  12258. if ( currentColorMask !== colorMask && ! locked ) {
  12259. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12260. currentColorMask = colorMask;
  12261. }
  12262. },
  12263. setLocked: function ( lock ) {
  12264. locked = lock;
  12265. },
  12266. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12267. if ( premultipliedAlpha === true ) {
  12268. r *= a; g *= a; b *= a;
  12269. }
  12270. color.set( r, g, b, a );
  12271. if ( currentColorClear.equals( color ) === false ) {
  12272. gl.clearColor( r, g, b, a );
  12273. currentColorClear.copy( color );
  12274. }
  12275. },
  12276. reset: function () {
  12277. locked = false;
  12278. currentColorMask = null;
  12279. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12280. }
  12281. };
  12282. }
  12283. function DepthBuffer() {
  12284. var locked = false;
  12285. var currentDepthMask = null;
  12286. var currentDepthFunc = null;
  12287. var currentDepthClear = null;
  12288. return {
  12289. setTest: function ( depthTest ) {
  12290. if ( depthTest ) {
  12291. enable( 2929 );
  12292. } else {
  12293. disable( 2929 );
  12294. }
  12295. },
  12296. setMask: function ( depthMask ) {
  12297. if ( currentDepthMask !== depthMask && ! locked ) {
  12298. gl.depthMask( depthMask );
  12299. currentDepthMask = depthMask;
  12300. }
  12301. },
  12302. setFunc: function ( depthFunc ) {
  12303. if ( currentDepthFunc !== depthFunc ) {
  12304. if ( depthFunc ) {
  12305. switch ( depthFunc ) {
  12306. case NeverDepth:
  12307. gl.depthFunc( 512 );
  12308. break;
  12309. case AlwaysDepth:
  12310. gl.depthFunc( 519 );
  12311. break;
  12312. case LessDepth:
  12313. gl.depthFunc( 513 );
  12314. break;
  12315. case LessEqualDepth:
  12316. gl.depthFunc( 515 );
  12317. break;
  12318. case EqualDepth:
  12319. gl.depthFunc( 514 );
  12320. break;
  12321. case GreaterEqualDepth:
  12322. gl.depthFunc( 518 );
  12323. break;
  12324. case GreaterDepth:
  12325. gl.depthFunc( 516 );
  12326. break;
  12327. case NotEqualDepth:
  12328. gl.depthFunc( 517 );
  12329. break;
  12330. default:
  12331. gl.depthFunc( 515 );
  12332. }
  12333. } else {
  12334. gl.depthFunc( 515 );
  12335. }
  12336. currentDepthFunc = depthFunc;
  12337. }
  12338. },
  12339. setLocked: function ( lock ) {
  12340. locked = lock;
  12341. },
  12342. setClear: function ( depth ) {
  12343. if ( currentDepthClear !== depth ) {
  12344. gl.clearDepth( depth );
  12345. currentDepthClear = depth;
  12346. }
  12347. },
  12348. reset: function () {
  12349. locked = false;
  12350. currentDepthMask = null;
  12351. currentDepthFunc = null;
  12352. currentDepthClear = null;
  12353. }
  12354. };
  12355. }
  12356. function StencilBuffer() {
  12357. var locked = false;
  12358. var currentStencilMask = null;
  12359. var currentStencilFunc = null;
  12360. var currentStencilRef = null;
  12361. var currentStencilFuncMask = null;
  12362. var currentStencilFail = null;
  12363. var currentStencilZFail = null;
  12364. var currentStencilZPass = null;
  12365. var currentStencilClear = null;
  12366. return {
  12367. setTest: function ( stencilTest ) {
  12368. if ( ! locked ) {
  12369. if ( stencilTest ) {
  12370. enable( 2960 );
  12371. } else {
  12372. disable( 2960 );
  12373. }
  12374. }
  12375. },
  12376. setMask: function ( stencilMask ) {
  12377. if ( currentStencilMask !== stencilMask && ! locked ) {
  12378. gl.stencilMask( stencilMask );
  12379. currentStencilMask = stencilMask;
  12380. }
  12381. },
  12382. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12383. if ( currentStencilFunc !== stencilFunc ||
  12384. currentStencilRef !== stencilRef ||
  12385. currentStencilFuncMask !== stencilMask ) {
  12386. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12387. currentStencilFunc = stencilFunc;
  12388. currentStencilRef = stencilRef;
  12389. currentStencilFuncMask = stencilMask;
  12390. }
  12391. },
  12392. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12393. if ( currentStencilFail !== stencilFail ||
  12394. currentStencilZFail !== stencilZFail ||
  12395. currentStencilZPass !== stencilZPass ) {
  12396. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12397. currentStencilFail = stencilFail;
  12398. currentStencilZFail = stencilZFail;
  12399. currentStencilZPass = stencilZPass;
  12400. }
  12401. },
  12402. setLocked: function ( lock ) {
  12403. locked = lock;
  12404. },
  12405. setClear: function ( stencil ) {
  12406. if ( currentStencilClear !== stencil ) {
  12407. gl.clearStencil( stencil );
  12408. currentStencilClear = stencil;
  12409. }
  12410. },
  12411. reset: function () {
  12412. locked = false;
  12413. currentStencilMask = null;
  12414. currentStencilFunc = null;
  12415. currentStencilRef = null;
  12416. currentStencilFuncMask = null;
  12417. currentStencilFail = null;
  12418. currentStencilZFail = null;
  12419. currentStencilZPass = null;
  12420. currentStencilClear = null;
  12421. }
  12422. };
  12423. }
  12424. //
  12425. var colorBuffer = new ColorBuffer();
  12426. var depthBuffer = new DepthBuffer();
  12427. var stencilBuffer = new StencilBuffer();
  12428. var maxVertexAttributes = gl.getParameter( 34921 );
  12429. var newAttributes = new Uint8Array( maxVertexAttributes );
  12430. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12431. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12432. var enabledCapabilities = {};
  12433. var currentProgram = null;
  12434. var currentBlendingEnabled = null;
  12435. var currentBlending = null;
  12436. var currentBlendEquation = null;
  12437. var currentBlendSrc = null;
  12438. var currentBlendDst = null;
  12439. var currentBlendEquationAlpha = null;
  12440. var currentBlendSrcAlpha = null;
  12441. var currentBlendDstAlpha = null;
  12442. var currentPremultipledAlpha = false;
  12443. var currentFlipSided = null;
  12444. var currentCullFace = null;
  12445. var currentLineWidth = null;
  12446. var currentPolygonOffsetFactor = null;
  12447. var currentPolygonOffsetUnits = null;
  12448. var maxTextures = gl.getParameter( 35661 );
  12449. var lineWidthAvailable = false;
  12450. var version = 0;
  12451. var glVersion = gl.getParameter( 7938 );
  12452. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12453. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12454. lineWidthAvailable = ( version >= 1.0 );
  12455. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12456. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12457. lineWidthAvailable = ( version >= 2.0 );
  12458. }
  12459. var currentTextureSlot = null;
  12460. var currentBoundTextures = {};
  12461. var currentScissor = new Vector4();
  12462. var currentViewport = new Vector4();
  12463. function createTexture( type, target, count ) {
  12464. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12465. var texture = gl.createTexture();
  12466. gl.bindTexture( type, texture );
  12467. gl.texParameteri( type, 10241, 9728 );
  12468. gl.texParameteri( type, 10240, 9728 );
  12469. for ( var i = 0; i < count; i ++ ) {
  12470. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12471. }
  12472. return texture;
  12473. }
  12474. var emptyTextures = {};
  12475. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12476. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12477. // init
  12478. colorBuffer.setClear( 0, 0, 0, 1 );
  12479. depthBuffer.setClear( 1 );
  12480. stencilBuffer.setClear( 0 );
  12481. enable( 2929 );
  12482. depthBuffer.setFunc( LessEqualDepth );
  12483. setFlipSided( false );
  12484. setCullFace( CullFaceBack );
  12485. enable( 2884 );
  12486. setBlending( NoBlending );
  12487. //
  12488. function initAttributes() {
  12489. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12490. newAttributes[ i ] = 0;
  12491. }
  12492. }
  12493. function enableAttribute( attribute ) {
  12494. enableAttributeAndDivisor( attribute, 0 );
  12495. }
  12496. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12497. newAttributes[ attribute ] = 1;
  12498. if ( enabledAttributes[ attribute ] === 0 ) {
  12499. gl.enableVertexAttribArray( attribute );
  12500. enabledAttributes[ attribute ] = 1;
  12501. }
  12502. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12503. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12504. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12505. attributeDivisors[ attribute ] = meshPerAttribute;
  12506. }
  12507. }
  12508. function disableUnusedAttributes() {
  12509. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12510. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12511. gl.disableVertexAttribArray( i );
  12512. enabledAttributes[ i ] = 0;
  12513. }
  12514. }
  12515. }
  12516. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12517. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12518. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12519. } else {
  12520. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12521. }
  12522. }
  12523. function enable( id ) {
  12524. if ( enabledCapabilities[ id ] !== true ) {
  12525. gl.enable( id );
  12526. enabledCapabilities[ id ] = true;
  12527. }
  12528. }
  12529. function disable( id ) {
  12530. if ( enabledCapabilities[ id ] !== false ) {
  12531. gl.disable( id );
  12532. enabledCapabilities[ id ] = false;
  12533. }
  12534. }
  12535. function useProgram( program ) {
  12536. if ( currentProgram !== program ) {
  12537. gl.useProgram( program );
  12538. currentProgram = program;
  12539. return true;
  12540. }
  12541. return false;
  12542. }
  12543. var equationToGL = {};
  12544. equationToGL[ AddEquation ] = 32774;
  12545. equationToGL[ SubtractEquation ] = 32778;
  12546. equationToGL[ ReverseSubtractEquation ] = 32779;
  12547. if ( isWebGL2 ) {
  12548. equationToGL[ MinEquation ] = 32775;
  12549. equationToGL[ MaxEquation ] = 32776;
  12550. } else {
  12551. var extension = extensions.get( 'EXT_blend_minmax' );
  12552. if ( extension !== null ) {
  12553. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12554. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12555. }
  12556. }
  12557. var factorToGL = {};
  12558. factorToGL[ ZeroFactor ] = 0;
  12559. factorToGL[ OneFactor ] = 1;
  12560. factorToGL[ SrcColorFactor ] = 768;
  12561. factorToGL[ SrcAlphaFactor ] = 770;
  12562. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12563. factorToGL[ DstColorFactor ] = 774;
  12564. factorToGL[ DstAlphaFactor ] = 772;
  12565. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12566. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12567. factorToGL[ OneMinusDstColorFactor ] = 775;
  12568. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12569. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12570. if ( blending === NoBlending ) {
  12571. if ( currentBlendingEnabled ) {
  12572. disable( 3042 );
  12573. currentBlendingEnabled = false;
  12574. }
  12575. return;
  12576. }
  12577. if ( ! currentBlendingEnabled ) {
  12578. enable( 3042 );
  12579. currentBlendingEnabled = true;
  12580. }
  12581. if ( blending !== CustomBlending ) {
  12582. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12583. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12584. gl.blendEquation( 32774 );
  12585. currentBlendEquation = AddEquation;
  12586. currentBlendEquationAlpha = AddEquation;
  12587. }
  12588. if ( premultipliedAlpha ) {
  12589. switch ( blending ) {
  12590. case NormalBlending:
  12591. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12592. break;
  12593. case AdditiveBlending:
  12594. gl.blendFunc( 1, 1 );
  12595. break;
  12596. case SubtractiveBlending:
  12597. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12598. break;
  12599. case MultiplyBlending:
  12600. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12601. break;
  12602. default:
  12603. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12604. break;
  12605. }
  12606. } else {
  12607. switch ( blending ) {
  12608. case NormalBlending:
  12609. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12610. break;
  12611. case AdditiveBlending:
  12612. gl.blendFunc( 770, 1 );
  12613. break;
  12614. case SubtractiveBlending:
  12615. gl.blendFunc( 0, 769 );
  12616. break;
  12617. case MultiplyBlending:
  12618. gl.blendFunc( 0, 768 );
  12619. break;
  12620. default:
  12621. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12622. break;
  12623. }
  12624. }
  12625. currentBlendSrc = null;
  12626. currentBlendDst = null;
  12627. currentBlendSrcAlpha = null;
  12628. currentBlendDstAlpha = null;
  12629. currentBlending = blending;
  12630. currentPremultipledAlpha = premultipliedAlpha;
  12631. }
  12632. return;
  12633. }
  12634. // custom blending
  12635. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12636. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12637. blendDstAlpha = blendDstAlpha || blendDst;
  12638. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12639. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12640. currentBlendEquation = blendEquation;
  12641. currentBlendEquationAlpha = blendEquationAlpha;
  12642. }
  12643. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12644. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12645. currentBlendSrc = blendSrc;
  12646. currentBlendDst = blendDst;
  12647. currentBlendSrcAlpha = blendSrcAlpha;
  12648. currentBlendDstAlpha = blendDstAlpha;
  12649. }
  12650. currentBlending = blending;
  12651. currentPremultipledAlpha = null;
  12652. }
  12653. function setMaterial( material, frontFaceCW ) {
  12654. material.side === DoubleSide
  12655. ? disable( 2884 )
  12656. : enable( 2884 );
  12657. var flipSided = ( material.side === BackSide );
  12658. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12659. setFlipSided( flipSided );
  12660. ( material.blending === NormalBlending && material.transparent === false )
  12661. ? setBlending( NoBlending )
  12662. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12663. depthBuffer.setFunc( material.depthFunc );
  12664. depthBuffer.setTest( material.depthTest );
  12665. depthBuffer.setMask( material.depthWrite );
  12666. colorBuffer.setMask( material.colorWrite );
  12667. var stencilWrite = material.stencilWrite;
  12668. stencilBuffer.setTest( stencilWrite );
  12669. if ( stencilWrite ) {
  12670. stencilBuffer.setMask( material.stencilWriteMask );
  12671. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12672. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12673. }
  12674. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12675. }
  12676. //
  12677. function setFlipSided( flipSided ) {
  12678. if ( currentFlipSided !== flipSided ) {
  12679. if ( flipSided ) {
  12680. gl.frontFace( 2304 );
  12681. } else {
  12682. gl.frontFace( 2305 );
  12683. }
  12684. currentFlipSided = flipSided;
  12685. }
  12686. }
  12687. function setCullFace( cullFace ) {
  12688. if ( cullFace !== CullFaceNone ) {
  12689. enable( 2884 );
  12690. if ( cullFace !== currentCullFace ) {
  12691. if ( cullFace === CullFaceBack ) {
  12692. gl.cullFace( 1029 );
  12693. } else if ( cullFace === CullFaceFront ) {
  12694. gl.cullFace( 1028 );
  12695. } else {
  12696. gl.cullFace( 1032 );
  12697. }
  12698. }
  12699. } else {
  12700. disable( 2884 );
  12701. }
  12702. currentCullFace = cullFace;
  12703. }
  12704. function setLineWidth( width ) {
  12705. if ( width !== currentLineWidth ) {
  12706. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12707. currentLineWidth = width;
  12708. }
  12709. }
  12710. function setPolygonOffset( polygonOffset, factor, units ) {
  12711. if ( polygonOffset ) {
  12712. enable( 32823 );
  12713. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12714. gl.polygonOffset( factor, units );
  12715. currentPolygonOffsetFactor = factor;
  12716. currentPolygonOffsetUnits = units;
  12717. }
  12718. } else {
  12719. disable( 32823 );
  12720. }
  12721. }
  12722. function setScissorTest( scissorTest ) {
  12723. if ( scissorTest ) {
  12724. enable( 3089 );
  12725. } else {
  12726. disable( 3089 );
  12727. }
  12728. }
  12729. // texture
  12730. function activeTexture( webglSlot ) {
  12731. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12732. if ( currentTextureSlot !== webglSlot ) {
  12733. gl.activeTexture( webglSlot );
  12734. currentTextureSlot = webglSlot;
  12735. }
  12736. }
  12737. function bindTexture( webglType, webglTexture ) {
  12738. if ( currentTextureSlot === null ) {
  12739. activeTexture();
  12740. }
  12741. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12742. if ( boundTexture === undefined ) {
  12743. boundTexture = { type: undefined, texture: undefined };
  12744. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12745. }
  12746. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12747. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12748. boundTexture.type = webglType;
  12749. boundTexture.texture = webglTexture;
  12750. }
  12751. }
  12752. function unbindTexture() {
  12753. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12754. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12755. gl.bindTexture( boundTexture.type, null );
  12756. boundTexture.type = undefined;
  12757. boundTexture.texture = undefined;
  12758. }
  12759. }
  12760. function compressedTexImage2D() {
  12761. try {
  12762. gl.compressedTexImage2D.apply( gl, arguments );
  12763. } catch ( error ) {
  12764. console.error( 'THREE.WebGLState:', error );
  12765. }
  12766. }
  12767. function texImage2D() {
  12768. try {
  12769. gl.texImage2D.apply( gl, arguments );
  12770. } catch ( error ) {
  12771. console.error( 'THREE.WebGLState:', error );
  12772. }
  12773. }
  12774. function texImage3D() {
  12775. try {
  12776. gl.texImage3D.apply( gl, arguments );
  12777. } catch ( error ) {
  12778. console.error( 'THREE.WebGLState:', error );
  12779. }
  12780. }
  12781. //
  12782. function scissor( scissor ) {
  12783. if ( currentScissor.equals( scissor ) === false ) {
  12784. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12785. currentScissor.copy( scissor );
  12786. }
  12787. }
  12788. function viewport( viewport ) {
  12789. if ( currentViewport.equals( viewport ) === false ) {
  12790. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12791. currentViewport.copy( viewport );
  12792. }
  12793. }
  12794. //
  12795. function reset() {
  12796. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12797. if ( enabledAttributes[ i ] === 1 ) {
  12798. gl.disableVertexAttribArray( i );
  12799. enabledAttributes[ i ] = 0;
  12800. }
  12801. }
  12802. enabledCapabilities = {};
  12803. currentTextureSlot = null;
  12804. currentBoundTextures = {};
  12805. currentProgram = null;
  12806. currentBlending = null;
  12807. currentFlipSided = null;
  12808. currentCullFace = null;
  12809. colorBuffer.reset();
  12810. depthBuffer.reset();
  12811. stencilBuffer.reset();
  12812. }
  12813. return {
  12814. buffers: {
  12815. color: colorBuffer,
  12816. depth: depthBuffer,
  12817. stencil: stencilBuffer
  12818. },
  12819. initAttributes: initAttributes,
  12820. enableAttribute: enableAttribute,
  12821. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12822. disableUnusedAttributes: disableUnusedAttributes,
  12823. vertexAttribPointer: vertexAttribPointer,
  12824. enable: enable,
  12825. disable: disable,
  12826. useProgram: useProgram,
  12827. setBlending: setBlending,
  12828. setMaterial: setMaterial,
  12829. setFlipSided: setFlipSided,
  12830. setCullFace: setCullFace,
  12831. setLineWidth: setLineWidth,
  12832. setPolygonOffset: setPolygonOffset,
  12833. setScissorTest: setScissorTest,
  12834. activeTexture: activeTexture,
  12835. bindTexture: bindTexture,
  12836. unbindTexture: unbindTexture,
  12837. compressedTexImage2D: compressedTexImage2D,
  12838. texImage2D: texImage2D,
  12839. texImage3D: texImage3D,
  12840. scissor: scissor,
  12841. viewport: viewport,
  12842. reset: reset
  12843. };
  12844. }
  12845. /**
  12846. * @author mrdoob / http://mrdoob.com/
  12847. */
  12848. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12849. var isWebGL2 = capabilities.isWebGL2;
  12850. var maxTextures = capabilities.maxTextures;
  12851. var maxCubemapSize = capabilities.maxCubemapSize;
  12852. var maxTextureSize = capabilities.maxTextureSize;
  12853. var maxSamples = capabilities.maxSamples;
  12854. var _videoTextures = new WeakMap();
  12855. var _canvas;
  12856. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12857. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12858. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12859. var useOffscreenCanvas = false;
  12860. try {
  12861. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12862. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12863. } catch ( err ) {
  12864. // Ignore any errors
  12865. }
  12866. function createCanvas( width, height ) {
  12867. // Use OffscreenCanvas when available. Specially needed in web workers
  12868. return useOffscreenCanvas ?
  12869. new OffscreenCanvas( width, height ) :
  12870. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12871. }
  12872. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12873. var scale = 1;
  12874. // handle case if texture exceeds max size
  12875. if ( image.width > maxSize || image.height > maxSize ) {
  12876. scale = maxSize / Math.max( image.width, image.height );
  12877. }
  12878. // only perform resize if necessary
  12879. if ( scale < 1 || needsPowerOfTwo === true ) {
  12880. // only perform resize for certain image types
  12881. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12882. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12883. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12884. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12885. var width = floor( scale * image.width );
  12886. var height = floor( scale * image.height );
  12887. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12888. // cube textures can't reuse the same canvas
  12889. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12890. canvas.width = width;
  12891. canvas.height = height;
  12892. var context = canvas.getContext( '2d' );
  12893. context.drawImage( image, 0, 0, width, height );
  12894. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12895. return canvas;
  12896. } else {
  12897. if ( 'data' in image ) {
  12898. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12899. }
  12900. return image;
  12901. }
  12902. }
  12903. return image;
  12904. }
  12905. function isPowerOfTwo( image ) {
  12906. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12907. }
  12908. function textureNeedsPowerOfTwo( texture ) {
  12909. if ( isWebGL2 ) { return false; }
  12910. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12911. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12912. }
  12913. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12914. return texture.generateMipmaps && supportsMips &&
  12915. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12916. }
  12917. function generateMipmap( target, texture, width, height ) {
  12918. _gl.generateMipmap( target );
  12919. var textureProperties = properties.get( texture );
  12920. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12921. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12922. }
  12923. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12924. if ( isWebGL2 === false ) { return glFormat; }
  12925. if ( internalFormatName !== null ) {
  12926. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12927. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12928. }
  12929. var internalFormat = glFormat;
  12930. if ( glFormat === 6403 ) {
  12931. if ( glType === 5126 ) { internalFormat = 33326; }
  12932. if ( glType === 5131 ) { internalFormat = 33325; }
  12933. if ( glType === 5121 ) { internalFormat = 33321; }
  12934. }
  12935. if ( glFormat === 6407 ) {
  12936. if ( glType === 5126 ) { internalFormat = 34837; }
  12937. if ( glType === 5131 ) { internalFormat = 34843; }
  12938. if ( glType === 5121 ) { internalFormat = 32849; }
  12939. }
  12940. if ( glFormat === 6408 ) {
  12941. if ( glType === 5126 ) { internalFormat = 34836; }
  12942. if ( glType === 5131 ) { internalFormat = 34842; }
  12943. if ( glType === 5121 ) { internalFormat = 32856; }
  12944. }
  12945. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12946. internalFormat === 34842 || internalFormat === 34836 ) {
  12947. extensions.get( 'EXT_color_buffer_float' );
  12948. }
  12949. return internalFormat;
  12950. }
  12951. // Fallback filters for non-power-of-2 textures
  12952. function filterFallback( f ) {
  12953. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12954. return 9728;
  12955. }
  12956. return 9729;
  12957. }
  12958. //
  12959. function onTextureDispose( event ) {
  12960. var texture = event.target;
  12961. texture.removeEventListener( 'dispose', onTextureDispose );
  12962. deallocateTexture( texture );
  12963. if ( texture.isVideoTexture ) {
  12964. _videoTextures.delete( texture );
  12965. }
  12966. info.memory.textures --;
  12967. }
  12968. function onRenderTargetDispose( event ) {
  12969. var renderTarget = event.target;
  12970. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12971. deallocateRenderTarget( renderTarget );
  12972. info.memory.textures --;
  12973. }
  12974. //
  12975. function deallocateTexture( texture ) {
  12976. var textureProperties = properties.get( texture );
  12977. if ( textureProperties.__webglInit === undefined ) { return; }
  12978. _gl.deleteTexture( textureProperties.__webglTexture );
  12979. properties.remove( texture );
  12980. }
  12981. function deallocateRenderTarget( renderTarget ) {
  12982. var renderTargetProperties = properties.get( renderTarget );
  12983. var textureProperties = properties.get( renderTarget.texture );
  12984. if ( ! renderTarget ) { return; }
  12985. if ( textureProperties.__webglTexture !== undefined ) {
  12986. _gl.deleteTexture( textureProperties.__webglTexture );
  12987. }
  12988. if ( renderTarget.depthTexture ) {
  12989. renderTarget.depthTexture.dispose();
  12990. }
  12991. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12992. for ( var i = 0; i < 6; i ++ ) {
  12993. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12994. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12995. }
  12996. } else {
  12997. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12998. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12999. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13000. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13001. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13002. }
  13003. properties.remove( renderTarget.texture );
  13004. properties.remove( renderTarget );
  13005. }
  13006. //
  13007. var textureUnits = 0;
  13008. function resetTextureUnits() {
  13009. textureUnits = 0;
  13010. }
  13011. function allocateTextureUnit() {
  13012. var textureUnit = textureUnits;
  13013. if ( textureUnit >= maxTextures ) {
  13014. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13015. }
  13016. textureUnits += 1;
  13017. return textureUnit;
  13018. }
  13019. //
  13020. function setTexture2D( texture, slot ) {
  13021. var textureProperties = properties.get( texture );
  13022. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13023. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13024. var image = texture.image;
  13025. if ( image === undefined ) {
  13026. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13027. } else if ( image.complete === false ) {
  13028. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13029. } else {
  13030. uploadTexture( textureProperties, texture, slot );
  13031. return;
  13032. }
  13033. }
  13034. state.activeTexture( 33984 + slot );
  13035. state.bindTexture( 3553, textureProperties.__webglTexture );
  13036. }
  13037. function setTexture2DArray( texture, slot ) {
  13038. var textureProperties = properties.get( texture );
  13039. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13040. uploadTexture( textureProperties, texture, slot );
  13041. return;
  13042. }
  13043. state.activeTexture( 33984 + slot );
  13044. state.bindTexture( 35866, textureProperties.__webglTexture );
  13045. }
  13046. function setTexture3D( texture, slot ) {
  13047. var textureProperties = properties.get( texture );
  13048. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13049. uploadTexture( textureProperties, texture, slot );
  13050. return;
  13051. }
  13052. state.activeTexture( 33984 + slot );
  13053. state.bindTexture( 32879, textureProperties.__webglTexture );
  13054. }
  13055. function setTextureCube( texture, slot ) {
  13056. if ( texture.image.length !== 6 ) { return; }
  13057. var textureProperties = properties.get( texture );
  13058. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13059. initTexture( textureProperties, texture );
  13060. state.activeTexture( 33984 + slot );
  13061. state.bindTexture( 34067, textureProperties.__webglTexture );
  13062. _gl.pixelStorei( 37440, texture.flipY );
  13063. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13064. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13065. var cubeImage = [];
  13066. for ( var i = 0; i < 6; i ++ ) {
  13067. if ( ! isCompressed && ! isDataTexture ) {
  13068. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13069. } else {
  13070. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13071. }
  13072. }
  13073. var image = cubeImage[ 0 ],
  13074. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13075. glFormat = utils.convert( texture.format ),
  13076. glType = utils.convert( texture.type ),
  13077. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13078. setTextureParameters( 34067, texture, supportsMips );
  13079. var mipmaps;
  13080. if ( isCompressed ) {
  13081. for ( var i = 0; i < 6; i ++ ) {
  13082. mipmaps = cubeImage[ i ].mipmaps;
  13083. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13084. var mipmap = mipmaps[ j ];
  13085. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13086. if ( glFormat !== null ) {
  13087. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13088. } else {
  13089. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13090. }
  13091. } else {
  13092. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13093. }
  13094. }
  13095. }
  13096. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13097. } else {
  13098. mipmaps = texture.mipmaps;
  13099. for ( var i = 0; i < 6; i ++ ) {
  13100. if ( isDataTexture ) {
  13101. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13102. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13103. var mipmap = mipmaps[ j ];
  13104. var mipmapImage = mipmap.image[ i ].image;
  13105. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13106. }
  13107. } else {
  13108. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13109. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13110. var mipmap = mipmaps[ j ];
  13111. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13112. }
  13113. }
  13114. }
  13115. textureProperties.__maxMipLevel = mipmaps.length;
  13116. }
  13117. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13118. // We assume images for cube map have the same size.
  13119. generateMipmap( 34067, texture, image.width, image.height );
  13120. }
  13121. textureProperties.__version = texture.version;
  13122. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13123. } else {
  13124. state.activeTexture( 33984 + slot );
  13125. state.bindTexture( 34067, textureProperties.__webglTexture );
  13126. }
  13127. }
  13128. function setTextureCubeDynamic( texture, slot ) {
  13129. state.activeTexture( 33984 + slot );
  13130. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13131. }
  13132. var wrappingToGL = {};
  13133. wrappingToGL[ RepeatWrapping ] = 10497;
  13134. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13135. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13136. var filterToGL = {};
  13137. filterToGL[ NearestFilter ] = 9728;
  13138. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13139. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13140. filterToGL[ LinearFilter ] = 9729;
  13141. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13142. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13143. function setTextureParameters( textureType, texture, supportsMips ) {
  13144. if ( supportsMips ) {
  13145. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13146. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13147. if ( textureType === 32879 || textureType === 35866 ) {
  13148. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13149. }
  13150. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13151. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13152. } else {
  13153. _gl.texParameteri( textureType, 10242, 33071 );
  13154. _gl.texParameteri( textureType, 10243, 33071 );
  13155. if ( textureType === 32879 || textureType === 35866 ) {
  13156. _gl.texParameteri( textureType, 32882, 33071 );
  13157. }
  13158. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13159. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13160. }
  13161. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13162. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13163. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13164. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13165. }
  13166. }
  13167. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13168. if ( extension ) {
  13169. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13170. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13171. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13172. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13173. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13174. }
  13175. }
  13176. }
  13177. function initTexture( textureProperties, texture ) {
  13178. if ( textureProperties.__webglInit === undefined ) {
  13179. textureProperties.__webglInit = true;
  13180. texture.addEventListener( 'dispose', onTextureDispose );
  13181. textureProperties.__webglTexture = _gl.createTexture();
  13182. info.memory.textures ++;
  13183. }
  13184. }
  13185. function uploadTexture( textureProperties, texture, slot ) {
  13186. var textureType = 3553;
  13187. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13188. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13189. initTexture( textureProperties, texture );
  13190. state.activeTexture( 33984 + slot );
  13191. state.bindTexture( textureType, textureProperties.__webglTexture );
  13192. _gl.pixelStorei( 37440, texture.flipY );
  13193. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13194. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13195. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13196. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13197. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13198. glFormat = utils.convert( texture.format ),
  13199. glType = utils.convert( texture.type ),
  13200. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13201. setTextureParameters( textureType, texture, supportsMips );
  13202. var mipmap, mipmaps = texture.mipmaps;
  13203. if ( texture.isDepthTexture ) {
  13204. // populate depth texture with dummy data
  13205. glInternalFormat = 6402;
  13206. if ( isWebGL2 ) {
  13207. if ( texture.type === FloatType ) {
  13208. glInternalFormat = 36012;
  13209. } else if ( texture.type === UnsignedIntType ) {
  13210. glInternalFormat = 33190;
  13211. } else if ( texture.type === UnsignedInt248Type ) {
  13212. glInternalFormat = 35056;
  13213. } else {
  13214. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13215. }
  13216. } else {
  13217. if ( texture.type === FloatType ) {
  13218. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13219. }
  13220. }
  13221. // validation checks for WebGL 1
  13222. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13223. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13224. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13225. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13226. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13227. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13228. texture.type = UnsignedShortType;
  13229. glType = utils.convert( texture.type );
  13230. }
  13231. }
  13232. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13233. // Depth stencil textures need the DEPTH_STENCIL internal format
  13234. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13235. glInternalFormat = 34041;
  13236. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13237. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13238. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13239. if ( texture.type !== UnsignedInt248Type ) {
  13240. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13241. texture.type = UnsignedInt248Type;
  13242. glType = utils.convert( texture.type );
  13243. }
  13244. }
  13245. //
  13246. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13247. } else if ( texture.isDataTexture ) {
  13248. // use manually created mipmaps if available
  13249. // if there are no manual mipmaps
  13250. // set 0 level mipmap and then use GL to generate other mipmap levels
  13251. if ( mipmaps.length > 0 && supportsMips ) {
  13252. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13253. mipmap = mipmaps[ i ];
  13254. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13255. }
  13256. texture.generateMipmaps = false;
  13257. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13258. } else {
  13259. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13260. textureProperties.__maxMipLevel = 0;
  13261. }
  13262. } else if ( texture.isCompressedTexture ) {
  13263. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13264. mipmap = mipmaps[ i ];
  13265. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13266. if ( glFormat !== null ) {
  13267. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13268. } else {
  13269. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13270. }
  13271. } else {
  13272. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13273. }
  13274. }
  13275. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13276. } else if ( texture.isDataTexture2DArray ) {
  13277. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13278. textureProperties.__maxMipLevel = 0;
  13279. } else if ( texture.isDataTexture3D ) {
  13280. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13281. textureProperties.__maxMipLevel = 0;
  13282. } else {
  13283. // regular Texture (image, video, canvas)
  13284. // use manually created mipmaps if available
  13285. // if there are no manual mipmaps
  13286. // set 0 level mipmap and then use GL to generate other mipmap levels
  13287. if ( mipmaps.length > 0 && supportsMips ) {
  13288. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13289. mipmap = mipmaps[ i ];
  13290. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13291. }
  13292. texture.generateMipmaps = false;
  13293. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13294. } else {
  13295. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13296. textureProperties.__maxMipLevel = 0;
  13297. }
  13298. }
  13299. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13300. generateMipmap( textureType, texture, image.width, image.height );
  13301. }
  13302. textureProperties.__version = texture.version;
  13303. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13304. }
  13305. // Render targets
  13306. // Setup storage for target texture and bind it to correct framebuffer
  13307. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13308. var glFormat = utils.convert( renderTarget.texture.format );
  13309. var glType = utils.convert( renderTarget.texture.type );
  13310. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13311. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13312. _gl.bindFramebuffer( 36160, framebuffer );
  13313. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13314. _gl.bindFramebuffer( 36160, null );
  13315. }
  13316. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13317. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13318. _gl.bindRenderbuffer( 36161, renderbuffer );
  13319. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13320. var glInternalFormat = 33189;
  13321. if ( isMultisample ) {
  13322. var depthTexture = renderTarget.depthTexture;
  13323. if ( depthTexture && depthTexture.isDepthTexture ) {
  13324. if ( depthTexture.type === FloatType ) {
  13325. glInternalFormat = 36012;
  13326. } else if ( depthTexture.type === UnsignedIntType ) {
  13327. glInternalFormat = 33190;
  13328. }
  13329. }
  13330. var samples = getRenderTargetSamples( renderTarget );
  13331. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13332. } else {
  13333. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13334. }
  13335. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13336. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13337. if ( isMultisample ) {
  13338. var samples = getRenderTargetSamples( renderTarget );
  13339. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13340. } else {
  13341. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13342. }
  13343. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13344. } else {
  13345. var glFormat = utils.convert( renderTarget.texture.format );
  13346. var glType = utils.convert( renderTarget.texture.type );
  13347. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13348. if ( isMultisample ) {
  13349. var samples = getRenderTargetSamples( renderTarget );
  13350. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13351. } else {
  13352. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13353. }
  13354. }
  13355. _gl.bindRenderbuffer( 36161, null );
  13356. }
  13357. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13358. function setupDepthTexture( framebuffer, renderTarget ) {
  13359. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13360. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13361. _gl.bindFramebuffer( 36160, framebuffer );
  13362. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13363. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13364. }
  13365. // upload an empty depth texture with framebuffer size
  13366. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13367. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13368. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13369. renderTarget.depthTexture.image.width = renderTarget.width;
  13370. renderTarget.depthTexture.image.height = renderTarget.height;
  13371. renderTarget.depthTexture.needsUpdate = true;
  13372. }
  13373. setTexture2D( renderTarget.depthTexture, 0 );
  13374. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13375. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13376. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13377. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13378. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13379. } else {
  13380. throw new Error( 'Unknown depthTexture format' );
  13381. }
  13382. }
  13383. // Setup GL resources for a non-texture depth buffer
  13384. function setupDepthRenderbuffer( renderTarget ) {
  13385. var renderTargetProperties = properties.get( renderTarget );
  13386. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13387. if ( renderTarget.depthTexture ) {
  13388. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13389. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13390. } else {
  13391. if ( isCube ) {
  13392. renderTargetProperties.__webglDepthbuffer = [];
  13393. for ( var i = 0; i < 6; i ++ ) {
  13394. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13395. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13396. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13397. }
  13398. } else {
  13399. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13400. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13401. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13402. }
  13403. }
  13404. _gl.bindFramebuffer( 36160, null );
  13405. }
  13406. // Set up GL resources for the render target
  13407. function setupRenderTarget( renderTarget ) {
  13408. var renderTargetProperties = properties.get( renderTarget );
  13409. var textureProperties = properties.get( renderTarget.texture );
  13410. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13411. textureProperties.__webglTexture = _gl.createTexture();
  13412. info.memory.textures ++;
  13413. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13414. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13415. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13416. // Handles WebGL2 RGBFormat fallback - #18858
  13417. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13418. renderTarget.texture.format = RGBAFormat;
  13419. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13420. }
  13421. // Setup framebuffer
  13422. if ( isCube ) {
  13423. renderTargetProperties.__webglFramebuffer = [];
  13424. for ( var i = 0; i < 6; i ++ ) {
  13425. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13426. }
  13427. } else {
  13428. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13429. if ( isMultisample ) {
  13430. if ( isWebGL2 ) {
  13431. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13432. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13433. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13434. var glFormat = utils.convert( renderTarget.texture.format );
  13435. var glType = utils.convert( renderTarget.texture.type );
  13436. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13437. var samples = getRenderTargetSamples( renderTarget );
  13438. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13439. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13440. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13441. _gl.bindRenderbuffer( 36161, null );
  13442. if ( renderTarget.depthBuffer ) {
  13443. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13444. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13445. }
  13446. _gl.bindFramebuffer( 36160, null );
  13447. } else {
  13448. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13449. }
  13450. }
  13451. }
  13452. // Setup color buffer
  13453. if ( isCube ) {
  13454. state.bindTexture( 34067, textureProperties.__webglTexture );
  13455. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13456. for ( var i = 0; i < 6; i ++ ) {
  13457. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13458. }
  13459. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13460. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13461. }
  13462. state.bindTexture( 34067, null );
  13463. } else {
  13464. state.bindTexture( 3553, textureProperties.__webglTexture );
  13465. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13466. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13467. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13468. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13469. }
  13470. state.bindTexture( 3553, null );
  13471. }
  13472. // Setup depth and stencil buffers
  13473. if ( renderTarget.depthBuffer ) {
  13474. setupDepthRenderbuffer( renderTarget );
  13475. }
  13476. }
  13477. function updateRenderTargetMipmap( renderTarget ) {
  13478. var texture = renderTarget.texture;
  13479. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13480. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13481. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13482. var webglTexture = properties.get( texture ).__webglTexture;
  13483. state.bindTexture( target, webglTexture );
  13484. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13485. state.bindTexture( target, null );
  13486. }
  13487. }
  13488. function updateMultisampleRenderTarget( renderTarget ) {
  13489. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13490. if ( isWebGL2 ) {
  13491. var renderTargetProperties = properties.get( renderTarget );
  13492. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13493. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13494. var width = renderTarget.width;
  13495. var height = renderTarget.height;
  13496. var mask = 16384;
  13497. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13498. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13499. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13500. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13501. } else {
  13502. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13503. }
  13504. }
  13505. }
  13506. function getRenderTargetSamples( renderTarget ) {
  13507. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13508. Math.min( maxSamples, renderTarget.samples ) : 0;
  13509. }
  13510. function updateVideoTexture( texture ) {
  13511. var frame = info.render.frame;
  13512. // Check the last frame we updated the VideoTexture
  13513. if ( _videoTextures.get( texture ) !== frame ) {
  13514. _videoTextures.set( texture, frame );
  13515. texture.update();
  13516. }
  13517. }
  13518. // backwards compatibility
  13519. var warnedTexture2D = false;
  13520. var warnedTextureCube = false;
  13521. function safeSetTexture2D( texture, slot ) {
  13522. if ( texture && texture.isWebGLRenderTarget ) {
  13523. if ( warnedTexture2D === false ) {
  13524. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13525. warnedTexture2D = true;
  13526. }
  13527. texture = texture.texture;
  13528. }
  13529. setTexture2D( texture, slot );
  13530. }
  13531. function safeSetTextureCube( texture, slot ) {
  13532. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13533. if ( warnedTextureCube === false ) {
  13534. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13535. warnedTextureCube = true;
  13536. }
  13537. texture = texture.texture;
  13538. }
  13539. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13540. // TODO: unify these code paths
  13541. if ( ( texture && texture.isCubeTexture ) ||
  13542. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13543. // CompressedTexture can have Array in image :/
  13544. // this function alone should take care of cube textures
  13545. setTextureCube( texture, slot );
  13546. } else {
  13547. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13548. setTextureCubeDynamic( texture, slot );
  13549. }
  13550. }
  13551. //
  13552. this.allocateTextureUnit = allocateTextureUnit;
  13553. this.resetTextureUnits = resetTextureUnits;
  13554. this.setTexture2D = setTexture2D;
  13555. this.setTexture2DArray = setTexture2DArray;
  13556. this.setTexture3D = setTexture3D;
  13557. this.setTextureCube = setTextureCube;
  13558. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13559. this.setupRenderTarget = setupRenderTarget;
  13560. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13561. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13562. this.safeSetTexture2D = safeSetTexture2D;
  13563. this.safeSetTextureCube = safeSetTextureCube;
  13564. }
  13565. /**
  13566. * @author thespite / http://www.twitter.com/thespite
  13567. */
  13568. function WebGLUtils( gl, extensions, capabilities ) {
  13569. var isWebGL2 = capabilities.isWebGL2;
  13570. function convert( p ) {
  13571. var extension;
  13572. if ( p === UnsignedByteType ) { return 5121; }
  13573. if ( p === UnsignedShort4444Type ) { return 32819; }
  13574. if ( p === UnsignedShort5551Type ) { return 32820; }
  13575. if ( p === UnsignedShort565Type ) { return 33635; }
  13576. if ( p === ByteType ) { return 5120; }
  13577. if ( p === ShortType ) { return 5122; }
  13578. if ( p === UnsignedShortType ) { return 5123; }
  13579. if ( p === IntType ) { return 5124; }
  13580. if ( p === UnsignedIntType ) { return 5125; }
  13581. if ( p === FloatType ) { return 5126; }
  13582. if ( p === HalfFloatType ) {
  13583. if ( isWebGL2 ) { return 5131; }
  13584. extension = extensions.get( 'OES_texture_half_float' );
  13585. if ( extension !== null ) {
  13586. return extension.HALF_FLOAT_OES;
  13587. } else {
  13588. return null;
  13589. }
  13590. }
  13591. if ( p === AlphaFormat ) { return 6406; }
  13592. if ( p === RGBFormat ) { return 6407; }
  13593. if ( p === RGBAFormat ) { return 6408; }
  13594. if ( p === LuminanceFormat ) { return 6409; }
  13595. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13596. if ( p === DepthFormat ) { return 6402; }
  13597. if ( p === DepthStencilFormat ) { return 34041; }
  13598. if ( p === RedFormat ) { return 6403; }
  13599. // WebGL2 formats.
  13600. if ( p === RedIntegerFormat ) { return 36244; }
  13601. if ( p === RGFormat ) { return 33319; }
  13602. if ( p === RGIntegerFormat ) { return 33320; }
  13603. if ( p === RGBIntegerFormat ) { return 36248; }
  13604. if ( p === RGBAIntegerFormat ) { return 36249; }
  13605. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13606. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13607. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13608. if ( extension !== null ) {
  13609. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13610. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13611. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13612. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13613. } else {
  13614. return null;
  13615. }
  13616. }
  13617. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13618. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13619. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13620. if ( extension !== null ) {
  13621. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13622. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13623. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13624. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13625. } else {
  13626. return null;
  13627. }
  13628. }
  13629. if ( p === RGB_ETC1_Format ) {
  13630. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13631. if ( extension !== null ) {
  13632. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13633. } else {
  13634. return null;
  13635. }
  13636. }
  13637. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13638. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13639. if ( extension !== null ) {
  13640. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13641. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13642. }
  13643. }
  13644. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13645. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13646. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13647. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13648. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13649. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13650. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13651. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13652. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13653. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13654. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13655. if ( extension !== null ) {
  13656. // TODO Complete?
  13657. return p;
  13658. } else {
  13659. return null;
  13660. }
  13661. }
  13662. if ( p === RGBA_BPTC_Format ) {
  13663. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13664. if ( extension !== null ) {
  13665. // TODO Complete?
  13666. return p;
  13667. } else {
  13668. return null;
  13669. }
  13670. }
  13671. if ( p === UnsignedInt248Type ) {
  13672. if ( isWebGL2 ) { return 34042; }
  13673. extension = extensions.get( 'WEBGL_depth_texture' );
  13674. if ( extension !== null ) {
  13675. return extension.UNSIGNED_INT_24_8_WEBGL;
  13676. } else {
  13677. return null;
  13678. }
  13679. }
  13680. }
  13681. return { convert: convert };
  13682. }
  13683. /**
  13684. * @author mrdoob / http://mrdoob.com/
  13685. */
  13686. function ArrayCamera( array ) {
  13687. PerspectiveCamera.call( this );
  13688. this.cameras = array || [];
  13689. }
  13690. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13691. constructor: ArrayCamera,
  13692. isArrayCamera: true
  13693. } );
  13694. /**
  13695. * @author mrdoob / http://mrdoob.com/
  13696. */
  13697. function Group() {
  13698. Object3D.call( this );
  13699. this.type = 'Group';
  13700. }
  13701. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13702. constructor: Group,
  13703. isGroup: true
  13704. } );
  13705. /**
  13706. * @author mrdoob / http://mrdoob.com/
  13707. */
  13708. function WebXRManager( renderer, gl ) {
  13709. var scope = this;
  13710. var session = null;
  13711. var framebufferScaleFactor = 1.0;
  13712. var referenceSpace = null;
  13713. var referenceSpaceType = 'local-floor';
  13714. var pose = null;
  13715. var controllers = [];
  13716. var inputSourcesMap = new Map();
  13717. //
  13718. var cameraL = new PerspectiveCamera();
  13719. cameraL.layers.enable( 1 );
  13720. cameraL.viewport = new Vector4();
  13721. var cameraR = new PerspectiveCamera();
  13722. cameraR.layers.enable( 2 );
  13723. cameraR.viewport = new Vector4();
  13724. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13725. cameraVR.layers.enable( 1 );
  13726. cameraVR.layers.enable( 2 );
  13727. var _currentDepthNear = null;
  13728. var _currentDepthFar = null;
  13729. //
  13730. this.enabled = false;
  13731. this.isPresenting = false;
  13732. this.getController = function ( id ) {
  13733. var controller = controllers[ id ];
  13734. if ( controller === undefined ) {
  13735. controller = {};
  13736. controllers[ id ] = controller;
  13737. }
  13738. if ( controller.targetRay === undefined ) {
  13739. controller.targetRay = new Group();
  13740. controller.targetRay.matrixAutoUpdate = false;
  13741. controller.targetRay.visible = false;
  13742. }
  13743. return controller.targetRay;
  13744. };
  13745. this.getControllerGrip = function ( id ) {
  13746. var controller = controllers[ id ];
  13747. if ( controller === undefined ) {
  13748. controller = {};
  13749. controllers[ id ] = controller;
  13750. }
  13751. if ( controller.grip === undefined ) {
  13752. controller.grip = new Group();
  13753. controller.grip.matrixAutoUpdate = false;
  13754. controller.grip.visible = false;
  13755. }
  13756. return controller.grip;
  13757. };
  13758. //
  13759. function onSessionEvent( event ) {
  13760. var controller = inputSourcesMap.get( event.inputSource );
  13761. if ( controller ) {
  13762. if ( controller.targetRay ) {
  13763. controller.targetRay.dispatchEvent( { type: event.type } );
  13764. }
  13765. if ( controller.grip ) {
  13766. controller.grip.dispatchEvent( { type: event.type } );
  13767. }
  13768. }
  13769. }
  13770. function onSessionEnd() {
  13771. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13772. if ( controller.targetRay ) {
  13773. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13774. controller.targetRay.visible = false;
  13775. }
  13776. if ( controller.grip ) {
  13777. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13778. controller.grip.visible = false;
  13779. }
  13780. } );
  13781. inputSourcesMap.clear();
  13782. //
  13783. renderer.setFramebuffer( null );
  13784. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13785. animation.stop();
  13786. scope.isPresenting = false;
  13787. scope.dispatchEvent( { type: 'sessionend' } );
  13788. }
  13789. function onRequestReferenceSpace( value ) {
  13790. referenceSpace = value;
  13791. animation.setContext( session );
  13792. animation.start();
  13793. scope.isPresenting = true;
  13794. scope.dispatchEvent( { type: 'sessionstart' } );
  13795. }
  13796. this.setFramebufferScaleFactor = function ( value ) {
  13797. framebufferScaleFactor = value;
  13798. // Warn if function is used while presenting
  13799. if ( scope.isPresenting == true ) {
  13800. console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );
  13801. }
  13802. };
  13803. this.setReferenceSpaceType = function ( value ) {
  13804. referenceSpaceType = value;
  13805. };
  13806. this.getReferenceSpace = function () {
  13807. return referenceSpace;
  13808. };
  13809. this.getSession = function () {
  13810. return session;
  13811. };
  13812. this.setSession = function ( value ) {
  13813. session = value;
  13814. if ( session !== null ) {
  13815. session.addEventListener( 'select', onSessionEvent );
  13816. session.addEventListener( 'selectstart', onSessionEvent );
  13817. session.addEventListener( 'selectend', onSessionEvent );
  13818. session.addEventListener( 'squeeze', onSessionEvent );
  13819. session.addEventListener( 'squeezestart', onSessionEvent );
  13820. session.addEventListener( 'squeezeend', onSessionEvent );
  13821. session.addEventListener( 'end', onSessionEnd );
  13822. var attributes = gl.getContextAttributes();
  13823. var layerInit = {
  13824. antialias: attributes.antialias,
  13825. alpha: attributes.alpha,
  13826. depth: attributes.depth,
  13827. stencil: attributes.stencil,
  13828. framebufferScaleFactor: framebufferScaleFactor
  13829. };
  13830. // eslint-disable-next-line no-undef
  13831. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13832. session.updateRenderState( { baseLayer: baseLayer } );
  13833. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13834. //
  13835. session.addEventListener( 'inputsourceschange', updateInputSources );
  13836. }
  13837. };
  13838. function updateInputSources( event ) {
  13839. var inputSources = session.inputSources;
  13840. // Assign inputSources to available controllers
  13841. for ( var i = 0; i < controllers.length; i ++ ) {
  13842. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13843. }
  13844. // Notify disconnected
  13845. for ( var i = 0; i < event.removed.length; i ++ ) {
  13846. var inputSource = event.removed[ i ];
  13847. var controller = inputSourcesMap.get( inputSource );
  13848. if ( controller ) {
  13849. if ( controller.targetRay ) {
  13850. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13851. }
  13852. if ( controller.grip ) {
  13853. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13854. }
  13855. inputSourcesMap.delete( inputSource );
  13856. }
  13857. }
  13858. // Notify connected
  13859. for ( var i = 0; i < event.added.length; i ++ ) {
  13860. var inputSource = event.added[ i ];
  13861. var controller = inputSourcesMap.get( inputSource );
  13862. if ( controller ) {
  13863. if ( controller.targetRay ) {
  13864. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  13865. }
  13866. if ( controller.grip ) {
  13867. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  13868. }
  13869. }
  13870. }
  13871. }
  13872. //
  13873. var cameraLPos = new Vector3();
  13874. var cameraRPos = new Vector3();
  13875. /**
  13876. * @author jsantell / https://www.jsantell.com/
  13877. *
  13878. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13879. * the cameras' projection and world matrices have already been set.
  13880. * And that near and far planes are identical for both cameras.
  13881. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13882. */
  13883. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13884. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13885. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13886. var ipd = cameraLPos.distanceTo( cameraRPos );
  13887. var projL = cameraL.projectionMatrix.elements;
  13888. var projR = cameraR.projectionMatrix.elements;
  13889. // VR systems will have identical far and near planes, and
  13890. // most likely identical top and bottom frustum extents.
  13891. // Use the left camera for these values.
  13892. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13893. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13894. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13895. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13896. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13897. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13898. var left = near * leftFov;
  13899. var right = near * rightFov;
  13900. // Calculate the new camera's position offset from the
  13901. // left camera. xOffset should be roughly half `ipd`.
  13902. var zOffset = ipd / ( - leftFov + rightFov );
  13903. var xOffset = zOffset * - leftFov;
  13904. // TODO: Better way to apply this offset?
  13905. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13906. camera.translateX( xOffset );
  13907. camera.translateZ( zOffset );
  13908. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13909. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13910. // Find the union of the frustum values of the cameras and scale
  13911. // the values so that the near plane's position does not change in world space,
  13912. // although must now be relative to the new union camera.
  13913. var near2 = near + zOffset;
  13914. var far2 = far + zOffset;
  13915. var left2 = left - xOffset;
  13916. var right2 = right + ( ipd - xOffset );
  13917. var top2 = topFov * far / far2 * near2;
  13918. var bottom2 = bottomFov * far / far2 * near2;
  13919. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13920. }
  13921. function updateCamera( camera, parent ) {
  13922. if ( parent === null ) {
  13923. camera.matrixWorld.copy( camera.matrix );
  13924. } else {
  13925. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13926. }
  13927. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13928. }
  13929. this.getCamera = function ( camera ) {
  13930. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13931. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13932. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  13933. // Note that the new renderState won't apply until the next frame. See #18320
  13934. session.updateRenderState( {
  13935. depthNear: cameraVR.near,
  13936. depthFar: cameraVR.far
  13937. } );
  13938. _currentDepthNear = cameraVR.near;
  13939. _currentDepthFar = cameraVR.far;
  13940. }
  13941. var parent = camera.parent;
  13942. var cameras = cameraVR.cameras;
  13943. updateCamera( cameraVR, parent );
  13944. for ( var i = 0; i < cameras.length; i ++ ) {
  13945. updateCamera( cameras[ i ], parent );
  13946. }
  13947. // update camera and its children
  13948. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13949. var children = camera.children;
  13950. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13951. children[ i ].updateMatrixWorld( true );
  13952. }
  13953. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13954. return cameraVR;
  13955. };
  13956. // Animation Loop
  13957. var onAnimationFrameCallback = null;
  13958. function onAnimationFrame( time, frame ) {
  13959. pose = frame.getViewerPose( referenceSpace );
  13960. if ( pose !== null ) {
  13961. var views = pose.views;
  13962. var baseLayer = session.renderState.baseLayer;
  13963. renderer.setFramebuffer( baseLayer.framebuffer );
  13964. for ( var i = 0; i < views.length; i ++ ) {
  13965. var view = views[ i ];
  13966. var viewport = baseLayer.getViewport( view );
  13967. var camera = cameraVR.cameras[ i ];
  13968. camera.matrix.fromArray( view.transform.matrix );
  13969. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13970. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13971. if ( i === 0 ) {
  13972. cameraVR.matrix.copy( camera.matrix );
  13973. }
  13974. }
  13975. }
  13976. //
  13977. var inputSources = session.inputSources;
  13978. for ( var i = 0; i < controllers.length; i ++ ) {
  13979. var controller = controllers[ i ];
  13980. var inputSource = inputSources[ i ];
  13981. var inputPose = null;
  13982. var gripPose = null;
  13983. if ( inputSource ) {
  13984. if ( controller.targetRay ) {
  13985. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13986. if ( inputPose !== null ) {
  13987. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  13988. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  13989. }
  13990. }
  13991. if ( controller.grip && inputSource.gripSpace ) {
  13992. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13993. if ( gripPose !== null ) {
  13994. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  13995. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  13996. }
  13997. }
  13998. }
  13999. if ( controller.targetRay ) {
  14000. controller.targetRay.visible = inputPose !== null;
  14001. }
  14002. if ( controller.grip ) {
  14003. controller.grip.visible = gripPose !== null;
  14004. }
  14005. }
  14006. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14007. }
  14008. var animation = new WebGLAnimation();
  14009. animation.setAnimationLoop( onAnimationFrame );
  14010. this.setAnimationLoop = function ( callback ) {
  14011. onAnimationFrameCallback = callback;
  14012. };
  14013. this.dispose = function () {};
  14014. }
  14015. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14016. /**
  14017. * @author supereggbert / http://www.paulbrunt.co.uk/
  14018. * @author mrdoob / http://mrdoob.com/
  14019. * @author alteredq / http://alteredqualia.com/
  14020. * @author szimek / https://github.com/szimek/
  14021. * @author tschw
  14022. */
  14023. function WebGLRenderer( parameters ) {
  14024. parameters = parameters || {};
  14025. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14026. _context = parameters.context !== undefined ? parameters.context : null,
  14027. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14028. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14029. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14030. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14031. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14032. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14033. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14034. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14035. var currentRenderList = null;
  14036. var currentRenderState = null;
  14037. // public properties
  14038. this.domElement = _canvas;
  14039. // Debug configuration container
  14040. this.debug = {
  14041. /**
  14042. * Enables error checking and reporting when shader programs are being compiled
  14043. * @type {boolean}
  14044. */
  14045. checkShaderErrors: true
  14046. };
  14047. // clearing
  14048. this.autoClear = true;
  14049. this.autoClearColor = true;
  14050. this.autoClearDepth = true;
  14051. this.autoClearStencil = true;
  14052. // scene graph
  14053. this.sortObjects = true;
  14054. // user-defined clipping
  14055. this.clippingPlanes = [];
  14056. this.localClippingEnabled = false;
  14057. // physically based shading
  14058. this.gammaFactor = 2.0; // for backwards compatibility
  14059. this.outputEncoding = LinearEncoding;
  14060. // physical lights
  14061. this.physicallyCorrectLights = false;
  14062. // tone mapping
  14063. this.toneMapping = LinearToneMapping;
  14064. this.toneMappingExposure = 1.0;
  14065. this.toneMappingWhitePoint = 1.0;
  14066. // morphs
  14067. this.maxMorphTargets = 8;
  14068. this.maxMorphNormals = 4;
  14069. // internal properties
  14070. var _this = this,
  14071. _isContextLost = false,
  14072. // internal state cache
  14073. _framebuffer = null,
  14074. _currentActiveCubeFace = 0,
  14075. _currentActiveMipmapLevel = 0,
  14076. _currentRenderTarget = null,
  14077. _currentFramebuffer = null,
  14078. _currentMaterialId = - 1,
  14079. // geometry and program caching
  14080. _currentGeometryProgram = {
  14081. geometry: null,
  14082. program: null,
  14083. wireframe: false
  14084. },
  14085. _currentCamera = null,
  14086. _currentArrayCamera = null,
  14087. _currentViewport = new Vector4(),
  14088. _currentScissor = new Vector4(),
  14089. _currentScissorTest = null,
  14090. //
  14091. _width = _canvas.width,
  14092. _height = _canvas.height,
  14093. _pixelRatio = 1,
  14094. _opaqueSort = null,
  14095. _transparentSort = null,
  14096. _viewport = new Vector4( 0, 0, _width, _height ),
  14097. _scissor = new Vector4( 0, 0, _width, _height ),
  14098. _scissorTest = false,
  14099. // frustum
  14100. _frustum = new Frustum(),
  14101. // clipping
  14102. _clipping = new WebGLClipping(),
  14103. _clippingEnabled = false,
  14104. _localClippingEnabled = false,
  14105. // camera matrices cache
  14106. _projScreenMatrix = new Matrix4(),
  14107. _vector3 = new Vector3();
  14108. function getTargetPixelRatio() {
  14109. return _currentRenderTarget === null ? _pixelRatio : 1;
  14110. }
  14111. // initialize
  14112. var _gl;
  14113. try {
  14114. var contextAttributes = {
  14115. alpha: _alpha,
  14116. depth: _depth,
  14117. stencil: _stencil,
  14118. antialias: _antialias,
  14119. premultipliedAlpha: _premultipliedAlpha,
  14120. preserveDrawingBuffer: _preserveDrawingBuffer,
  14121. powerPreference: _powerPreference,
  14122. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14123. xrCompatible: true
  14124. };
  14125. // event listeners must be registered before WebGL context is created, see #12753
  14126. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14127. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14128. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14129. if ( _gl === null ) {
  14130. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14131. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14132. } else {
  14133. throw new Error( 'Error creating WebGL context.' );
  14134. }
  14135. }
  14136. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14137. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14138. _gl.getShaderPrecisionFormat = function () {
  14139. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14140. };
  14141. }
  14142. } catch ( error ) {
  14143. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14144. throw error;
  14145. }
  14146. var extensions, capabilities, state, info;
  14147. var properties, textures, attributes, geometries, objects;
  14148. var programCache, renderLists, renderStates;
  14149. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14150. var utils;
  14151. function initGLContext() {
  14152. extensions = new WebGLExtensions( _gl );
  14153. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14154. if ( capabilities.isWebGL2 === false ) {
  14155. extensions.get( 'WEBGL_depth_texture' );
  14156. extensions.get( 'OES_texture_float' );
  14157. extensions.get( 'OES_texture_half_float' );
  14158. extensions.get( 'OES_texture_half_float_linear' );
  14159. extensions.get( 'OES_standard_derivatives' );
  14160. extensions.get( 'OES_element_index_uint' );
  14161. extensions.get( 'ANGLE_instanced_arrays' );
  14162. }
  14163. extensions.get( 'OES_texture_float_linear' );
  14164. utils = new WebGLUtils( _gl, extensions, capabilities );
  14165. state = new WebGLState( _gl, extensions, capabilities );
  14166. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14167. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14168. info = new WebGLInfo( _gl );
  14169. properties = new WebGLProperties();
  14170. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14171. attributes = new WebGLAttributes( _gl, capabilities );
  14172. geometries = new WebGLGeometries( _gl, attributes, info );
  14173. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14174. morphtargets = new WebGLMorphtargets( _gl );
  14175. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14176. renderLists = new WebGLRenderLists();
  14177. renderStates = new WebGLRenderStates();
  14178. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14179. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14180. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14181. info.programs = programCache.programs;
  14182. _this.capabilities = capabilities;
  14183. _this.extensions = extensions;
  14184. _this.properties = properties;
  14185. _this.renderLists = renderLists;
  14186. _this.state = state;
  14187. _this.info = info;
  14188. }
  14189. initGLContext();
  14190. // xr
  14191. var xr = new WebXRManager( _this, _gl );
  14192. this.xr = xr;
  14193. // shadow map
  14194. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14195. this.shadowMap = shadowMap;
  14196. // API
  14197. this.getContext = function () {
  14198. return _gl;
  14199. };
  14200. this.getContextAttributes = function () {
  14201. return _gl.getContextAttributes();
  14202. };
  14203. this.forceContextLoss = function () {
  14204. var extension = extensions.get( 'WEBGL_lose_context' );
  14205. if ( extension ) { extension.loseContext(); }
  14206. };
  14207. this.forceContextRestore = function () {
  14208. var extension = extensions.get( 'WEBGL_lose_context' );
  14209. if ( extension ) { extension.restoreContext(); }
  14210. };
  14211. this.getPixelRatio = function () {
  14212. return _pixelRatio;
  14213. };
  14214. this.setPixelRatio = function ( value ) {
  14215. if ( value === undefined ) { return; }
  14216. _pixelRatio = value;
  14217. this.setSize( _width, _height, false );
  14218. };
  14219. this.getSize = function ( target ) {
  14220. if ( target === undefined ) {
  14221. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14222. target = new Vector2();
  14223. }
  14224. return target.set( _width, _height );
  14225. };
  14226. this.setSize = function ( width, height, updateStyle ) {
  14227. if ( xr.isPresenting ) {
  14228. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14229. return;
  14230. }
  14231. _width = width;
  14232. _height = height;
  14233. _canvas.width = Math.floor( width * _pixelRatio );
  14234. _canvas.height = Math.floor( height * _pixelRatio );
  14235. if ( updateStyle !== false ) {
  14236. _canvas.style.width = width + 'px';
  14237. _canvas.style.height = height + 'px';
  14238. }
  14239. this.setViewport( 0, 0, width, height );
  14240. };
  14241. this.getDrawingBufferSize = function ( target ) {
  14242. if ( target === undefined ) {
  14243. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14244. target = new Vector2();
  14245. }
  14246. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14247. };
  14248. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14249. _width = width;
  14250. _height = height;
  14251. _pixelRatio = pixelRatio;
  14252. _canvas.width = Math.floor( width * pixelRatio );
  14253. _canvas.height = Math.floor( height * pixelRatio );
  14254. this.setViewport( 0, 0, width, height );
  14255. };
  14256. this.getCurrentViewport = function ( target ) {
  14257. if ( target === undefined ) {
  14258. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14259. target = new Vector4();
  14260. }
  14261. return target.copy( _currentViewport );
  14262. };
  14263. this.getViewport = function ( target ) {
  14264. return target.copy( _viewport );
  14265. };
  14266. this.setViewport = function ( x, y, width, height ) {
  14267. if ( x.isVector4 ) {
  14268. _viewport.set( x.x, x.y, x.z, x.w );
  14269. } else {
  14270. _viewport.set( x, y, width, height );
  14271. }
  14272. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14273. };
  14274. this.getScissor = function ( target ) {
  14275. return target.copy( _scissor );
  14276. };
  14277. this.setScissor = function ( x, y, width, height ) {
  14278. if ( x.isVector4 ) {
  14279. _scissor.set( x.x, x.y, x.z, x.w );
  14280. } else {
  14281. _scissor.set( x, y, width, height );
  14282. }
  14283. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14284. };
  14285. this.getScissorTest = function () {
  14286. return _scissorTest;
  14287. };
  14288. this.setScissorTest = function ( boolean ) {
  14289. state.setScissorTest( _scissorTest = boolean );
  14290. };
  14291. this.setOpaqueSort = function ( method ) {
  14292. _opaqueSort = method;
  14293. };
  14294. this.setTransparentSort = function ( method ) {
  14295. _transparentSort = method;
  14296. };
  14297. // Clearing
  14298. this.getClearColor = function () {
  14299. return background.getClearColor();
  14300. };
  14301. this.setClearColor = function () {
  14302. background.setClearColor.apply( background, arguments );
  14303. };
  14304. this.getClearAlpha = function () {
  14305. return background.getClearAlpha();
  14306. };
  14307. this.setClearAlpha = function () {
  14308. background.setClearAlpha.apply( background, arguments );
  14309. };
  14310. this.clear = function ( color, depth, stencil ) {
  14311. var bits = 0;
  14312. if ( color === undefined || color ) { bits |= 16384; }
  14313. if ( depth === undefined || depth ) { bits |= 256; }
  14314. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14315. _gl.clear( bits );
  14316. };
  14317. this.clearColor = function () {
  14318. this.clear( true, false, false );
  14319. };
  14320. this.clearDepth = function () {
  14321. this.clear( false, true, false );
  14322. };
  14323. this.clearStencil = function () {
  14324. this.clear( false, false, true );
  14325. };
  14326. //
  14327. this.dispose = function () {
  14328. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14329. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14330. renderLists.dispose();
  14331. renderStates.dispose();
  14332. properties.dispose();
  14333. objects.dispose();
  14334. xr.dispose();
  14335. animation.stop();
  14336. };
  14337. // Events
  14338. function onContextLost( event ) {
  14339. event.preventDefault();
  14340. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14341. _isContextLost = true;
  14342. }
  14343. function onContextRestore( /* event */ ) {
  14344. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14345. _isContextLost = false;
  14346. initGLContext();
  14347. }
  14348. function onMaterialDispose( event ) {
  14349. var material = event.target;
  14350. material.removeEventListener( 'dispose', onMaterialDispose );
  14351. deallocateMaterial( material );
  14352. }
  14353. // Buffer deallocation
  14354. function deallocateMaterial( material ) {
  14355. releaseMaterialProgramReference( material );
  14356. properties.remove( material );
  14357. }
  14358. function releaseMaterialProgramReference( material ) {
  14359. var programInfo = properties.get( material ).program;
  14360. material.program = undefined;
  14361. if ( programInfo !== undefined ) {
  14362. programCache.releaseProgram( programInfo );
  14363. }
  14364. }
  14365. // Buffer rendering
  14366. function renderObjectImmediate( object, program ) {
  14367. object.render( function ( object ) {
  14368. _this.renderBufferImmediate( object, program );
  14369. } );
  14370. }
  14371. this.renderBufferImmediate = function ( object, program ) {
  14372. state.initAttributes();
  14373. var buffers = properties.get( object );
  14374. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14375. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14376. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14377. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14378. var programAttributes = program.getAttributes();
  14379. if ( object.hasPositions ) {
  14380. _gl.bindBuffer( 34962, buffers.position );
  14381. _gl.bufferData( 34962, object.positionArray, 35048 );
  14382. state.enableAttribute( programAttributes.position );
  14383. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14384. }
  14385. if ( object.hasNormals ) {
  14386. _gl.bindBuffer( 34962, buffers.normal );
  14387. _gl.bufferData( 34962, object.normalArray, 35048 );
  14388. state.enableAttribute( programAttributes.normal );
  14389. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14390. }
  14391. if ( object.hasUvs ) {
  14392. _gl.bindBuffer( 34962, buffers.uv );
  14393. _gl.bufferData( 34962, object.uvArray, 35048 );
  14394. state.enableAttribute( programAttributes.uv );
  14395. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14396. }
  14397. if ( object.hasColors ) {
  14398. _gl.bindBuffer( 34962, buffers.color );
  14399. _gl.bufferData( 34962, object.colorArray, 35048 );
  14400. state.enableAttribute( programAttributes.color );
  14401. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14402. }
  14403. state.disableUnusedAttributes();
  14404. _gl.drawArrays( 4, 0, object.count );
  14405. object.count = 0;
  14406. };
  14407. var tempScene = new Scene();
  14408. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14409. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14410. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14411. var program = setProgram( camera, scene, material, object );
  14412. state.setMaterial( material, frontFaceCW );
  14413. var updateBuffers = false;
  14414. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14415. _currentGeometryProgram.program !== program.id ||
  14416. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14417. _currentGeometryProgram.geometry = geometry.id;
  14418. _currentGeometryProgram.program = program.id;
  14419. _currentGeometryProgram.wireframe = material.wireframe === true;
  14420. updateBuffers = true;
  14421. }
  14422. if ( material.morphTargets || material.morphNormals ) {
  14423. morphtargets.update( object, geometry, material, program );
  14424. updateBuffers = true;
  14425. }
  14426. //
  14427. var index = geometry.index;
  14428. var position = geometry.attributes.position;
  14429. //
  14430. if ( index === null ) {
  14431. if ( position === undefined || position.count === 0 ) { return; }
  14432. } else if ( index.count === 0 ) {
  14433. return;
  14434. }
  14435. //
  14436. var rangeFactor = 1;
  14437. if ( material.wireframe === true ) {
  14438. index = geometries.getWireframeAttribute( geometry );
  14439. rangeFactor = 2;
  14440. }
  14441. var attribute;
  14442. var renderer = bufferRenderer;
  14443. if ( index !== null ) {
  14444. attribute = attributes.get( index );
  14445. renderer = indexedBufferRenderer;
  14446. renderer.setIndex( attribute );
  14447. }
  14448. if ( updateBuffers ) {
  14449. setupVertexAttributes( object, geometry, material, program );
  14450. if ( index !== null ) {
  14451. _gl.bindBuffer( 34963, attribute.buffer );
  14452. }
  14453. }
  14454. //
  14455. var dataCount = ( index !== null ) ? index.count : position.count;
  14456. var rangeStart = geometry.drawRange.start * rangeFactor;
  14457. var rangeCount = geometry.drawRange.count * rangeFactor;
  14458. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14459. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14460. var drawStart = Math.max( rangeStart, groupStart );
  14461. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14462. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14463. if ( drawCount === 0 ) { return; }
  14464. //
  14465. if ( object.isMesh ) {
  14466. if ( material.wireframe === true ) {
  14467. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14468. renderer.setMode( 1 );
  14469. } else {
  14470. renderer.setMode( 4 );
  14471. }
  14472. } else if ( object.isLine ) {
  14473. var lineWidth = material.linewidth;
  14474. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14475. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14476. if ( object.isLineSegments ) {
  14477. renderer.setMode( 1 );
  14478. } else if ( object.isLineLoop ) {
  14479. renderer.setMode( 2 );
  14480. } else {
  14481. renderer.setMode( 3 );
  14482. }
  14483. } else if ( object.isPoints ) {
  14484. renderer.setMode( 0 );
  14485. } else if ( object.isSprite ) {
  14486. renderer.setMode( 4 );
  14487. }
  14488. if ( object.isInstancedMesh ) {
  14489. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14490. } else if ( geometry.isInstancedBufferGeometry ) {
  14491. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14492. } else {
  14493. renderer.render( drawStart, drawCount );
  14494. }
  14495. };
  14496. function setupVertexAttributes( object, geometry, material, program ) {
  14497. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14498. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14499. }
  14500. state.initAttributes();
  14501. var geometryAttributes = geometry.attributes;
  14502. var programAttributes = program.getAttributes();
  14503. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14504. for ( var name in programAttributes ) {
  14505. var programAttribute = programAttributes[ name ];
  14506. if ( programAttribute >= 0 ) {
  14507. var geometryAttribute = geometryAttributes[ name ];
  14508. if ( geometryAttribute !== undefined ) {
  14509. var normalized = geometryAttribute.normalized;
  14510. var size = geometryAttribute.itemSize;
  14511. var attribute = attributes.get( geometryAttribute );
  14512. // TODO Attribute may not be available on context restore
  14513. if ( attribute === undefined ) { continue; }
  14514. var buffer = attribute.buffer;
  14515. var type = attribute.type;
  14516. var bytesPerElement = attribute.bytesPerElement;
  14517. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14518. var data = geometryAttribute.data;
  14519. var stride = data.stride;
  14520. var offset = geometryAttribute.offset;
  14521. if ( data && data.isInstancedInterleavedBuffer ) {
  14522. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14523. if ( geometry.maxInstancedCount === undefined ) {
  14524. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14525. }
  14526. } else {
  14527. state.enableAttribute( programAttribute );
  14528. }
  14529. _gl.bindBuffer( 34962, buffer );
  14530. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14531. } else {
  14532. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14533. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14534. if ( geometry.maxInstancedCount === undefined ) {
  14535. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14536. }
  14537. } else {
  14538. state.enableAttribute( programAttribute );
  14539. }
  14540. _gl.bindBuffer( 34962, buffer );
  14541. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14542. }
  14543. } else if ( name === 'instanceMatrix' ) {
  14544. var attribute = attributes.get( object.instanceMatrix );
  14545. // TODO Attribute may not be available on context restore
  14546. if ( attribute === undefined ) { continue; }
  14547. var buffer = attribute.buffer;
  14548. var type = attribute.type;
  14549. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14550. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14551. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14552. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14553. _gl.bindBuffer( 34962, buffer );
  14554. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14555. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14556. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14557. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14558. } else if ( materialDefaultAttributeValues !== undefined ) {
  14559. var value = materialDefaultAttributeValues[ name ];
  14560. if ( value !== undefined ) {
  14561. switch ( value.length ) {
  14562. case 2:
  14563. _gl.vertexAttrib2fv( programAttribute, value );
  14564. break;
  14565. case 3:
  14566. _gl.vertexAttrib3fv( programAttribute, value );
  14567. break;
  14568. case 4:
  14569. _gl.vertexAttrib4fv( programAttribute, value );
  14570. break;
  14571. default:
  14572. _gl.vertexAttrib1fv( programAttribute, value );
  14573. }
  14574. }
  14575. }
  14576. }
  14577. }
  14578. state.disableUnusedAttributes();
  14579. }
  14580. // Compile
  14581. this.compile = function ( scene, camera ) {
  14582. currentRenderState = renderStates.get( scene, camera );
  14583. currentRenderState.init();
  14584. scene.traverse( function ( object ) {
  14585. if ( object.isLight ) {
  14586. currentRenderState.pushLight( object );
  14587. if ( object.castShadow ) {
  14588. currentRenderState.pushShadow( object );
  14589. }
  14590. }
  14591. } );
  14592. currentRenderState.setupLights( camera );
  14593. var compiled = {};
  14594. scene.traverse( function ( object ) {
  14595. if ( object.material ) {
  14596. if ( Array.isArray( object.material ) ) {
  14597. for ( var i = 0; i < object.material.length; i ++ ) {
  14598. if ( object.material[ i ].uuid in compiled === false ) {
  14599. initMaterial( object.material[ i ], scene, object );
  14600. compiled[ object.material[ i ].uuid ] = true;
  14601. }
  14602. }
  14603. } else if ( object.material.uuid in compiled === false ) {
  14604. initMaterial( object.material, scene, object );
  14605. compiled[ object.material.uuid ] = true;
  14606. }
  14607. }
  14608. } );
  14609. };
  14610. // Animation Loop
  14611. var onAnimationFrameCallback = null;
  14612. function onAnimationFrame( time ) {
  14613. if ( xr.isPresenting ) { return; }
  14614. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14615. }
  14616. var animation = new WebGLAnimation();
  14617. animation.setAnimationLoop( onAnimationFrame );
  14618. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14619. this.setAnimationLoop = function ( callback ) {
  14620. onAnimationFrameCallback = callback;
  14621. xr.setAnimationLoop( callback );
  14622. animation.start();
  14623. };
  14624. // Rendering
  14625. this.render = function ( scene, camera ) {
  14626. var renderTarget, forceClear;
  14627. if ( arguments[ 2 ] !== undefined ) {
  14628. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14629. renderTarget = arguments[ 2 ];
  14630. }
  14631. if ( arguments[ 3 ] !== undefined ) {
  14632. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14633. forceClear = arguments[ 3 ];
  14634. }
  14635. if ( ! ( camera && camera.isCamera ) ) {
  14636. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14637. return;
  14638. }
  14639. if ( _isContextLost ) { return; }
  14640. // reset caching for this frame
  14641. _currentGeometryProgram.geometry = null;
  14642. _currentGeometryProgram.program = null;
  14643. _currentGeometryProgram.wireframe = false;
  14644. _currentMaterialId = - 1;
  14645. _currentCamera = null;
  14646. // update scene graph
  14647. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14648. // update camera matrices and frustum
  14649. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14650. if ( xr.enabled && xr.isPresenting ) {
  14651. camera = xr.getCamera( camera );
  14652. }
  14653. //
  14654. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14655. currentRenderState = renderStates.get( scene, camera );
  14656. currentRenderState.init();
  14657. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14658. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14659. _localClippingEnabled = this.localClippingEnabled;
  14660. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14661. currentRenderList = renderLists.get( scene, camera );
  14662. currentRenderList.init();
  14663. projectObject( scene, camera, 0, _this.sortObjects );
  14664. currentRenderList.finish();
  14665. if ( _this.sortObjects === true ) {
  14666. currentRenderList.sort( _opaqueSort, _transparentSort );
  14667. }
  14668. //
  14669. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14670. var shadowsArray = currentRenderState.state.shadowsArray;
  14671. shadowMap.render( shadowsArray, scene, camera );
  14672. currentRenderState.setupLights( camera );
  14673. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14674. //
  14675. if ( this.info.autoReset ) { this.info.reset(); }
  14676. if ( renderTarget !== undefined ) {
  14677. this.setRenderTarget( renderTarget );
  14678. }
  14679. //
  14680. background.render( currentRenderList, scene, camera, forceClear );
  14681. // render scene
  14682. var opaqueObjects = currentRenderList.opaque;
  14683. var transparentObjects = currentRenderList.transparent;
  14684. if ( scene.overrideMaterial ) {
  14685. var overrideMaterial = scene.overrideMaterial;
  14686. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14687. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14688. } else {
  14689. // opaque pass (front-to-back order)
  14690. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14691. // transparent pass (back-to-front order)
  14692. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14693. }
  14694. //
  14695. scene.onAfterRender( _this, scene, camera );
  14696. //
  14697. if ( _currentRenderTarget !== null ) {
  14698. // Generate mipmap if we're using any kind of mipmap filtering
  14699. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14700. // resolve multisample renderbuffers to a single-sample texture if necessary
  14701. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14702. }
  14703. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14704. state.buffers.depth.setTest( true );
  14705. state.buffers.depth.setMask( true );
  14706. state.buffers.color.setMask( true );
  14707. state.setPolygonOffset( false );
  14708. // _gl.finish();
  14709. currentRenderList = null;
  14710. currentRenderState = null;
  14711. };
  14712. function projectObject( object, camera, groupOrder, sortObjects ) {
  14713. if ( object.visible === false ) { return; }
  14714. var visible = object.layers.test( camera.layers );
  14715. if ( visible ) {
  14716. if ( object.isGroup ) {
  14717. groupOrder = object.renderOrder;
  14718. } else if ( object.isLOD ) {
  14719. if ( object.autoUpdate === true ) { object.update( camera ); }
  14720. } else if ( object.isLight ) {
  14721. currentRenderState.pushLight( object );
  14722. if ( object.castShadow ) {
  14723. currentRenderState.pushShadow( object );
  14724. }
  14725. } else if ( object.isSprite ) {
  14726. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14727. if ( sortObjects ) {
  14728. _vector3.setFromMatrixPosition( object.matrixWorld )
  14729. .applyMatrix4( _projScreenMatrix );
  14730. }
  14731. var geometry = objects.update( object );
  14732. var material = object.material;
  14733. if ( material.visible ) {
  14734. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14735. }
  14736. }
  14737. } else if ( object.isImmediateRenderObject ) {
  14738. if ( sortObjects ) {
  14739. _vector3.setFromMatrixPosition( object.matrixWorld )
  14740. .applyMatrix4( _projScreenMatrix );
  14741. }
  14742. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14743. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14744. if ( object.isSkinnedMesh ) {
  14745. // update skeleton only once in a frame
  14746. if ( object.skeleton.frame !== info.render.frame ) {
  14747. object.skeleton.update();
  14748. object.skeleton.frame = info.render.frame;
  14749. }
  14750. }
  14751. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14752. if ( sortObjects ) {
  14753. _vector3.setFromMatrixPosition( object.matrixWorld )
  14754. .applyMatrix4( _projScreenMatrix );
  14755. }
  14756. var geometry = objects.update( object );
  14757. var material = object.material;
  14758. if ( Array.isArray( material ) ) {
  14759. var groups = geometry.groups;
  14760. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14761. var group = groups[ i ];
  14762. var groupMaterial = material[ group.materialIndex ];
  14763. if ( groupMaterial && groupMaterial.visible ) {
  14764. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14765. }
  14766. }
  14767. } else if ( material.visible ) {
  14768. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14769. }
  14770. }
  14771. }
  14772. }
  14773. var children = object.children;
  14774. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14775. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14776. }
  14777. }
  14778. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14779. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14780. var renderItem = renderList[ i ];
  14781. var object = renderItem.object;
  14782. var geometry = renderItem.geometry;
  14783. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14784. var group = renderItem.group;
  14785. if ( camera.isArrayCamera ) {
  14786. _currentArrayCamera = camera;
  14787. var cameras = camera.cameras;
  14788. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14789. var camera2 = cameras[ j ];
  14790. if ( object.layers.test( camera2.layers ) ) {
  14791. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14792. currentRenderState.setupLights( camera2 );
  14793. renderObject( object, scene, camera2, geometry, material, group );
  14794. }
  14795. }
  14796. } else {
  14797. _currentArrayCamera = null;
  14798. renderObject( object, scene, camera, geometry, material, group );
  14799. }
  14800. }
  14801. }
  14802. function renderObject( object, scene, camera, geometry, material, group ) {
  14803. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14804. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14805. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14806. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14807. if ( object.isImmediateRenderObject ) {
  14808. var program = setProgram( camera, scene, material, object );
  14809. state.setMaterial( material );
  14810. _currentGeometryProgram.geometry = null;
  14811. _currentGeometryProgram.program = null;
  14812. _currentGeometryProgram.wireframe = false;
  14813. renderObjectImmediate( object, program );
  14814. } else {
  14815. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14816. }
  14817. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14818. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14819. }
  14820. function initMaterial( material, scene, object ) {
  14821. var materialProperties = properties.get( material );
  14822. var lights = currentRenderState.state.lights;
  14823. var shadowsArray = currentRenderState.state.shadowsArray;
  14824. var lightsStateVersion = lights.state.version;
  14825. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14826. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14827. var program = materialProperties.program;
  14828. var programChange = true;
  14829. if ( program === undefined ) {
  14830. // new material
  14831. material.addEventListener( 'dispose', onMaterialDispose );
  14832. } else if ( program.cacheKey !== programCacheKey ) {
  14833. // changed glsl or parameters
  14834. releaseMaterialProgramReference( material );
  14835. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14836. materialProperties.lightsStateVersion = lightsStateVersion;
  14837. programChange = false;
  14838. } else if ( parameters.shaderID !== undefined ) {
  14839. // same glsl and uniform list
  14840. return;
  14841. } else {
  14842. // only rebuild uniform list
  14843. programChange = false;
  14844. }
  14845. if ( programChange ) {
  14846. program = programCache.acquireProgram( parameters, programCacheKey );
  14847. materialProperties.program = program;
  14848. materialProperties.uniforms = parameters.uniforms;
  14849. materialProperties.outputEncoding = _this.outputEncoding;
  14850. material.program = program;
  14851. }
  14852. var programAttributes = program.getAttributes();
  14853. if ( material.morphTargets ) {
  14854. material.numSupportedMorphTargets = 0;
  14855. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14856. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14857. material.numSupportedMorphTargets ++;
  14858. }
  14859. }
  14860. }
  14861. if ( material.morphNormals ) {
  14862. material.numSupportedMorphNormals = 0;
  14863. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14864. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14865. material.numSupportedMorphNormals ++;
  14866. }
  14867. }
  14868. }
  14869. var uniforms = materialProperties.uniforms;
  14870. if ( ! material.isShaderMaterial &&
  14871. ! material.isRawShaderMaterial ||
  14872. material.clipping === true ) {
  14873. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14874. materialProperties.numIntersection = _clipping.numIntersection;
  14875. uniforms.clippingPlanes = _clipping.uniform;
  14876. }
  14877. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14878. materialProperties.fog = scene.fog;
  14879. // store the light setup it was created for
  14880. materialProperties.needsLights = materialNeedsLights( material );
  14881. materialProperties.lightsStateVersion = lightsStateVersion;
  14882. if ( materialProperties.needsLights ) {
  14883. // wire up the material to this renderer's lighting state
  14884. uniforms.ambientLightColor.value = lights.state.ambient;
  14885. uniforms.lightProbe.value = lights.state.probe;
  14886. uniforms.directionalLights.value = lights.state.directional;
  14887. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14888. uniforms.spotLights.value = lights.state.spot;
  14889. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14890. uniforms.rectAreaLights.value = lights.state.rectArea;
  14891. uniforms.pointLights.value = lights.state.point;
  14892. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14893. uniforms.hemisphereLights.value = lights.state.hemi;
  14894. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14895. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14896. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14897. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14898. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14899. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14900. // TODO (abelnation): add area lights shadow info to uniforms
  14901. }
  14902. var progUniforms = materialProperties.program.getUniforms(),
  14903. uniformsList =
  14904. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14905. materialProperties.uniformsList = uniformsList;
  14906. }
  14907. function setProgram( camera, scene, material, object ) {
  14908. textures.resetTextureUnits();
  14909. var fog = scene.fog;
  14910. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14911. var materialProperties = properties.get( material );
  14912. var lights = currentRenderState.state.lights;
  14913. if ( _clippingEnabled ) {
  14914. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14915. var useCache =
  14916. camera === _currentCamera &&
  14917. material.id === _currentMaterialId;
  14918. // we might want to call this function with some ClippingGroup
  14919. // object instead of the material, once it becomes feasible
  14920. // (#8465, #8379)
  14921. _clipping.setState(
  14922. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14923. camera, materialProperties, useCache );
  14924. }
  14925. }
  14926. if ( material.version === materialProperties.__version ) {
  14927. if ( materialProperties.program === undefined ) {
  14928. initMaterial( material, scene, object );
  14929. } else if ( material.fog && materialProperties.fog !== fog ) {
  14930. initMaterial( material, scene, object );
  14931. } else if ( materialProperties.environment !== environment ) {
  14932. initMaterial( material, scene, object );
  14933. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14934. initMaterial( material, scene, object );
  14935. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14936. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14937. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14938. initMaterial( material, scene, object );
  14939. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14940. initMaterial( material, scene, object );
  14941. }
  14942. } else {
  14943. initMaterial( material, scene, object );
  14944. materialProperties.__version = material.version;
  14945. }
  14946. var refreshProgram = false;
  14947. var refreshMaterial = false;
  14948. var refreshLights = false;
  14949. var program = materialProperties.program,
  14950. p_uniforms = program.getUniforms(),
  14951. m_uniforms = materialProperties.uniforms;
  14952. if ( state.useProgram( program.program ) ) {
  14953. refreshProgram = true;
  14954. refreshMaterial = true;
  14955. refreshLights = true;
  14956. }
  14957. if ( material.id !== _currentMaterialId ) {
  14958. _currentMaterialId = material.id;
  14959. refreshMaterial = true;
  14960. }
  14961. if ( refreshProgram || _currentCamera !== camera ) {
  14962. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14963. if ( capabilities.logarithmicDepthBuffer ) {
  14964. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14965. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14966. }
  14967. if ( _currentCamera !== camera ) {
  14968. _currentCamera = camera;
  14969. // lighting uniforms depend on the camera so enforce an update
  14970. // now, in case this material supports lights - or later, when
  14971. // the next material that does gets activated:
  14972. refreshMaterial = true; // set to true on material change
  14973. refreshLights = true; // remains set until update done
  14974. }
  14975. // load material specific uniforms
  14976. // (shader material also gets them for the sake of genericity)
  14977. if ( material.isShaderMaterial ||
  14978. material.isMeshPhongMaterial ||
  14979. material.isMeshToonMaterial ||
  14980. material.isMeshStandardMaterial ||
  14981. material.envMap ) {
  14982. var uCamPos = p_uniforms.map.cameraPosition;
  14983. if ( uCamPos !== undefined ) {
  14984. uCamPos.setValue( _gl,
  14985. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14986. }
  14987. }
  14988. if ( material.isMeshPhongMaterial ||
  14989. material.isMeshToonMaterial ||
  14990. material.isMeshLambertMaterial ||
  14991. material.isMeshBasicMaterial ||
  14992. material.isMeshStandardMaterial ||
  14993. material.isShaderMaterial ) {
  14994. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14995. }
  14996. if ( material.isMeshPhongMaterial ||
  14997. material.isMeshToonMaterial ||
  14998. material.isMeshLambertMaterial ||
  14999. material.isMeshBasicMaterial ||
  15000. material.isMeshStandardMaterial ||
  15001. material.isShaderMaterial ||
  15002. material.skinning ) {
  15003. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15004. }
  15005. }
  15006. // skinning uniforms must be set even if material didn't change
  15007. // auto-setting of texture unit for bone texture must go before other textures
  15008. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15009. if ( material.skinning ) {
  15010. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15011. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15012. var skeleton = object.skeleton;
  15013. if ( skeleton ) {
  15014. var bones = skeleton.bones;
  15015. if ( capabilities.floatVertexTextures ) {
  15016. if ( skeleton.boneTexture === undefined ) {
  15017. // layout (1 matrix = 4 pixels)
  15018. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15019. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15020. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15021. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15022. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15023. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15024. size = MathUtils.ceilPowerOfTwo( size );
  15025. size = Math.max( size, 4 );
  15026. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15027. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15028. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15029. skeleton.boneMatrices = boneMatrices;
  15030. skeleton.boneTexture = boneTexture;
  15031. skeleton.boneTextureSize = size;
  15032. }
  15033. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15034. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15035. } else {
  15036. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15037. }
  15038. }
  15039. }
  15040. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15041. materialProperties.receiveShadow = object.receiveShadow;
  15042. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15043. }
  15044. if ( refreshMaterial ) {
  15045. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15046. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15047. if ( materialProperties.needsLights ) {
  15048. // the current material requires lighting info
  15049. // note: all lighting uniforms are always set correctly
  15050. // they simply reference the renderer's state for their
  15051. // values
  15052. //
  15053. // use the current material's .needsUpdate flags to set
  15054. // the GL state when required
  15055. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15056. }
  15057. // refresh uniforms common to several materials
  15058. if ( fog && material.fog ) {
  15059. refreshUniformsFog( m_uniforms, fog );
  15060. }
  15061. if ( material.isMeshBasicMaterial ) {
  15062. refreshUniformsCommon( m_uniforms, material );
  15063. } else if ( material.isMeshLambertMaterial ) {
  15064. refreshUniformsCommon( m_uniforms, material );
  15065. refreshUniformsLambert( m_uniforms, material );
  15066. } else if ( material.isMeshToonMaterial ) {
  15067. refreshUniformsCommon( m_uniforms, material );
  15068. refreshUniformsToon( m_uniforms, material );
  15069. } else if ( material.isMeshPhongMaterial ) {
  15070. refreshUniformsCommon( m_uniforms, material );
  15071. refreshUniformsPhong( m_uniforms, material );
  15072. } else if ( material.isMeshStandardMaterial ) {
  15073. refreshUniformsCommon( m_uniforms, material, environment );
  15074. if ( material.isMeshPhysicalMaterial ) {
  15075. refreshUniformsPhysical( m_uniforms, material, environment );
  15076. } else {
  15077. refreshUniformsStandard( m_uniforms, material, environment );
  15078. }
  15079. } else if ( material.isMeshMatcapMaterial ) {
  15080. refreshUniformsCommon( m_uniforms, material );
  15081. refreshUniformsMatcap( m_uniforms, material );
  15082. } else if ( material.isMeshDepthMaterial ) {
  15083. refreshUniformsCommon( m_uniforms, material );
  15084. refreshUniformsDepth( m_uniforms, material );
  15085. } else if ( material.isMeshDistanceMaterial ) {
  15086. refreshUniformsCommon( m_uniforms, material );
  15087. refreshUniformsDistance( m_uniforms, material );
  15088. } else if ( material.isMeshNormalMaterial ) {
  15089. refreshUniformsCommon( m_uniforms, material );
  15090. refreshUniformsNormal( m_uniforms, material );
  15091. } else if ( material.isLineBasicMaterial ) {
  15092. refreshUniformsLine( m_uniforms, material );
  15093. if ( material.isLineDashedMaterial ) {
  15094. refreshUniformsDash( m_uniforms, material );
  15095. }
  15096. } else if ( material.isPointsMaterial ) {
  15097. refreshUniformsPoints( m_uniforms, material );
  15098. } else if ( material.isSpriteMaterial ) {
  15099. refreshUniformsSprites( m_uniforms, material );
  15100. } else if ( material.isShadowMaterial ) {
  15101. m_uniforms.color.value.copy( material.color );
  15102. m_uniforms.opacity.value = material.opacity;
  15103. }
  15104. // RectAreaLight Texture
  15105. // TODO (mrdoob): Find a nicer implementation
  15106. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15107. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15108. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15109. if ( material.isShaderMaterial ) {
  15110. material.uniformsNeedUpdate = false; // #15581
  15111. }
  15112. }
  15113. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15114. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15115. material.uniformsNeedUpdate = false;
  15116. }
  15117. if ( material.isSpriteMaterial ) {
  15118. p_uniforms.setValue( _gl, 'center', object.center );
  15119. }
  15120. // common matrices
  15121. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15122. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15123. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15124. return program;
  15125. }
  15126. // Uniforms (refresh uniforms objects)
  15127. function refreshUniformsCommon( uniforms, material, environment ) {
  15128. uniforms.opacity.value = material.opacity;
  15129. if ( material.color ) {
  15130. uniforms.diffuse.value.copy( material.color );
  15131. }
  15132. if ( material.emissive ) {
  15133. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15134. }
  15135. if ( material.map ) {
  15136. uniforms.map.value = material.map;
  15137. }
  15138. if ( material.alphaMap ) {
  15139. uniforms.alphaMap.value = material.alphaMap;
  15140. }
  15141. if ( material.specularMap ) {
  15142. uniforms.specularMap.value = material.specularMap;
  15143. }
  15144. var envMap = material.envMap || environment;
  15145. if ( envMap ) {
  15146. uniforms.envMap.value = envMap;
  15147. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15148. uniforms.reflectivity.value = material.reflectivity;
  15149. uniforms.refractionRatio.value = material.refractionRatio;
  15150. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15151. }
  15152. if ( material.lightMap ) {
  15153. uniforms.lightMap.value = material.lightMap;
  15154. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15155. }
  15156. if ( material.aoMap ) {
  15157. uniforms.aoMap.value = material.aoMap;
  15158. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15159. }
  15160. // uv repeat and offset setting priorities
  15161. // 1. color map
  15162. // 2. specular map
  15163. // 3. normal map
  15164. // 4. bump map
  15165. // 5. alpha map
  15166. // 6. emissive map
  15167. var uvScaleMap;
  15168. if ( material.map ) {
  15169. uvScaleMap = material.map;
  15170. } else if ( material.specularMap ) {
  15171. uvScaleMap = material.specularMap;
  15172. } else if ( material.displacementMap ) {
  15173. uvScaleMap = material.displacementMap;
  15174. } else if ( material.normalMap ) {
  15175. uvScaleMap = material.normalMap;
  15176. } else if ( material.bumpMap ) {
  15177. uvScaleMap = material.bumpMap;
  15178. } else if ( material.roughnessMap ) {
  15179. uvScaleMap = material.roughnessMap;
  15180. } else if ( material.metalnessMap ) {
  15181. uvScaleMap = material.metalnessMap;
  15182. } else if ( material.alphaMap ) {
  15183. uvScaleMap = material.alphaMap;
  15184. } else if ( material.emissiveMap ) {
  15185. uvScaleMap = material.emissiveMap;
  15186. }
  15187. if ( uvScaleMap !== undefined ) {
  15188. // backwards compatibility
  15189. if ( uvScaleMap.isWebGLRenderTarget ) {
  15190. uvScaleMap = uvScaleMap.texture;
  15191. }
  15192. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15193. uvScaleMap.updateMatrix();
  15194. }
  15195. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15196. }
  15197. // uv repeat and offset setting priorities for uv2
  15198. // 1. ao map
  15199. // 2. light map
  15200. var uv2ScaleMap;
  15201. if ( material.aoMap ) {
  15202. uv2ScaleMap = material.aoMap;
  15203. } else if ( material.lightMap ) {
  15204. uv2ScaleMap = material.lightMap;
  15205. }
  15206. if ( uv2ScaleMap !== undefined ) {
  15207. // backwards compatibility
  15208. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15209. uv2ScaleMap = uv2ScaleMap.texture;
  15210. }
  15211. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15212. uv2ScaleMap.updateMatrix();
  15213. }
  15214. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15215. }
  15216. }
  15217. function refreshUniformsLine( uniforms, material ) {
  15218. uniforms.diffuse.value.copy( material.color );
  15219. uniforms.opacity.value = material.opacity;
  15220. }
  15221. function refreshUniformsDash( uniforms, material ) {
  15222. uniforms.dashSize.value = material.dashSize;
  15223. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15224. uniforms.scale.value = material.scale;
  15225. }
  15226. function refreshUniformsPoints( uniforms, material ) {
  15227. uniforms.diffuse.value.copy( material.color );
  15228. uniforms.opacity.value = material.opacity;
  15229. uniforms.size.value = material.size * _pixelRatio;
  15230. uniforms.scale.value = _height * 0.5;
  15231. if ( material.map ) {
  15232. uniforms.map.value = material.map;
  15233. }
  15234. if ( material.alphaMap ) {
  15235. uniforms.alphaMap.value = material.alphaMap;
  15236. }
  15237. // uv repeat and offset setting priorities
  15238. // 1. color map
  15239. // 2. alpha map
  15240. var uvScaleMap;
  15241. if ( material.map ) {
  15242. uvScaleMap = material.map;
  15243. } else if ( material.alphaMap ) {
  15244. uvScaleMap = material.alphaMap;
  15245. }
  15246. if ( uvScaleMap !== undefined ) {
  15247. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15248. uvScaleMap.updateMatrix();
  15249. }
  15250. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15251. }
  15252. }
  15253. function refreshUniformsSprites( uniforms, material ) {
  15254. uniforms.diffuse.value.copy( material.color );
  15255. uniforms.opacity.value = material.opacity;
  15256. uniforms.rotation.value = material.rotation;
  15257. if ( material.map ) {
  15258. uniforms.map.value = material.map;
  15259. }
  15260. if ( material.alphaMap ) {
  15261. uniforms.alphaMap.value = material.alphaMap;
  15262. }
  15263. // uv repeat and offset setting priorities
  15264. // 1. color map
  15265. // 2. alpha map
  15266. var uvScaleMap;
  15267. if ( material.map ) {
  15268. uvScaleMap = material.map;
  15269. } else if ( material.alphaMap ) {
  15270. uvScaleMap = material.alphaMap;
  15271. }
  15272. if ( uvScaleMap !== undefined ) {
  15273. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15274. uvScaleMap.updateMatrix();
  15275. }
  15276. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15277. }
  15278. }
  15279. function refreshUniformsFog( uniforms, fog ) {
  15280. uniforms.fogColor.value.copy( fog.color );
  15281. if ( fog.isFog ) {
  15282. uniforms.fogNear.value = fog.near;
  15283. uniforms.fogFar.value = fog.far;
  15284. } else if ( fog.isFogExp2 ) {
  15285. uniforms.fogDensity.value = fog.density;
  15286. }
  15287. }
  15288. function refreshUniformsLambert( uniforms, material ) {
  15289. if ( material.emissiveMap ) {
  15290. uniforms.emissiveMap.value = material.emissiveMap;
  15291. }
  15292. }
  15293. function refreshUniformsPhong( uniforms, material ) {
  15294. uniforms.specular.value.copy( material.specular );
  15295. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15296. if ( material.emissiveMap ) {
  15297. uniforms.emissiveMap.value = material.emissiveMap;
  15298. }
  15299. if ( material.bumpMap ) {
  15300. uniforms.bumpMap.value = material.bumpMap;
  15301. uniforms.bumpScale.value = material.bumpScale;
  15302. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15303. }
  15304. if ( material.normalMap ) {
  15305. uniforms.normalMap.value = material.normalMap;
  15306. uniforms.normalScale.value.copy( material.normalScale );
  15307. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15308. }
  15309. if ( material.displacementMap ) {
  15310. uniforms.displacementMap.value = material.displacementMap;
  15311. uniforms.displacementScale.value = material.displacementScale;
  15312. uniforms.displacementBias.value = material.displacementBias;
  15313. }
  15314. }
  15315. function refreshUniformsToon( uniforms, material ) {
  15316. uniforms.specular.value.copy( material.specular );
  15317. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15318. if ( material.gradientMap ) {
  15319. uniforms.gradientMap.value = material.gradientMap;
  15320. }
  15321. if ( material.emissiveMap ) {
  15322. uniforms.emissiveMap.value = material.emissiveMap;
  15323. }
  15324. if ( material.bumpMap ) {
  15325. uniforms.bumpMap.value = material.bumpMap;
  15326. uniforms.bumpScale.value = material.bumpScale;
  15327. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15328. }
  15329. if ( material.normalMap ) {
  15330. uniforms.normalMap.value = material.normalMap;
  15331. uniforms.normalScale.value.copy( material.normalScale );
  15332. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15333. }
  15334. if ( material.displacementMap ) {
  15335. uniforms.displacementMap.value = material.displacementMap;
  15336. uniforms.displacementScale.value = material.displacementScale;
  15337. uniforms.displacementBias.value = material.displacementBias;
  15338. }
  15339. }
  15340. function refreshUniformsStandard( uniforms, material, environment ) {
  15341. uniforms.roughness.value = material.roughness;
  15342. uniforms.metalness.value = material.metalness;
  15343. if ( material.roughnessMap ) {
  15344. uniforms.roughnessMap.value = material.roughnessMap;
  15345. }
  15346. if ( material.metalnessMap ) {
  15347. uniforms.metalnessMap.value = material.metalnessMap;
  15348. }
  15349. if ( material.emissiveMap ) {
  15350. uniforms.emissiveMap.value = material.emissiveMap;
  15351. }
  15352. if ( material.bumpMap ) {
  15353. uniforms.bumpMap.value = material.bumpMap;
  15354. uniforms.bumpScale.value = material.bumpScale;
  15355. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15356. }
  15357. if ( material.normalMap ) {
  15358. uniforms.normalMap.value = material.normalMap;
  15359. uniforms.normalScale.value.copy( material.normalScale );
  15360. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15361. }
  15362. if ( material.displacementMap ) {
  15363. uniforms.displacementMap.value = material.displacementMap;
  15364. uniforms.displacementScale.value = material.displacementScale;
  15365. uniforms.displacementBias.value = material.displacementBias;
  15366. }
  15367. if ( material.envMap || environment ) {
  15368. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15369. uniforms.envMapIntensity.value = material.envMapIntensity;
  15370. }
  15371. }
  15372. function refreshUniformsPhysical( uniforms, material, environment ) {
  15373. refreshUniformsStandard( uniforms, material, environment );
  15374. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15375. uniforms.clearcoat.value = material.clearcoat;
  15376. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15377. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15378. if ( material.clearcoatMap ) {
  15379. uniforms.clearcoatMap.value = material.clearcoatMap;
  15380. }
  15381. if ( material.clearcoatRoughnessMap ) {
  15382. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15383. }
  15384. if ( material.clearcoatNormalMap ) {
  15385. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15386. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15387. if ( material.side === BackSide ) {
  15388. uniforms.clearcoatNormalScale.value.negate();
  15389. }
  15390. }
  15391. uniforms.transparency.value = material.transparency;
  15392. }
  15393. function refreshUniformsMatcap( uniforms, material ) {
  15394. if ( material.matcap ) {
  15395. uniforms.matcap.value = material.matcap;
  15396. }
  15397. if ( material.bumpMap ) {
  15398. uniforms.bumpMap.value = material.bumpMap;
  15399. uniforms.bumpScale.value = material.bumpScale;
  15400. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15401. }
  15402. if ( material.normalMap ) {
  15403. uniforms.normalMap.value = material.normalMap;
  15404. uniforms.normalScale.value.copy( material.normalScale );
  15405. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15406. }
  15407. if ( material.displacementMap ) {
  15408. uniforms.displacementMap.value = material.displacementMap;
  15409. uniforms.displacementScale.value = material.displacementScale;
  15410. uniforms.displacementBias.value = material.displacementBias;
  15411. }
  15412. }
  15413. function refreshUniformsDepth( uniforms, material ) {
  15414. if ( material.displacementMap ) {
  15415. uniforms.displacementMap.value = material.displacementMap;
  15416. uniforms.displacementScale.value = material.displacementScale;
  15417. uniforms.displacementBias.value = material.displacementBias;
  15418. }
  15419. }
  15420. function refreshUniformsDistance( uniforms, material ) {
  15421. if ( material.displacementMap ) {
  15422. uniforms.displacementMap.value = material.displacementMap;
  15423. uniforms.displacementScale.value = material.displacementScale;
  15424. uniforms.displacementBias.value = material.displacementBias;
  15425. }
  15426. uniforms.referencePosition.value.copy( material.referencePosition );
  15427. uniforms.nearDistance.value = material.nearDistance;
  15428. uniforms.farDistance.value = material.farDistance;
  15429. }
  15430. function refreshUniformsNormal( uniforms, material ) {
  15431. if ( material.bumpMap ) {
  15432. uniforms.bumpMap.value = material.bumpMap;
  15433. uniforms.bumpScale.value = material.bumpScale;
  15434. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15435. }
  15436. if ( material.normalMap ) {
  15437. uniforms.normalMap.value = material.normalMap;
  15438. uniforms.normalScale.value.copy( material.normalScale );
  15439. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15440. }
  15441. if ( material.displacementMap ) {
  15442. uniforms.displacementMap.value = material.displacementMap;
  15443. uniforms.displacementScale.value = material.displacementScale;
  15444. uniforms.displacementBias.value = material.displacementBias;
  15445. }
  15446. }
  15447. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15448. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15449. uniforms.ambientLightColor.needsUpdate = value;
  15450. uniforms.lightProbe.needsUpdate = value;
  15451. uniforms.directionalLights.needsUpdate = value;
  15452. uniforms.directionalLightShadows.needsUpdate = value;
  15453. uniforms.pointLights.needsUpdate = value;
  15454. uniforms.pointLightShadows.needsUpdate = value;
  15455. uniforms.spotLights.needsUpdate = value;
  15456. uniforms.spotLightShadows.needsUpdate = value;
  15457. uniforms.rectAreaLights.needsUpdate = value;
  15458. uniforms.hemisphereLights.needsUpdate = value;
  15459. }
  15460. function materialNeedsLights( material ) {
  15461. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15462. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15463. ( material.isShaderMaterial && material.lights === true );
  15464. }
  15465. //
  15466. this.setFramebuffer = function ( value ) {
  15467. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15468. _framebuffer = value;
  15469. };
  15470. this.getActiveCubeFace = function () {
  15471. return _currentActiveCubeFace;
  15472. };
  15473. this.getActiveMipmapLevel = function () {
  15474. return _currentActiveMipmapLevel;
  15475. };
  15476. this.getRenderTarget = function () {
  15477. return _currentRenderTarget;
  15478. };
  15479. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15480. _currentRenderTarget = renderTarget;
  15481. _currentActiveCubeFace = activeCubeFace;
  15482. _currentActiveMipmapLevel = activeMipmapLevel;
  15483. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15484. textures.setupRenderTarget( renderTarget );
  15485. }
  15486. var framebuffer = _framebuffer;
  15487. var isCube = false;
  15488. if ( renderTarget ) {
  15489. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15490. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15491. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15492. isCube = true;
  15493. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15494. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15495. } else {
  15496. framebuffer = __webglFramebuffer;
  15497. }
  15498. _currentViewport.copy( renderTarget.viewport );
  15499. _currentScissor.copy( renderTarget.scissor );
  15500. _currentScissorTest = renderTarget.scissorTest;
  15501. } else {
  15502. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15503. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15504. _currentScissorTest = _scissorTest;
  15505. }
  15506. if ( _currentFramebuffer !== framebuffer ) {
  15507. _gl.bindFramebuffer( 36160, framebuffer );
  15508. _currentFramebuffer = framebuffer;
  15509. }
  15510. state.viewport( _currentViewport );
  15511. state.scissor( _currentScissor );
  15512. state.setScissorTest( _currentScissorTest );
  15513. if ( isCube ) {
  15514. var textureProperties = properties.get( renderTarget.texture );
  15515. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15516. }
  15517. };
  15518. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15519. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15520. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15521. return;
  15522. }
  15523. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15524. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15525. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15526. }
  15527. if ( framebuffer ) {
  15528. var restore = false;
  15529. if ( framebuffer !== _currentFramebuffer ) {
  15530. _gl.bindFramebuffer( 36160, framebuffer );
  15531. restore = true;
  15532. }
  15533. try {
  15534. var texture = renderTarget.texture;
  15535. var textureFormat = texture.format;
  15536. var textureType = texture.type;
  15537. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15538. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15539. return;
  15540. }
  15541. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15542. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15543. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15544. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15545. return;
  15546. }
  15547. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15548. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15549. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15550. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15551. }
  15552. } else {
  15553. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15554. }
  15555. } finally {
  15556. if ( restore ) {
  15557. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15558. }
  15559. }
  15560. }
  15561. };
  15562. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15563. if ( level === undefined ) { level = 0; }
  15564. var levelScale = Math.pow( 2, - level );
  15565. var width = Math.floor( texture.image.width * levelScale );
  15566. var height = Math.floor( texture.image.height * levelScale );
  15567. var glFormat = utils.convert( texture.format );
  15568. textures.setTexture2D( texture, 0 );
  15569. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15570. state.unbindTexture();
  15571. };
  15572. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15573. if ( level === undefined ) { level = 0; }
  15574. var width = srcTexture.image.width;
  15575. var height = srcTexture.image.height;
  15576. var glFormat = utils.convert( dstTexture.format );
  15577. var glType = utils.convert( dstTexture.type );
  15578. textures.setTexture2D( dstTexture, 0 );
  15579. if ( srcTexture.isDataTexture ) {
  15580. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15581. } else {
  15582. if ( srcTexture.isCompressedTexture ) {
  15583. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15584. } else {
  15585. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15586. }
  15587. }
  15588. // Generate mipmaps only when copying level 0
  15589. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15590. state.unbindTexture();
  15591. };
  15592. this.initTexture = function ( texture ) {
  15593. textures.setTexture2D( texture, 0 );
  15594. state.unbindTexture();
  15595. };
  15596. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15597. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15598. }
  15599. }
  15600. /**
  15601. * @author mrdoob / http://mrdoob.com/
  15602. * @author alteredq / http://alteredqualia.com/
  15603. */
  15604. function FogExp2( color, density ) {
  15605. this.name = '';
  15606. this.color = new Color( color );
  15607. this.density = ( density !== undefined ) ? density : 0.00025;
  15608. }
  15609. Object.assign( FogExp2.prototype, {
  15610. isFogExp2: true,
  15611. clone: function () {
  15612. return new FogExp2( this.color, this.density );
  15613. },
  15614. toJSON: function ( /* meta */ ) {
  15615. return {
  15616. type: 'FogExp2',
  15617. color: this.color.getHex(),
  15618. density: this.density
  15619. };
  15620. }
  15621. } );
  15622. /**
  15623. * @author mrdoob / http://mrdoob.com/
  15624. * @author alteredq / http://alteredqualia.com/
  15625. */
  15626. function Fog( color, near, far ) {
  15627. this.name = '';
  15628. this.color = new Color( color );
  15629. this.near = ( near !== undefined ) ? near : 1;
  15630. this.far = ( far !== undefined ) ? far : 1000;
  15631. }
  15632. Object.assign( Fog.prototype, {
  15633. isFog: true,
  15634. clone: function () {
  15635. return new Fog( this.color, this.near, this.far );
  15636. },
  15637. toJSON: function ( /* meta */ ) {
  15638. return {
  15639. type: 'Fog',
  15640. color: this.color.getHex(),
  15641. near: this.near,
  15642. far: this.far
  15643. };
  15644. }
  15645. } );
  15646. /**
  15647. * @author benaadams / https://twitter.com/ben_a_adams
  15648. */
  15649. function InterleavedBuffer( array, stride ) {
  15650. this.array = array;
  15651. this.stride = stride;
  15652. this.count = array !== undefined ? array.length / stride : 0;
  15653. this.usage = StaticDrawUsage;
  15654. this.updateRange = { offset: 0, count: - 1 };
  15655. this.version = 0;
  15656. }
  15657. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15658. set: function ( value ) {
  15659. if ( value === true ) { this.version ++; }
  15660. }
  15661. } );
  15662. Object.assign( InterleavedBuffer.prototype, {
  15663. isInterleavedBuffer: true,
  15664. onUploadCallback: function () {},
  15665. setUsage: function ( value ) {
  15666. this.usage = value;
  15667. return this;
  15668. },
  15669. copy: function ( source ) {
  15670. this.array = new source.array.constructor( source.array );
  15671. this.count = source.count;
  15672. this.stride = source.stride;
  15673. this.usage = source.usage;
  15674. return this;
  15675. },
  15676. copyAt: function ( index1, attribute, index2 ) {
  15677. index1 *= this.stride;
  15678. index2 *= attribute.stride;
  15679. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15680. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15681. }
  15682. return this;
  15683. },
  15684. set: function ( value, offset ) {
  15685. if ( offset === undefined ) { offset = 0; }
  15686. this.array.set( value, offset );
  15687. return this;
  15688. },
  15689. clone: function () {
  15690. return new this.constructor().copy( this );
  15691. },
  15692. onUpload: function ( callback ) {
  15693. this.onUploadCallback = callback;
  15694. return this;
  15695. }
  15696. } );
  15697. /**
  15698. * @author benaadams / https://twitter.com/ben_a_adams
  15699. */
  15700. var _vector$6 = new Vector3();
  15701. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15702. this.data = interleavedBuffer;
  15703. this.itemSize = itemSize;
  15704. this.offset = offset;
  15705. this.normalized = normalized === true;
  15706. }
  15707. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15708. count: {
  15709. get: function () {
  15710. return this.data.count;
  15711. }
  15712. },
  15713. array: {
  15714. get: function () {
  15715. return this.data.array;
  15716. }
  15717. }
  15718. } );
  15719. Object.assign( InterleavedBufferAttribute.prototype, {
  15720. isInterleavedBufferAttribute: true,
  15721. applyMatrix4: function ( m ) {
  15722. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15723. _vector$6.x = this.getX( i );
  15724. _vector$6.y = this.getY( i );
  15725. _vector$6.z = this.getZ( i );
  15726. _vector$6.applyMatrix4( m );
  15727. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15728. }
  15729. return this;
  15730. },
  15731. setX: function ( index, x ) {
  15732. this.data.array[ index * this.data.stride + this.offset ] = x;
  15733. return this;
  15734. },
  15735. setY: function ( index, y ) {
  15736. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15737. return this;
  15738. },
  15739. setZ: function ( index, z ) {
  15740. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15741. return this;
  15742. },
  15743. setW: function ( index, w ) {
  15744. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15745. return this;
  15746. },
  15747. getX: function ( index ) {
  15748. return this.data.array[ index * this.data.stride + this.offset ];
  15749. },
  15750. getY: function ( index ) {
  15751. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15752. },
  15753. getZ: function ( index ) {
  15754. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15755. },
  15756. getW: function ( index ) {
  15757. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15758. },
  15759. setXY: function ( index, x, y ) {
  15760. index = index * this.data.stride + this.offset;
  15761. this.data.array[ index + 0 ] = x;
  15762. this.data.array[ index + 1 ] = y;
  15763. return this;
  15764. },
  15765. setXYZ: function ( index, x, y, z ) {
  15766. index = index * this.data.stride + this.offset;
  15767. this.data.array[ index + 0 ] = x;
  15768. this.data.array[ index + 1 ] = y;
  15769. this.data.array[ index + 2 ] = z;
  15770. return this;
  15771. },
  15772. setXYZW: function ( index, x, y, z, w ) {
  15773. index = index * this.data.stride + this.offset;
  15774. this.data.array[ index + 0 ] = x;
  15775. this.data.array[ index + 1 ] = y;
  15776. this.data.array[ index + 2 ] = z;
  15777. this.data.array[ index + 3 ] = w;
  15778. return this;
  15779. }
  15780. } );
  15781. /**
  15782. * @author alteredq / http://alteredqualia.com/
  15783. *
  15784. * parameters = {
  15785. * color: <hex>,
  15786. * map: new THREE.Texture( <Image> ),
  15787. * alphaMap: new THREE.Texture( <Image> ),
  15788. * rotation: <float>,
  15789. * sizeAttenuation: <bool>
  15790. * }
  15791. */
  15792. function SpriteMaterial( parameters ) {
  15793. Material.call( this );
  15794. this.type = 'SpriteMaterial';
  15795. this.color = new Color( 0xffffff );
  15796. this.map = null;
  15797. this.alphaMap = null;
  15798. this.rotation = 0;
  15799. this.sizeAttenuation = true;
  15800. this.transparent = true;
  15801. this.setValues( parameters );
  15802. }
  15803. SpriteMaterial.prototype = Object.create( Material.prototype );
  15804. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15805. SpriteMaterial.prototype.isSpriteMaterial = true;
  15806. SpriteMaterial.prototype.copy = function ( source ) {
  15807. Material.prototype.copy.call( this, source );
  15808. this.color.copy( source.color );
  15809. this.map = source.map;
  15810. this.alphaMap = source.alphaMap;
  15811. this.rotation = source.rotation;
  15812. this.sizeAttenuation = source.sizeAttenuation;
  15813. return this;
  15814. };
  15815. /**
  15816. * @author mikael emtinger / http://gomo.se/
  15817. * @author alteredq / http://alteredqualia.com/
  15818. */
  15819. var _geometry;
  15820. var _intersectPoint = new Vector3();
  15821. var _worldScale = new Vector3();
  15822. var _mvPosition = new Vector3();
  15823. var _alignedPosition = new Vector2();
  15824. var _rotatedPosition = new Vector2();
  15825. var _viewWorldMatrix = new Matrix4();
  15826. var _vA$1 = new Vector3();
  15827. var _vB$1 = new Vector3();
  15828. var _vC$1 = new Vector3();
  15829. var _uvA$1 = new Vector2();
  15830. var _uvB$1 = new Vector2();
  15831. var _uvC$1 = new Vector2();
  15832. function Sprite( material ) {
  15833. Object3D.call( this );
  15834. this.type = 'Sprite';
  15835. if ( _geometry === undefined ) {
  15836. _geometry = new BufferGeometry();
  15837. var float32Array = new Float32Array( [
  15838. - 0.5, - 0.5, 0, 0, 0,
  15839. 0.5, - 0.5, 0, 1, 0,
  15840. 0.5, 0.5, 0, 1, 1,
  15841. - 0.5, 0.5, 0, 0, 1
  15842. ] );
  15843. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15844. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15845. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15846. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15847. }
  15848. this.geometry = _geometry;
  15849. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15850. this.center = new Vector2( 0.5, 0.5 );
  15851. }
  15852. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15853. constructor: Sprite,
  15854. isSprite: true,
  15855. raycast: function ( raycaster, intersects ) {
  15856. if ( raycaster.camera === null ) {
  15857. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15858. }
  15859. _worldScale.setFromMatrixScale( this.matrixWorld );
  15860. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15861. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15862. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15863. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15864. _worldScale.multiplyScalar( - _mvPosition.z );
  15865. }
  15866. var rotation = this.material.rotation;
  15867. var sin, cos;
  15868. if ( rotation !== 0 ) {
  15869. cos = Math.cos( rotation );
  15870. sin = Math.sin( rotation );
  15871. }
  15872. var center = this.center;
  15873. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15874. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15875. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15876. _uvA$1.set( 0, 0 );
  15877. _uvB$1.set( 1, 0 );
  15878. _uvC$1.set( 1, 1 );
  15879. // check first triangle
  15880. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15881. if ( intersect === null ) {
  15882. // check second triangle
  15883. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15884. _uvB$1.set( 0, 1 );
  15885. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15886. if ( intersect === null ) {
  15887. return;
  15888. }
  15889. }
  15890. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15891. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15892. intersects.push( {
  15893. distance: distance,
  15894. point: _intersectPoint.clone(),
  15895. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15896. face: null,
  15897. object: this
  15898. } );
  15899. },
  15900. clone: function () {
  15901. return new this.constructor( this.material ).copy( this );
  15902. },
  15903. copy: function ( source ) {
  15904. Object3D.prototype.copy.call( this, source );
  15905. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15906. return this;
  15907. }
  15908. } );
  15909. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15910. // compute position in camera space
  15911. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15912. // to check if rotation is not zero
  15913. if ( sin !== undefined ) {
  15914. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15915. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15916. } else {
  15917. _rotatedPosition.copy( _alignedPosition );
  15918. }
  15919. vertexPosition.copy( mvPosition );
  15920. vertexPosition.x += _rotatedPosition.x;
  15921. vertexPosition.y += _rotatedPosition.y;
  15922. // transform to world space
  15923. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15924. }
  15925. /**
  15926. * @author mikael emtinger / http://gomo.se/
  15927. * @author alteredq / http://alteredqualia.com/
  15928. * @author mrdoob / http://mrdoob.com/
  15929. */
  15930. var _v1$4 = new Vector3();
  15931. var _v2$2 = new Vector3();
  15932. function LOD() {
  15933. Object3D.call( this );
  15934. this._currentLevel = 0;
  15935. this.type = 'LOD';
  15936. Object.defineProperties( this, {
  15937. levels: {
  15938. enumerable: true,
  15939. value: []
  15940. }
  15941. } );
  15942. this.autoUpdate = true;
  15943. }
  15944. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15945. constructor: LOD,
  15946. isLOD: true,
  15947. copy: function ( source ) {
  15948. Object3D.prototype.copy.call( this, source, false );
  15949. var levels = source.levels;
  15950. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15951. var level = levels[ i ];
  15952. this.addLevel( level.object.clone(), level.distance );
  15953. }
  15954. this.autoUpdate = source.autoUpdate;
  15955. return this;
  15956. },
  15957. addLevel: function ( object, distance ) {
  15958. if ( distance === undefined ) { distance = 0; }
  15959. distance = Math.abs( distance );
  15960. var levels = this.levels;
  15961. for ( var l = 0; l < levels.length; l ++ ) {
  15962. if ( distance < levels[ l ].distance ) {
  15963. break;
  15964. }
  15965. }
  15966. levels.splice( l, 0, { distance: distance, object: object } );
  15967. this.add( object );
  15968. return this;
  15969. },
  15970. getCurrentLevel: function () {
  15971. return this._currentLevel;
  15972. },
  15973. getObjectForDistance: function ( distance ) {
  15974. var levels = this.levels;
  15975. if ( levels.length > 0 ) {
  15976. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15977. if ( distance < levels[ i ].distance ) {
  15978. break;
  15979. }
  15980. }
  15981. return levels[ i - 1 ].object;
  15982. }
  15983. return null;
  15984. },
  15985. raycast: function ( raycaster, intersects ) {
  15986. var levels = this.levels;
  15987. if ( levels.length > 0 ) {
  15988. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15989. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15990. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15991. }
  15992. },
  15993. update: function ( camera ) {
  15994. var levels = this.levels;
  15995. if ( levels.length > 1 ) {
  15996. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15997. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15998. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  15999. levels[ 0 ].object.visible = true;
  16000. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16001. if ( distance >= levels[ i ].distance ) {
  16002. levels[ i - 1 ].object.visible = false;
  16003. levels[ i ].object.visible = true;
  16004. } else {
  16005. break;
  16006. }
  16007. }
  16008. this._currentLevel = i - 1;
  16009. for ( ; i < l; i ++ ) {
  16010. levels[ i ].object.visible = false;
  16011. }
  16012. }
  16013. },
  16014. toJSON: function ( meta ) {
  16015. var data = Object3D.prototype.toJSON.call( this, meta );
  16016. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16017. data.object.levels = [];
  16018. var levels = this.levels;
  16019. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16020. var level = levels[ i ];
  16021. data.object.levels.push( {
  16022. object: level.object.uuid,
  16023. distance: level.distance
  16024. } );
  16025. }
  16026. return data;
  16027. }
  16028. } );
  16029. /**
  16030. * @author mikael emtinger / http://gomo.se/
  16031. * @author alteredq / http://alteredqualia.com/
  16032. * @author ikerr / http://verold.com
  16033. */
  16034. function SkinnedMesh( geometry, material ) {
  16035. if ( geometry && geometry.isGeometry ) {
  16036. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16037. }
  16038. Mesh.call( this, geometry, material );
  16039. this.type = 'SkinnedMesh';
  16040. this.bindMode = 'attached';
  16041. this.bindMatrix = new Matrix4();
  16042. this.bindMatrixInverse = new Matrix4();
  16043. }
  16044. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16045. constructor: SkinnedMesh,
  16046. isSkinnedMesh: true,
  16047. bind: function ( skeleton, bindMatrix ) {
  16048. this.skeleton = skeleton;
  16049. if ( bindMatrix === undefined ) {
  16050. this.updateMatrixWorld( true );
  16051. this.skeleton.calculateInverses();
  16052. bindMatrix = this.matrixWorld;
  16053. }
  16054. this.bindMatrix.copy( bindMatrix );
  16055. this.bindMatrixInverse.getInverse( bindMatrix );
  16056. },
  16057. pose: function () {
  16058. this.skeleton.pose();
  16059. },
  16060. normalizeSkinWeights: function () {
  16061. var vector = new Vector4();
  16062. var skinWeight = this.geometry.attributes.skinWeight;
  16063. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16064. vector.x = skinWeight.getX( i );
  16065. vector.y = skinWeight.getY( i );
  16066. vector.z = skinWeight.getZ( i );
  16067. vector.w = skinWeight.getW( i );
  16068. var scale = 1.0 / vector.manhattanLength();
  16069. if ( scale !== Infinity ) {
  16070. vector.multiplyScalar( scale );
  16071. } else {
  16072. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16073. }
  16074. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16075. }
  16076. },
  16077. updateMatrixWorld: function ( force ) {
  16078. Mesh.prototype.updateMatrixWorld.call( this, force );
  16079. if ( this.bindMode === 'attached' ) {
  16080. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16081. } else if ( this.bindMode === 'detached' ) {
  16082. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16083. } else {
  16084. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16085. }
  16086. },
  16087. clone: function () {
  16088. return new this.constructor( this.geometry, this.material ).copy( this );
  16089. }
  16090. } );
  16091. /**
  16092. * @author mikael emtinger / http://gomo.se/
  16093. * @author alteredq / http://alteredqualia.com/
  16094. * @author michael guerrero / http://realitymeltdown.com
  16095. * @author ikerr / http://verold.com
  16096. */
  16097. var _offsetMatrix = new Matrix4();
  16098. var _identityMatrix = new Matrix4();
  16099. function Skeleton( bones, boneInverses ) {
  16100. // copy the bone array
  16101. bones = bones || [];
  16102. this.bones = bones.slice( 0 );
  16103. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16104. this.frame = - 1;
  16105. // use the supplied bone inverses or calculate the inverses
  16106. if ( boneInverses === undefined ) {
  16107. this.calculateInverses();
  16108. } else {
  16109. if ( this.bones.length === boneInverses.length ) {
  16110. this.boneInverses = boneInverses.slice( 0 );
  16111. } else {
  16112. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16113. this.boneInverses = [];
  16114. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16115. this.boneInverses.push( new Matrix4() );
  16116. }
  16117. }
  16118. }
  16119. }
  16120. Object.assign( Skeleton.prototype, {
  16121. calculateInverses: function () {
  16122. this.boneInverses = [];
  16123. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16124. var inverse = new Matrix4();
  16125. if ( this.bones[ i ] ) {
  16126. inverse.getInverse( this.bones[ i ].matrixWorld );
  16127. }
  16128. this.boneInverses.push( inverse );
  16129. }
  16130. },
  16131. pose: function () {
  16132. var bone, i, il;
  16133. // recover the bind-time world matrices
  16134. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16135. bone = this.bones[ i ];
  16136. if ( bone ) {
  16137. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16138. }
  16139. }
  16140. // compute the local matrices, positions, rotations and scales
  16141. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16142. bone = this.bones[ i ];
  16143. if ( bone ) {
  16144. if ( bone.parent && bone.parent.isBone ) {
  16145. bone.matrix.getInverse( bone.parent.matrixWorld );
  16146. bone.matrix.multiply( bone.matrixWorld );
  16147. } else {
  16148. bone.matrix.copy( bone.matrixWorld );
  16149. }
  16150. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16151. }
  16152. }
  16153. },
  16154. update: function () {
  16155. var bones = this.bones;
  16156. var boneInverses = this.boneInverses;
  16157. var boneMatrices = this.boneMatrices;
  16158. var boneTexture = this.boneTexture;
  16159. // flatten bone matrices to array
  16160. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16161. // compute the offset between the current and the original transform
  16162. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16163. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16164. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16165. }
  16166. if ( boneTexture !== undefined ) {
  16167. boneTexture.needsUpdate = true;
  16168. }
  16169. },
  16170. clone: function () {
  16171. return new Skeleton( this.bones, this.boneInverses );
  16172. },
  16173. getBoneByName: function ( name ) {
  16174. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16175. var bone = this.bones[ i ];
  16176. if ( bone.name === name ) {
  16177. return bone;
  16178. }
  16179. }
  16180. return undefined;
  16181. },
  16182. dispose: function ( ) {
  16183. if ( this.boneTexture ) {
  16184. this.boneTexture.dispose();
  16185. this.boneTexture = undefined;
  16186. }
  16187. }
  16188. } );
  16189. /**
  16190. * @author mikael emtinger / http://gomo.se/
  16191. * @author alteredq / http://alteredqualia.com/
  16192. * @author ikerr / http://verold.com
  16193. */
  16194. function Bone() {
  16195. Object3D.call( this );
  16196. this.type = 'Bone';
  16197. }
  16198. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16199. constructor: Bone,
  16200. isBone: true
  16201. } );
  16202. /**
  16203. * @author mrdoob / http://mrdoob.com/
  16204. */
  16205. var _instanceLocalMatrix = new Matrix4();
  16206. var _instanceWorldMatrix = new Matrix4();
  16207. var _instanceIntersects = [];
  16208. var _mesh = new Mesh();
  16209. function InstancedMesh( geometry, material, count ) {
  16210. Mesh.call( this, geometry, material );
  16211. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16212. this.count = count;
  16213. this.frustumCulled = false;
  16214. }
  16215. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16216. constructor: InstancedMesh,
  16217. isInstancedMesh: true,
  16218. getMatrixAt: function ( index, matrix ) {
  16219. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16220. },
  16221. raycast: function ( raycaster, intersects ) {
  16222. var matrixWorld = this.matrixWorld;
  16223. var raycastTimes = this.count;
  16224. _mesh.geometry = this.geometry;
  16225. _mesh.material = this.material;
  16226. if ( _mesh.material === undefined ) { return; }
  16227. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16228. // calculate the world matrix for each instance
  16229. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16230. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16231. // the mesh represents this single instance
  16232. _mesh.matrixWorld = _instanceWorldMatrix;
  16233. _mesh.raycast( raycaster, _instanceIntersects );
  16234. // process the result of raycast
  16235. if ( _instanceIntersects.length > 0 ) {
  16236. _instanceIntersects[ 0 ].instanceId = instanceId;
  16237. _instanceIntersects[ 0 ].object = this;
  16238. intersects.push( _instanceIntersects[ 0 ] );
  16239. _instanceIntersects.length = 0;
  16240. }
  16241. }
  16242. },
  16243. setMatrixAt: function ( index, matrix ) {
  16244. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16245. },
  16246. updateMorphTargets: function () {
  16247. }
  16248. } );
  16249. /**
  16250. * @author mrdoob / http://mrdoob.com/
  16251. * @author alteredq / http://alteredqualia.com/
  16252. *
  16253. * parameters = {
  16254. * color: <hex>,
  16255. * opacity: <float>,
  16256. *
  16257. * linewidth: <float>,
  16258. * linecap: "round",
  16259. * linejoin: "round"
  16260. * }
  16261. */
  16262. function LineBasicMaterial( parameters ) {
  16263. Material.call( this );
  16264. this.type = 'LineBasicMaterial';
  16265. this.color = new Color( 0xffffff );
  16266. this.linewidth = 1;
  16267. this.linecap = 'round';
  16268. this.linejoin = 'round';
  16269. this.setValues( parameters );
  16270. }
  16271. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16272. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16273. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16274. LineBasicMaterial.prototype.copy = function ( source ) {
  16275. Material.prototype.copy.call( this, source );
  16276. this.color.copy( source.color );
  16277. this.linewidth = source.linewidth;
  16278. this.linecap = source.linecap;
  16279. this.linejoin = source.linejoin;
  16280. return this;
  16281. };
  16282. /**
  16283. * @author mrdoob / http://mrdoob.com/
  16284. */
  16285. var _start = new Vector3();
  16286. var _end = new Vector3();
  16287. var _inverseMatrix$1 = new Matrix4();
  16288. var _ray$1 = new Ray();
  16289. var _sphere$2 = new Sphere();
  16290. function Line( geometry, material, mode ) {
  16291. if ( mode === 1 ) {
  16292. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16293. }
  16294. Object3D.call( this );
  16295. this.type = 'Line';
  16296. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16297. this.material = material !== undefined ? material : new LineBasicMaterial();
  16298. }
  16299. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16300. constructor: Line,
  16301. isLine: true,
  16302. computeLineDistances: function () {
  16303. var geometry = this.geometry;
  16304. if ( geometry.isBufferGeometry ) {
  16305. // we assume non-indexed geometry
  16306. if ( geometry.index === null ) {
  16307. var positionAttribute = geometry.attributes.position;
  16308. var lineDistances = [ 0 ];
  16309. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16310. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16311. _end.fromBufferAttribute( positionAttribute, i );
  16312. lineDistances[ i ] = lineDistances[ i - 1 ];
  16313. lineDistances[ i ] += _start.distanceTo( _end );
  16314. }
  16315. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16316. } else {
  16317. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16318. }
  16319. } else if ( geometry.isGeometry ) {
  16320. var vertices = geometry.vertices;
  16321. var lineDistances = geometry.lineDistances;
  16322. lineDistances[ 0 ] = 0;
  16323. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16324. lineDistances[ i ] = lineDistances[ i - 1 ];
  16325. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16326. }
  16327. }
  16328. return this;
  16329. },
  16330. raycast: function ( raycaster, intersects ) {
  16331. var geometry = this.geometry;
  16332. var matrixWorld = this.matrixWorld;
  16333. var threshold = raycaster.params.Line.threshold;
  16334. // Checking boundingSphere distance to ray
  16335. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16336. _sphere$2.copy( geometry.boundingSphere );
  16337. _sphere$2.applyMatrix4( matrixWorld );
  16338. _sphere$2.radius += threshold;
  16339. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16340. //
  16341. _inverseMatrix$1.getInverse( matrixWorld );
  16342. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16343. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16344. var localThresholdSq = localThreshold * localThreshold;
  16345. var vStart = new Vector3();
  16346. var vEnd = new Vector3();
  16347. var interSegment = new Vector3();
  16348. var interRay = new Vector3();
  16349. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16350. if ( geometry.isBufferGeometry ) {
  16351. var index = geometry.index;
  16352. var attributes = geometry.attributes;
  16353. var positions = attributes.position.array;
  16354. if ( index !== null ) {
  16355. var indices = index.array;
  16356. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16357. var a = indices[ i ];
  16358. var b = indices[ i + 1 ];
  16359. vStart.fromArray( positions, a * 3 );
  16360. vEnd.fromArray( positions, b * 3 );
  16361. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16362. if ( distSq > localThresholdSq ) { continue; }
  16363. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16364. var distance = raycaster.ray.origin.distanceTo( interRay );
  16365. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16366. intersects.push( {
  16367. distance: distance,
  16368. // What do we want? intersection point on the ray or on the segment??
  16369. // point: raycaster.ray.at( distance ),
  16370. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16371. index: i,
  16372. face: null,
  16373. faceIndex: null,
  16374. object: this
  16375. } );
  16376. }
  16377. } else {
  16378. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16379. vStart.fromArray( positions, 3 * i );
  16380. vEnd.fromArray( positions, 3 * i + 3 );
  16381. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16382. if ( distSq > localThresholdSq ) { continue; }
  16383. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16384. var distance = raycaster.ray.origin.distanceTo( interRay );
  16385. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16386. intersects.push( {
  16387. distance: distance,
  16388. // What do we want? intersection point on the ray or on the segment??
  16389. // point: raycaster.ray.at( distance ),
  16390. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16391. index: i,
  16392. face: null,
  16393. faceIndex: null,
  16394. object: this
  16395. } );
  16396. }
  16397. }
  16398. } else if ( geometry.isGeometry ) {
  16399. var vertices = geometry.vertices;
  16400. var nbVertices = vertices.length;
  16401. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16402. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16403. if ( distSq > localThresholdSq ) { continue; }
  16404. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16405. var distance = raycaster.ray.origin.distanceTo( interRay );
  16406. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16407. intersects.push( {
  16408. distance: distance,
  16409. // What do we want? intersection point on the ray or on the segment??
  16410. // point: raycaster.ray.at( distance ),
  16411. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16412. index: i,
  16413. face: null,
  16414. faceIndex: null,
  16415. object: this
  16416. } );
  16417. }
  16418. }
  16419. },
  16420. clone: function () {
  16421. return new this.constructor( this.geometry, this.material ).copy( this );
  16422. }
  16423. } );
  16424. /**
  16425. * @author mrdoob / http://mrdoob.com/
  16426. */
  16427. var _start$1 = new Vector3();
  16428. var _end$1 = new Vector3();
  16429. function LineSegments( geometry, material ) {
  16430. Line.call( this, geometry, material );
  16431. this.type = 'LineSegments';
  16432. }
  16433. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16434. constructor: LineSegments,
  16435. isLineSegments: true,
  16436. computeLineDistances: function () {
  16437. var geometry = this.geometry;
  16438. if ( geometry.isBufferGeometry ) {
  16439. // we assume non-indexed geometry
  16440. if ( geometry.index === null ) {
  16441. var positionAttribute = geometry.attributes.position;
  16442. var lineDistances = [];
  16443. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16444. _start$1.fromBufferAttribute( positionAttribute, i );
  16445. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16446. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16447. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16448. }
  16449. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16450. } else {
  16451. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16452. }
  16453. } else if ( geometry.isGeometry ) {
  16454. var vertices = geometry.vertices;
  16455. var lineDistances = geometry.lineDistances;
  16456. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16457. _start$1.copy( vertices[ i ] );
  16458. _end$1.copy( vertices[ i + 1 ] );
  16459. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16460. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16461. }
  16462. }
  16463. return this;
  16464. }
  16465. } );
  16466. /**
  16467. * @author mgreter / http://github.com/mgreter
  16468. */
  16469. function LineLoop( geometry, material ) {
  16470. Line.call( this, geometry, material );
  16471. this.type = 'LineLoop';
  16472. }
  16473. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16474. constructor: LineLoop,
  16475. isLineLoop: true,
  16476. } );
  16477. /**
  16478. * @author mrdoob / http://mrdoob.com/
  16479. * @author alteredq / http://alteredqualia.com/
  16480. *
  16481. * parameters = {
  16482. * color: <hex>,
  16483. * opacity: <float>,
  16484. * map: new THREE.Texture( <Image> ),
  16485. * alphaMap: new THREE.Texture( <Image> ),
  16486. *
  16487. * size: <float>,
  16488. * sizeAttenuation: <bool>
  16489. *
  16490. * morphTargets: <bool>
  16491. * }
  16492. */
  16493. function PointsMaterial( parameters ) {
  16494. Material.call( this );
  16495. this.type = 'PointsMaterial';
  16496. this.color = new Color( 0xffffff );
  16497. this.map = null;
  16498. this.alphaMap = null;
  16499. this.size = 1;
  16500. this.sizeAttenuation = true;
  16501. this.morphTargets = false;
  16502. this.setValues( parameters );
  16503. }
  16504. PointsMaterial.prototype = Object.create( Material.prototype );
  16505. PointsMaterial.prototype.constructor = PointsMaterial;
  16506. PointsMaterial.prototype.isPointsMaterial = true;
  16507. PointsMaterial.prototype.copy = function ( source ) {
  16508. Material.prototype.copy.call( this, source );
  16509. this.color.copy( source.color );
  16510. this.map = source.map;
  16511. this.alphaMap = source.alphaMap;
  16512. this.size = source.size;
  16513. this.sizeAttenuation = source.sizeAttenuation;
  16514. this.morphTargets = source.morphTargets;
  16515. return this;
  16516. };
  16517. /**
  16518. * @author alteredq / http://alteredqualia.com/
  16519. */
  16520. var _inverseMatrix$2 = new Matrix4();
  16521. var _ray$2 = new Ray();
  16522. var _sphere$3 = new Sphere();
  16523. var _position$1 = new Vector3();
  16524. function Points( geometry, material ) {
  16525. Object3D.call( this );
  16526. this.type = 'Points';
  16527. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16528. this.material = material !== undefined ? material : new PointsMaterial();
  16529. this.updateMorphTargets();
  16530. }
  16531. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16532. constructor: Points,
  16533. isPoints: true,
  16534. raycast: function ( raycaster, intersects ) {
  16535. var geometry = this.geometry;
  16536. var matrixWorld = this.matrixWorld;
  16537. var threshold = raycaster.params.Points.threshold;
  16538. // Checking boundingSphere distance to ray
  16539. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16540. _sphere$3.copy( geometry.boundingSphere );
  16541. _sphere$3.applyMatrix4( matrixWorld );
  16542. _sphere$3.radius += threshold;
  16543. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16544. //
  16545. _inverseMatrix$2.getInverse( matrixWorld );
  16546. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16547. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16548. var localThresholdSq = localThreshold * localThreshold;
  16549. if ( geometry.isBufferGeometry ) {
  16550. var index = geometry.index;
  16551. var attributes = geometry.attributes;
  16552. var positions = attributes.position.array;
  16553. if ( index !== null ) {
  16554. var indices = index.array;
  16555. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16556. var a = indices[ i ];
  16557. _position$1.fromArray( positions, a * 3 );
  16558. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16559. }
  16560. } else {
  16561. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16562. _position$1.fromArray( positions, i * 3 );
  16563. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16564. }
  16565. }
  16566. } else {
  16567. var vertices = geometry.vertices;
  16568. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16569. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16570. }
  16571. }
  16572. },
  16573. updateMorphTargets: function () {
  16574. var geometry = this.geometry;
  16575. var m, ml, name;
  16576. if ( geometry.isBufferGeometry ) {
  16577. var morphAttributes = geometry.morphAttributes;
  16578. var keys = Object.keys( morphAttributes );
  16579. if ( keys.length > 0 ) {
  16580. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16581. if ( morphAttribute !== undefined ) {
  16582. this.morphTargetInfluences = [];
  16583. this.morphTargetDictionary = {};
  16584. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16585. name = morphAttribute[ m ].name || String( m );
  16586. this.morphTargetInfluences.push( 0 );
  16587. this.morphTargetDictionary[ name ] = m;
  16588. }
  16589. }
  16590. }
  16591. } else {
  16592. var morphTargets = geometry.morphTargets;
  16593. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16594. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16595. }
  16596. }
  16597. },
  16598. clone: function () {
  16599. return new this.constructor( this.geometry, this.material ).copy( this );
  16600. }
  16601. } );
  16602. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16603. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16604. if ( rayPointDistanceSq < localThresholdSq ) {
  16605. var intersectPoint = new Vector3();
  16606. _ray$2.closestPointToPoint( point, intersectPoint );
  16607. intersectPoint.applyMatrix4( matrixWorld );
  16608. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16609. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16610. intersects.push( {
  16611. distance: distance,
  16612. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16613. point: intersectPoint,
  16614. index: index,
  16615. face: null,
  16616. object: object
  16617. } );
  16618. }
  16619. }
  16620. /**
  16621. * @author mrdoob / http://mrdoob.com/
  16622. */
  16623. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16624. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16625. this.format = format !== undefined ? format : RGBFormat;
  16626. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16627. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16628. this.generateMipmaps = false;
  16629. }
  16630. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16631. constructor: VideoTexture,
  16632. isVideoTexture: true,
  16633. update: function () {
  16634. var video = this.image;
  16635. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16636. this.needsUpdate = true;
  16637. }
  16638. }
  16639. } );
  16640. /**
  16641. * @author alteredq / http://alteredqualia.com/
  16642. */
  16643. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16644. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16645. this.image = { width: width, height: height };
  16646. this.mipmaps = mipmaps;
  16647. // no flipping for cube textures
  16648. // (also flipping doesn't work for compressed textures )
  16649. this.flipY = false;
  16650. // can't generate mipmaps for compressed textures
  16651. // mips must be embedded in DDS files
  16652. this.generateMipmaps = false;
  16653. }
  16654. CompressedTexture.prototype = Object.create( Texture.prototype );
  16655. CompressedTexture.prototype.constructor = CompressedTexture;
  16656. CompressedTexture.prototype.isCompressedTexture = true;
  16657. /**
  16658. * @author mrdoob / http://mrdoob.com/
  16659. */
  16660. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16661. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16662. this.needsUpdate = true;
  16663. }
  16664. CanvasTexture.prototype = Object.create( Texture.prototype );
  16665. CanvasTexture.prototype.constructor = CanvasTexture;
  16666. CanvasTexture.prototype.isCanvasTexture = true;
  16667. /**
  16668. * @author Matt DesLauriers / @mattdesl
  16669. * @author atix / arthursilber.de
  16670. */
  16671. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16672. format = format !== undefined ? format : DepthFormat;
  16673. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16674. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16675. }
  16676. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16677. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16678. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16679. this.image = { width: width, height: height };
  16680. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16681. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16682. this.flipY = false;
  16683. this.generateMipmaps = false;
  16684. }
  16685. DepthTexture.prototype = Object.create( Texture.prototype );
  16686. DepthTexture.prototype.constructor = DepthTexture;
  16687. DepthTexture.prototype.isDepthTexture = true;
  16688. /**
  16689. * @author mrdoob / http://mrdoob.com/
  16690. * @author Mugen87 / https://github.com/Mugen87
  16691. */
  16692. function WireframeGeometry( geometry ) {
  16693. BufferGeometry.call( this );
  16694. this.type = 'WireframeGeometry';
  16695. // buffer
  16696. var vertices = [];
  16697. // helper variables
  16698. var i, j, l, o, ol;
  16699. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16700. var key, keys = [ 'a', 'b', 'c' ];
  16701. var vertex;
  16702. // different logic for Geometry and BufferGeometry
  16703. if ( geometry && geometry.isGeometry ) {
  16704. // create a data structure that contains all edges without duplicates
  16705. var faces = geometry.faces;
  16706. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16707. var face = faces[ i ];
  16708. for ( j = 0; j < 3; j ++ ) {
  16709. edge1 = face[ keys[ j ] ];
  16710. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16711. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16712. edge[ 1 ] = Math.max( edge1, edge2 );
  16713. key = edge[ 0 ] + ',' + edge[ 1 ];
  16714. if ( edges[ key ] === undefined ) {
  16715. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16716. }
  16717. }
  16718. }
  16719. // generate vertices
  16720. for ( key in edges ) {
  16721. e = edges[ key ];
  16722. vertex = geometry.vertices[ e.index1 ];
  16723. vertices.push( vertex.x, vertex.y, vertex.z );
  16724. vertex = geometry.vertices[ e.index2 ];
  16725. vertices.push( vertex.x, vertex.y, vertex.z );
  16726. }
  16727. } else if ( geometry && geometry.isBufferGeometry ) {
  16728. var position, indices, groups;
  16729. var group, start, count;
  16730. var index1, index2;
  16731. vertex = new Vector3();
  16732. if ( geometry.index !== null ) {
  16733. // indexed BufferGeometry
  16734. position = geometry.attributes.position;
  16735. indices = geometry.index;
  16736. groups = geometry.groups;
  16737. if ( groups.length === 0 ) {
  16738. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16739. }
  16740. // create a data structure that contains all eges without duplicates
  16741. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16742. group = groups[ o ];
  16743. start = group.start;
  16744. count = group.count;
  16745. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16746. for ( j = 0; j < 3; j ++ ) {
  16747. edge1 = indices.getX( i + j );
  16748. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16749. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16750. edge[ 1 ] = Math.max( edge1, edge2 );
  16751. key = edge[ 0 ] + ',' + edge[ 1 ];
  16752. if ( edges[ key ] === undefined ) {
  16753. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16754. }
  16755. }
  16756. }
  16757. }
  16758. // generate vertices
  16759. for ( key in edges ) {
  16760. e = edges[ key ];
  16761. vertex.fromBufferAttribute( position, e.index1 );
  16762. vertices.push( vertex.x, vertex.y, vertex.z );
  16763. vertex.fromBufferAttribute( position, e.index2 );
  16764. vertices.push( vertex.x, vertex.y, vertex.z );
  16765. }
  16766. } else {
  16767. // non-indexed BufferGeometry
  16768. position = geometry.attributes.position;
  16769. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16770. for ( j = 0; j < 3; j ++ ) {
  16771. // three edges per triangle, an edge is represented as (index1, index2)
  16772. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16773. index1 = 3 * i + j;
  16774. vertex.fromBufferAttribute( position, index1 );
  16775. vertices.push( vertex.x, vertex.y, vertex.z );
  16776. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16777. vertex.fromBufferAttribute( position, index2 );
  16778. vertices.push( vertex.x, vertex.y, vertex.z );
  16779. }
  16780. }
  16781. }
  16782. }
  16783. // build geometry
  16784. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16785. }
  16786. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16787. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16788. /**
  16789. * @author zz85 / https://github.com/zz85
  16790. * @author Mugen87 / https://github.com/Mugen87
  16791. *
  16792. * Parametric Surfaces Geometry
  16793. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16794. */
  16795. // ParametricGeometry
  16796. function ParametricGeometry( func, slices, stacks ) {
  16797. Geometry.call( this );
  16798. this.type = 'ParametricGeometry';
  16799. this.parameters = {
  16800. func: func,
  16801. slices: slices,
  16802. stacks: stacks
  16803. };
  16804. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16805. this.mergeVertices();
  16806. }
  16807. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16808. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16809. // ParametricBufferGeometry
  16810. function ParametricBufferGeometry( func, slices, stacks ) {
  16811. BufferGeometry.call( this );
  16812. this.type = 'ParametricBufferGeometry';
  16813. this.parameters = {
  16814. func: func,
  16815. slices: slices,
  16816. stacks: stacks
  16817. };
  16818. // buffers
  16819. var indices = [];
  16820. var vertices = [];
  16821. var normals = [];
  16822. var uvs = [];
  16823. var EPS = 0.00001;
  16824. var normal = new Vector3();
  16825. var p0 = new Vector3(), p1 = new Vector3();
  16826. var pu = new Vector3(), pv = new Vector3();
  16827. var i, j;
  16828. if ( func.length < 3 ) {
  16829. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16830. }
  16831. // generate vertices, normals and uvs
  16832. var sliceCount = slices + 1;
  16833. for ( i = 0; i <= stacks; i ++ ) {
  16834. var v = i / stacks;
  16835. for ( j = 0; j <= slices; j ++ ) {
  16836. var u = j / slices;
  16837. // vertex
  16838. func( u, v, p0 );
  16839. vertices.push( p0.x, p0.y, p0.z );
  16840. // normal
  16841. // approximate tangent vectors via finite differences
  16842. if ( u - EPS >= 0 ) {
  16843. func( u - EPS, v, p1 );
  16844. pu.subVectors( p0, p1 );
  16845. } else {
  16846. func( u + EPS, v, p1 );
  16847. pu.subVectors( p1, p0 );
  16848. }
  16849. if ( v - EPS >= 0 ) {
  16850. func( u, v - EPS, p1 );
  16851. pv.subVectors( p0, p1 );
  16852. } else {
  16853. func( u, v + EPS, p1 );
  16854. pv.subVectors( p1, p0 );
  16855. }
  16856. // cross product of tangent vectors returns surface normal
  16857. normal.crossVectors( pu, pv ).normalize();
  16858. normals.push( normal.x, normal.y, normal.z );
  16859. // uv
  16860. uvs.push( u, v );
  16861. }
  16862. }
  16863. // generate indices
  16864. for ( i = 0; i < stacks; i ++ ) {
  16865. for ( j = 0; j < slices; j ++ ) {
  16866. var a = i * sliceCount + j;
  16867. var b = i * sliceCount + j + 1;
  16868. var c = ( i + 1 ) * sliceCount + j + 1;
  16869. var d = ( i + 1 ) * sliceCount + j;
  16870. // faces one and two
  16871. indices.push( a, b, d );
  16872. indices.push( b, c, d );
  16873. }
  16874. }
  16875. // build geometry
  16876. this.setIndex( indices );
  16877. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16878. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16879. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16880. }
  16881. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16882. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16883. /**
  16884. * @author clockworkgeek / https://github.com/clockworkgeek
  16885. * @author timothypratley / https://github.com/timothypratley
  16886. * @author WestLangley / http://github.com/WestLangley
  16887. * @author Mugen87 / https://github.com/Mugen87
  16888. */
  16889. // PolyhedronGeometry
  16890. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16891. Geometry.call( this );
  16892. this.type = 'PolyhedronGeometry';
  16893. this.parameters = {
  16894. vertices: vertices,
  16895. indices: indices,
  16896. radius: radius,
  16897. detail: detail
  16898. };
  16899. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16900. this.mergeVertices();
  16901. }
  16902. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16903. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16904. // PolyhedronBufferGeometry
  16905. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16906. BufferGeometry.call( this );
  16907. this.type = 'PolyhedronBufferGeometry';
  16908. this.parameters = {
  16909. vertices: vertices,
  16910. indices: indices,
  16911. radius: radius,
  16912. detail: detail
  16913. };
  16914. radius = radius || 1;
  16915. detail = detail || 0;
  16916. // default buffer data
  16917. var vertexBuffer = [];
  16918. var uvBuffer = [];
  16919. // the subdivision creates the vertex buffer data
  16920. subdivide( detail );
  16921. // all vertices should lie on a conceptual sphere with a given radius
  16922. applyRadius( radius );
  16923. // finally, create the uv data
  16924. generateUVs();
  16925. // build non-indexed geometry
  16926. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16927. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16928. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16929. if ( detail === 0 ) {
  16930. this.computeVertexNormals(); // flat normals
  16931. } else {
  16932. this.normalizeNormals(); // smooth normals
  16933. }
  16934. // helper functions
  16935. function subdivide( detail ) {
  16936. var a = new Vector3();
  16937. var b = new Vector3();
  16938. var c = new Vector3();
  16939. // iterate over all faces and apply a subdivison with the given detail value
  16940. for ( var i = 0; i < indices.length; i += 3 ) {
  16941. // get the vertices of the face
  16942. getVertexByIndex( indices[ i + 0 ], a );
  16943. getVertexByIndex( indices[ i + 1 ], b );
  16944. getVertexByIndex( indices[ i + 2 ], c );
  16945. // perform subdivision
  16946. subdivideFace( a, b, c, detail );
  16947. }
  16948. }
  16949. function subdivideFace( a, b, c, detail ) {
  16950. var cols = Math.pow( 2, detail );
  16951. // we use this multidimensional array as a data structure for creating the subdivision
  16952. var v = [];
  16953. var i, j;
  16954. // construct all of the vertices for this subdivision
  16955. for ( i = 0; i <= cols; i ++ ) {
  16956. v[ i ] = [];
  16957. var aj = a.clone().lerp( c, i / cols );
  16958. var bj = b.clone().lerp( c, i / cols );
  16959. var rows = cols - i;
  16960. for ( j = 0; j <= rows; j ++ ) {
  16961. if ( j === 0 && i === cols ) {
  16962. v[ i ][ j ] = aj;
  16963. } else {
  16964. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16965. }
  16966. }
  16967. }
  16968. // construct all of the faces
  16969. for ( i = 0; i < cols; i ++ ) {
  16970. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16971. var k = Math.floor( j / 2 );
  16972. if ( j % 2 === 0 ) {
  16973. pushVertex( v[ i ][ k + 1 ] );
  16974. pushVertex( v[ i + 1 ][ k ] );
  16975. pushVertex( v[ i ][ k ] );
  16976. } else {
  16977. pushVertex( v[ i ][ k + 1 ] );
  16978. pushVertex( v[ i + 1 ][ k + 1 ] );
  16979. pushVertex( v[ i + 1 ][ k ] );
  16980. }
  16981. }
  16982. }
  16983. }
  16984. function applyRadius( radius ) {
  16985. var vertex = new Vector3();
  16986. // iterate over the entire buffer and apply the radius to each vertex
  16987. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16988. vertex.x = vertexBuffer[ i + 0 ];
  16989. vertex.y = vertexBuffer[ i + 1 ];
  16990. vertex.z = vertexBuffer[ i + 2 ];
  16991. vertex.normalize().multiplyScalar( radius );
  16992. vertexBuffer[ i + 0 ] = vertex.x;
  16993. vertexBuffer[ i + 1 ] = vertex.y;
  16994. vertexBuffer[ i + 2 ] = vertex.z;
  16995. }
  16996. }
  16997. function generateUVs() {
  16998. var vertex = new Vector3();
  16999. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17000. vertex.x = vertexBuffer[ i + 0 ];
  17001. vertex.y = vertexBuffer[ i + 1 ];
  17002. vertex.z = vertexBuffer[ i + 2 ];
  17003. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17004. var v = inclination( vertex ) / Math.PI + 0.5;
  17005. uvBuffer.push( u, 1 - v );
  17006. }
  17007. correctUVs();
  17008. correctSeam();
  17009. }
  17010. function correctSeam() {
  17011. // handle case when face straddles the seam, see #3269
  17012. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17013. // uv data of a single face
  17014. var x0 = uvBuffer[ i + 0 ];
  17015. var x1 = uvBuffer[ i + 2 ];
  17016. var x2 = uvBuffer[ i + 4 ];
  17017. var max = Math.max( x0, x1, x2 );
  17018. var min = Math.min( x0, x1, x2 );
  17019. // 0.9 is somewhat arbitrary
  17020. if ( max > 0.9 && min < 0.1 ) {
  17021. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17022. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17023. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17024. }
  17025. }
  17026. }
  17027. function pushVertex( vertex ) {
  17028. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17029. }
  17030. function getVertexByIndex( index, vertex ) {
  17031. var stride = index * 3;
  17032. vertex.x = vertices[ stride + 0 ];
  17033. vertex.y = vertices[ stride + 1 ];
  17034. vertex.z = vertices[ stride + 2 ];
  17035. }
  17036. function correctUVs() {
  17037. var a = new Vector3();
  17038. var b = new Vector3();
  17039. var c = new Vector3();
  17040. var centroid = new Vector3();
  17041. var uvA = new Vector2();
  17042. var uvB = new Vector2();
  17043. var uvC = new Vector2();
  17044. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17045. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17046. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17047. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17048. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17049. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17050. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17051. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17052. var azi = azimuth( centroid );
  17053. correctUV( uvA, j + 0, a, azi );
  17054. correctUV( uvB, j + 2, b, azi );
  17055. correctUV( uvC, j + 4, c, azi );
  17056. }
  17057. }
  17058. function correctUV( uv, stride, vector, azimuth ) {
  17059. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17060. uvBuffer[ stride ] = uv.x - 1;
  17061. }
  17062. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17063. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17064. }
  17065. }
  17066. // Angle around the Y axis, counter-clockwise when looking from above.
  17067. function azimuth( vector ) {
  17068. return Math.atan2( vector.z, - vector.x );
  17069. }
  17070. // Angle above the XZ plane.
  17071. function inclination( vector ) {
  17072. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17073. }
  17074. }
  17075. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17076. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17077. /**
  17078. * @author timothypratley / https://github.com/timothypratley
  17079. * @author Mugen87 / https://github.com/Mugen87
  17080. */
  17081. // TetrahedronGeometry
  17082. function TetrahedronGeometry( radius, detail ) {
  17083. Geometry.call( this );
  17084. this.type = 'TetrahedronGeometry';
  17085. this.parameters = {
  17086. radius: radius,
  17087. detail: detail
  17088. };
  17089. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17090. this.mergeVertices();
  17091. }
  17092. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17093. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17094. // TetrahedronBufferGeometry
  17095. function TetrahedronBufferGeometry( radius, detail ) {
  17096. var vertices = [
  17097. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17098. ];
  17099. var indices = [
  17100. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17101. ];
  17102. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17103. this.type = 'TetrahedronBufferGeometry';
  17104. this.parameters = {
  17105. radius: radius,
  17106. detail: detail
  17107. };
  17108. }
  17109. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17110. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17111. /**
  17112. * @author timothypratley / https://github.com/timothypratley
  17113. * @author Mugen87 / https://github.com/Mugen87
  17114. */
  17115. // OctahedronGeometry
  17116. function OctahedronGeometry( radius, detail ) {
  17117. Geometry.call( this );
  17118. this.type = 'OctahedronGeometry';
  17119. this.parameters = {
  17120. radius: radius,
  17121. detail: detail
  17122. };
  17123. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17124. this.mergeVertices();
  17125. }
  17126. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17127. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17128. // OctahedronBufferGeometry
  17129. function OctahedronBufferGeometry( radius, detail ) {
  17130. var vertices = [
  17131. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17132. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17133. ];
  17134. var indices = [
  17135. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17136. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17137. 1, 3, 4, 1, 4, 2
  17138. ];
  17139. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17140. this.type = 'OctahedronBufferGeometry';
  17141. this.parameters = {
  17142. radius: radius,
  17143. detail: detail
  17144. };
  17145. }
  17146. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17147. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17148. /**
  17149. * @author timothypratley / https://github.com/timothypratley
  17150. * @author Mugen87 / https://github.com/Mugen87
  17151. */
  17152. // IcosahedronGeometry
  17153. function IcosahedronGeometry( radius, detail ) {
  17154. Geometry.call( this );
  17155. this.type = 'IcosahedronGeometry';
  17156. this.parameters = {
  17157. radius: radius,
  17158. detail: detail
  17159. };
  17160. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17161. this.mergeVertices();
  17162. }
  17163. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17164. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17165. // IcosahedronBufferGeometry
  17166. function IcosahedronBufferGeometry( radius, detail ) {
  17167. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17168. var vertices = [
  17169. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17170. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17171. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17172. ];
  17173. var indices = [
  17174. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17175. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17176. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17177. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17178. ];
  17179. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17180. this.type = 'IcosahedronBufferGeometry';
  17181. this.parameters = {
  17182. radius: radius,
  17183. detail: detail
  17184. };
  17185. }
  17186. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17187. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17188. /**
  17189. * @author Abe Pazos / https://hamoid.com
  17190. * @author Mugen87 / https://github.com/Mugen87
  17191. */
  17192. // DodecahedronGeometry
  17193. function DodecahedronGeometry( radius, detail ) {
  17194. Geometry.call( this );
  17195. this.type = 'DodecahedronGeometry';
  17196. this.parameters = {
  17197. radius: radius,
  17198. detail: detail
  17199. };
  17200. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17201. this.mergeVertices();
  17202. }
  17203. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17204. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17205. // DodecahedronBufferGeometry
  17206. function DodecahedronBufferGeometry( radius, detail ) {
  17207. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17208. var r = 1 / t;
  17209. var vertices = [
  17210. // (±1, ±1, ±1)
  17211. - 1, - 1, - 1, - 1, - 1, 1,
  17212. - 1, 1, - 1, - 1, 1, 1,
  17213. 1, - 1, - 1, 1, - 1, 1,
  17214. 1, 1, - 1, 1, 1, 1,
  17215. // (0, ±1/φ, ±φ)
  17216. 0, - r, - t, 0, - r, t,
  17217. 0, r, - t, 0, r, t,
  17218. // (±1/φ, ±φ, 0)
  17219. - r, - t, 0, - r, t, 0,
  17220. r, - t, 0, r, t, 0,
  17221. // (±φ, 0, ±1/φ)
  17222. - t, 0, - r, t, 0, - r,
  17223. - t, 0, r, t, 0, r
  17224. ];
  17225. var indices = [
  17226. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17227. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17228. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17229. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17230. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17231. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17232. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17233. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17234. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17235. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17236. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17237. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17238. ];
  17239. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17240. this.type = 'DodecahedronBufferGeometry';
  17241. this.parameters = {
  17242. radius: radius,
  17243. detail: detail
  17244. };
  17245. }
  17246. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17247. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17248. /**
  17249. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17250. * @author WestLangley / https://github.com/WestLangley
  17251. * @author zz85 / https://github.com/zz85
  17252. * @author miningold / https://github.com/miningold
  17253. * @author jonobr1 / https://github.com/jonobr1
  17254. * @author Mugen87 / https://github.com/Mugen87
  17255. *
  17256. */
  17257. // TubeGeometry
  17258. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17259. Geometry.call( this );
  17260. this.type = 'TubeGeometry';
  17261. this.parameters = {
  17262. path: path,
  17263. tubularSegments: tubularSegments,
  17264. radius: radius,
  17265. radialSegments: radialSegments,
  17266. closed: closed
  17267. };
  17268. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17269. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17270. // expose internals
  17271. this.tangents = bufferGeometry.tangents;
  17272. this.normals = bufferGeometry.normals;
  17273. this.binormals = bufferGeometry.binormals;
  17274. // create geometry
  17275. this.fromBufferGeometry( bufferGeometry );
  17276. this.mergeVertices();
  17277. }
  17278. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17279. TubeGeometry.prototype.constructor = TubeGeometry;
  17280. // TubeBufferGeometry
  17281. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17282. BufferGeometry.call( this );
  17283. this.type = 'TubeBufferGeometry';
  17284. this.parameters = {
  17285. path: path,
  17286. tubularSegments: tubularSegments,
  17287. radius: radius,
  17288. radialSegments: radialSegments,
  17289. closed: closed
  17290. };
  17291. tubularSegments = tubularSegments || 64;
  17292. radius = radius || 1;
  17293. radialSegments = radialSegments || 8;
  17294. closed = closed || false;
  17295. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17296. // expose internals
  17297. this.tangents = frames.tangents;
  17298. this.normals = frames.normals;
  17299. this.binormals = frames.binormals;
  17300. // helper variables
  17301. var vertex = new Vector3();
  17302. var normal = new Vector3();
  17303. var uv = new Vector2();
  17304. var P = new Vector3();
  17305. var i, j;
  17306. // buffer
  17307. var vertices = [];
  17308. var normals = [];
  17309. var uvs = [];
  17310. var indices = [];
  17311. // create buffer data
  17312. generateBufferData();
  17313. // build geometry
  17314. this.setIndex( indices );
  17315. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17316. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17317. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17318. // functions
  17319. function generateBufferData() {
  17320. for ( i = 0; i < tubularSegments; i ++ ) {
  17321. generateSegment( i );
  17322. }
  17323. // if the geometry is not closed, generate the last row of vertices and normals
  17324. // at the regular position on the given path
  17325. //
  17326. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17327. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17328. // uvs are generated in a separate function.
  17329. // this makes it easy compute correct values for closed geometries
  17330. generateUVs();
  17331. // finally create faces
  17332. generateIndices();
  17333. }
  17334. function generateSegment( i ) {
  17335. // we use getPointAt to sample evenly distributed points from the given path
  17336. P = path.getPointAt( i / tubularSegments, P );
  17337. // retrieve corresponding normal and binormal
  17338. var N = frames.normals[ i ];
  17339. var B = frames.binormals[ i ];
  17340. // generate normals and vertices for the current segment
  17341. for ( j = 0; j <= radialSegments; j ++ ) {
  17342. var v = j / radialSegments * Math.PI * 2;
  17343. var sin = Math.sin( v );
  17344. var cos = - Math.cos( v );
  17345. // normal
  17346. normal.x = ( cos * N.x + sin * B.x );
  17347. normal.y = ( cos * N.y + sin * B.y );
  17348. normal.z = ( cos * N.z + sin * B.z );
  17349. normal.normalize();
  17350. normals.push( normal.x, normal.y, normal.z );
  17351. // vertex
  17352. vertex.x = P.x + radius * normal.x;
  17353. vertex.y = P.y + radius * normal.y;
  17354. vertex.z = P.z + radius * normal.z;
  17355. vertices.push( vertex.x, vertex.y, vertex.z );
  17356. }
  17357. }
  17358. function generateIndices() {
  17359. for ( j = 1; j <= tubularSegments; j ++ ) {
  17360. for ( i = 1; i <= radialSegments; i ++ ) {
  17361. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17362. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17363. var c = ( radialSegments + 1 ) * j + i;
  17364. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17365. // faces
  17366. indices.push( a, b, d );
  17367. indices.push( b, c, d );
  17368. }
  17369. }
  17370. }
  17371. function generateUVs() {
  17372. for ( i = 0; i <= tubularSegments; i ++ ) {
  17373. for ( j = 0; j <= radialSegments; j ++ ) {
  17374. uv.x = i / tubularSegments;
  17375. uv.y = j / radialSegments;
  17376. uvs.push( uv.x, uv.y );
  17377. }
  17378. }
  17379. }
  17380. }
  17381. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17382. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17383. TubeBufferGeometry.prototype.toJSON = function () {
  17384. var data = BufferGeometry.prototype.toJSON.call( this );
  17385. data.path = this.parameters.path.toJSON();
  17386. return data;
  17387. };
  17388. /**
  17389. * @author oosmoxiecode
  17390. * @author Mugen87 / https://github.com/Mugen87
  17391. *
  17392. * based on http://www.blackpawn.com/texts/pqtorus/
  17393. */
  17394. // TorusKnotGeometry
  17395. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17396. Geometry.call( this );
  17397. this.type = 'TorusKnotGeometry';
  17398. this.parameters = {
  17399. radius: radius,
  17400. tube: tube,
  17401. tubularSegments: tubularSegments,
  17402. radialSegments: radialSegments,
  17403. p: p,
  17404. q: q
  17405. };
  17406. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17407. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17408. this.mergeVertices();
  17409. }
  17410. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17411. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17412. // TorusKnotBufferGeometry
  17413. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17414. BufferGeometry.call( this );
  17415. this.type = 'TorusKnotBufferGeometry';
  17416. this.parameters = {
  17417. radius: radius,
  17418. tube: tube,
  17419. tubularSegments: tubularSegments,
  17420. radialSegments: radialSegments,
  17421. p: p,
  17422. q: q
  17423. };
  17424. radius = radius || 1;
  17425. tube = tube || 0.4;
  17426. tubularSegments = Math.floor( tubularSegments ) || 64;
  17427. radialSegments = Math.floor( radialSegments ) || 8;
  17428. p = p || 2;
  17429. q = q || 3;
  17430. // buffers
  17431. var indices = [];
  17432. var vertices = [];
  17433. var normals = [];
  17434. var uvs = [];
  17435. // helper variables
  17436. var i, j;
  17437. var vertex = new Vector3();
  17438. var normal = new Vector3();
  17439. var P1 = new Vector3();
  17440. var P2 = new Vector3();
  17441. var B = new Vector3();
  17442. var T = new Vector3();
  17443. var N = new Vector3();
  17444. // generate vertices, normals and uvs
  17445. for ( i = 0; i <= tubularSegments; ++ i ) {
  17446. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17447. var u = i / tubularSegments * p * Math.PI * 2;
  17448. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17449. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17450. calculatePositionOnCurve( u, p, q, radius, P1 );
  17451. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17452. // calculate orthonormal basis
  17453. T.subVectors( P2, P1 );
  17454. N.addVectors( P2, P1 );
  17455. B.crossVectors( T, N );
  17456. N.crossVectors( B, T );
  17457. // normalize B, N. T can be ignored, we don't use it
  17458. B.normalize();
  17459. N.normalize();
  17460. for ( j = 0; j <= radialSegments; ++ j ) {
  17461. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17462. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17463. var v = j / radialSegments * Math.PI * 2;
  17464. var cx = - tube * Math.cos( v );
  17465. var cy = tube * Math.sin( v );
  17466. // now calculate the final vertex position.
  17467. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17468. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17469. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17470. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17471. vertices.push( vertex.x, vertex.y, vertex.z );
  17472. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17473. normal.subVectors( vertex, P1 ).normalize();
  17474. normals.push( normal.x, normal.y, normal.z );
  17475. // uv
  17476. uvs.push( i / tubularSegments );
  17477. uvs.push( j / radialSegments );
  17478. }
  17479. }
  17480. // generate indices
  17481. for ( j = 1; j <= tubularSegments; j ++ ) {
  17482. for ( i = 1; i <= radialSegments; i ++ ) {
  17483. // indices
  17484. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17485. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17486. var c = ( radialSegments + 1 ) * j + i;
  17487. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17488. // faces
  17489. indices.push( a, b, d );
  17490. indices.push( b, c, d );
  17491. }
  17492. }
  17493. // build geometry
  17494. this.setIndex( indices );
  17495. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17496. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17497. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17498. // this function calculates the current position on the torus curve
  17499. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17500. var cu = Math.cos( u );
  17501. var su = Math.sin( u );
  17502. var quOverP = q / p * u;
  17503. var cs = Math.cos( quOverP );
  17504. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17505. position.y = radius * ( 2 + cs ) * su * 0.5;
  17506. position.z = radius * Math.sin( quOverP ) * 0.5;
  17507. }
  17508. }
  17509. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17510. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17511. /**
  17512. * @author oosmoxiecode
  17513. * @author mrdoob / http://mrdoob.com/
  17514. * @author Mugen87 / https://github.com/Mugen87
  17515. */
  17516. // TorusGeometry
  17517. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17518. Geometry.call( this );
  17519. this.type = 'TorusGeometry';
  17520. this.parameters = {
  17521. radius: radius,
  17522. tube: tube,
  17523. radialSegments: radialSegments,
  17524. tubularSegments: tubularSegments,
  17525. arc: arc
  17526. };
  17527. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17528. this.mergeVertices();
  17529. }
  17530. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17531. TorusGeometry.prototype.constructor = TorusGeometry;
  17532. // TorusBufferGeometry
  17533. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17534. BufferGeometry.call( this );
  17535. this.type = 'TorusBufferGeometry';
  17536. this.parameters = {
  17537. radius: radius,
  17538. tube: tube,
  17539. radialSegments: radialSegments,
  17540. tubularSegments: tubularSegments,
  17541. arc: arc
  17542. };
  17543. radius = radius || 1;
  17544. tube = tube || 0.4;
  17545. radialSegments = Math.floor( radialSegments ) || 8;
  17546. tubularSegments = Math.floor( tubularSegments ) || 6;
  17547. arc = arc || Math.PI * 2;
  17548. // buffers
  17549. var indices = [];
  17550. var vertices = [];
  17551. var normals = [];
  17552. var uvs = [];
  17553. // helper variables
  17554. var center = new Vector3();
  17555. var vertex = new Vector3();
  17556. var normal = new Vector3();
  17557. var j, i;
  17558. // generate vertices, normals and uvs
  17559. for ( j = 0; j <= radialSegments; j ++ ) {
  17560. for ( i = 0; i <= tubularSegments; i ++ ) {
  17561. var u = i / tubularSegments * arc;
  17562. var v = j / radialSegments * Math.PI * 2;
  17563. // vertex
  17564. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17565. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17566. vertex.z = tube * Math.sin( v );
  17567. vertices.push( vertex.x, vertex.y, vertex.z );
  17568. // normal
  17569. center.x = radius * Math.cos( u );
  17570. center.y = radius * Math.sin( u );
  17571. normal.subVectors( vertex, center ).normalize();
  17572. normals.push( normal.x, normal.y, normal.z );
  17573. // uv
  17574. uvs.push( i / tubularSegments );
  17575. uvs.push( j / radialSegments );
  17576. }
  17577. }
  17578. // generate indices
  17579. for ( j = 1; j <= radialSegments; j ++ ) {
  17580. for ( i = 1; i <= tubularSegments; i ++ ) {
  17581. // indices
  17582. var a = ( tubularSegments + 1 ) * j + i - 1;
  17583. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17584. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17585. var d = ( tubularSegments + 1 ) * j + i;
  17586. // faces
  17587. indices.push( a, b, d );
  17588. indices.push( b, c, d );
  17589. }
  17590. }
  17591. // build geometry
  17592. this.setIndex( indices );
  17593. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17594. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17595. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17596. }
  17597. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17598. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17599. /**
  17600. * @author Mugen87 / https://github.com/Mugen87
  17601. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17602. */
  17603. var Earcut = {
  17604. triangulate: function ( data, holeIndices, dim ) {
  17605. dim = dim || 2;
  17606. var hasHoles = holeIndices && holeIndices.length,
  17607. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17608. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17609. triangles = [];
  17610. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17611. var minX, minY, maxX, maxY, x, y, invSize;
  17612. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17613. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17614. if ( data.length > 80 * dim ) {
  17615. minX = maxX = data[ 0 ];
  17616. minY = maxY = data[ 1 ];
  17617. for ( var i = dim; i < outerLen; i += dim ) {
  17618. x = data[ i ];
  17619. y = data[ i + 1 ];
  17620. if ( x < minX ) { minX = x; }
  17621. if ( y < minY ) { minY = y; }
  17622. if ( x > maxX ) { maxX = x; }
  17623. if ( y > maxY ) { maxY = y; }
  17624. }
  17625. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17626. invSize = Math.max( maxX - minX, maxY - minY );
  17627. invSize = invSize !== 0 ? 1 / invSize : 0;
  17628. }
  17629. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17630. return triangles;
  17631. }
  17632. };
  17633. // create a circular doubly linked list from polygon points in the specified winding order
  17634. function linkedList( data, start, end, dim, clockwise ) {
  17635. var i, last;
  17636. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17637. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17638. } else {
  17639. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17640. }
  17641. if ( last && equals( last, last.next ) ) {
  17642. removeNode( last );
  17643. last = last.next;
  17644. }
  17645. return last;
  17646. }
  17647. // eliminate colinear or duplicate points
  17648. function filterPoints( start, end ) {
  17649. if ( ! start ) { return start; }
  17650. if ( ! end ) { end = start; }
  17651. var p = start,
  17652. again;
  17653. do {
  17654. again = false;
  17655. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17656. removeNode( p );
  17657. p = end = p.prev;
  17658. if ( p === p.next ) { break; }
  17659. again = true;
  17660. } else {
  17661. p = p.next;
  17662. }
  17663. } while ( again || p !== end );
  17664. return end;
  17665. }
  17666. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17667. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17668. if ( ! ear ) { return; }
  17669. // interlink polygon nodes in z-order
  17670. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17671. var stop = ear,
  17672. prev, next;
  17673. // iterate through ears, slicing them one by one
  17674. while ( ear.prev !== ear.next ) {
  17675. prev = ear.prev;
  17676. next = ear.next;
  17677. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17678. // cut off the triangle
  17679. triangles.push( prev.i / dim );
  17680. triangles.push( ear.i / dim );
  17681. triangles.push( next.i / dim );
  17682. removeNode( ear );
  17683. // skipping the next vertex leads to less sliver triangles
  17684. ear = next.next;
  17685. stop = next.next;
  17686. continue;
  17687. }
  17688. ear = next;
  17689. // if we looped through the whole remaining polygon and can't find any more ears
  17690. if ( ear === stop ) {
  17691. // try filtering points and slicing again
  17692. if ( ! pass ) {
  17693. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17694. // if this didn't work, try curing all small self-intersections locally
  17695. } else if ( pass === 1 ) {
  17696. ear = cureLocalIntersections( ear, triangles, dim );
  17697. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17698. // as a last resort, try splitting the remaining polygon into two
  17699. } else if ( pass === 2 ) {
  17700. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17701. }
  17702. break;
  17703. }
  17704. }
  17705. }
  17706. // check whether a polygon node forms a valid ear with adjacent nodes
  17707. function isEar( ear ) {
  17708. var a = ear.prev,
  17709. b = ear,
  17710. c = ear.next;
  17711. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17712. // now make sure we don't have other points inside the potential ear
  17713. var p = ear.next.next;
  17714. while ( p !== ear.prev ) {
  17715. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17716. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17717. p = p.next;
  17718. }
  17719. return true;
  17720. }
  17721. function isEarHashed( ear, minX, minY, invSize ) {
  17722. var a = ear.prev,
  17723. b = ear,
  17724. c = ear.next;
  17725. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17726. // triangle bbox; min & max are calculated like this for speed
  17727. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17728. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17729. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17730. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17731. // z-order range for the current triangle bbox;
  17732. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17733. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17734. var p = ear.prevZ,
  17735. n = ear.nextZ;
  17736. // look for points inside the triangle in both directions
  17737. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17738. if ( p !== ear.prev && p !== ear.next &&
  17739. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17740. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17741. p = p.prevZ;
  17742. if ( n !== ear.prev && n !== ear.next &&
  17743. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17744. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17745. n = n.nextZ;
  17746. }
  17747. // look for remaining points in decreasing z-order
  17748. while ( p && p.z >= minZ ) {
  17749. if ( p !== ear.prev && p !== ear.next &&
  17750. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17751. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17752. p = p.prevZ;
  17753. }
  17754. // look for remaining points in increasing z-order
  17755. while ( n && n.z <= maxZ ) {
  17756. if ( n !== ear.prev && n !== ear.next &&
  17757. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17758. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17759. n = n.nextZ;
  17760. }
  17761. return true;
  17762. }
  17763. // go through all polygon nodes and cure small local self-intersections
  17764. function cureLocalIntersections( start, triangles, dim ) {
  17765. var p = start;
  17766. do {
  17767. var a = p.prev,
  17768. b = p.next.next;
  17769. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17770. triangles.push( a.i / dim );
  17771. triangles.push( p.i / dim );
  17772. triangles.push( b.i / dim );
  17773. // remove two nodes involved
  17774. removeNode( p );
  17775. removeNode( p.next );
  17776. p = start = b;
  17777. }
  17778. p = p.next;
  17779. } while ( p !== start );
  17780. return p;
  17781. }
  17782. // try splitting polygon into two and triangulate them independently
  17783. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17784. // look for a valid diagonal that divides the polygon into two
  17785. var a = start;
  17786. do {
  17787. var b = a.next.next;
  17788. while ( b !== a.prev ) {
  17789. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17790. // split the polygon in two by the diagonal
  17791. var c = splitPolygon( a, b );
  17792. // filter colinear points around the cuts
  17793. a = filterPoints( a, a.next );
  17794. c = filterPoints( c, c.next );
  17795. // run earcut on each half
  17796. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17797. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17798. return;
  17799. }
  17800. b = b.next;
  17801. }
  17802. a = a.next;
  17803. } while ( a !== start );
  17804. }
  17805. // link every hole into the outer loop, producing a single-ring polygon without holes
  17806. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17807. var queue = [],
  17808. i, len, start, end, list;
  17809. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17810. start = holeIndices[ i ] * dim;
  17811. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17812. list = linkedList( data, start, end, dim, false );
  17813. if ( list === list.next ) { list.steiner = true; }
  17814. queue.push( getLeftmost( list ) );
  17815. }
  17816. queue.sort( compareX );
  17817. // process holes from left to right
  17818. for ( i = 0; i < queue.length; i ++ ) {
  17819. eliminateHole( queue[ i ], outerNode );
  17820. outerNode = filterPoints( outerNode, outerNode.next );
  17821. }
  17822. return outerNode;
  17823. }
  17824. function compareX( a, b ) {
  17825. return a.x - b.x;
  17826. }
  17827. // find a bridge between vertices that connects hole with an outer ring and and link it
  17828. function eliminateHole( hole, outerNode ) {
  17829. outerNode = findHoleBridge( hole, outerNode );
  17830. if ( outerNode ) {
  17831. var b = splitPolygon( outerNode, hole );
  17832. filterPoints( b, b.next );
  17833. }
  17834. }
  17835. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17836. function findHoleBridge( hole, outerNode ) {
  17837. var p = outerNode,
  17838. hx = hole.x,
  17839. hy = hole.y,
  17840. qx = - Infinity,
  17841. m;
  17842. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17843. // segment's endpoint with lesser x will be potential connection point
  17844. do {
  17845. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17846. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17847. if ( x <= hx && x > qx ) {
  17848. qx = x;
  17849. if ( x === hx ) {
  17850. if ( hy === p.y ) { return p; }
  17851. if ( hy === p.next.y ) { return p.next; }
  17852. }
  17853. m = p.x < p.next.x ? p : p.next;
  17854. }
  17855. }
  17856. p = p.next;
  17857. } while ( p !== outerNode );
  17858. if ( ! m ) { return null; }
  17859. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17860. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17861. // if there are no points found, we have a valid connection;
  17862. // otherwise choose the point of the minimum angle with the ray as connection point
  17863. var stop = m,
  17864. mx = m.x,
  17865. my = m.y,
  17866. tanMin = Infinity,
  17867. tan;
  17868. p = m.next;
  17869. while ( p !== stop ) {
  17870. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17871. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17872. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17873. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17874. m = p;
  17875. tanMin = tan;
  17876. }
  17877. }
  17878. p = p.next;
  17879. }
  17880. return m;
  17881. }
  17882. // interlink polygon nodes in z-order
  17883. function indexCurve( start, minX, minY, invSize ) {
  17884. var p = start;
  17885. do {
  17886. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17887. p.prevZ = p.prev;
  17888. p.nextZ = p.next;
  17889. p = p.next;
  17890. } while ( p !== start );
  17891. p.prevZ.nextZ = null;
  17892. p.prevZ = null;
  17893. sortLinked( p );
  17894. }
  17895. // Simon Tatham's linked list merge sort algorithm
  17896. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17897. function sortLinked( list ) {
  17898. var i, p, q, e, tail, numMerges, pSize, qSize,
  17899. inSize = 1;
  17900. do {
  17901. p = list;
  17902. list = null;
  17903. tail = null;
  17904. numMerges = 0;
  17905. while ( p ) {
  17906. numMerges ++;
  17907. q = p;
  17908. pSize = 0;
  17909. for ( i = 0; i < inSize; i ++ ) {
  17910. pSize ++;
  17911. q = q.nextZ;
  17912. if ( ! q ) { break; }
  17913. }
  17914. qSize = inSize;
  17915. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17916. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17917. e = p;
  17918. p = p.nextZ;
  17919. pSize --;
  17920. } else {
  17921. e = q;
  17922. q = q.nextZ;
  17923. qSize --;
  17924. }
  17925. if ( tail ) { tail.nextZ = e; }
  17926. else { list = e; }
  17927. e.prevZ = tail;
  17928. tail = e;
  17929. }
  17930. p = q;
  17931. }
  17932. tail.nextZ = null;
  17933. inSize *= 2;
  17934. } while ( numMerges > 1 );
  17935. return list;
  17936. }
  17937. // z-order of a point given coords and inverse of the longer side of data bbox
  17938. function zOrder( x, y, minX, minY, invSize ) {
  17939. // coords are transformed into non-negative 15-bit integer range
  17940. x = 32767 * ( x - minX ) * invSize;
  17941. y = 32767 * ( y - minY ) * invSize;
  17942. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17943. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17944. x = ( x | ( x << 2 ) ) & 0x33333333;
  17945. x = ( x | ( x << 1 ) ) & 0x55555555;
  17946. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17947. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17948. y = ( y | ( y << 2 ) ) & 0x33333333;
  17949. y = ( y | ( y << 1 ) ) & 0x55555555;
  17950. return x | ( y << 1 );
  17951. }
  17952. // find the leftmost node of a polygon ring
  17953. function getLeftmost( start ) {
  17954. var p = start,
  17955. leftmost = start;
  17956. do {
  17957. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17958. p = p.next;
  17959. } while ( p !== start );
  17960. return leftmost;
  17961. }
  17962. // check if a point lies within a convex triangle
  17963. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17964. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17965. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17966. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17967. }
  17968. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17969. function isValidDiagonal( a, b ) {
  17970. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17971. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17972. }
  17973. // signed area of a triangle
  17974. function area( p, q, r ) {
  17975. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17976. }
  17977. // check if two points are equal
  17978. function equals( p1, p2 ) {
  17979. return p1.x === p2.x && p1.y === p2.y;
  17980. }
  17981. // check if two segments intersect
  17982. function intersects( p1, q1, p2, q2 ) {
  17983. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17984. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17985. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17986. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17987. }
  17988. // check if a polygon diagonal intersects any polygon segments
  17989. function intersectsPolygon( a, b ) {
  17990. var p = a;
  17991. do {
  17992. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17993. intersects( p, p.next, a, b ) ) { return true; }
  17994. p = p.next;
  17995. } while ( p !== a );
  17996. return false;
  17997. }
  17998. // check if a polygon diagonal is locally inside the polygon
  17999. function locallyInside( a, b ) {
  18000. return area( a.prev, a, a.next ) < 0 ?
  18001. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18002. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18003. }
  18004. // check if the middle point of a polygon diagonal is inside the polygon
  18005. function middleInside( a, b ) {
  18006. var p = a,
  18007. inside = false,
  18008. px = ( a.x + b.x ) / 2,
  18009. py = ( a.y + b.y ) / 2;
  18010. do {
  18011. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18012. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18013. { inside = ! inside; }
  18014. p = p.next;
  18015. } while ( p !== a );
  18016. return inside;
  18017. }
  18018. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18019. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18020. function splitPolygon( a, b ) {
  18021. var a2 = new Node( a.i, a.x, a.y ),
  18022. b2 = new Node( b.i, b.x, b.y ),
  18023. an = a.next,
  18024. bp = b.prev;
  18025. a.next = b;
  18026. b.prev = a;
  18027. a2.next = an;
  18028. an.prev = a2;
  18029. b2.next = a2;
  18030. a2.prev = b2;
  18031. bp.next = b2;
  18032. b2.prev = bp;
  18033. return b2;
  18034. }
  18035. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18036. function insertNode( i, x, y, last ) {
  18037. var p = new Node( i, x, y );
  18038. if ( ! last ) {
  18039. p.prev = p;
  18040. p.next = p;
  18041. } else {
  18042. p.next = last.next;
  18043. p.prev = last;
  18044. last.next.prev = p;
  18045. last.next = p;
  18046. }
  18047. return p;
  18048. }
  18049. function removeNode( p ) {
  18050. p.next.prev = p.prev;
  18051. p.prev.next = p.next;
  18052. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18053. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18054. }
  18055. function Node( i, x, y ) {
  18056. // vertex index in coordinates array
  18057. this.i = i;
  18058. // vertex coordinates
  18059. this.x = x;
  18060. this.y = y;
  18061. // previous and next vertex nodes in a polygon ring
  18062. this.prev = null;
  18063. this.next = null;
  18064. // z-order curve value
  18065. this.z = null;
  18066. // previous and next nodes in z-order
  18067. this.prevZ = null;
  18068. this.nextZ = null;
  18069. // indicates whether this is a steiner point
  18070. this.steiner = false;
  18071. }
  18072. function signedArea( data, start, end, dim ) {
  18073. var sum = 0;
  18074. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18075. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18076. j = i;
  18077. }
  18078. return sum;
  18079. }
  18080. /**
  18081. * @author zz85 / http://www.lab4games.net/zz85/blog
  18082. */
  18083. var ShapeUtils = {
  18084. // calculate area of the contour polygon
  18085. area: function ( contour ) {
  18086. var n = contour.length;
  18087. var a = 0.0;
  18088. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18089. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18090. }
  18091. return a * 0.5;
  18092. },
  18093. isClockWise: function ( pts ) {
  18094. return ShapeUtils.area( pts ) < 0;
  18095. },
  18096. triangulateShape: function ( contour, holes ) {
  18097. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18098. var holeIndices = []; // array of hole indices
  18099. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18100. removeDupEndPts( contour );
  18101. addContour( vertices, contour );
  18102. //
  18103. var holeIndex = contour.length;
  18104. holes.forEach( removeDupEndPts );
  18105. for ( var i = 0; i < holes.length; i ++ ) {
  18106. holeIndices.push( holeIndex );
  18107. holeIndex += holes[ i ].length;
  18108. addContour( vertices, holes[ i ] );
  18109. }
  18110. //
  18111. var triangles = Earcut.triangulate( vertices, holeIndices );
  18112. //
  18113. for ( var i = 0; i < triangles.length; i += 3 ) {
  18114. faces.push( triangles.slice( i, i + 3 ) );
  18115. }
  18116. return faces;
  18117. }
  18118. };
  18119. function removeDupEndPts( points ) {
  18120. var l = points.length;
  18121. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18122. points.pop();
  18123. }
  18124. }
  18125. function addContour( vertices, contour ) {
  18126. for ( var i = 0; i < contour.length; i ++ ) {
  18127. vertices.push( contour[ i ].x );
  18128. vertices.push( contour[ i ].y );
  18129. }
  18130. }
  18131. /**
  18132. * @author zz85 / http://www.lab4games.net/zz85/blog
  18133. *
  18134. * Creates extruded geometry from a path shape.
  18135. *
  18136. * parameters = {
  18137. *
  18138. * curveSegments: <int>, // number of points on the curves
  18139. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18140. * depth: <float>, // Depth to extrude the shape
  18141. *
  18142. * bevelEnabled: <bool>, // turn on bevel
  18143. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18144. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18145. * bevelOffset: <float>, // how far from shape outline does bevel start
  18146. * bevelSegments: <int>, // number of bevel layers
  18147. *
  18148. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18149. *
  18150. * UVGenerator: <Object> // object that provides UV generator functions
  18151. *
  18152. * }
  18153. */
  18154. // ExtrudeGeometry
  18155. function ExtrudeGeometry( shapes, options ) {
  18156. Geometry.call( this );
  18157. this.type = 'ExtrudeGeometry';
  18158. this.parameters = {
  18159. shapes: shapes,
  18160. options: options
  18161. };
  18162. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18163. this.mergeVertices();
  18164. }
  18165. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18166. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18167. ExtrudeGeometry.prototype.toJSON = function () {
  18168. var data = Geometry.prototype.toJSON.call( this );
  18169. var shapes = this.parameters.shapes;
  18170. var options = this.parameters.options;
  18171. return toJSON( shapes, options, data );
  18172. };
  18173. // ExtrudeBufferGeometry
  18174. function ExtrudeBufferGeometry( shapes, options ) {
  18175. BufferGeometry.call( this );
  18176. this.type = 'ExtrudeBufferGeometry';
  18177. this.parameters = {
  18178. shapes: shapes,
  18179. options: options
  18180. };
  18181. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18182. var scope = this;
  18183. var verticesArray = [];
  18184. var uvArray = [];
  18185. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18186. var shape = shapes[ i ];
  18187. addShape( shape );
  18188. }
  18189. // build geometry
  18190. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18191. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18192. this.computeVertexNormals();
  18193. // functions
  18194. function addShape( shape ) {
  18195. var placeholder = [];
  18196. // options
  18197. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18198. var steps = options.steps !== undefined ? options.steps : 1;
  18199. var depth = options.depth !== undefined ? options.depth : 100;
  18200. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18201. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18202. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18203. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18204. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18205. var extrudePath = options.extrudePath;
  18206. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18207. // deprecated options
  18208. if ( options.amount !== undefined ) {
  18209. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18210. depth = options.amount;
  18211. }
  18212. //
  18213. var extrudePts, extrudeByPath = false;
  18214. var splineTube, binormal, normal, position2;
  18215. if ( extrudePath ) {
  18216. extrudePts = extrudePath.getSpacedPoints( steps );
  18217. extrudeByPath = true;
  18218. bevelEnabled = false; // bevels not supported for path extrusion
  18219. // SETUP TNB variables
  18220. // TODO1 - have a .isClosed in spline?
  18221. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18222. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18223. binormal = new Vector3();
  18224. normal = new Vector3();
  18225. position2 = new Vector3();
  18226. }
  18227. // Safeguards if bevels are not enabled
  18228. if ( ! bevelEnabled ) {
  18229. bevelSegments = 0;
  18230. bevelThickness = 0;
  18231. bevelSize = 0;
  18232. bevelOffset = 0;
  18233. }
  18234. // Variables initialization
  18235. var ahole, h, hl; // looping of holes
  18236. var shapePoints = shape.extractPoints( curveSegments );
  18237. var vertices = shapePoints.shape;
  18238. var holes = shapePoints.holes;
  18239. var reverse = ! ShapeUtils.isClockWise( vertices );
  18240. if ( reverse ) {
  18241. vertices = vertices.reverse();
  18242. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18243. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18244. ahole = holes[ h ];
  18245. if ( ShapeUtils.isClockWise( ahole ) ) {
  18246. holes[ h ] = ahole.reverse();
  18247. }
  18248. }
  18249. }
  18250. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18251. /* Vertices */
  18252. var contour = vertices; // vertices has all points but contour has only points of circumference
  18253. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18254. ahole = holes[ h ];
  18255. vertices = vertices.concat( ahole );
  18256. }
  18257. function scalePt2( pt, vec, size ) {
  18258. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18259. return vec.clone().multiplyScalar( size ).add( pt );
  18260. }
  18261. var b, bs, t, z,
  18262. vert, vlen = vertices.length,
  18263. face, flen = faces.length;
  18264. // Find directions for point movement
  18265. function getBevelVec( inPt, inPrev, inNext ) {
  18266. // computes for inPt the corresponding point inPt' on a new contour
  18267. // shifted by 1 unit (length of normalized vector) to the left
  18268. // if we walk along contour clockwise, this new contour is outside the old one
  18269. //
  18270. // inPt' is the intersection of the two lines parallel to the two
  18271. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18272. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18273. // good reading for geometry algorithms (here: line-line intersection)
  18274. // http://geomalgorithms.com/a05-_intersect-1.html
  18275. var v_prev_x = inPt.x - inPrev.x,
  18276. v_prev_y = inPt.y - inPrev.y;
  18277. var v_next_x = inNext.x - inPt.x,
  18278. v_next_y = inNext.y - inPt.y;
  18279. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18280. // check for collinear edges
  18281. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18282. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18283. // not collinear
  18284. // length of vectors for normalizing
  18285. var v_prev_len = Math.sqrt( v_prev_lensq );
  18286. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18287. // shift adjacent points by unit vectors to the left
  18288. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18289. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18290. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18291. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18292. // scaling factor for v_prev to intersection point
  18293. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18294. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18295. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18296. // vector from inPt to intersection point
  18297. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18298. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18299. // Don't normalize!, otherwise sharp corners become ugly
  18300. // but prevent crazy spikes
  18301. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18302. if ( v_trans_lensq <= 2 ) {
  18303. return new Vector2( v_trans_x, v_trans_y );
  18304. } else {
  18305. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18306. }
  18307. } else {
  18308. // handle special case of collinear edges
  18309. var direction_eq = false; // assumes: opposite
  18310. if ( v_prev_x > Number.EPSILON ) {
  18311. if ( v_next_x > Number.EPSILON ) {
  18312. direction_eq = true;
  18313. }
  18314. } else {
  18315. if ( v_prev_x < - Number.EPSILON ) {
  18316. if ( v_next_x < - Number.EPSILON ) {
  18317. direction_eq = true;
  18318. }
  18319. } else {
  18320. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18321. direction_eq = true;
  18322. }
  18323. }
  18324. }
  18325. if ( direction_eq ) {
  18326. // console.log("Warning: lines are a straight sequence");
  18327. v_trans_x = - v_prev_y;
  18328. v_trans_y = v_prev_x;
  18329. shrink_by = Math.sqrt( v_prev_lensq );
  18330. } else {
  18331. // console.log("Warning: lines are a straight spike");
  18332. v_trans_x = v_prev_x;
  18333. v_trans_y = v_prev_y;
  18334. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18335. }
  18336. }
  18337. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18338. }
  18339. var contourMovements = [];
  18340. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18341. if ( j === il ) { j = 0; }
  18342. if ( k === il ) { k = 0; }
  18343. // (j)---(i)---(k)
  18344. // console.log('i,j,k', i, j , k)
  18345. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18346. }
  18347. var holesMovements = [],
  18348. oneHoleMovements, verticesMovements = contourMovements.concat();
  18349. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18350. ahole = holes[ h ];
  18351. oneHoleMovements = [];
  18352. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18353. if ( j === il ) { j = 0; }
  18354. if ( k === il ) { k = 0; }
  18355. // (j)---(i)---(k)
  18356. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18357. }
  18358. holesMovements.push( oneHoleMovements );
  18359. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18360. }
  18361. // Loop bevelSegments, 1 for the front, 1 for the back
  18362. for ( b = 0; b < bevelSegments; b ++ ) {
  18363. //for ( b = bevelSegments; b > 0; b -- ) {
  18364. t = b / bevelSegments;
  18365. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18366. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18367. // contract shape
  18368. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18369. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18370. v( vert.x, vert.y, - z );
  18371. }
  18372. // expand holes
  18373. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18374. ahole = holes[ h ];
  18375. oneHoleMovements = holesMovements[ h ];
  18376. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18377. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18378. v( vert.x, vert.y, - z );
  18379. }
  18380. }
  18381. }
  18382. bs = bevelSize + bevelOffset;
  18383. // Back facing vertices
  18384. for ( i = 0; i < vlen; i ++ ) {
  18385. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18386. if ( ! extrudeByPath ) {
  18387. v( vert.x, vert.y, 0 );
  18388. } else {
  18389. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18390. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18391. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18392. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18393. v( position2.x, position2.y, position2.z );
  18394. }
  18395. }
  18396. // Add stepped vertices...
  18397. // Including front facing vertices
  18398. var s;
  18399. for ( s = 1; s <= steps; s ++ ) {
  18400. for ( i = 0; i < vlen; i ++ ) {
  18401. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18402. if ( ! extrudeByPath ) {
  18403. v( vert.x, vert.y, depth / steps * s );
  18404. } else {
  18405. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18406. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18407. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18408. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18409. v( position2.x, position2.y, position2.z );
  18410. }
  18411. }
  18412. }
  18413. // Add bevel segments planes
  18414. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18415. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18416. t = b / bevelSegments;
  18417. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18418. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18419. // contract shape
  18420. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18421. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18422. v( vert.x, vert.y, depth + z );
  18423. }
  18424. // expand holes
  18425. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18426. ahole = holes[ h ];
  18427. oneHoleMovements = holesMovements[ h ];
  18428. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18429. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18430. if ( ! extrudeByPath ) {
  18431. v( vert.x, vert.y, depth + z );
  18432. } else {
  18433. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18434. }
  18435. }
  18436. }
  18437. }
  18438. /* Faces */
  18439. // Top and bottom faces
  18440. buildLidFaces();
  18441. // Sides faces
  18442. buildSideFaces();
  18443. ///// Internal functions
  18444. function buildLidFaces() {
  18445. var start = verticesArray.length / 3;
  18446. if ( bevelEnabled ) {
  18447. var layer = 0; // steps + 1
  18448. var offset = vlen * layer;
  18449. // Bottom faces
  18450. for ( i = 0; i < flen; i ++ ) {
  18451. face = faces[ i ];
  18452. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18453. }
  18454. layer = steps + bevelSegments * 2;
  18455. offset = vlen * layer;
  18456. // Top faces
  18457. for ( i = 0; i < flen; i ++ ) {
  18458. face = faces[ i ];
  18459. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18460. }
  18461. } else {
  18462. // Bottom faces
  18463. for ( i = 0; i < flen; i ++ ) {
  18464. face = faces[ i ];
  18465. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18466. }
  18467. // Top faces
  18468. for ( i = 0; i < flen; i ++ ) {
  18469. face = faces[ i ];
  18470. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18471. }
  18472. }
  18473. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18474. }
  18475. // Create faces for the z-sides of the shape
  18476. function buildSideFaces() {
  18477. var start = verticesArray.length / 3;
  18478. var layeroffset = 0;
  18479. sidewalls( contour, layeroffset );
  18480. layeroffset += contour.length;
  18481. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18482. ahole = holes[ h ];
  18483. sidewalls( ahole, layeroffset );
  18484. //, true
  18485. layeroffset += ahole.length;
  18486. }
  18487. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18488. }
  18489. function sidewalls( contour, layeroffset ) {
  18490. var j, k;
  18491. i = contour.length;
  18492. while ( -- i >= 0 ) {
  18493. j = i;
  18494. k = i - 1;
  18495. if ( k < 0 ) { k = contour.length - 1; }
  18496. //console.log('b', i,j, i-1, k,vertices.length);
  18497. var s = 0,
  18498. sl = steps + bevelSegments * 2;
  18499. for ( s = 0; s < sl; s ++ ) {
  18500. var slen1 = vlen * s;
  18501. var slen2 = vlen * ( s + 1 );
  18502. var a = layeroffset + j + slen1,
  18503. b = layeroffset + k + slen1,
  18504. c = layeroffset + k + slen2,
  18505. d = layeroffset + j + slen2;
  18506. f4( a, b, c, d );
  18507. }
  18508. }
  18509. }
  18510. function v( x, y, z ) {
  18511. placeholder.push( x );
  18512. placeholder.push( y );
  18513. placeholder.push( z );
  18514. }
  18515. function f3( a, b, c ) {
  18516. addVertex( a );
  18517. addVertex( b );
  18518. addVertex( c );
  18519. var nextIndex = verticesArray.length / 3;
  18520. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18521. addUV( uvs[ 0 ] );
  18522. addUV( uvs[ 1 ] );
  18523. addUV( uvs[ 2 ] );
  18524. }
  18525. function f4( a, b, c, d ) {
  18526. addVertex( a );
  18527. addVertex( b );
  18528. addVertex( d );
  18529. addVertex( b );
  18530. addVertex( c );
  18531. addVertex( d );
  18532. var nextIndex = verticesArray.length / 3;
  18533. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18534. addUV( uvs[ 0 ] );
  18535. addUV( uvs[ 1 ] );
  18536. addUV( uvs[ 3 ] );
  18537. addUV( uvs[ 1 ] );
  18538. addUV( uvs[ 2 ] );
  18539. addUV( uvs[ 3 ] );
  18540. }
  18541. function addVertex( index ) {
  18542. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18543. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18544. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18545. }
  18546. function addUV( vector2 ) {
  18547. uvArray.push( vector2.x );
  18548. uvArray.push( vector2.y );
  18549. }
  18550. }
  18551. }
  18552. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18553. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18554. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18555. var data = BufferGeometry.prototype.toJSON.call( this );
  18556. var shapes = this.parameters.shapes;
  18557. var options = this.parameters.options;
  18558. return toJSON( shapes, options, data );
  18559. };
  18560. //
  18561. var WorldUVGenerator = {
  18562. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18563. var a_x = vertices[ indexA * 3 ];
  18564. var a_y = vertices[ indexA * 3 + 1 ];
  18565. var b_x = vertices[ indexB * 3 ];
  18566. var b_y = vertices[ indexB * 3 + 1 ];
  18567. var c_x = vertices[ indexC * 3 ];
  18568. var c_y = vertices[ indexC * 3 + 1 ];
  18569. return [
  18570. new Vector2( a_x, a_y ),
  18571. new Vector2( b_x, b_y ),
  18572. new Vector2( c_x, c_y )
  18573. ];
  18574. },
  18575. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18576. var a_x = vertices[ indexA * 3 ];
  18577. var a_y = vertices[ indexA * 3 + 1 ];
  18578. var a_z = vertices[ indexA * 3 + 2 ];
  18579. var b_x = vertices[ indexB * 3 ];
  18580. var b_y = vertices[ indexB * 3 + 1 ];
  18581. var b_z = vertices[ indexB * 3 + 2 ];
  18582. var c_x = vertices[ indexC * 3 ];
  18583. var c_y = vertices[ indexC * 3 + 1 ];
  18584. var c_z = vertices[ indexC * 3 + 2 ];
  18585. var d_x = vertices[ indexD * 3 ];
  18586. var d_y = vertices[ indexD * 3 + 1 ];
  18587. var d_z = vertices[ indexD * 3 + 2 ];
  18588. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18589. return [
  18590. new Vector2( a_x, 1 - a_z ),
  18591. new Vector2( b_x, 1 - b_z ),
  18592. new Vector2( c_x, 1 - c_z ),
  18593. new Vector2( d_x, 1 - d_z )
  18594. ];
  18595. } else {
  18596. return [
  18597. new Vector2( a_y, 1 - a_z ),
  18598. new Vector2( b_y, 1 - b_z ),
  18599. new Vector2( c_y, 1 - c_z ),
  18600. new Vector2( d_y, 1 - d_z )
  18601. ];
  18602. }
  18603. }
  18604. };
  18605. function toJSON( shapes, options, data ) {
  18606. //
  18607. data.shapes = [];
  18608. if ( Array.isArray( shapes ) ) {
  18609. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18610. var shape = shapes[ i ];
  18611. data.shapes.push( shape.uuid );
  18612. }
  18613. } else {
  18614. data.shapes.push( shapes.uuid );
  18615. }
  18616. //
  18617. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18618. return data;
  18619. }
  18620. /**
  18621. * @author zz85 / http://www.lab4games.net/zz85/blog
  18622. * @author alteredq / http://alteredqualia.com/
  18623. *
  18624. * Text = 3D Text
  18625. *
  18626. * parameters = {
  18627. * font: <THREE.Font>, // font
  18628. *
  18629. * size: <float>, // size of the text
  18630. * height: <float>, // thickness to extrude text
  18631. * curveSegments: <int>, // number of points on the curves
  18632. *
  18633. * bevelEnabled: <bool>, // turn on bevel
  18634. * bevelThickness: <float>, // how deep into text bevel goes
  18635. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18636. * bevelOffset: <float> // how far from text outline does bevel start
  18637. * }
  18638. */
  18639. // TextGeometry
  18640. function TextGeometry( text, parameters ) {
  18641. Geometry.call( this );
  18642. this.type = 'TextGeometry';
  18643. this.parameters = {
  18644. text: text,
  18645. parameters: parameters
  18646. };
  18647. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18648. this.mergeVertices();
  18649. }
  18650. TextGeometry.prototype = Object.create( Geometry.prototype );
  18651. TextGeometry.prototype.constructor = TextGeometry;
  18652. // TextBufferGeometry
  18653. function TextBufferGeometry( text, parameters ) {
  18654. parameters = parameters || {};
  18655. var font = parameters.font;
  18656. if ( ! ( font && font.isFont ) ) {
  18657. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18658. return new Geometry();
  18659. }
  18660. var shapes = font.generateShapes( text, parameters.size );
  18661. // translate parameters to ExtrudeGeometry API
  18662. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18663. // defaults
  18664. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18665. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18666. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18667. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18668. this.type = 'TextBufferGeometry';
  18669. }
  18670. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18671. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18672. /**
  18673. * @author mrdoob / http://mrdoob.com/
  18674. * @author benaadams / https://twitter.com/ben_a_adams
  18675. * @author Mugen87 / https://github.com/Mugen87
  18676. */
  18677. // SphereGeometry
  18678. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18679. Geometry.call( this );
  18680. this.type = 'SphereGeometry';
  18681. this.parameters = {
  18682. radius: radius,
  18683. widthSegments: widthSegments,
  18684. heightSegments: heightSegments,
  18685. phiStart: phiStart,
  18686. phiLength: phiLength,
  18687. thetaStart: thetaStart,
  18688. thetaLength: thetaLength
  18689. };
  18690. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18691. this.mergeVertices();
  18692. }
  18693. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18694. SphereGeometry.prototype.constructor = SphereGeometry;
  18695. // SphereBufferGeometry
  18696. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18697. BufferGeometry.call( this );
  18698. this.type = 'SphereBufferGeometry';
  18699. this.parameters = {
  18700. radius: radius,
  18701. widthSegments: widthSegments,
  18702. heightSegments: heightSegments,
  18703. phiStart: phiStart,
  18704. phiLength: phiLength,
  18705. thetaStart: thetaStart,
  18706. thetaLength: thetaLength
  18707. };
  18708. radius = radius || 1;
  18709. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18710. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18711. phiStart = phiStart !== undefined ? phiStart : 0;
  18712. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18713. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18714. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18715. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18716. var ix, iy;
  18717. var index = 0;
  18718. var grid = [];
  18719. var vertex = new Vector3();
  18720. var normal = new Vector3();
  18721. // buffers
  18722. var indices = [];
  18723. var vertices = [];
  18724. var normals = [];
  18725. var uvs = [];
  18726. // generate vertices, normals and uvs
  18727. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18728. var verticesRow = [];
  18729. var v = iy / heightSegments;
  18730. // special case for the poles
  18731. var uOffset = 0;
  18732. if ( iy == 0 && thetaStart == 0 ) {
  18733. uOffset = 0.5 / widthSegments;
  18734. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18735. uOffset = - 0.5 / widthSegments;
  18736. }
  18737. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18738. var u = ix / widthSegments;
  18739. // vertex
  18740. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18741. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18742. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18743. vertices.push( vertex.x, vertex.y, vertex.z );
  18744. // normal
  18745. normal.copy( vertex ).normalize();
  18746. normals.push( normal.x, normal.y, normal.z );
  18747. // uv
  18748. uvs.push( u + uOffset, 1 - v );
  18749. verticesRow.push( index ++ );
  18750. }
  18751. grid.push( verticesRow );
  18752. }
  18753. // indices
  18754. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18755. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18756. var a = grid[ iy ][ ix + 1 ];
  18757. var b = grid[ iy ][ ix ];
  18758. var c = grid[ iy + 1 ][ ix ];
  18759. var d = grid[ iy + 1 ][ ix + 1 ];
  18760. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18761. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18762. }
  18763. }
  18764. // build geometry
  18765. this.setIndex( indices );
  18766. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18767. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18768. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18769. }
  18770. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18771. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18772. /**
  18773. * @author Kaleb Murphy
  18774. * @author Mugen87 / https://github.com/Mugen87
  18775. */
  18776. // RingGeometry
  18777. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18778. Geometry.call( this );
  18779. this.type = 'RingGeometry';
  18780. this.parameters = {
  18781. innerRadius: innerRadius,
  18782. outerRadius: outerRadius,
  18783. thetaSegments: thetaSegments,
  18784. phiSegments: phiSegments,
  18785. thetaStart: thetaStart,
  18786. thetaLength: thetaLength
  18787. };
  18788. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18789. this.mergeVertices();
  18790. }
  18791. RingGeometry.prototype = Object.create( Geometry.prototype );
  18792. RingGeometry.prototype.constructor = RingGeometry;
  18793. // RingBufferGeometry
  18794. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18795. BufferGeometry.call( this );
  18796. this.type = 'RingBufferGeometry';
  18797. this.parameters = {
  18798. innerRadius: innerRadius,
  18799. outerRadius: outerRadius,
  18800. thetaSegments: thetaSegments,
  18801. phiSegments: phiSegments,
  18802. thetaStart: thetaStart,
  18803. thetaLength: thetaLength
  18804. };
  18805. innerRadius = innerRadius || 0.5;
  18806. outerRadius = outerRadius || 1;
  18807. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18808. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18809. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18810. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18811. // buffers
  18812. var indices = [];
  18813. var vertices = [];
  18814. var normals = [];
  18815. var uvs = [];
  18816. // some helper variables
  18817. var segment;
  18818. var radius = innerRadius;
  18819. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18820. var vertex = new Vector3();
  18821. var uv = new Vector2();
  18822. var j, i;
  18823. // generate vertices, normals and uvs
  18824. for ( j = 0; j <= phiSegments; j ++ ) {
  18825. for ( i = 0; i <= thetaSegments; i ++ ) {
  18826. // values are generate from the inside of the ring to the outside
  18827. segment = thetaStart + i / thetaSegments * thetaLength;
  18828. // vertex
  18829. vertex.x = radius * Math.cos( segment );
  18830. vertex.y = radius * Math.sin( segment );
  18831. vertices.push( vertex.x, vertex.y, vertex.z );
  18832. // normal
  18833. normals.push( 0, 0, 1 );
  18834. // uv
  18835. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18836. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18837. uvs.push( uv.x, uv.y );
  18838. }
  18839. // increase the radius for next row of vertices
  18840. radius += radiusStep;
  18841. }
  18842. // indices
  18843. for ( j = 0; j < phiSegments; j ++ ) {
  18844. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18845. for ( i = 0; i < thetaSegments; i ++ ) {
  18846. segment = i + thetaSegmentLevel;
  18847. var a = segment;
  18848. var b = segment + thetaSegments + 1;
  18849. var c = segment + thetaSegments + 2;
  18850. var d = segment + 1;
  18851. // faces
  18852. indices.push( a, b, d );
  18853. indices.push( b, c, d );
  18854. }
  18855. }
  18856. // build geometry
  18857. this.setIndex( indices );
  18858. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18859. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18860. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18861. }
  18862. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18863. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18864. /**
  18865. * @author zz85 / https://github.com/zz85
  18866. * @author bhouston / http://clara.io
  18867. * @author Mugen87 / https://github.com/Mugen87
  18868. */
  18869. // LatheGeometry
  18870. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18871. Geometry.call( this );
  18872. this.type = 'LatheGeometry';
  18873. this.parameters = {
  18874. points: points,
  18875. segments: segments,
  18876. phiStart: phiStart,
  18877. phiLength: phiLength
  18878. };
  18879. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18880. this.mergeVertices();
  18881. }
  18882. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18883. LatheGeometry.prototype.constructor = LatheGeometry;
  18884. // LatheBufferGeometry
  18885. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18886. BufferGeometry.call( this );
  18887. this.type = 'LatheBufferGeometry';
  18888. this.parameters = {
  18889. points: points,
  18890. segments: segments,
  18891. phiStart: phiStart,
  18892. phiLength: phiLength
  18893. };
  18894. segments = Math.floor( segments ) || 12;
  18895. phiStart = phiStart || 0;
  18896. phiLength = phiLength || Math.PI * 2;
  18897. // clamp phiLength so it's in range of [ 0, 2PI ]
  18898. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18899. // buffers
  18900. var indices = [];
  18901. var vertices = [];
  18902. var uvs = [];
  18903. // helper variables
  18904. var base;
  18905. var inverseSegments = 1.0 / segments;
  18906. var vertex = new Vector3();
  18907. var uv = new Vector2();
  18908. var i, j;
  18909. // generate vertices and uvs
  18910. for ( i = 0; i <= segments; i ++ ) {
  18911. var phi = phiStart + i * inverseSegments * phiLength;
  18912. var sin = Math.sin( phi );
  18913. var cos = Math.cos( phi );
  18914. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18915. // vertex
  18916. vertex.x = points[ j ].x * sin;
  18917. vertex.y = points[ j ].y;
  18918. vertex.z = points[ j ].x * cos;
  18919. vertices.push( vertex.x, vertex.y, vertex.z );
  18920. // uv
  18921. uv.x = i / segments;
  18922. uv.y = j / ( points.length - 1 );
  18923. uvs.push( uv.x, uv.y );
  18924. }
  18925. }
  18926. // indices
  18927. for ( i = 0; i < segments; i ++ ) {
  18928. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18929. base = j + i * points.length;
  18930. var a = base;
  18931. var b = base + points.length;
  18932. var c = base + points.length + 1;
  18933. var d = base + 1;
  18934. // faces
  18935. indices.push( a, b, d );
  18936. indices.push( b, c, d );
  18937. }
  18938. }
  18939. // build geometry
  18940. this.setIndex( indices );
  18941. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18942. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18943. // generate normals
  18944. this.computeVertexNormals();
  18945. // if the geometry is closed, we need to average the normals along the seam.
  18946. // because the corresponding vertices are identical (but still have different UVs).
  18947. if ( phiLength === Math.PI * 2 ) {
  18948. var normals = this.attributes.normal.array;
  18949. var n1 = new Vector3();
  18950. var n2 = new Vector3();
  18951. var n = new Vector3();
  18952. // this is the buffer offset for the last line of vertices
  18953. base = segments * points.length * 3;
  18954. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18955. // select the normal of the vertex in the first line
  18956. n1.x = normals[ j + 0 ];
  18957. n1.y = normals[ j + 1 ];
  18958. n1.z = normals[ j + 2 ];
  18959. // select the normal of the vertex in the last line
  18960. n2.x = normals[ base + j + 0 ];
  18961. n2.y = normals[ base + j + 1 ];
  18962. n2.z = normals[ base + j + 2 ];
  18963. // average normals
  18964. n.addVectors( n1, n2 ).normalize();
  18965. // assign the new values to both normals
  18966. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18967. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18968. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18969. }
  18970. }
  18971. }
  18972. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18973. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18974. /**
  18975. * @author jonobr1 / http://jonobr1.com
  18976. * @author Mugen87 / https://github.com/Mugen87
  18977. */
  18978. // ShapeGeometry
  18979. function ShapeGeometry( shapes, curveSegments ) {
  18980. Geometry.call( this );
  18981. this.type = 'ShapeGeometry';
  18982. if ( typeof curveSegments === 'object' ) {
  18983. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18984. curveSegments = curveSegments.curveSegments;
  18985. }
  18986. this.parameters = {
  18987. shapes: shapes,
  18988. curveSegments: curveSegments
  18989. };
  18990. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18991. this.mergeVertices();
  18992. }
  18993. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18994. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18995. ShapeGeometry.prototype.toJSON = function () {
  18996. var data = Geometry.prototype.toJSON.call( this );
  18997. var shapes = this.parameters.shapes;
  18998. return toJSON$1( shapes, data );
  18999. };
  19000. // ShapeBufferGeometry
  19001. function ShapeBufferGeometry( shapes, curveSegments ) {
  19002. BufferGeometry.call( this );
  19003. this.type = 'ShapeBufferGeometry';
  19004. this.parameters = {
  19005. shapes: shapes,
  19006. curveSegments: curveSegments
  19007. };
  19008. curveSegments = curveSegments || 12;
  19009. // buffers
  19010. var indices = [];
  19011. var vertices = [];
  19012. var normals = [];
  19013. var uvs = [];
  19014. // helper variables
  19015. var groupStart = 0;
  19016. var groupCount = 0;
  19017. // allow single and array values for "shapes" parameter
  19018. if ( Array.isArray( shapes ) === false ) {
  19019. addShape( shapes );
  19020. } else {
  19021. for ( var i = 0; i < shapes.length; i ++ ) {
  19022. addShape( shapes[ i ] );
  19023. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19024. groupStart += groupCount;
  19025. groupCount = 0;
  19026. }
  19027. }
  19028. // build geometry
  19029. this.setIndex( indices );
  19030. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19031. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19032. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19033. // helper functions
  19034. function addShape( shape ) {
  19035. var i, l, shapeHole;
  19036. var indexOffset = vertices.length / 3;
  19037. var points = shape.extractPoints( curveSegments );
  19038. var shapeVertices = points.shape;
  19039. var shapeHoles = points.holes;
  19040. // check direction of vertices
  19041. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19042. shapeVertices = shapeVertices.reverse();
  19043. }
  19044. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19045. shapeHole = shapeHoles[ i ];
  19046. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19047. shapeHoles[ i ] = shapeHole.reverse();
  19048. }
  19049. }
  19050. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19051. // join vertices of inner and outer paths to a single array
  19052. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19053. shapeHole = shapeHoles[ i ];
  19054. shapeVertices = shapeVertices.concat( shapeHole );
  19055. }
  19056. // vertices, normals, uvs
  19057. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19058. var vertex = shapeVertices[ i ];
  19059. vertices.push( vertex.x, vertex.y, 0 );
  19060. normals.push( 0, 0, 1 );
  19061. uvs.push( vertex.x, vertex.y ); // world uvs
  19062. }
  19063. // incides
  19064. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19065. var face = faces[ i ];
  19066. var a = face[ 0 ] + indexOffset;
  19067. var b = face[ 1 ] + indexOffset;
  19068. var c = face[ 2 ] + indexOffset;
  19069. indices.push( a, b, c );
  19070. groupCount += 3;
  19071. }
  19072. }
  19073. }
  19074. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19075. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19076. ShapeBufferGeometry.prototype.toJSON = function () {
  19077. var data = BufferGeometry.prototype.toJSON.call( this );
  19078. var shapes = this.parameters.shapes;
  19079. return toJSON$1( shapes, data );
  19080. };
  19081. //
  19082. function toJSON$1( shapes, data ) {
  19083. data.shapes = [];
  19084. if ( Array.isArray( shapes ) ) {
  19085. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19086. var shape = shapes[ i ];
  19087. data.shapes.push( shape.uuid );
  19088. }
  19089. } else {
  19090. data.shapes.push( shapes.uuid );
  19091. }
  19092. return data;
  19093. }
  19094. /**
  19095. * @author WestLangley / http://github.com/WestLangley
  19096. * @author Mugen87 / https://github.com/Mugen87
  19097. */
  19098. function EdgesGeometry( geometry, thresholdAngle ) {
  19099. BufferGeometry.call( this );
  19100. this.type = 'EdgesGeometry';
  19101. this.parameters = {
  19102. thresholdAngle: thresholdAngle
  19103. };
  19104. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19105. // buffer
  19106. var vertices = [];
  19107. // helper variables
  19108. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19109. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19110. var key, keys = [ 'a', 'b', 'c' ];
  19111. // prepare source geometry
  19112. var geometry2;
  19113. if ( geometry.isBufferGeometry ) {
  19114. geometry2 = new Geometry();
  19115. geometry2.fromBufferGeometry( geometry );
  19116. } else {
  19117. geometry2 = geometry.clone();
  19118. }
  19119. geometry2.mergeVertices();
  19120. geometry2.computeFaceNormals();
  19121. var sourceVertices = geometry2.vertices;
  19122. var faces = geometry2.faces;
  19123. // now create a data structure where each entry represents an edge with its adjoining faces
  19124. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19125. var face = faces[ i ];
  19126. for ( var j = 0; j < 3; j ++ ) {
  19127. edge1 = face[ keys[ j ] ];
  19128. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19129. edge[ 0 ] = Math.min( edge1, edge2 );
  19130. edge[ 1 ] = Math.max( edge1, edge2 );
  19131. key = edge[ 0 ] + ',' + edge[ 1 ];
  19132. if ( edges[ key ] === undefined ) {
  19133. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19134. } else {
  19135. edges[ key ].face2 = i;
  19136. }
  19137. }
  19138. }
  19139. // generate vertices
  19140. for ( key in edges ) {
  19141. var e = edges[ key ];
  19142. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19143. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19144. var vertex = sourceVertices[ e.index1 ];
  19145. vertices.push( vertex.x, vertex.y, vertex.z );
  19146. vertex = sourceVertices[ e.index2 ];
  19147. vertices.push( vertex.x, vertex.y, vertex.z );
  19148. }
  19149. }
  19150. // build geometry
  19151. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19152. }
  19153. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19154. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19155. /**
  19156. * @author mrdoob / http://mrdoob.com/
  19157. * @author Mugen87 / https://github.com/Mugen87
  19158. */
  19159. // CylinderGeometry
  19160. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19161. Geometry.call( this );
  19162. this.type = 'CylinderGeometry';
  19163. this.parameters = {
  19164. radiusTop: radiusTop,
  19165. radiusBottom: radiusBottom,
  19166. height: height,
  19167. radialSegments: radialSegments,
  19168. heightSegments: heightSegments,
  19169. openEnded: openEnded,
  19170. thetaStart: thetaStart,
  19171. thetaLength: thetaLength
  19172. };
  19173. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19174. this.mergeVertices();
  19175. }
  19176. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19177. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19178. // CylinderBufferGeometry
  19179. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19180. BufferGeometry.call( this );
  19181. this.type = 'CylinderBufferGeometry';
  19182. this.parameters = {
  19183. radiusTop: radiusTop,
  19184. radiusBottom: radiusBottom,
  19185. height: height,
  19186. radialSegments: radialSegments,
  19187. heightSegments: heightSegments,
  19188. openEnded: openEnded,
  19189. thetaStart: thetaStart,
  19190. thetaLength: thetaLength
  19191. };
  19192. var scope = this;
  19193. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19194. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19195. height = height || 1;
  19196. radialSegments = Math.floor( radialSegments ) || 8;
  19197. heightSegments = Math.floor( heightSegments ) || 1;
  19198. openEnded = openEnded !== undefined ? openEnded : false;
  19199. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19200. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19201. // buffers
  19202. var indices = [];
  19203. var vertices = [];
  19204. var normals = [];
  19205. var uvs = [];
  19206. // helper variables
  19207. var index = 0;
  19208. var indexArray = [];
  19209. var halfHeight = height / 2;
  19210. var groupStart = 0;
  19211. // generate geometry
  19212. generateTorso();
  19213. if ( openEnded === false ) {
  19214. if ( radiusTop > 0 ) { generateCap( true ); }
  19215. if ( radiusBottom > 0 ) { generateCap( false ); }
  19216. }
  19217. // build geometry
  19218. this.setIndex( indices );
  19219. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19220. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19221. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19222. function generateTorso() {
  19223. var x, y;
  19224. var normal = new Vector3();
  19225. var vertex = new Vector3();
  19226. var groupCount = 0;
  19227. // this will be used to calculate the normal
  19228. var slope = ( radiusBottom - radiusTop ) / height;
  19229. // generate vertices, normals and uvs
  19230. for ( y = 0; y <= heightSegments; y ++ ) {
  19231. var indexRow = [];
  19232. var v = y / heightSegments;
  19233. // calculate the radius of the current row
  19234. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19235. for ( x = 0; x <= radialSegments; x ++ ) {
  19236. var u = x / radialSegments;
  19237. var theta = u * thetaLength + thetaStart;
  19238. var sinTheta = Math.sin( theta );
  19239. var cosTheta = Math.cos( theta );
  19240. // vertex
  19241. vertex.x = radius * sinTheta;
  19242. vertex.y = - v * height + halfHeight;
  19243. vertex.z = radius * cosTheta;
  19244. vertices.push( vertex.x, vertex.y, vertex.z );
  19245. // normal
  19246. normal.set( sinTheta, slope, cosTheta ).normalize();
  19247. normals.push( normal.x, normal.y, normal.z );
  19248. // uv
  19249. uvs.push( u, 1 - v );
  19250. // save index of vertex in respective row
  19251. indexRow.push( index ++ );
  19252. }
  19253. // now save vertices of the row in our index array
  19254. indexArray.push( indexRow );
  19255. }
  19256. // generate indices
  19257. for ( x = 0; x < radialSegments; x ++ ) {
  19258. for ( y = 0; y < heightSegments; y ++ ) {
  19259. // we use the index array to access the correct indices
  19260. var a = indexArray[ y ][ x ];
  19261. var b = indexArray[ y + 1 ][ x ];
  19262. var c = indexArray[ y + 1 ][ x + 1 ];
  19263. var d = indexArray[ y ][ x + 1 ];
  19264. // faces
  19265. indices.push( a, b, d );
  19266. indices.push( b, c, d );
  19267. // update group counter
  19268. groupCount += 6;
  19269. }
  19270. }
  19271. // add a group to the geometry. this will ensure multi material support
  19272. scope.addGroup( groupStart, groupCount, 0 );
  19273. // calculate new start value for groups
  19274. groupStart += groupCount;
  19275. }
  19276. function generateCap( top ) {
  19277. var x, centerIndexStart, centerIndexEnd;
  19278. var uv = new Vector2();
  19279. var vertex = new Vector3();
  19280. var groupCount = 0;
  19281. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19282. var sign = ( top === true ) ? 1 : - 1;
  19283. // save the index of the first center vertex
  19284. centerIndexStart = index;
  19285. // first we generate the center vertex data of the cap.
  19286. // because the geometry needs one set of uvs per face,
  19287. // we must generate a center vertex per face/segment
  19288. for ( x = 1; x <= radialSegments; x ++ ) {
  19289. // vertex
  19290. vertices.push( 0, halfHeight * sign, 0 );
  19291. // normal
  19292. normals.push( 0, sign, 0 );
  19293. // uv
  19294. uvs.push( 0.5, 0.5 );
  19295. // increase index
  19296. index ++;
  19297. }
  19298. // save the index of the last center vertex
  19299. centerIndexEnd = index;
  19300. // now we generate the surrounding vertices, normals and uvs
  19301. for ( x = 0; x <= radialSegments; x ++ ) {
  19302. var u = x / radialSegments;
  19303. var theta = u * thetaLength + thetaStart;
  19304. var cosTheta = Math.cos( theta );
  19305. var sinTheta = Math.sin( theta );
  19306. // vertex
  19307. vertex.x = radius * sinTheta;
  19308. vertex.y = halfHeight * sign;
  19309. vertex.z = radius * cosTheta;
  19310. vertices.push( vertex.x, vertex.y, vertex.z );
  19311. // normal
  19312. normals.push( 0, sign, 0 );
  19313. // uv
  19314. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19315. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19316. uvs.push( uv.x, uv.y );
  19317. // increase index
  19318. index ++;
  19319. }
  19320. // generate indices
  19321. for ( x = 0; x < radialSegments; x ++ ) {
  19322. var c = centerIndexStart + x;
  19323. var i = centerIndexEnd + x;
  19324. if ( top === true ) {
  19325. // face top
  19326. indices.push( i, i + 1, c );
  19327. } else {
  19328. // face bottom
  19329. indices.push( i + 1, i, c );
  19330. }
  19331. groupCount += 3;
  19332. }
  19333. // add a group to the geometry. this will ensure multi material support
  19334. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19335. // calculate new start value for groups
  19336. groupStart += groupCount;
  19337. }
  19338. }
  19339. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19340. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19341. /**
  19342. * @author abelnation / http://github.com/abelnation
  19343. */
  19344. // ConeGeometry
  19345. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19346. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19347. this.type = 'ConeGeometry';
  19348. this.parameters = {
  19349. radius: radius,
  19350. height: height,
  19351. radialSegments: radialSegments,
  19352. heightSegments: heightSegments,
  19353. openEnded: openEnded,
  19354. thetaStart: thetaStart,
  19355. thetaLength: thetaLength
  19356. };
  19357. }
  19358. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19359. ConeGeometry.prototype.constructor = ConeGeometry;
  19360. // ConeBufferGeometry
  19361. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19362. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19363. this.type = 'ConeBufferGeometry';
  19364. this.parameters = {
  19365. radius: radius,
  19366. height: height,
  19367. radialSegments: radialSegments,
  19368. heightSegments: heightSegments,
  19369. openEnded: openEnded,
  19370. thetaStart: thetaStart,
  19371. thetaLength: thetaLength
  19372. };
  19373. }
  19374. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19375. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19376. /**
  19377. * @author benaadams / https://twitter.com/ben_a_adams
  19378. * @author Mugen87 / https://github.com/Mugen87
  19379. * @author hughes
  19380. */
  19381. // CircleGeometry
  19382. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19383. Geometry.call( this );
  19384. this.type = 'CircleGeometry';
  19385. this.parameters = {
  19386. radius: radius,
  19387. segments: segments,
  19388. thetaStart: thetaStart,
  19389. thetaLength: thetaLength
  19390. };
  19391. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19392. this.mergeVertices();
  19393. }
  19394. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19395. CircleGeometry.prototype.constructor = CircleGeometry;
  19396. // CircleBufferGeometry
  19397. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19398. BufferGeometry.call( this );
  19399. this.type = 'CircleBufferGeometry';
  19400. this.parameters = {
  19401. radius: radius,
  19402. segments: segments,
  19403. thetaStart: thetaStart,
  19404. thetaLength: thetaLength
  19405. };
  19406. radius = radius || 1;
  19407. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19408. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19409. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19410. // buffers
  19411. var indices = [];
  19412. var vertices = [];
  19413. var normals = [];
  19414. var uvs = [];
  19415. // helper variables
  19416. var i, s;
  19417. var vertex = new Vector3();
  19418. var uv = new Vector2();
  19419. // center point
  19420. vertices.push( 0, 0, 0 );
  19421. normals.push( 0, 0, 1 );
  19422. uvs.push( 0.5, 0.5 );
  19423. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19424. var segment = thetaStart + s / segments * thetaLength;
  19425. // vertex
  19426. vertex.x = radius * Math.cos( segment );
  19427. vertex.y = radius * Math.sin( segment );
  19428. vertices.push( vertex.x, vertex.y, vertex.z );
  19429. // normal
  19430. normals.push( 0, 0, 1 );
  19431. // uvs
  19432. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19433. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19434. uvs.push( uv.x, uv.y );
  19435. }
  19436. // indices
  19437. for ( i = 1; i <= segments; i ++ ) {
  19438. indices.push( i, i + 1, 0 );
  19439. }
  19440. // build geometry
  19441. this.setIndex( indices );
  19442. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19443. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19444. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19445. }
  19446. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19447. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19448. var Geometries = /*#__PURE__*/Object.freeze({
  19449. __proto__: null,
  19450. WireframeGeometry: WireframeGeometry,
  19451. ParametricGeometry: ParametricGeometry,
  19452. ParametricBufferGeometry: ParametricBufferGeometry,
  19453. TetrahedronGeometry: TetrahedronGeometry,
  19454. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19455. OctahedronGeometry: OctahedronGeometry,
  19456. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19457. IcosahedronGeometry: IcosahedronGeometry,
  19458. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19459. DodecahedronGeometry: DodecahedronGeometry,
  19460. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19461. PolyhedronGeometry: PolyhedronGeometry,
  19462. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19463. TubeGeometry: TubeGeometry,
  19464. TubeBufferGeometry: TubeBufferGeometry,
  19465. TorusKnotGeometry: TorusKnotGeometry,
  19466. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19467. TorusGeometry: TorusGeometry,
  19468. TorusBufferGeometry: TorusBufferGeometry,
  19469. TextGeometry: TextGeometry,
  19470. TextBufferGeometry: TextBufferGeometry,
  19471. SphereGeometry: SphereGeometry,
  19472. SphereBufferGeometry: SphereBufferGeometry,
  19473. RingGeometry: RingGeometry,
  19474. RingBufferGeometry: RingBufferGeometry,
  19475. PlaneGeometry: PlaneGeometry,
  19476. PlaneBufferGeometry: PlaneBufferGeometry,
  19477. LatheGeometry: LatheGeometry,
  19478. LatheBufferGeometry: LatheBufferGeometry,
  19479. ShapeGeometry: ShapeGeometry,
  19480. ShapeBufferGeometry: ShapeBufferGeometry,
  19481. ExtrudeGeometry: ExtrudeGeometry,
  19482. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19483. EdgesGeometry: EdgesGeometry,
  19484. ConeGeometry: ConeGeometry,
  19485. ConeBufferGeometry: ConeBufferGeometry,
  19486. CylinderGeometry: CylinderGeometry,
  19487. CylinderBufferGeometry: CylinderBufferGeometry,
  19488. CircleGeometry: CircleGeometry,
  19489. CircleBufferGeometry: CircleBufferGeometry,
  19490. BoxGeometry: BoxGeometry,
  19491. BoxBufferGeometry: BoxBufferGeometry
  19492. });
  19493. /**
  19494. * @author mrdoob / http://mrdoob.com/
  19495. *
  19496. * parameters = {
  19497. * color: <THREE.Color>
  19498. * }
  19499. */
  19500. function ShadowMaterial( parameters ) {
  19501. Material.call( this );
  19502. this.type = 'ShadowMaterial';
  19503. this.color = new Color( 0x000000 );
  19504. this.transparent = true;
  19505. this.setValues( parameters );
  19506. }
  19507. ShadowMaterial.prototype = Object.create( Material.prototype );
  19508. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19509. ShadowMaterial.prototype.isShadowMaterial = true;
  19510. ShadowMaterial.prototype.copy = function ( source ) {
  19511. Material.prototype.copy.call( this, source );
  19512. this.color.copy( source.color );
  19513. return this;
  19514. };
  19515. /**
  19516. * @author mrdoob / http://mrdoob.com/
  19517. */
  19518. function RawShaderMaterial( parameters ) {
  19519. ShaderMaterial.call( this, parameters );
  19520. this.type = 'RawShaderMaterial';
  19521. }
  19522. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19523. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19524. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19525. /**
  19526. * @author WestLangley / http://github.com/WestLangley
  19527. *
  19528. * parameters = {
  19529. * color: <hex>,
  19530. * roughness: <float>,
  19531. * metalness: <float>,
  19532. * opacity: <float>,
  19533. *
  19534. * map: new THREE.Texture( <Image> ),
  19535. *
  19536. * lightMap: new THREE.Texture( <Image> ),
  19537. * lightMapIntensity: <float>
  19538. *
  19539. * aoMap: new THREE.Texture( <Image> ),
  19540. * aoMapIntensity: <float>
  19541. *
  19542. * emissive: <hex>,
  19543. * emissiveIntensity: <float>
  19544. * emissiveMap: new THREE.Texture( <Image> ),
  19545. *
  19546. * bumpMap: new THREE.Texture( <Image> ),
  19547. * bumpScale: <float>,
  19548. *
  19549. * normalMap: new THREE.Texture( <Image> ),
  19550. * normalMapType: THREE.TangentSpaceNormalMap,
  19551. * normalScale: <Vector2>,
  19552. *
  19553. * displacementMap: new THREE.Texture( <Image> ),
  19554. * displacementScale: <float>,
  19555. * displacementBias: <float>,
  19556. *
  19557. * roughnessMap: new THREE.Texture( <Image> ),
  19558. *
  19559. * metalnessMap: new THREE.Texture( <Image> ),
  19560. *
  19561. * alphaMap: new THREE.Texture( <Image> ),
  19562. *
  19563. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19564. * envMapIntensity: <float>
  19565. *
  19566. * refractionRatio: <float>,
  19567. *
  19568. * wireframe: <boolean>,
  19569. * wireframeLinewidth: <float>,
  19570. *
  19571. * skinning: <bool>,
  19572. * morphTargets: <bool>,
  19573. * morphNormals: <bool>
  19574. * }
  19575. */
  19576. function MeshStandardMaterial( parameters ) {
  19577. Material.call( this );
  19578. this.defines = { 'STANDARD': '' };
  19579. this.type = 'MeshStandardMaterial';
  19580. this.color = new Color( 0xffffff ); // diffuse
  19581. this.roughness = 1.0;
  19582. this.metalness = 0.0;
  19583. this.map = null;
  19584. this.lightMap = null;
  19585. this.lightMapIntensity = 1.0;
  19586. this.aoMap = null;
  19587. this.aoMapIntensity = 1.0;
  19588. this.emissive = new Color( 0x000000 );
  19589. this.emissiveIntensity = 1.0;
  19590. this.emissiveMap = null;
  19591. this.bumpMap = null;
  19592. this.bumpScale = 1;
  19593. this.normalMap = null;
  19594. this.normalMapType = TangentSpaceNormalMap;
  19595. this.normalScale = new Vector2( 1, 1 );
  19596. this.displacementMap = null;
  19597. this.displacementScale = 1;
  19598. this.displacementBias = 0;
  19599. this.roughnessMap = null;
  19600. this.metalnessMap = null;
  19601. this.alphaMap = null;
  19602. this.envMap = null;
  19603. this.envMapIntensity = 1.0;
  19604. this.refractionRatio = 0.98;
  19605. this.wireframe = false;
  19606. this.wireframeLinewidth = 1;
  19607. this.wireframeLinecap = 'round';
  19608. this.wireframeLinejoin = 'round';
  19609. this.skinning = false;
  19610. this.morphTargets = false;
  19611. this.morphNormals = false;
  19612. this.vertexTangents = false;
  19613. this.setValues( parameters );
  19614. }
  19615. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19616. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19617. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19618. MeshStandardMaterial.prototype.copy = function ( source ) {
  19619. Material.prototype.copy.call( this, source );
  19620. this.defines = { 'STANDARD': '' };
  19621. this.color.copy( source.color );
  19622. this.roughness = source.roughness;
  19623. this.metalness = source.metalness;
  19624. this.map = source.map;
  19625. this.lightMap = source.lightMap;
  19626. this.lightMapIntensity = source.lightMapIntensity;
  19627. this.aoMap = source.aoMap;
  19628. this.aoMapIntensity = source.aoMapIntensity;
  19629. this.emissive.copy( source.emissive );
  19630. this.emissiveMap = source.emissiveMap;
  19631. this.emissiveIntensity = source.emissiveIntensity;
  19632. this.bumpMap = source.bumpMap;
  19633. this.bumpScale = source.bumpScale;
  19634. this.normalMap = source.normalMap;
  19635. this.normalMapType = source.normalMapType;
  19636. this.normalScale.copy( source.normalScale );
  19637. this.displacementMap = source.displacementMap;
  19638. this.displacementScale = source.displacementScale;
  19639. this.displacementBias = source.displacementBias;
  19640. this.roughnessMap = source.roughnessMap;
  19641. this.metalnessMap = source.metalnessMap;
  19642. this.alphaMap = source.alphaMap;
  19643. this.envMap = source.envMap;
  19644. this.envMapIntensity = source.envMapIntensity;
  19645. this.refractionRatio = source.refractionRatio;
  19646. this.wireframe = source.wireframe;
  19647. this.wireframeLinewidth = source.wireframeLinewidth;
  19648. this.wireframeLinecap = source.wireframeLinecap;
  19649. this.wireframeLinejoin = source.wireframeLinejoin;
  19650. this.skinning = source.skinning;
  19651. this.morphTargets = source.morphTargets;
  19652. this.morphNormals = source.morphNormals;
  19653. this.vertexTangents = source.vertexTangents;
  19654. return this;
  19655. };
  19656. /**
  19657. * @author WestLangley / http://github.com/WestLangley
  19658. *
  19659. * parameters = {
  19660. * clearcoat: <float>,
  19661. * clearcoatMap: new THREE.Texture( <Image> ),
  19662. * clearcoatRoughness: <float>,
  19663. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19664. * clearcoatNormalScale: <Vector2>,
  19665. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19666. *
  19667. * reflectivity: <float>,
  19668. *
  19669. * sheen: <Color>,
  19670. *
  19671. * transparency: <float>
  19672. * }
  19673. */
  19674. function MeshPhysicalMaterial( parameters ) {
  19675. MeshStandardMaterial.call( this );
  19676. this.defines = {
  19677. 'STANDARD': '',
  19678. 'PHYSICAL': ''
  19679. };
  19680. this.type = 'MeshPhysicalMaterial';
  19681. this.clearcoat = 0.0;
  19682. this.clearcoatMap = null;
  19683. this.clearcoatRoughness = 0.0;
  19684. this.clearcoatRoughnessMap = null;
  19685. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19686. this.clearcoatNormalMap = null;
  19687. this.reflectivity = 0.5; // maps to F0 = 0.04
  19688. this.sheen = null; // null will disable sheen bsdf
  19689. this.transparency = 0.0;
  19690. this.setValues( parameters );
  19691. }
  19692. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19693. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19694. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19695. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19696. MeshStandardMaterial.prototype.copy.call( this, source );
  19697. this.defines = {
  19698. 'STANDARD': '',
  19699. 'PHYSICAL': ''
  19700. };
  19701. this.clearcoat = source.clearcoat;
  19702. this.clearcoatMap = source.clearcoatMap;
  19703. this.clearcoatRoughness = source.clearcoatRoughness;
  19704. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19705. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19706. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19707. this.reflectivity = source.reflectivity;
  19708. if ( source.sheen ) {
  19709. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19710. } else {
  19711. this.sheen = null;
  19712. }
  19713. this.transparency = source.transparency;
  19714. return this;
  19715. };
  19716. /**
  19717. * @author mrdoob / http://mrdoob.com/
  19718. * @author alteredq / http://alteredqualia.com/
  19719. *
  19720. * parameters = {
  19721. * color: <hex>,
  19722. * specular: <hex>,
  19723. * shininess: <float>,
  19724. * opacity: <float>,
  19725. *
  19726. * map: new THREE.Texture( <Image> ),
  19727. *
  19728. * lightMap: new THREE.Texture( <Image> ),
  19729. * lightMapIntensity: <float>
  19730. *
  19731. * aoMap: new THREE.Texture( <Image> ),
  19732. * aoMapIntensity: <float>
  19733. *
  19734. * emissive: <hex>,
  19735. * emissiveIntensity: <float>
  19736. * emissiveMap: new THREE.Texture( <Image> ),
  19737. *
  19738. * bumpMap: new THREE.Texture( <Image> ),
  19739. * bumpScale: <float>,
  19740. *
  19741. * normalMap: new THREE.Texture( <Image> ),
  19742. * normalMapType: THREE.TangentSpaceNormalMap,
  19743. * normalScale: <Vector2>,
  19744. *
  19745. * displacementMap: new THREE.Texture( <Image> ),
  19746. * displacementScale: <float>,
  19747. * displacementBias: <float>,
  19748. *
  19749. * specularMap: new THREE.Texture( <Image> ),
  19750. *
  19751. * alphaMap: new THREE.Texture( <Image> ),
  19752. *
  19753. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19754. * combine: THREE.MultiplyOperation,
  19755. * reflectivity: <float>,
  19756. * refractionRatio: <float>,
  19757. *
  19758. * wireframe: <boolean>,
  19759. * wireframeLinewidth: <float>,
  19760. *
  19761. * skinning: <bool>,
  19762. * morphTargets: <bool>,
  19763. * morphNormals: <bool>
  19764. * }
  19765. */
  19766. function MeshPhongMaterial( parameters ) {
  19767. Material.call( this );
  19768. this.type = 'MeshPhongMaterial';
  19769. this.color = new Color( 0xffffff ); // diffuse
  19770. this.specular = new Color( 0x111111 );
  19771. this.shininess = 30;
  19772. this.map = null;
  19773. this.lightMap = null;
  19774. this.lightMapIntensity = 1.0;
  19775. this.aoMap = null;
  19776. this.aoMapIntensity = 1.0;
  19777. this.emissive = new Color( 0x000000 );
  19778. this.emissiveIntensity = 1.0;
  19779. this.emissiveMap = null;
  19780. this.bumpMap = null;
  19781. this.bumpScale = 1;
  19782. this.normalMap = null;
  19783. this.normalMapType = TangentSpaceNormalMap;
  19784. this.normalScale = new Vector2( 1, 1 );
  19785. this.displacementMap = null;
  19786. this.displacementScale = 1;
  19787. this.displacementBias = 0;
  19788. this.specularMap = null;
  19789. this.alphaMap = null;
  19790. this.envMap = null;
  19791. this.combine = MultiplyOperation;
  19792. this.reflectivity = 1;
  19793. this.refractionRatio = 0.98;
  19794. this.wireframe = false;
  19795. this.wireframeLinewidth = 1;
  19796. this.wireframeLinecap = 'round';
  19797. this.wireframeLinejoin = 'round';
  19798. this.skinning = false;
  19799. this.morphTargets = false;
  19800. this.morphNormals = false;
  19801. this.setValues( parameters );
  19802. }
  19803. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19804. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19805. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19806. MeshPhongMaterial.prototype.copy = function ( source ) {
  19807. Material.prototype.copy.call( this, source );
  19808. this.color.copy( source.color );
  19809. this.specular.copy( source.specular );
  19810. this.shininess = source.shininess;
  19811. this.map = source.map;
  19812. this.lightMap = source.lightMap;
  19813. this.lightMapIntensity = source.lightMapIntensity;
  19814. this.aoMap = source.aoMap;
  19815. this.aoMapIntensity = source.aoMapIntensity;
  19816. this.emissive.copy( source.emissive );
  19817. this.emissiveMap = source.emissiveMap;
  19818. this.emissiveIntensity = source.emissiveIntensity;
  19819. this.bumpMap = source.bumpMap;
  19820. this.bumpScale = source.bumpScale;
  19821. this.normalMap = source.normalMap;
  19822. this.normalMapType = source.normalMapType;
  19823. this.normalScale.copy( source.normalScale );
  19824. this.displacementMap = source.displacementMap;
  19825. this.displacementScale = source.displacementScale;
  19826. this.displacementBias = source.displacementBias;
  19827. this.specularMap = source.specularMap;
  19828. this.alphaMap = source.alphaMap;
  19829. this.envMap = source.envMap;
  19830. this.combine = source.combine;
  19831. this.reflectivity = source.reflectivity;
  19832. this.refractionRatio = source.refractionRatio;
  19833. this.wireframe = source.wireframe;
  19834. this.wireframeLinewidth = source.wireframeLinewidth;
  19835. this.wireframeLinecap = source.wireframeLinecap;
  19836. this.wireframeLinejoin = source.wireframeLinejoin;
  19837. this.skinning = source.skinning;
  19838. this.morphTargets = source.morphTargets;
  19839. this.morphNormals = source.morphNormals;
  19840. return this;
  19841. };
  19842. /**
  19843. * @author takahirox / http://github.com/takahirox
  19844. *
  19845. * parameters = {
  19846. * color: <hex>,
  19847. * specular: <hex>,
  19848. * shininess: <float>,
  19849. *
  19850. * map: new THREE.Texture( <Image> ),
  19851. * gradientMap: new THREE.Texture( <Image> ),
  19852. *
  19853. * lightMap: new THREE.Texture( <Image> ),
  19854. * lightMapIntensity: <float>
  19855. *
  19856. * aoMap: new THREE.Texture( <Image> ),
  19857. * aoMapIntensity: <float>
  19858. *
  19859. * emissive: <hex>,
  19860. * emissiveIntensity: <float>
  19861. * emissiveMap: new THREE.Texture( <Image> ),
  19862. *
  19863. * bumpMap: new THREE.Texture( <Image> ),
  19864. * bumpScale: <float>,
  19865. *
  19866. * normalMap: new THREE.Texture( <Image> ),
  19867. * normalMapType: THREE.TangentSpaceNormalMap,
  19868. * normalScale: <Vector2>,
  19869. *
  19870. * displacementMap: new THREE.Texture( <Image> ),
  19871. * displacementScale: <float>,
  19872. * displacementBias: <float>,
  19873. *
  19874. * specularMap: new THREE.Texture( <Image> ),
  19875. *
  19876. * alphaMap: new THREE.Texture( <Image> ),
  19877. *
  19878. * wireframe: <boolean>,
  19879. * wireframeLinewidth: <float>,
  19880. *
  19881. * skinning: <bool>,
  19882. * morphTargets: <bool>,
  19883. * morphNormals: <bool>
  19884. * }
  19885. */
  19886. function MeshToonMaterial( parameters ) {
  19887. Material.call( this );
  19888. this.defines = { 'TOON': '' };
  19889. this.type = 'MeshToonMaterial';
  19890. this.color = new Color( 0xffffff );
  19891. this.specular = new Color( 0x111111 );
  19892. this.shininess = 30;
  19893. this.map = null;
  19894. this.gradientMap = null;
  19895. this.lightMap = null;
  19896. this.lightMapIntensity = 1.0;
  19897. this.aoMap = null;
  19898. this.aoMapIntensity = 1.0;
  19899. this.emissive = new Color( 0x000000 );
  19900. this.emissiveIntensity = 1.0;
  19901. this.emissiveMap = null;
  19902. this.bumpMap = null;
  19903. this.bumpScale = 1;
  19904. this.normalMap = null;
  19905. this.normalMapType = TangentSpaceNormalMap;
  19906. this.normalScale = new Vector2( 1, 1 );
  19907. this.displacementMap = null;
  19908. this.displacementScale = 1;
  19909. this.displacementBias = 0;
  19910. this.specularMap = null;
  19911. this.alphaMap = null;
  19912. this.wireframe = false;
  19913. this.wireframeLinewidth = 1;
  19914. this.wireframeLinecap = 'round';
  19915. this.wireframeLinejoin = 'round';
  19916. this.skinning = false;
  19917. this.morphTargets = false;
  19918. this.morphNormals = false;
  19919. this.setValues( parameters );
  19920. }
  19921. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19922. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19923. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19924. MeshToonMaterial.prototype.copy = function ( source ) {
  19925. Material.prototype.copy.call( this, source );
  19926. this.color.copy( source.color );
  19927. this.specular.copy( source.specular );
  19928. this.shininess = source.shininess;
  19929. this.map = source.map;
  19930. this.gradientMap = source.gradientMap;
  19931. this.lightMap = source.lightMap;
  19932. this.lightMapIntensity = source.lightMapIntensity;
  19933. this.aoMap = source.aoMap;
  19934. this.aoMapIntensity = source.aoMapIntensity;
  19935. this.emissive.copy( source.emissive );
  19936. this.emissiveMap = source.emissiveMap;
  19937. this.emissiveIntensity = source.emissiveIntensity;
  19938. this.bumpMap = source.bumpMap;
  19939. this.bumpScale = source.bumpScale;
  19940. this.normalMap = source.normalMap;
  19941. this.normalMapType = source.normalMapType;
  19942. this.normalScale.copy( source.normalScale );
  19943. this.displacementMap = source.displacementMap;
  19944. this.displacementScale = source.displacementScale;
  19945. this.displacementBias = source.displacementBias;
  19946. this.specularMap = source.specularMap;
  19947. this.alphaMap = source.alphaMap;
  19948. this.wireframe = source.wireframe;
  19949. this.wireframeLinewidth = source.wireframeLinewidth;
  19950. this.wireframeLinecap = source.wireframeLinecap;
  19951. this.wireframeLinejoin = source.wireframeLinejoin;
  19952. this.skinning = source.skinning;
  19953. this.morphTargets = source.morphTargets;
  19954. this.morphNormals = source.morphNormals;
  19955. return this;
  19956. };
  19957. /**
  19958. * @author mrdoob / http://mrdoob.com/
  19959. * @author WestLangley / http://github.com/WestLangley
  19960. *
  19961. * parameters = {
  19962. * opacity: <float>,
  19963. *
  19964. * bumpMap: new THREE.Texture( <Image> ),
  19965. * bumpScale: <float>,
  19966. *
  19967. * normalMap: new THREE.Texture( <Image> ),
  19968. * normalMapType: THREE.TangentSpaceNormalMap,
  19969. * normalScale: <Vector2>,
  19970. *
  19971. * displacementMap: new THREE.Texture( <Image> ),
  19972. * displacementScale: <float>,
  19973. * displacementBias: <float>,
  19974. *
  19975. * wireframe: <boolean>,
  19976. * wireframeLinewidth: <float>
  19977. *
  19978. * skinning: <bool>,
  19979. * morphTargets: <bool>,
  19980. * morphNormals: <bool>
  19981. * }
  19982. */
  19983. function MeshNormalMaterial( parameters ) {
  19984. Material.call( this );
  19985. this.type = 'MeshNormalMaterial';
  19986. this.bumpMap = null;
  19987. this.bumpScale = 1;
  19988. this.normalMap = null;
  19989. this.normalMapType = TangentSpaceNormalMap;
  19990. this.normalScale = new Vector2( 1, 1 );
  19991. this.displacementMap = null;
  19992. this.displacementScale = 1;
  19993. this.displacementBias = 0;
  19994. this.wireframe = false;
  19995. this.wireframeLinewidth = 1;
  19996. this.fog = false;
  19997. this.skinning = false;
  19998. this.morphTargets = false;
  19999. this.morphNormals = false;
  20000. this.setValues( parameters );
  20001. }
  20002. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20003. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20004. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20005. MeshNormalMaterial.prototype.copy = function ( source ) {
  20006. Material.prototype.copy.call( this, source );
  20007. this.bumpMap = source.bumpMap;
  20008. this.bumpScale = source.bumpScale;
  20009. this.normalMap = source.normalMap;
  20010. this.normalMapType = source.normalMapType;
  20011. this.normalScale.copy( source.normalScale );
  20012. this.displacementMap = source.displacementMap;
  20013. this.displacementScale = source.displacementScale;
  20014. this.displacementBias = source.displacementBias;
  20015. this.wireframe = source.wireframe;
  20016. this.wireframeLinewidth = source.wireframeLinewidth;
  20017. this.skinning = source.skinning;
  20018. this.morphTargets = source.morphTargets;
  20019. this.morphNormals = source.morphNormals;
  20020. return this;
  20021. };
  20022. /**
  20023. * @author mrdoob / http://mrdoob.com/
  20024. * @author alteredq / http://alteredqualia.com/
  20025. *
  20026. * parameters = {
  20027. * color: <hex>,
  20028. * opacity: <float>,
  20029. *
  20030. * map: new THREE.Texture( <Image> ),
  20031. *
  20032. * lightMap: new THREE.Texture( <Image> ),
  20033. * lightMapIntensity: <float>
  20034. *
  20035. * aoMap: new THREE.Texture( <Image> ),
  20036. * aoMapIntensity: <float>
  20037. *
  20038. * emissive: <hex>,
  20039. * emissiveIntensity: <float>
  20040. * emissiveMap: new THREE.Texture( <Image> ),
  20041. *
  20042. * specularMap: new THREE.Texture( <Image> ),
  20043. *
  20044. * alphaMap: new THREE.Texture( <Image> ),
  20045. *
  20046. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20047. * combine: THREE.Multiply,
  20048. * reflectivity: <float>,
  20049. * refractionRatio: <float>,
  20050. *
  20051. * wireframe: <boolean>,
  20052. * wireframeLinewidth: <float>,
  20053. *
  20054. * skinning: <bool>,
  20055. * morphTargets: <bool>,
  20056. * morphNormals: <bool>
  20057. * }
  20058. */
  20059. function MeshLambertMaterial( parameters ) {
  20060. Material.call( this );
  20061. this.type = 'MeshLambertMaterial';
  20062. this.color = new Color( 0xffffff ); // diffuse
  20063. this.map = null;
  20064. this.lightMap = null;
  20065. this.lightMapIntensity = 1.0;
  20066. this.aoMap = null;
  20067. this.aoMapIntensity = 1.0;
  20068. this.emissive = new Color( 0x000000 );
  20069. this.emissiveIntensity = 1.0;
  20070. this.emissiveMap = null;
  20071. this.specularMap = null;
  20072. this.alphaMap = null;
  20073. this.envMap = null;
  20074. this.combine = MultiplyOperation;
  20075. this.reflectivity = 1;
  20076. this.refractionRatio = 0.98;
  20077. this.wireframe = false;
  20078. this.wireframeLinewidth = 1;
  20079. this.wireframeLinecap = 'round';
  20080. this.wireframeLinejoin = 'round';
  20081. this.skinning = false;
  20082. this.morphTargets = false;
  20083. this.morphNormals = false;
  20084. this.setValues( parameters );
  20085. }
  20086. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20087. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20088. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20089. MeshLambertMaterial.prototype.copy = function ( source ) {
  20090. Material.prototype.copy.call( this, source );
  20091. this.color.copy( source.color );
  20092. this.map = source.map;
  20093. this.lightMap = source.lightMap;
  20094. this.lightMapIntensity = source.lightMapIntensity;
  20095. this.aoMap = source.aoMap;
  20096. this.aoMapIntensity = source.aoMapIntensity;
  20097. this.emissive.copy( source.emissive );
  20098. this.emissiveMap = source.emissiveMap;
  20099. this.emissiveIntensity = source.emissiveIntensity;
  20100. this.specularMap = source.specularMap;
  20101. this.alphaMap = source.alphaMap;
  20102. this.envMap = source.envMap;
  20103. this.combine = source.combine;
  20104. this.reflectivity = source.reflectivity;
  20105. this.refractionRatio = source.refractionRatio;
  20106. this.wireframe = source.wireframe;
  20107. this.wireframeLinewidth = source.wireframeLinewidth;
  20108. this.wireframeLinecap = source.wireframeLinecap;
  20109. this.wireframeLinejoin = source.wireframeLinejoin;
  20110. this.skinning = source.skinning;
  20111. this.morphTargets = source.morphTargets;
  20112. this.morphNormals = source.morphNormals;
  20113. return this;
  20114. };
  20115. /**
  20116. * @author WestLangley / http://github.com/WestLangley
  20117. *
  20118. * parameters = {
  20119. * color: <hex>,
  20120. * opacity: <float>,
  20121. *
  20122. * matcap: new THREE.Texture( <Image> ),
  20123. *
  20124. * map: new THREE.Texture( <Image> ),
  20125. *
  20126. * bumpMap: new THREE.Texture( <Image> ),
  20127. * bumpScale: <float>,
  20128. *
  20129. * normalMap: new THREE.Texture( <Image> ),
  20130. * normalMapType: THREE.TangentSpaceNormalMap,
  20131. * normalScale: <Vector2>,
  20132. *
  20133. * displacementMap: new THREE.Texture( <Image> ),
  20134. * displacementScale: <float>,
  20135. * displacementBias: <float>,
  20136. *
  20137. * alphaMap: new THREE.Texture( <Image> ),
  20138. *
  20139. * skinning: <bool>,
  20140. * morphTargets: <bool>,
  20141. * morphNormals: <bool>
  20142. * }
  20143. */
  20144. function MeshMatcapMaterial( parameters ) {
  20145. Material.call( this );
  20146. this.defines = { 'MATCAP': '' };
  20147. this.type = 'MeshMatcapMaterial';
  20148. this.color = new Color( 0xffffff ); // diffuse
  20149. this.matcap = null;
  20150. this.map = null;
  20151. this.bumpMap = null;
  20152. this.bumpScale = 1;
  20153. this.normalMap = null;
  20154. this.normalMapType = TangentSpaceNormalMap;
  20155. this.normalScale = new Vector2( 1, 1 );
  20156. this.displacementMap = null;
  20157. this.displacementScale = 1;
  20158. this.displacementBias = 0;
  20159. this.alphaMap = null;
  20160. this.skinning = false;
  20161. this.morphTargets = false;
  20162. this.morphNormals = false;
  20163. this.setValues( parameters );
  20164. }
  20165. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20166. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20167. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20168. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20169. Material.prototype.copy.call( this, source );
  20170. this.defines = { 'MATCAP': '' };
  20171. this.color.copy( source.color );
  20172. this.matcap = source.matcap;
  20173. this.map = source.map;
  20174. this.bumpMap = source.bumpMap;
  20175. this.bumpScale = source.bumpScale;
  20176. this.normalMap = source.normalMap;
  20177. this.normalMapType = source.normalMapType;
  20178. this.normalScale.copy( source.normalScale );
  20179. this.displacementMap = source.displacementMap;
  20180. this.displacementScale = source.displacementScale;
  20181. this.displacementBias = source.displacementBias;
  20182. this.alphaMap = source.alphaMap;
  20183. this.skinning = source.skinning;
  20184. this.morphTargets = source.morphTargets;
  20185. this.morphNormals = source.morphNormals;
  20186. return this;
  20187. };
  20188. /**
  20189. * @author alteredq / http://alteredqualia.com/
  20190. *
  20191. * parameters = {
  20192. * color: <hex>,
  20193. * opacity: <float>,
  20194. *
  20195. * linewidth: <float>,
  20196. *
  20197. * scale: <float>,
  20198. * dashSize: <float>,
  20199. * gapSize: <float>
  20200. * }
  20201. */
  20202. function LineDashedMaterial( parameters ) {
  20203. LineBasicMaterial.call( this );
  20204. this.type = 'LineDashedMaterial';
  20205. this.scale = 1;
  20206. this.dashSize = 3;
  20207. this.gapSize = 1;
  20208. this.setValues( parameters );
  20209. }
  20210. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20211. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20212. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20213. LineDashedMaterial.prototype.copy = function ( source ) {
  20214. LineBasicMaterial.prototype.copy.call( this, source );
  20215. this.scale = source.scale;
  20216. this.dashSize = source.dashSize;
  20217. this.gapSize = source.gapSize;
  20218. return this;
  20219. };
  20220. var Materials = /*#__PURE__*/Object.freeze({
  20221. __proto__: null,
  20222. ShadowMaterial: ShadowMaterial,
  20223. SpriteMaterial: SpriteMaterial,
  20224. RawShaderMaterial: RawShaderMaterial,
  20225. ShaderMaterial: ShaderMaterial,
  20226. PointsMaterial: PointsMaterial,
  20227. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20228. MeshStandardMaterial: MeshStandardMaterial,
  20229. MeshPhongMaterial: MeshPhongMaterial,
  20230. MeshToonMaterial: MeshToonMaterial,
  20231. MeshNormalMaterial: MeshNormalMaterial,
  20232. MeshLambertMaterial: MeshLambertMaterial,
  20233. MeshDepthMaterial: MeshDepthMaterial,
  20234. MeshDistanceMaterial: MeshDistanceMaterial,
  20235. MeshBasicMaterial: MeshBasicMaterial,
  20236. MeshMatcapMaterial: MeshMatcapMaterial,
  20237. LineDashedMaterial: LineDashedMaterial,
  20238. LineBasicMaterial: LineBasicMaterial,
  20239. Material: Material
  20240. });
  20241. /**
  20242. * @author tschw
  20243. * @author Ben Houston / http://clara.io/
  20244. * @author David Sarno / http://lighthaus.us/
  20245. */
  20246. var AnimationUtils = {
  20247. // same as Array.prototype.slice, but also works on typed arrays
  20248. arraySlice: function ( array, from, to ) {
  20249. if ( AnimationUtils.isTypedArray( array ) ) {
  20250. // in ios9 array.subarray(from, undefined) will return empty array
  20251. // but array.subarray(from) or array.subarray(from, len) is correct
  20252. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20253. }
  20254. return array.slice( from, to );
  20255. },
  20256. // converts an array to a specific type
  20257. convertArray: function ( array, type, forceClone ) {
  20258. if ( ! array || // let 'undefined' and 'null' pass
  20259. ! forceClone && array.constructor === type ) { return array; }
  20260. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20261. return new type( array ); // create typed array
  20262. }
  20263. return Array.prototype.slice.call( array ); // create Array
  20264. },
  20265. isTypedArray: function ( object ) {
  20266. return ArrayBuffer.isView( object ) &&
  20267. ! ( object instanceof DataView );
  20268. },
  20269. // returns an array by which times and values can be sorted
  20270. getKeyframeOrder: function ( times ) {
  20271. function compareTime( i, j ) {
  20272. return times[ i ] - times[ j ];
  20273. }
  20274. var n = times.length;
  20275. var result = new Array( n );
  20276. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20277. result.sort( compareTime );
  20278. return result;
  20279. },
  20280. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20281. sortedArray: function ( values, stride, order ) {
  20282. var nValues = values.length;
  20283. var result = new values.constructor( nValues );
  20284. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20285. var srcOffset = order[ i ] * stride;
  20286. for ( var j = 0; j !== stride; ++ j ) {
  20287. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20288. }
  20289. }
  20290. return result;
  20291. },
  20292. // function for parsing AOS keyframe formats
  20293. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20294. var i = 1, key = jsonKeys[ 0 ];
  20295. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20296. key = jsonKeys[ i ++ ];
  20297. }
  20298. if ( key === undefined ) { return; } // no data
  20299. var value = key[ valuePropertyName ];
  20300. if ( value === undefined ) { return; } // no data
  20301. if ( Array.isArray( value ) ) {
  20302. do {
  20303. value = key[ valuePropertyName ];
  20304. if ( value !== undefined ) {
  20305. times.push( key.time );
  20306. values.push.apply( values, value ); // push all elements
  20307. }
  20308. key = jsonKeys[ i ++ ];
  20309. } while ( key !== undefined );
  20310. } else if ( value.toArray !== undefined ) {
  20311. // ...assume THREE.Math-ish
  20312. do {
  20313. value = key[ valuePropertyName ];
  20314. if ( value !== undefined ) {
  20315. times.push( key.time );
  20316. value.toArray( values, values.length );
  20317. }
  20318. key = jsonKeys[ i ++ ];
  20319. } while ( key !== undefined );
  20320. } else {
  20321. // otherwise push as-is
  20322. do {
  20323. value = key[ valuePropertyName ];
  20324. if ( value !== undefined ) {
  20325. times.push( key.time );
  20326. values.push( value );
  20327. }
  20328. key = jsonKeys[ i ++ ];
  20329. } while ( key !== undefined );
  20330. }
  20331. },
  20332. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20333. fps = fps || 30;
  20334. var clip = sourceClip.clone();
  20335. clip.name = name;
  20336. var tracks = [];
  20337. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20338. var track = clip.tracks[ i ];
  20339. var valueSize = track.getValueSize();
  20340. var times = [];
  20341. var values = [];
  20342. for ( var j = 0; j < track.times.length; ++ j ) {
  20343. var frame = track.times[ j ] * fps;
  20344. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20345. times.push( track.times[ j ] );
  20346. for ( var k = 0; k < valueSize; ++ k ) {
  20347. values.push( track.values[ j * valueSize + k ] );
  20348. }
  20349. }
  20350. if ( times.length === 0 ) { continue; }
  20351. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20352. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20353. tracks.push( track );
  20354. }
  20355. clip.tracks = tracks;
  20356. // find minimum .times value across all tracks in the trimmed clip
  20357. var minStartTime = Infinity;
  20358. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20359. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20360. minStartTime = clip.tracks[ i ].times[ 0 ];
  20361. }
  20362. }
  20363. // shift all tracks such that clip begins at t=0
  20364. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20365. clip.tracks[ i ].shift( - 1 * minStartTime );
  20366. }
  20367. clip.resetDuration();
  20368. return clip;
  20369. }
  20370. };
  20371. /**
  20372. * Abstract base class of interpolants over parametric samples.
  20373. *
  20374. * The parameter domain is one dimensional, typically the time or a path
  20375. * along a curve defined by the data.
  20376. *
  20377. * The sample values can have any dimensionality and derived classes may
  20378. * apply special interpretations to the data.
  20379. *
  20380. * This class provides the interval seek in a Template Method, deferring
  20381. * the actual interpolation to derived classes.
  20382. *
  20383. * Time complexity is O(1) for linear access crossing at most two points
  20384. * and O(log N) for random access, where N is the number of positions.
  20385. *
  20386. * References:
  20387. *
  20388. * http://www.oodesign.com/template-method-pattern.html
  20389. *
  20390. * @author tschw
  20391. */
  20392. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20393. this.parameterPositions = parameterPositions;
  20394. this._cachedIndex = 0;
  20395. this.resultBuffer = resultBuffer !== undefined ?
  20396. resultBuffer : new sampleValues.constructor( sampleSize );
  20397. this.sampleValues = sampleValues;
  20398. this.valueSize = sampleSize;
  20399. }
  20400. Object.assign( Interpolant.prototype, {
  20401. evaluate: function ( t ) {
  20402. var pp = this.parameterPositions,
  20403. i1 = this._cachedIndex,
  20404. t1 = pp[ i1 ],
  20405. t0 = pp[ i1 - 1 ];
  20406. validate_interval: {
  20407. seek: {
  20408. var right;
  20409. linear_scan: {
  20410. //- See http://jsperf.com/comparison-to-undefined/3
  20411. //- slower code:
  20412. //-
  20413. //- if ( t >= t1 || t1 === undefined ) {
  20414. forward_scan: if ( ! ( t < t1 ) ) {
  20415. for ( var giveUpAt = i1 + 2; ; ) {
  20416. if ( t1 === undefined ) {
  20417. if ( t < t0 ) { break forward_scan; }
  20418. // after end
  20419. i1 = pp.length;
  20420. this._cachedIndex = i1;
  20421. return this.afterEnd_( i1 - 1, t, t0 );
  20422. }
  20423. if ( i1 === giveUpAt ) { break; } // this loop
  20424. t0 = t1;
  20425. t1 = pp[ ++ i1 ];
  20426. if ( t < t1 ) {
  20427. // we have arrived at the sought interval
  20428. break seek;
  20429. }
  20430. }
  20431. // prepare binary search on the right side of the index
  20432. right = pp.length;
  20433. break linear_scan;
  20434. }
  20435. //- slower code:
  20436. //- if ( t < t0 || t0 === undefined ) {
  20437. if ( ! ( t >= t0 ) ) {
  20438. // looping?
  20439. var t1global = pp[ 1 ];
  20440. if ( t < t1global ) {
  20441. i1 = 2; // + 1, using the scan for the details
  20442. t0 = t1global;
  20443. }
  20444. // linear reverse scan
  20445. for ( var giveUpAt = i1 - 2; ; ) {
  20446. if ( t0 === undefined ) {
  20447. // before start
  20448. this._cachedIndex = 0;
  20449. return this.beforeStart_( 0, t, t1 );
  20450. }
  20451. if ( i1 === giveUpAt ) { break; } // this loop
  20452. t1 = t0;
  20453. t0 = pp[ -- i1 - 1 ];
  20454. if ( t >= t0 ) {
  20455. // we have arrived at the sought interval
  20456. break seek;
  20457. }
  20458. }
  20459. // prepare binary search on the left side of the index
  20460. right = i1;
  20461. i1 = 0;
  20462. break linear_scan;
  20463. }
  20464. // the interval is valid
  20465. break validate_interval;
  20466. } // linear scan
  20467. // binary search
  20468. while ( i1 < right ) {
  20469. var mid = ( i1 + right ) >>> 1;
  20470. if ( t < pp[ mid ] ) {
  20471. right = mid;
  20472. } else {
  20473. i1 = mid + 1;
  20474. }
  20475. }
  20476. t1 = pp[ i1 ];
  20477. t0 = pp[ i1 - 1 ];
  20478. // check boundary cases, again
  20479. if ( t0 === undefined ) {
  20480. this._cachedIndex = 0;
  20481. return this.beforeStart_( 0, t, t1 );
  20482. }
  20483. if ( t1 === undefined ) {
  20484. i1 = pp.length;
  20485. this._cachedIndex = i1;
  20486. return this.afterEnd_( i1 - 1, t0, t );
  20487. }
  20488. } // seek
  20489. this._cachedIndex = i1;
  20490. this.intervalChanged_( i1, t0, t1 );
  20491. } // validate_interval
  20492. return this.interpolate_( i1, t0, t, t1 );
  20493. },
  20494. settings: null, // optional, subclass-specific settings structure
  20495. // Note: The indirection allows central control of many interpolants.
  20496. // --- Protected interface
  20497. DefaultSettings_: {},
  20498. getSettings_: function () {
  20499. return this.settings || this.DefaultSettings_;
  20500. },
  20501. copySampleValue_: function ( index ) {
  20502. // copies a sample value to the result buffer
  20503. var result = this.resultBuffer,
  20504. values = this.sampleValues,
  20505. stride = this.valueSize,
  20506. offset = index * stride;
  20507. for ( var i = 0; i !== stride; ++ i ) {
  20508. result[ i ] = values[ offset + i ];
  20509. }
  20510. return result;
  20511. },
  20512. // Template methods for derived classes:
  20513. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20514. throw new Error( 'call to abstract method' );
  20515. // implementations shall return this.resultBuffer
  20516. },
  20517. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20518. // empty
  20519. }
  20520. } );
  20521. // DECLARE ALIAS AFTER assign prototype
  20522. Object.assign( Interpolant.prototype, {
  20523. //( 0, t, t0 ), returns this.resultBuffer
  20524. beforeStart_: Interpolant.prototype.copySampleValue_,
  20525. //( N-1, tN-1, t ), returns this.resultBuffer
  20526. afterEnd_: Interpolant.prototype.copySampleValue_,
  20527. } );
  20528. /**
  20529. * Fast and simple cubic spline interpolant.
  20530. *
  20531. * It was derived from a Hermitian construction setting the first derivative
  20532. * at each sample position to the linear slope between neighboring positions
  20533. * over their parameter interval.
  20534. *
  20535. * @author tschw
  20536. */
  20537. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20538. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20539. this._weightPrev = - 0;
  20540. this._offsetPrev = - 0;
  20541. this._weightNext = - 0;
  20542. this._offsetNext = - 0;
  20543. }
  20544. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20545. constructor: CubicInterpolant,
  20546. DefaultSettings_: {
  20547. endingStart: ZeroCurvatureEnding,
  20548. endingEnd: ZeroCurvatureEnding
  20549. },
  20550. intervalChanged_: function ( i1, t0, t1 ) {
  20551. var pp = this.parameterPositions,
  20552. iPrev = i1 - 2,
  20553. iNext = i1 + 1,
  20554. tPrev = pp[ iPrev ],
  20555. tNext = pp[ iNext ];
  20556. if ( tPrev === undefined ) {
  20557. switch ( this.getSettings_().endingStart ) {
  20558. case ZeroSlopeEnding:
  20559. // f'(t0) = 0
  20560. iPrev = i1;
  20561. tPrev = 2 * t0 - t1;
  20562. break;
  20563. case WrapAroundEnding:
  20564. // use the other end of the curve
  20565. iPrev = pp.length - 2;
  20566. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20567. break;
  20568. default: // ZeroCurvatureEnding
  20569. // f''(t0) = 0 a.k.a. Natural Spline
  20570. iPrev = i1;
  20571. tPrev = t1;
  20572. }
  20573. }
  20574. if ( tNext === undefined ) {
  20575. switch ( this.getSettings_().endingEnd ) {
  20576. case ZeroSlopeEnding:
  20577. // f'(tN) = 0
  20578. iNext = i1;
  20579. tNext = 2 * t1 - t0;
  20580. break;
  20581. case WrapAroundEnding:
  20582. // use the other end of the curve
  20583. iNext = 1;
  20584. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20585. break;
  20586. default: // ZeroCurvatureEnding
  20587. // f''(tN) = 0, a.k.a. Natural Spline
  20588. iNext = i1 - 1;
  20589. tNext = t0;
  20590. }
  20591. }
  20592. var halfDt = ( t1 - t0 ) * 0.5,
  20593. stride = this.valueSize;
  20594. this._weightPrev = halfDt / ( t0 - tPrev );
  20595. this._weightNext = halfDt / ( tNext - t1 );
  20596. this._offsetPrev = iPrev * stride;
  20597. this._offsetNext = iNext * stride;
  20598. },
  20599. interpolate_: function ( i1, t0, t, t1 ) {
  20600. var result = this.resultBuffer,
  20601. values = this.sampleValues,
  20602. stride = this.valueSize,
  20603. o1 = i1 * stride, o0 = o1 - stride,
  20604. oP = this._offsetPrev, oN = this._offsetNext,
  20605. wP = this._weightPrev, wN = this._weightNext,
  20606. p = ( t - t0 ) / ( t1 - t0 ),
  20607. pp = p * p,
  20608. ppp = pp * p;
  20609. // evaluate polynomials
  20610. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20611. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20612. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20613. var sN = wN * ppp - wN * pp;
  20614. // combine data linearly
  20615. for ( var i = 0; i !== stride; ++ i ) {
  20616. result[ i ] =
  20617. sP * values[ oP + i ] +
  20618. s0 * values[ o0 + i ] +
  20619. s1 * values[ o1 + i ] +
  20620. sN * values[ oN + i ];
  20621. }
  20622. return result;
  20623. }
  20624. } );
  20625. /**
  20626. * @author tschw
  20627. */
  20628. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20629. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20630. }
  20631. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20632. constructor: LinearInterpolant,
  20633. interpolate_: function ( i1, t0, t, t1 ) {
  20634. var result = this.resultBuffer,
  20635. values = this.sampleValues,
  20636. stride = this.valueSize,
  20637. offset1 = i1 * stride,
  20638. offset0 = offset1 - stride,
  20639. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20640. weight0 = 1 - weight1;
  20641. for ( var i = 0; i !== stride; ++ i ) {
  20642. result[ i ] =
  20643. values[ offset0 + i ] * weight0 +
  20644. values[ offset1 + i ] * weight1;
  20645. }
  20646. return result;
  20647. }
  20648. } );
  20649. /**
  20650. *
  20651. * Interpolant that evaluates to the sample value at the position preceeding
  20652. * the parameter.
  20653. *
  20654. * @author tschw
  20655. */
  20656. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20657. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20658. }
  20659. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20660. constructor: DiscreteInterpolant,
  20661. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20662. return this.copySampleValue_( i1 - 1 );
  20663. }
  20664. } );
  20665. /**
  20666. *
  20667. * A timed sequence of keyframes for a specific property.
  20668. *
  20669. *
  20670. * @author Ben Houston / http://clara.io/
  20671. * @author David Sarno / http://lighthaus.us/
  20672. * @author tschw
  20673. */
  20674. function KeyframeTrack( name, times, values, interpolation ) {
  20675. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20676. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20677. this.name = name;
  20678. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20679. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20680. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20681. }
  20682. // Static methods
  20683. Object.assign( KeyframeTrack, {
  20684. // Serialization (in static context, because of constructor invocation
  20685. // and automatic invocation of .toJSON):
  20686. toJSON: function ( track ) {
  20687. var trackType = track.constructor;
  20688. var json;
  20689. // derived classes can define a static toJSON method
  20690. if ( trackType.toJSON !== undefined ) {
  20691. json = trackType.toJSON( track );
  20692. } else {
  20693. // by default, we assume the data can be serialized as-is
  20694. json = {
  20695. 'name': track.name,
  20696. 'times': AnimationUtils.convertArray( track.times, Array ),
  20697. 'values': AnimationUtils.convertArray( track.values, Array )
  20698. };
  20699. var interpolation = track.getInterpolation();
  20700. if ( interpolation !== track.DefaultInterpolation ) {
  20701. json.interpolation = interpolation;
  20702. }
  20703. }
  20704. json.type = track.ValueTypeName; // mandatory
  20705. return json;
  20706. }
  20707. } );
  20708. Object.assign( KeyframeTrack.prototype, {
  20709. constructor: KeyframeTrack,
  20710. TimeBufferType: Float32Array,
  20711. ValueBufferType: Float32Array,
  20712. DefaultInterpolation: InterpolateLinear,
  20713. InterpolantFactoryMethodDiscrete: function ( result ) {
  20714. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20715. },
  20716. InterpolantFactoryMethodLinear: function ( result ) {
  20717. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20718. },
  20719. InterpolantFactoryMethodSmooth: function ( result ) {
  20720. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20721. },
  20722. setInterpolation: function ( interpolation ) {
  20723. var factoryMethod;
  20724. switch ( interpolation ) {
  20725. case InterpolateDiscrete:
  20726. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20727. break;
  20728. case InterpolateLinear:
  20729. factoryMethod = this.InterpolantFactoryMethodLinear;
  20730. break;
  20731. case InterpolateSmooth:
  20732. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20733. break;
  20734. }
  20735. if ( factoryMethod === undefined ) {
  20736. var message = "unsupported interpolation for " +
  20737. this.ValueTypeName + " keyframe track named " + this.name;
  20738. if ( this.createInterpolant === undefined ) {
  20739. // fall back to default, unless the default itself is messed up
  20740. if ( interpolation !== this.DefaultInterpolation ) {
  20741. this.setInterpolation( this.DefaultInterpolation );
  20742. } else {
  20743. throw new Error( message ); // fatal, in this case
  20744. }
  20745. }
  20746. console.warn( 'THREE.KeyframeTrack:', message );
  20747. return this;
  20748. }
  20749. this.createInterpolant = factoryMethod;
  20750. return this;
  20751. },
  20752. getInterpolation: function () {
  20753. switch ( this.createInterpolant ) {
  20754. case this.InterpolantFactoryMethodDiscrete:
  20755. return InterpolateDiscrete;
  20756. case this.InterpolantFactoryMethodLinear:
  20757. return InterpolateLinear;
  20758. case this.InterpolantFactoryMethodSmooth:
  20759. return InterpolateSmooth;
  20760. }
  20761. },
  20762. getValueSize: function () {
  20763. return this.values.length / this.times.length;
  20764. },
  20765. // move all keyframes either forwards or backwards in time
  20766. shift: function ( timeOffset ) {
  20767. if ( timeOffset !== 0.0 ) {
  20768. var times = this.times;
  20769. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20770. times[ i ] += timeOffset;
  20771. }
  20772. }
  20773. return this;
  20774. },
  20775. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20776. scale: function ( timeScale ) {
  20777. if ( timeScale !== 1.0 ) {
  20778. var times = this.times;
  20779. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20780. times[ i ] *= timeScale;
  20781. }
  20782. }
  20783. return this;
  20784. },
  20785. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20786. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20787. trim: function ( startTime, endTime ) {
  20788. var times = this.times,
  20789. nKeys = times.length,
  20790. from = 0,
  20791. to = nKeys - 1;
  20792. while ( from !== nKeys && times[ from ] < startTime ) {
  20793. ++ from;
  20794. }
  20795. while ( to !== - 1 && times[ to ] > endTime ) {
  20796. -- to;
  20797. }
  20798. ++ to; // inclusive -> exclusive bound
  20799. if ( from !== 0 || to !== nKeys ) {
  20800. // empty tracks are forbidden, so keep at least one keyframe
  20801. if ( from >= to ) {
  20802. to = Math.max( to, 1 );
  20803. from = to - 1;
  20804. }
  20805. var stride = this.getValueSize();
  20806. this.times = AnimationUtils.arraySlice( times, from, to );
  20807. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20808. }
  20809. return this;
  20810. },
  20811. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20812. validate: function () {
  20813. var valid = true;
  20814. var valueSize = this.getValueSize();
  20815. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20816. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20817. valid = false;
  20818. }
  20819. var times = this.times,
  20820. values = this.values,
  20821. nKeys = times.length;
  20822. if ( nKeys === 0 ) {
  20823. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20824. valid = false;
  20825. }
  20826. var prevTime = null;
  20827. for ( var i = 0; i !== nKeys; i ++ ) {
  20828. var currTime = times[ i ];
  20829. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20830. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20831. valid = false;
  20832. break;
  20833. }
  20834. if ( prevTime !== null && prevTime > currTime ) {
  20835. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20836. valid = false;
  20837. break;
  20838. }
  20839. prevTime = currTime;
  20840. }
  20841. if ( values !== undefined ) {
  20842. if ( AnimationUtils.isTypedArray( values ) ) {
  20843. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20844. var value = values[ i ];
  20845. if ( isNaN( value ) ) {
  20846. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20847. valid = false;
  20848. break;
  20849. }
  20850. }
  20851. }
  20852. }
  20853. return valid;
  20854. },
  20855. // removes equivalent sequential keys as common in morph target sequences
  20856. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20857. optimize: function () {
  20858. // times or values may be shared with other tracks, so overwriting is unsafe
  20859. var times = AnimationUtils.arraySlice( this.times ),
  20860. values = AnimationUtils.arraySlice( this.values ),
  20861. stride = this.getValueSize(),
  20862. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20863. writeIndex = 1,
  20864. lastIndex = times.length - 1;
  20865. for ( var i = 1; i < lastIndex; ++ i ) {
  20866. var keep = false;
  20867. var time = times[ i ];
  20868. var timeNext = times[ i + 1 ];
  20869. // remove adjacent keyframes scheduled at the same time
  20870. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20871. if ( ! smoothInterpolation ) {
  20872. // remove unnecessary keyframes same as their neighbors
  20873. var offset = i * stride,
  20874. offsetP = offset - stride,
  20875. offsetN = offset + stride;
  20876. for ( var j = 0; j !== stride; ++ j ) {
  20877. var value = values[ offset + j ];
  20878. if ( value !== values[ offsetP + j ] ||
  20879. value !== values[ offsetN + j ] ) {
  20880. keep = true;
  20881. break;
  20882. }
  20883. }
  20884. } else {
  20885. keep = true;
  20886. }
  20887. }
  20888. // in-place compaction
  20889. if ( keep ) {
  20890. if ( i !== writeIndex ) {
  20891. times[ writeIndex ] = times[ i ];
  20892. var readOffset = i * stride,
  20893. writeOffset = writeIndex * stride;
  20894. for ( var j = 0; j !== stride; ++ j ) {
  20895. values[ writeOffset + j ] = values[ readOffset + j ];
  20896. }
  20897. }
  20898. ++ writeIndex;
  20899. }
  20900. }
  20901. // flush last keyframe (compaction looks ahead)
  20902. if ( lastIndex > 0 ) {
  20903. times[ writeIndex ] = times[ lastIndex ];
  20904. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20905. values[ writeOffset + j ] = values[ readOffset + j ];
  20906. }
  20907. ++ writeIndex;
  20908. }
  20909. if ( writeIndex !== times.length ) {
  20910. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20911. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20912. } else {
  20913. this.times = times;
  20914. this.values = values;
  20915. }
  20916. return this;
  20917. },
  20918. clone: function () {
  20919. var times = AnimationUtils.arraySlice( this.times, 0 );
  20920. var values = AnimationUtils.arraySlice( this.values, 0 );
  20921. var TypedKeyframeTrack = this.constructor;
  20922. var track = new TypedKeyframeTrack( this.name, times, values );
  20923. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20924. track.createInterpolant = this.createInterpolant;
  20925. return track;
  20926. }
  20927. } );
  20928. /**
  20929. *
  20930. * A Track of Boolean keyframe values.
  20931. *
  20932. *
  20933. * @author Ben Houston / http://clara.io/
  20934. * @author David Sarno / http://lighthaus.us/
  20935. * @author tschw
  20936. */
  20937. function BooleanKeyframeTrack( name, times, values ) {
  20938. KeyframeTrack.call( this, name, times, values );
  20939. }
  20940. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20941. constructor: BooleanKeyframeTrack,
  20942. ValueTypeName: 'bool',
  20943. ValueBufferType: Array,
  20944. DefaultInterpolation: InterpolateDiscrete,
  20945. InterpolantFactoryMethodLinear: undefined,
  20946. InterpolantFactoryMethodSmooth: undefined
  20947. // Note: Actually this track could have a optimized / compressed
  20948. // representation of a single value and a custom interpolant that
  20949. // computes "firstValue ^ isOdd( index )".
  20950. } );
  20951. /**
  20952. *
  20953. * A Track of keyframe values that represent color.
  20954. *
  20955. *
  20956. * @author Ben Houston / http://clara.io/
  20957. * @author David Sarno / http://lighthaus.us/
  20958. * @author tschw
  20959. */
  20960. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20961. KeyframeTrack.call( this, name, times, values, interpolation );
  20962. }
  20963. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20964. constructor: ColorKeyframeTrack,
  20965. ValueTypeName: 'color'
  20966. // ValueBufferType is inherited
  20967. // DefaultInterpolation is inherited
  20968. // Note: Very basic implementation and nothing special yet.
  20969. // However, this is the place for color space parameterization.
  20970. } );
  20971. /**
  20972. *
  20973. * A Track of numeric keyframe values.
  20974. *
  20975. * @author Ben Houston / http://clara.io/
  20976. * @author David Sarno / http://lighthaus.us/
  20977. * @author tschw
  20978. */
  20979. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20980. KeyframeTrack.call( this, name, times, values, interpolation );
  20981. }
  20982. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20983. constructor: NumberKeyframeTrack,
  20984. ValueTypeName: 'number'
  20985. // ValueBufferType is inherited
  20986. // DefaultInterpolation is inherited
  20987. } );
  20988. /**
  20989. * Spherical linear unit quaternion interpolant.
  20990. *
  20991. * @author tschw
  20992. */
  20993. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20994. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20995. }
  20996. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20997. constructor: QuaternionLinearInterpolant,
  20998. interpolate_: function ( i1, t0, t, t1 ) {
  20999. var result = this.resultBuffer,
  21000. values = this.sampleValues,
  21001. stride = this.valueSize,
  21002. offset = i1 * stride,
  21003. alpha = ( t - t0 ) / ( t1 - t0 );
  21004. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21005. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21006. }
  21007. return result;
  21008. }
  21009. } );
  21010. /**
  21011. *
  21012. * A Track of quaternion keyframe values.
  21013. *
  21014. * @author Ben Houston / http://clara.io/
  21015. * @author David Sarno / http://lighthaus.us/
  21016. * @author tschw
  21017. */
  21018. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21019. KeyframeTrack.call( this, name, times, values, interpolation );
  21020. }
  21021. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21022. constructor: QuaternionKeyframeTrack,
  21023. ValueTypeName: 'quaternion',
  21024. // ValueBufferType is inherited
  21025. DefaultInterpolation: InterpolateLinear,
  21026. InterpolantFactoryMethodLinear: function ( result ) {
  21027. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21028. },
  21029. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21030. } );
  21031. /**
  21032. *
  21033. * A Track that interpolates Strings
  21034. *
  21035. *
  21036. * @author Ben Houston / http://clara.io/
  21037. * @author David Sarno / http://lighthaus.us/
  21038. * @author tschw
  21039. */
  21040. function StringKeyframeTrack( name, times, values, interpolation ) {
  21041. KeyframeTrack.call( this, name, times, values, interpolation );
  21042. }
  21043. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21044. constructor: StringKeyframeTrack,
  21045. ValueTypeName: 'string',
  21046. ValueBufferType: Array,
  21047. DefaultInterpolation: InterpolateDiscrete,
  21048. InterpolantFactoryMethodLinear: undefined,
  21049. InterpolantFactoryMethodSmooth: undefined
  21050. } );
  21051. /**
  21052. *
  21053. * A Track of vectored keyframe values.
  21054. *
  21055. *
  21056. * @author Ben Houston / http://clara.io/
  21057. * @author David Sarno / http://lighthaus.us/
  21058. * @author tschw
  21059. */
  21060. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21061. KeyframeTrack.call( this, name, times, values, interpolation );
  21062. }
  21063. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21064. constructor: VectorKeyframeTrack,
  21065. ValueTypeName: 'vector'
  21066. // ValueBufferType is inherited
  21067. // DefaultInterpolation is inherited
  21068. } );
  21069. /**
  21070. *
  21071. * Reusable set of Tracks that represent an animation.
  21072. *
  21073. * @author Ben Houston / http://clara.io/
  21074. * @author David Sarno / http://lighthaus.us/
  21075. */
  21076. function AnimationClip( name, duration, tracks ) {
  21077. this.name = name;
  21078. this.tracks = tracks;
  21079. this.duration = ( duration !== undefined ) ? duration : - 1;
  21080. this.uuid = MathUtils.generateUUID();
  21081. // this means it should figure out its duration by scanning the tracks
  21082. if ( this.duration < 0 ) {
  21083. this.resetDuration();
  21084. }
  21085. }
  21086. function getTrackTypeForValueTypeName( typeName ) {
  21087. switch ( typeName.toLowerCase() ) {
  21088. case 'scalar':
  21089. case 'double':
  21090. case 'float':
  21091. case 'number':
  21092. case 'integer':
  21093. return NumberKeyframeTrack;
  21094. case 'vector':
  21095. case 'vector2':
  21096. case 'vector3':
  21097. case 'vector4':
  21098. return VectorKeyframeTrack;
  21099. case 'color':
  21100. return ColorKeyframeTrack;
  21101. case 'quaternion':
  21102. return QuaternionKeyframeTrack;
  21103. case 'bool':
  21104. case 'boolean':
  21105. return BooleanKeyframeTrack;
  21106. case 'string':
  21107. return StringKeyframeTrack;
  21108. }
  21109. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21110. }
  21111. function parseKeyframeTrack( json ) {
  21112. if ( json.type === undefined ) {
  21113. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21114. }
  21115. var trackType = getTrackTypeForValueTypeName( json.type );
  21116. if ( json.times === undefined ) {
  21117. var times = [], values = [];
  21118. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21119. json.times = times;
  21120. json.values = values;
  21121. }
  21122. // derived classes can define a static parse method
  21123. if ( trackType.parse !== undefined ) {
  21124. return trackType.parse( json );
  21125. } else {
  21126. // by default, we assume a constructor compatible with the base
  21127. return new trackType( json.name, json.times, json.values, json.interpolation );
  21128. }
  21129. }
  21130. Object.assign( AnimationClip, {
  21131. parse: function ( json ) {
  21132. var tracks = [],
  21133. jsonTracks = json.tracks,
  21134. frameTime = 1.0 / ( json.fps || 1.0 );
  21135. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21136. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21137. }
  21138. return new AnimationClip( json.name, json.duration, tracks );
  21139. },
  21140. toJSON: function ( clip ) {
  21141. var tracks = [],
  21142. clipTracks = clip.tracks;
  21143. var json = {
  21144. 'name': clip.name,
  21145. 'duration': clip.duration,
  21146. 'tracks': tracks,
  21147. 'uuid': clip.uuid
  21148. };
  21149. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21150. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21151. }
  21152. return json;
  21153. },
  21154. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21155. var numMorphTargets = morphTargetSequence.length;
  21156. var tracks = [];
  21157. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21158. var times = [];
  21159. var values = [];
  21160. times.push(
  21161. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21162. i,
  21163. ( i + 1 ) % numMorphTargets );
  21164. values.push( 0, 1, 0 );
  21165. var order = AnimationUtils.getKeyframeOrder( times );
  21166. times = AnimationUtils.sortedArray( times, 1, order );
  21167. values = AnimationUtils.sortedArray( values, 1, order );
  21168. // if there is a key at the first frame, duplicate it as the
  21169. // last frame as well for perfect loop.
  21170. if ( ! noLoop && times[ 0 ] === 0 ) {
  21171. times.push( numMorphTargets );
  21172. values.push( values[ 0 ] );
  21173. }
  21174. tracks.push(
  21175. new NumberKeyframeTrack(
  21176. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21177. times, values
  21178. ).scale( 1.0 / fps ) );
  21179. }
  21180. return new AnimationClip( name, - 1, tracks );
  21181. },
  21182. findByName: function ( objectOrClipArray, name ) {
  21183. var clipArray = objectOrClipArray;
  21184. if ( ! Array.isArray( objectOrClipArray ) ) {
  21185. var o = objectOrClipArray;
  21186. clipArray = o.geometry && o.geometry.animations || o.animations;
  21187. }
  21188. for ( var i = 0; i < clipArray.length; i ++ ) {
  21189. if ( clipArray[ i ].name === name ) {
  21190. return clipArray[ i ];
  21191. }
  21192. }
  21193. return null;
  21194. },
  21195. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21196. var animationToMorphTargets = {};
  21197. // tested with https://regex101.com/ on trick sequences
  21198. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21199. var pattern = /^([\w-]*?)([\d]+)$/;
  21200. // sort morph target names into animation groups based
  21201. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21202. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21203. var morphTarget = morphTargets[ i ];
  21204. var parts = morphTarget.name.match( pattern );
  21205. if ( parts && parts.length > 1 ) {
  21206. var name = parts[ 1 ];
  21207. var animationMorphTargets = animationToMorphTargets[ name ];
  21208. if ( ! animationMorphTargets ) {
  21209. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21210. }
  21211. animationMorphTargets.push( morphTarget );
  21212. }
  21213. }
  21214. var clips = [];
  21215. for ( var name in animationToMorphTargets ) {
  21216. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21217. }
  21218. return clips;
  21219. },
  21220. // parse the animation.hierarchy format
  21221. parseAnimation: function ( animation, bones ) {
  21222. if ( ! animation ) {
  21223. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21224. return null;
  21225. }
  21226. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21227. // only return track if there are actually keys.
  21228. if ( animationKeys.length !== 0 ) {
  21229. var times = [];
  21230. var values = [];
  21231. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21232. // empty keys are filtered out, so check again
  21233. if ( times.length !== 0 ) {
  21234. destTracks.push( new trackType( trackName, times, values ) );
  21235. }
  21236. }
  21237. };
  21238. var tracks = [];
  21239. var clipName = animation.name || 'default';
  21240. // automatic length determination in AnimationClip.
  21241. var duration = animation.length || - 1;
  21242. var fps = animation.fps || 30;
  21243. var hierarchyTracks = animation.hierarchy || [];
  21244. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21245. var animationKeys = hierarchyTracks[ h ].keys;
  21246. // skip empty tracks
  21247. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21248. // process morph targets
  21249. if ( animationKeys[ 0 ].morphTargets ) {
  21250. // figure out all morph targets used in this track
  21251. var morphTargetNames = {};
  21252. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21253. if ( animationKeys[ k ].morphTargets ) {
  21254. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21255. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21256. }
  21257. }
  21258. }
  21259. // create a track for each morph target with all zero
  21260. // morphTargetInfluences except for the keys in which
  21261. // the morphTarget is named.
  21262. for ( var morphTargetName in morphTargetNames ) {
  21263. var times = [];
  21264. var values = [];
  21265. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21266. var animationKey = animationKeys[ k ];
  21267. times.push( animationKey.time );
  21268. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21269. }
  21270. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21271. }
  21272. duration = morphTargetNames.length * ( fps || 1.0 );
  21273. } else {
  21274. // ...assume skeletal animation
  21275. var boneName = '.bones[' + bones[ h ].name + ']';
  21276. addNonemptyTrack(
  21277. VectorKeyframeTrack, boneName + '.position',
  21278. animationKeys, 'pos', tracks );
  21279. addNonemptyTrack(
  21280. QuaternionKeyframeTrack, boneName + '.quaternion',
  21281. animationKeys, 'rot', tracks );
  21282. addNonemptyTrack(
  21283. VectorKeyframeTrack, boneName + '.scale',
  21284. animationKeys, 'scl', tracks );
  21285. }
  21286. }
  21287. if ( tracks.length === 0 ) {
  21288. return null;
  21289. }
  21290. var clip = new AnimationClip( clipName, duration, tracks );
  21291. return clip;
  21292. }
  21293. } );
  21294. Object.assign( AnimationClip.prototype, {
  21295. resetDuration: function () {
  21296. var tracks = this.tracks, duration = 0;
  21297. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21298. var track = this.tracks[ i ];
  21299. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21300. }
  21301. this.duration = duration;
  21302. return this;
  21303. },
  21304. trim: function () {
  21305. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21306. this.tracks[ i ].trim( 0, this.duration );
  21307. }
  21308. return this;
  21309. },
  21310. validate: function () {
  21311. var valid = true;
  21312. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21313. valid = valid && this.tracks[ i ].validate();
  21314. }
  21315. return valid;
  21316. },
  21317. optimize: function () {
  21318. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21319. this.tracks[ i ].optimize();
  21320. }
  21321. return this;
  21322. },
  21323. clone: function () {
  21324. var tracks = [];
  21325. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21326. tracks.push( this.tracks[ i ].clone() );
  21327. }
  21328. return new AnimationClip( this.name, this.duration, tracks );
  21329. }
  21330. } );
  21331. /**
  21332. * @author mrdoob / http://mrdoob.com/
  21333. */
  21334. var Cache = {
  21335. enabled: false,
  21336. files: {},
  21337. add: function ( key, file ) {
  21338. if ( this.enabled === false ) { return; }
  21339. // console.log( 'THREE.Cache', 'Adding key:', key );
  21340. this.files[ key ] = file;
  21341. },
  21342. get: function ( key ) {
  21343. if ( this.enabled === false ) { return; }
  21344. // console.log( 'THREE.Cache', 'Checking key:', key );
  21345. return this.files[ key ];
  21346. },
  21347. remove: function ( key ) {
  21348. delete this.files[ key ];
  21349. },
  21350. clear: function () {
  21351. this.files = {};
  21352. }
  21353. };
  21354. /**
  21355. * @author mrdoob / http://mrdoob.com/
  21356. */
  21357. function LoadingManager( onLoad, onProgress, onError ) {
  21358. var scope = this;
  21359. var isLoading = false;
  21360. var itemsLoaded = 0;
  21361. var itemsTotal = 0;
  21362. var urlModifier = undefined;
  21363. var handlers = [];
  21364. // Refer to #5689 for the reason why we don't set .onStart
  21365. // in the constructor
  21366. this.onStart = undefined;
  21367. this.onLoad = onLoad;
  21368. this.onProgress = onProgress;
  21369. this.onError = onError;
  21370. this.itemStart = function ( url ) {
  21371. itemsTotal ++;
  21372. if ( isLoading === false ) {
  21373. if ( scope.onStart !== undefined ) {
  21374. scope.onStart( url, itemsLoaded, itemsTotal );
  21375. }
  21376. }
  21377. isLoading = true;
  21378. };
  21379. this.itemEnd = function ( url ) {
  21380. itemsLoaded ++;
  21381. if ( scope.onProgress !== undefined ) {
  21382. scope.onProgress( url, itemsLoaded, itemsTotal );
  21383. }
  21384. if ( itemsLoaded === itemsTotal ) {
  21385. isLoading = false;
  21386. if ( scope.onLoad !== undefined ) {
  21387. scope.onLoad();
  21388. }
  21389. }
  21390. };
  21391. this.itemError = function ( url ) {
  21392. if ( scope.onError !== undefined ) {
  21393. scope.onError( url );
  21394. }
  21395. };
  21396. this.resolveURL = function ( url ) {
  21397. if ( urlModifier ) {
  21398. return urlModifier( url );
  21399. }
  21400. return url;
  21401. };
  21402. this.setURLModifier = function ( transform ) {
  21403. urlModifier = transform;
  21404. return this;
  21405. };
  21406. this.addHandler = function ( regex, loader ) {
  21407. handlers.push( regex, loader );
  21408. return this;
  21409. };
  21410. this.removeHandler = function ( regex ) {
  21411. var index = handlers.indexOf( regex );
  21412. if ( index !== - 1 ) {
  21413. handlers.splice( index, 2 );
  21414. }
  21415. return this;
  21416. };
  21417. this.getHandler = function ( file ) {
  21418. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21419. var regex = handlers[ i ];
  21420. var loader = handlers[ i + 1 ];
  21421. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21422. if ( regex.test( file ) ) {
  21423. return loader;
  21424. }
  21425. }
  21426. return null;
  21427. };
  21428. }
  21429. var DefaultLoadingManager = new LoadingManager();
  21430. /**
  21431. * @author alteredq / http://alteredqualia.com/
  21432. */
  21433. function Loader( manager ) {
  21434. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21435. this.crossOrigin = 'anonymous';
  21436. this.path = '';
  21437. this.resourcePath = '';
  21438. }
  21439. Object.assign( Loader.prototype, {
  21440. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21441. parse: function ( /* data */ ) {},
  21442. setCrossOrigin: function ( crossOrigin ) {
  21443. this.crossOrigin = crossOrigin;
  21444. return this;
  21445. },
  21446. setPath: function ( path ) {
  21447. this.path = path;
  21448. return this;
  21449. },
  21450. setResourcePath: function ( resourcePath ) {
  21451. this.resourcePath = resourcePath;
  21452. return this;
  21453. }
  21454. } );
  21455. /**
  21456. * @author mrdoob / http://mrdoob.com/
  21457. */
  21458. var loading = {};
  21459. function FileLoader( manager ) {
  21460. Loader.call( this, manager );
  21461. }
  21462. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21463. constructor: FileLoader,
  21464. load: function ( url, onLoad, onProgress, onError ) {
  21465. if ( url === undefined ) { url = ''; }
  21466. if ( this.path !== undefined ) { url = this.path + url; }
  21467. url = this.manager.resolveURL( url );
  21468. var scope = this;
  21469. var cached = Cache.get( url );
  21470. if ( cached !== undefined ) {
  21471. scope.manager.itemStart( url );
  21472. setTimeout( function () {
  21473. if ( onLoad ) { onLoad( cached ); }
  21474. scope.manager.itemEnd( url );
  21475. }, 0 );
  21476. return cached;
  21477. }
  21478. // Check if request is duplicate
  21479. if ( loading[ url ] !== undefined ) {
  21480. loading[ url ].push( {
  21481. onLoad: onLoad,
  21482. onProgress: onProgress,
  21483. onError: onError
  21484. } );
  21485. return;
  21486. }
  21487. // Check for data: URI
  21488. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21489. var dataUriRegexResult = url.match( dataUriRegex );
  21490. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21491. if ( dataUriRegexResult ) {
  21492. var mimeType = dataUriRegexResult[ 1 ];
  21493. var isBase64 = !! dataUriRegexResult[ 2 ];
  21494. var data = dataUriRegexResult[ 3 ];
  21495. data = decodeURIComponent( data );
  21496. if ( isBase64 ) { data = atob( data ); }
  21497. try {
  21498. var response;
  21499. var responseType = ( this.responseType || '' ).toLowerCase();
  21500. switch ( responseType ) {
  21501. case 'arraybuffer':
  21502. case 'blob':
  21503. var view = new Uint8Array( data.length );
  21504. for ( var i = 0; i < data.length; i ++ ) {
  21505. view[ i ] = data.charCodeAt( i );
  21506. }
  21507. if ( responseType === 'blob' ) {
  21508. response = new Blob( [ view.buffer ], { type: mimeType } );
  21509. } else {
  21510. response = view.buffer;
  21511. }
  21512. break;
  21513. case 'document':
  21514. var parser = new DOMParser();
  21515. response = parser.parseFromString( data, mimeType );
  21516. break;
  21517. case 'json':
  21518. response = JSON.parse( data );
  21519. break;
  21520. default: // 'text' or other
  21521. response = data;
  21522. break;
  21523. }
  21524. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21525. setTimeout( function () {
  21526. if ( onLoad ) { onLoad( response ); }
  21527. scope.manager.itemEnd( url );
  21528. }, 0 );
  21529. } catch ( error ) {
  21530. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21531. setTimeout( function () {
  21532. if ( onError ) { onError( error ); }
  21533. scope.manager.itemError( url );
  21534. scope.manager.itemEnd( url );
  21535. }, 0 );
  21536. }
  21537. } else {
  21538. // Initialise array for duplicate requests
  21539. loading[ url ] = [];
  21540. loading[ url ].push( {
  21541. onLoad: onLoad,
  21542. onProgress: onProgress,
  21543. onError: onError
  21544. } );
  21545. var request = new XMLHttpRequest();
  21546. request.open( 'GET', url, true );
  21547. request.addEventListener( 'load', function ( event ) {
  21548. var response = this.response;
  21549. var callbacks = loading[ url ];
  21550. delete loading[ url ];
  21551. if ( this.status === 200 || this.status === 0 ) {
  21552. // Some browsers return HTTP Status 0 when using non-http protocol
  21553. // e.g. 'file://' or 'data://'. Handle as success.
  21554. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21555. // Add to cache only on HTTP success, so that we do not cache
  21556. // error response bodies as proper responses to requests.
  21557. Cache.add( url, response );
  21558. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21559. var callback = callbacks[ i ];
  21560. if ( callback.onLoad ) { callback.onLoad( response ); }
  21561. }
  21562. scope.manager.itemEnd( url );
  21563. } else {
  21564. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21565. var callback = callbacks[ i ];
  21566. if ( callback.onError ) { callback.onError( event ); }
  21567. }
  21568. scope.manager.itemError( url );
  21569. scope.manager.itemEnd( url );
  21570. }
  21571. }, false );
  21572. request.addEventListener( 'progress', function ( event ) {
  21573. var callbacks = loading[ url ];
  21574. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21575. var callback = callbacks[ i ];
  21576. if ( callback.onProgress ) { callback.onProgress( event ); }
  21577. }
  21578. }, false );
  21579. request.addEventListener( 'error', function ( event ) {
  21580. var callbacks = loading[ url ];
  21581. delete loading[ url ];
  21582. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21583. var callback = callbacks[ i ];
  21584. if ( callback.onError ) { callback.onError( event ); }
  21585. }
  21586. scope.manager.itemError( url );
  21587. scope.manager.itemEnd( url );
  21588. }, false );
  21589. request.addEventListener( 'abort', function ( event ) {
  21590. var callbacks = loading[ url ];
  21591. delete loading[ url ];
  21592. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21593. var callback = callbacks[ i ];
  21594. if ( callback.onError ) { callback.onError( event ); }
  21595. }
  21596. scope.manager.itemError( url );
  21597. scope.manager.itemEnd( url );
  21598. }, false );
  21599. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21600. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21601. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21602. for ( var header in this.requestHeader ) {
  21603. request.setRequestHeader( header, this.requestHeader[ header ] );
  21604. }
  21605. request.send( null );
  21606. }
  21607. scope.manager.itemStart( url );
  21608. return request;
  21609. },
  21610. setResponseType: function ( value ) {
  21611. this.responseType = value;
  21612. return this;
  21613. },
  21614. setWithCredentials: function ( value ) {
  21615. this.withCredentials = value;
  21616. return this;
  21617. },
  21618. setMimeType: function ( value ) {
  21619. this.mimeType = value;
  21620. return this;
  21621. },
  21622. setRequestHeader: function ( value ) {
  21623. this.requestHeader = value;
  21624. return this;
  21625. }
  21626. } );
  21627. /**
  21628. * @author bhouston / http://clara.io/
  21629. */
  21630. function AnimationLoader( manager ) {
  21631. Loader.call( this, manager );
  21632. }
  21633. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21634. constructor: AnimationLoader,
  21635. load: function ( url, onLoad, onProgress, onError ) {
  21636. var scope = this;
  21637. var loader = new FileLoader( scope.manager );
  21638. loader.setPath( scope.path );
  21639. loader.load( url, function ( text ) {
  21640. onLoad( scope.parse( JSON.parse( text ) ) );
  21641. }, onProgress, onError );
  21642. },
  21643. parse: function ( json ) {
  21644. var animations = [];
  21645. for ( var i = 0; i < json.length; i ++ ) {
  21646. var clip = AnimationClip.parse( json[ i ] );
  21647. animations.push( clip );
  21648. }
  21649. return animations;
  21650. }
  21651. } );
  21652. /**
  21653. * @author mrdoob / http://mrdoob.com/
  21654. *
  21655. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21656. *
  21657. * Sub classes have to implement the parse() method which will be used in load().
  21658. */
  21659. function CompressedTextureLoader( manager ) {
  21660. Loader.call( this, manager );
  21661. }
  21662. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21663. constructor: CompressedTextureLoader,
  21664. load: function ( url, onLoad, onProgress, onError ) {
  21665. var scope = this;
  21666. var images = [];
  21667. var texture = new CompressedTexture();
  21668. texture.image = images;
  21669. var loader = new FileLoader( this.manager );
  21670. loader.setPath( this.path );
  21671. loader.setResponseType( 'arraybuffer' );
  21672. function loadTexture( i ) {
  21673. loader.load( url[ i ], function ( buffer ) {
  21674. var texDatas = scope.parse( buffer, true );
  21675. images[ i ] = {
  21676. width: texDatas.width,
  21677. height: texDatas.height,
  21678. format: texDatas.format,
  21679. mipmaps: texDatas.mipmaps
  21680. };
  21681. loaded += 1;
  21682. if ( loaded === 6 ) {
  21683. if ( texDatas.mipmapCount === 1 )
  21684. { texture.minFilter = LinearFilter; }
  21685. texture.format = texDatas.format;
  21686. texture.needsUpdate = true;
  21687. if ( onLoad ) { onLoad( texture ); }
  21688. }
  21689. }, onProgress, onError );
  21690. }
  21691. if ( Array.isArray( url ) ) {
  21692. var loaded = 0;
  21693. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21694. loadTexture( i );
  21695. }
  21696. } else {
  21697. // compressed cubemap texture stored in a single DDS file
  21698. loader.load( url, function ( buffer ) {
  21699. var texDatas = scope.parse( buffer, true );
  21700. if ( texDatas.isCubemap ) {
  21701. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21702. for ( var f = 0; f < faces; f ++ ) {
  21703. images[ f ] = { mipmaps: [] };
  21704. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21705. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21706. images[ f ].format = texDatas.format;
  21707. images[ f ].width = texDatas.width;
  21708. images[ f ].height = texDatas.height;
  21709. }
  21710. }
  21711. } else {
  21712. texture.image.width = texDatas.width;
  21713. texture.image.height = texDatas.height;
  21714. texture.mipmaps = texDatas.mipmaps;
  21715. }
  21716. if ( texDatas.mipmapCount === 1 ) {
  21717. texture.minFilter = LinearFilter;
  21718. }
  21719. texture.format = texDatas.format;
  21720. texture.needsUpdate = true;
  21721. if ( onLoad ) { onLoad( texture ); }
  21722. }, onProgress, onError );
  21723. }
  21724. return texture;
  21725. }
  21726. } );
  21727. /**
  21728. * @author Nikos M. / https://github.com/foo123/
  21729. *
  21730. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21731. *
  21732. * Sub classes have to implement the parse() method which will be used in load().
  21733. */
  21734. function DataTextureLoader( manager ) {
  21735. Loader.call( this, manager );
  21736. }
  21737. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21738. constructor: DataTextureLoader,
  21739. load: function ( url, onLoad, onProgress, onError ) {
  21740. var scope = this;
  21741. var texture = new DataTexture();
  21742. var loader = new FileLoader( this.manager );
  21743. loader.setResponseType( 'arraybuffer' );
  21744. loader.setPath( this.path );
  21745. loader.load( url, function ( buffer ) {
  21746. var texData = scope.parse( buffer );
  21747. if ( ! texData ) { return; }
  21748. if ( texData.image !== undefined ) {
  21749. texture.image = texData.image;
  21750. } else if ( texData.data !== undefined ) {
  21751. texture.image.width = texData.width;
  21752. texture.image.height = texData.height;
  21753. texture.image.data = texData.data;
  21754. }
  21755. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21756. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21757. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21758. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21759. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21760. if ( texData.format !== undefined ) {
  21761. texture.format = texData.format;
  21762. }
  21763. if ( texData.type !== undefined ) {
  21764. texture.type = texData.type;
  21765. }
  21766. if ( texData.mipmaps !== undefined ) {
  21767. texture.mipmaps = texData.mipmaps;
  21768. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21769. }
  21770. if ( texData.mipmapCount === 1 ) {
  21771. texture.minFilter = LinearFilter;
  21772. }
  21773. texture.needsUpdate = true;
  21774. if ( onLoad ) { onLoad( texture, texData ); }
  21775. }, onProgress, onError );
  21776. return texture;
  21777. }
  21778. } );
  21779. /**
  21780. * @author mrdoob / http://mrdoob.com/
  21781. */
  21782. function ImageLoader( manager ) {
  21783. Loader.call( this, manager );
  21784. }
  21785. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21786. constructor: ImageLoader,
  21787. load: function ( url, onLoad, onProgress, onError ) {
  21788. if ( this.path !== undefined ) { url = this.path + url; }
  21789. url = this.manager.resolveURL( url );
  21790. var scope = this;
  21791. var cached = Cache.get( url );
  21792. if ( cached !== undefined ) {
  21793. scope.manager.itemStart( url );
  21794. setTimeout( function () {
  21795. if ( onLoad ) { onLoad( cached ); }
  21796. scope.manager.itemEnd( url );
  21797. }, 0 );
  21798. return cached;
  21799. }
  21800. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21801. function onImageLoad() {
  21802. image.removeEventListener( 'load', onImageLoad, false );
  21803. image.removeEventListener( 'error', onImageError, false );
  21804. Cache.add( url, this );
  21805. if ( onLoad ) { onLoad( this ); }
  21806. scope.manager.itemEnd( url );
  21807. }
  21808. function onImageError( event ) {
  21809. image.removeEventListener( 'load', onImageLoad, false );
  21810. image.removeEventListener( 'error', onImageError, false );
  21811. if ( onError ) { onError( event ); }
  21812. scope.manager.itemError( url );
  21813. scope.manager.itemEnd( url );
  21814. }
  21815. image.addEventListener( 'load', onImageLoad, false );
  21816. image.addEventListener( 'error', onImageError, false );
  21817. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21818. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21819. }
  21820. scope.manager.itemStart( url );
  21821. image.src = url;
  21822. return image;
  21823. }
  21824. } );
  21825. /**
  21826. * @author mrdoob / http://mrdoob.com/
  21827. */
  21828. function CubeTextureLoader( manager ) {
  21829. Loader.call( this, manager );
  21830. }
  21831. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21832. constructor: CubeTextureLoader,
  21833. load: function ( urls, onLoad, onProgress, onError ) {
  21834. var texture = new CubeTexture();
  21835. var loader = new ImageLoader( this.manager );
  21836. loader.setCrossOrigin( this.crossOrigin );
  21837. loader.setPath( this.path );
  21838. var loaded = 0;
  21839. function loadTexture( i ) {
  21840. loader.load( urls[ i ], function ( image ) {
  21841. texture.images[ i ] = image;
  21842. loaded ++;
  21843. if ( loaded === 6 ) {
  21844. texture.needsUpdate = true;
  21845. if ( onLoad ) { onLoad( texture ); }
  21846. }
  21847. }, undefined, onError );
  21848. }
  21849. for ( var i = 0; i < urls.length; ++ i ) {
  21850. loadTexture( i );
  21851. }
  21852. return texture;
  21853. }
  21854. } );
  21855. /**
  21856. * @author mrdoob / http://mrdoob.com/
  21857. */
  21858. function TextureLoader( manager ) {
  21859. Loader.call( this, manager );
  21860. }
  21861. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21862. constructor: TextureLoader,
  21863. load: function ( url, onLoad, onProgress, onError ) {
  21864. var texture = new Texture();
  21865. var loader = new ImageLoader( this.manager );
  21866. loader.setCrossOrigin( this.crossOrigin );
  21867. loader.setPath( this.path );
  21868. loader.load( url, function ( image ) {
  21869. texture.image = image;
  21870. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21871. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21872. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21873. texture.needsUpdate = true;
  21874. if ( onLoad !== undefined ) {
  21875. onLoad( texture );
  21876. }
  21877. }, onProgress, onError );
  21878. return texture;
  21879. }
  21880. } );
  21881. /**
  21882. * @author zz85 / http://www.lab4games.net/zz85/blog
  21883. * Extensible curve object
  21884. *
  21885. * Some common of curve methods:
  21886. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  21887. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  21888. * .getPoints(), .getSpacedPoints()
  21889. * .getLength()
  21890. * .updateArcLengths()
  21891. *
  21892. * This following curves inherit from THREE.Curve:
  21893. *
  21894. * -- 2D curves --
  21895. * THREE.ArcCurve
  21896. * THREE.CubicBezierCurve
  21897. * THREE.EllipseCurve
  21898. * THREE.LineCurve
  21899. * THREE.QuadraticBezierCurve
  21900. * THREE.SplineCurve
  21901. *
  21902. * -- 3D curves --
  21903. * THREE.CatmullRomCurve3
  21904. * THREE.CubicBezierCurve3
  21905. * THREE.LineCurve3
  21906. * THREE.QuadraticBezierCurve3
  21907. *
  21908. * A series of curves can be represented as a THREE.CurvePath.
  21909. *
  21910. **/
  21911. /**************************************************************
  21912. * Abstract Curve base class
  21913. **************************************************************/
  21914. function Curve() {
  21915. this.type = 'Curve';
  21916. this.arcLengthDivisions = 200;
  21917. }
  21918. Object.assign( Curve.prototype, {
  21919. // Virtual base class method to overwrite and implement in subclasses
  21920. // - t [0 .. 1]
  21921. getPoint: function ( /* t, optionalTarget */ ) {
  21922. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21923. return null;
  21924. },
  21925. // Get point at relative position in curve according to arc length
  21926. // - u [0 .. 1]
  21927. getPointAt: function ( u, optionalTarget ) {
  21928. var t = this.getUtoTmapping( u );
  21929. return this.getPoint( t, optionalTarget );
  21930. },
  21931. // Get sequence of points using getPoint( t )
  21932. getPoints: function ( divisions ) {
  21933. if ( divisions === undefined ) { divisions = 5; }
  21934. var points = [];
  21935. for ( var d = 0; d <= divisions; d ++ ) {
  21936. points.push( this.getPoint( d / divisions ) );
  21937. }
  21938. return points;
  21939. },
  21940. // Get sequence of points using getPointAt( u )
  21941. getSpacedPoints: function ( divisions ) {
  21942. if ( divisions === undefined ) { divisions = 5; }
  21943. var points = [];
  21944. for ( var d = 0; d <= divisions; d ++ ) {
  21945. points.push( this.getPointAt( d / divisions ) );
  21946. }
  21947. return points;
  21948. },
  21949. // Get total curve arc length
  21950. getLength: function () {
  21951. var lengths = this.getLengths();
  21952. return lengths[ lengths.length - 1 ];
  21953. },
  21954. // Get list of cumulative segment lengths
  21955. getLengths: function ( divisions ) {
  21956. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21957. if ( this.cacheArcLengths &&
  21958. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21959. ! this.needsUpdate ) {
  21960. return this.cacheArcLengths;
  21961. }
  21962. this.needsUpdate = false;
  21963. var cache = [];
  21964. var current, last = this.getPoint( 0 );
  21965. var p, sum = 0;
  21966. cache.push( 0 );
  21967. for ( p = 1; p <= divisions; p ++ ) {
  21968. current = this.getPoint( p / divisions );
  21969. sum += current.distanceTo( last );
  21970. cache.push( sum );
  21971. last = current;
  21972. }
  21973. this.cacheArcLengths = cache;
  21974. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21975. },
  21976. updateArcLengths: function () {
  21977. this.needsUpdate = true;
  21978. this.getLengths();
  21979. },
  21980. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21981. getUtoTmapping: function ( u, distance ) {
  21982. var arcLengths = this.getLengths();
  21983. var i = 0, il = arcLengths.length;
  21984. var targetArcLength; // The targeted u distance value to get
  21985. if ( distance ) {
  21986. targetArcLength = distance;
  21987. } else {
  21988. targetArcLength = u * arcLengths[ il - 1 ];
  21989. }
  21990. // binary search for the index with largest value smaller than target u distance
  21991. var low = 0, high = il - 1, comparison;
  21992. while ( low <= high ) {
  21993. 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
  21994. comparison = arcLengths[ i ] - targetArcLength;
  21995. if ( comparison < 0 ) {
  21996. low = i + 1;
  21997. } else if ( comparison > 0 ) {
  21998. high = i - 1;
  21999. } else {
  22000. high = i;
  22001. break;
  22002. // DONE
  22003. }
  22004. }
  22005. i = high;
  22006. if ( arcLengths[ i ] === targetArcLength ) {
  22007. return i / ( il - 1 );
  22008. }
  22009. // we could get finer grain at lengths, or use simple interpolation between two points
  22010. var lengthBefore = arcLengths[ i ];
  22011. var lengthAfter = arcLengths[ i + 1 ];
  22012. var segmentLength = lengthAfter - lengthBefore;
  22013. // determine where we are between the 'before' and 'after' points
  22014. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22015. // add that fractional amount to t
  22016. var t = ( i + segmentFraction ) / ( il - 1 );
  22017. return t;
  22018. },
  22019. // Returns a unit vector tangent at t
  22020. // In case any sub curve does not implement its tangent derivation,
  22021. // 2 points a small delta apart will be used to find its gradient
  22022. // which seems to give a reasonable approximation
  22023. getTangent: function ( t, optionalTarget ) {
  22024. var delta = 0.0001;
  22025. var t1 = t - delta;
  22026. var t2 = t + delta;
  22027. // Capping in case of danger
  22028. if ( t1 < 0 ) { t1 = 0; }
  22029. if ( t2 > 1 ) { t2 = 1; }
  22030. var pt1 = this.getPoint( t1 );
  22031. var pt2 = this.getPoint( t2 );
  22032. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22033. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22034. return tangent;
  22035. },
  22036. getTangentAt: function ( u, optionalTarget ) {
  22037. var t = this.getUtoTmapping( u );
  22038. return this.getTangent( t, optionalTarget );
  22039. },
  22040. computeFrenetFrames: function ( segments, closed ) {
  22041. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22042. var normal = new Vector3();
  22043. var tangents = [];
  22044. var normals = [];
  22045. var binormals = [];
  22046. var vec = new Vector3();
  22047. var mat = new Matrix4();
  22048. var i, u, theta;
  22049. // compute the tangent vectors for each segment on the curve
  22050. for ( i = 0; i <= segments; i ++ ) {
  22051. u = i / segments;
  22052. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22053. tangents[ i ].normalize();
  22054. }
  22055. // select an initial normal vector perpendicular to the first tangent vector,
  22056. // and in the direction of the minimum tangent xyz component
  22057. normals[ 0 ] = new Vector3();
  22058. binormals[ 0 ] = new Vector3();
  22059. var min = Number.MAX_VALUE;
  22060. var tx = Math.abs( tangents[ 0 ].x );
  22061. var ty = Math.abs( tangents[ 0 ].y );
  22062. var tz = Math.abs( tangents[ 0 ].z );
  22063. if ( tx <= min ) {
  22064. min = tx;
  22065. normal.set( 1, 0, 0 );
  22066. }
  22067. if ( ty <= min ) {
  22068. min = ty;
  22069. normal.set( 0, 1, 0 );
  22070. }
  22071. if ( tz <= min ) {
  22072. normal.set( 0, 0, 1 );
  22073. }
  22074. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22075. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22076. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22077. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22078. for ( i = 1; i <= segments; i ++ ) {
  22079. normals[ i ] = normals[ i - 1 ].clone();
  22080. binormals[ i ] = binormals[ i - 1 ].clone();
  22081. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22082. if ( vec.length() > Number.EPSILON ) {
  22083. vec.normalize();
  22084. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22085. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22086. }
  22087. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22088. }
  22089. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22090. if ( closed === true ) {
  22091. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22092. theta /= segments;
  22093. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22094. theta = - theta;
  22095. }
  22096. for ( i = 1; i <= segments; i ++ ) {
  22097. // twist a little...
  22098. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22099. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22100. }
  22101. }
  22102. return {
  22103. tangents: tangents,
  22104. normals: normals,
  22105. binormals: binormals
  22106. };
  22107. },
  22108. clone: function () {
  22109. return new this.constructor().copy( this );
  22110. },
  22111. copy: function ( source ) {
  22112. this.arcLengthDivisions = source.arcLengthDivisions;
  22113. return this;
  22114. },
  22115. toJSON: function () {
  22116. var data = {
  22117. metadata: {
  22118. version: 4.5,
  22119. type: 'Curve',
  22120. generator: 'Curve.toJSON'
  22121. }
  22122. };
  22123. data.arcLengthDivisions = this.arcLengthDivisions;
  22124. data.type = this.type;
  22125. return data;
  22126. },
  22127. fromJSON: function ( json ) {
  22128. this.arcLengthDivisions = json.arcLengthDivisions;
  22129. return this;
  22130. }
  22131. } );
  22132. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22133. Curve.call( this );
  22134. this.type = 'EllipseCurve';
  22135. this.aX = aX || 0;
  22136. this.aY = aY || 0;
  22137. this.xRadius = xRadius || 1;
  22138. this.yRadius = yRadius || 1;
  22139. this.aStartAngle = aStartAngle || 0;
  22140. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22141. this.aClockwise = aClockwise || false;
  22142. this.aRotation = aRotation || 0;
  22143. }
  22144. EllipseCurve.prototype = Object.create( Curve.prototype );
  22145. EllipseCurve.prototype.constructor = EllipseCurve;
  22146. EllipseCurve.prototype.isEllipseCurve = true;
  22147. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22148. var point = optionalTarget || new Vector2();
  22149. var twoPi = Math.PI * 2;
  22150. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22151. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22152. // ensures that deltaAngle is 0 .. 2 PI
  22153. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22154. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22155. if ( deltaAngle < Number.EPSILON ) {
  22156. if ( samePoints ) {
  22157. deltaAngle = 0;
  22158. } else {
  22159. deltaAngle = twoPi;
  22160. }
  22161. }
  22162. if ( this.aClockwise === true && ! samePoints ) {
  22163. if ( deltaAngle === twoPi ) {
  22164. deltaAngle = - twoPi;
  22165. } else {
  22166. deltaAngle = deltaAngle - twoPi;
  22167. }
  22168. }
  22169. var angle = this.aStartAngle + t * deltaAngle;
  22170. var x = this.aX + this.xRadius * Math.cos( angle );
  22171. var y = this.aY + this.yRadius * Math.sin( angle );
  22172. if ( this.aRotation !== 0 ) {
  22173. var cos = Math.cos( this.aRotation );
  22174. var sin = Math.sin( this.aRotation );
  22175. var tx = x - this.aX;
  22176. var ty = y - this.aY;
  22177. // Rotate the point about the center of the ellipse.
  22178. x = tx * cos - ty * sin + this.aX;
  22179. y = tx * sin + ty * cos + this.aY;
  22180. }
  22181. return point.set( x, y );
  22182. };
  22183. EllipseCurve.prototype.copy = function ( source ) {
  22184. Curve.prototype.copy.call( this, source );
  22185. this.aX = source.aX;
  22186. this.aY = source.aY;
  22187. this.xRadius = source.xRadius;
  22188. this.yRadius = source.yRadius;
  22189. this.aStartAngle = source.aStartAngle;
  22190. this.aEndAngle = source.aEndAngle;
  22191. this.aClockwise = source.aClockwise;
  22192. this.aRotation = source.aRotation;
  22193. return this;
  22194. };
  22195. EllipseCurve.prototype.toJSON = function () {
  22196. var data = Curve.prototype.toJSON.call( this );
  22197. data.aX = this.aX;
  22198. data.aY = this.aY;
  22199. data.xRadius = this.xRadius;
  22200. data.yRadius = this.yRadius;
  22201. data.aStartAngle = this.aStartAngle;
  22202. data.aEndAngle = this.aEndAngle;
  22203. data.aClockwise = this.aClockwise;
  22204. data.aRotation = this.aRotation;
  22205. return data;
  22206. };
  22207. EllipseCurve.prototype.fromJSON = function ( json ) {
  22208. Curve.prototype.fromJSON.call( this, json );
  22209. this.aX = json.aX;
  22210. this.aY = json.aY;
  22211. this.xRadius = json.xRadius;
  22212. this.yRadius = json.yRadius;
  22213. this.aStartAngle = json.aStartAngle;
  22214. this.aEndAngle = json.aEndAngle;
  22215. this.aClockwise = json.aClockwise;
  22216. this.aRotation = json.aRotation;
  22217. return this;
  22218. };
  22219. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22220. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22221. this.type = 'ArcCurve';
  22222. }
  22223. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22224. ArcCurve.prototype.constructor = ArcCurve;
  22225. ArcCurve.prototype.isArcCurve = true;
  22226. /**
  22227. * @author zz85 https://github.com/zz85
  22228. *
  22229. * Centripetal CatmullRom Curve - which is useful for avoiding
  22230. * cusps and self-intersections in non-uniform catmull rom curves.
  22231. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22232. *
  22233. * curve.type accepts centripetal(default), chordal and catmullrom
  22234. * curve.tension is used for catmullrom which defaults to 0.5
  22235. */
  22236. /*
  22237. Based on an optimized c++ solution in
  22238. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22239. - http://ideone.com/NoEbVM
  22240. This CubicPoly class could be used for reusing some variables and calculations,
  22241. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22242. which can be placed in CurveUtils.
  22243. */
  22244. function CubicPoly() {
  22245. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22246. /*
  22247. * Compute coefficients for a cubic polynomial
  22248. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22249. * such that
  22250. * p(0) = x0, p(1) = x1
  22251. * and
  22252. * p'(0) = t0, p'(1) = t1.
  22253. */
  22254. function init( x0, x1, t0, t1 ) {
  22255. c0 = x0;
  22256. c1 = t0;
  22257. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22258. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22259. }
  22260. return {
  22261. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22262. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22263. },
  22264. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22265. // compute tangents when parameterized in [t1,t2]
  22266. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22267. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22268. // rescale tangents for parametrization in [0,1]
  22269. t1 *= dt1;
  22270. t2 *= dt1;
  22271. init( x1, x2, t1, t2 );
  22272. },
  22273. calc: function ( t ) {
  22274. var t2 = t * t;
  22275. var t3 = t2 * t;
  22276. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22277. }
  22278. };
  22279. }
  22280. //
  22281. var tmp = new Vector3();
  22282. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22283. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22284. Curve.call( this );
  22285. this.type = 'CatmullRomCurve3';
  22286. this.points = points || [];
  22287. this.closed = closed || false;
  22288. this.curveType = curveType || 'centripetal';
  22289. this.tension = tension || 0.5;
  22290. }
  22291. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22292. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22293. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22294. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22295. var point = optionalTarget || new Vector3();
  22296. var points = this.points;
  22297. var l = points.length;
  22298. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22299. var intPoint = Math.floor( p );
  22300. var weight = p - intPoint;
  22301. if ( this.closed ) {
  22302. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22303. } else if ( weight === 0 && intPoint === l - 1 ) {
  22304. intPoint = l - 2;
  22305. weight = 1;
  22306. }
  22307. var p0, p1, p2, p3; // 4 points
  22308. if ( this.closed || intPoint > 0 ) {
  22309. p0 = points[ ( intPoint - 1 ) % l ];
  22310. } else {
  22311. // extrapolate first point
  22312. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22313. p0 = tmp;
  22314. }
  22315. p1 = points[ intPoint % l ];
  22316. p2 = points[ ( intPoint + 1 ) % l ];
  22317. if ( this.closed || intPoint + 2 < l ) {
  22318. p3 = points[ ( intPoint + 2 ) % l ];
  22319. } else {
  22320. // extrapolate last point
  22321. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22322. p3 = tmp;
  22323. }
  22324. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22325. // init Centripetal / Chordal Catmull-Rom
  22326. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22327. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22328. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22329. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22330. // safety check for repeated points
  22331. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22332. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22333. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22334. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22335. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22336. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22337. } else if ( this.curveType === 'catmullrom' ) {
  22338. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22339. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22340. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22341. }
  22342. point.set(
  22343. px.calc( weight ),
  22344. py.calc( weight ),
  22345. pz.calc( weight )
  22346. );
  22347. return point;
  22348. };
  22349. CatmullRomCurve3.prototype.copy = function ( source ) {
  22350. Curve.prototype.copy.call( this, source );
  22351. this.points = [];
  22352. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22353. var point = source.points[ i ];
  22354. this.points.push( point.clone() );
  22355. }
  22356. this.closed = source.closed;
  22357. this.curveType = source.curveType;
  22358. this.tension = source.tension;
  22359. return this;
  22360. };
  22361. CatmullRomCurve3.prototype.toJSON = function () {
  22362. var data = Curve.prototype.toJSON.call( this );
  22363. data.points = [];
  22364. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22365. var point = this.points[ i ];
  22366. data.points.push( point.toArray() );
  22367. }
  22368. data.closed = this.closed;
  22369. data.curveType = this.curveType;
  22370. data.tension = this.tension;
  22371. return data;
  22372. };
  22373. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22374. Curve.prototype.fromJSON.call( this, json );
  22375. this.points = [];
  22376. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22377. var point = json.points[ i ];
  22378. this.points.push( new Vector3().fromArray( point ) );
  22379. }
  22380. this.closed = json.closed;
  22381. this.curveType = json.curveType;
  22382. this.tension = json.tension;
  22383. return this;
  22384. };
  22385. /**
  22386. * @author zz85 / http://www.lab4games.net/zz85/blog
  22387. *
  22388. * Bezier Curves formulas obtained from
  22389. * http://en.wikipedia.org/wiki/Bézier_curve
  22390. */
  22391. function CatmullRom( t, p0, p1, p2, p3 ) {
  22392. var v0 = ( p2 - p0 ) * 0.5;
  22393. var v1 = ( p3 - p1 ) * 0.5;
  22394. var t2 = t * t;
  22395. var t3 = t * t2;
  22396. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22397. }
  22398. //
  22399. function QuadraticBezierP0( t, p ) {
  22400. var k = 1 - t;
  22401. return k * k * p;
  22402. }
  22403. function QuadraticBezierP1( t, p ) {
  22404. return 2 * ( 1 - t ) * t * p;
  22405. }
  22406. function QuadraticBezierP2( t, p ) {
  22407. return t * t * p;
  22408. }
  22409. function QuadraticBezier( t, p0, p1, p2 ) {
  22410. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22411. QuadraticBezierP2( t, p2 );
  22412. }
  22413. //
  22414. function CubicBezierP0( t, p ) {
  22415. var k = 1 - t;
  22416. return k * k * k * p;
  22417. }
  22418. function CubicBezierP1( t, p ) {
  22419. var k = 1 - t;
  22420. return 3 * k * k * t * p;
  22421. }
  22422. function CubicBezierP2( t, p ) {
  22423. return 3 * ( 1 - t ) * t * t * p;
  22424. }
  22425. function CubicBezierP3( t, p ) {
  22426. return t * t * t * p;
  22427. }
  22428. function CubicBezier( t, p0, p1, p2, p3 ) {
  22429. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22430. CubicBezierP3( t, p3 );
  22431. }
  22432. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22433. Curve.call( this );
  22434. this.type = 'CubicBezierCurve';
  22435. this.v0 = v0 || new Vector2();
  22436. this.v1 = v1 || new Vector2();
  22437. this.v2 = v2 || new Vector2();
  22438. this.v3 = v3 || new Vector2();
  22439. }
  22440. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22441. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22442. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22443. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22444. var point = optionalTarget || new Vector2();
  22445. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22446. point.set(
  22447. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22448. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22449. );
  22450. return point;
  22451. };
  22452. CubicBezierCurve.prototype.copy = function ( source ) {
  22453. Curve.prototype.copy.call( this, source );
  22454. this.v0.copy( source.v0 );
  22455. this.v1.copy( source.v1 );
  22456. this.v2.copy( source.v2 );
  22457. this.v3.copy( source.v3 );
  22458. return this;
  22459. };
  22460. CubicBezierCurve.prototype.toJSON = function () {
  22461. var data = Curve.prototype.toJSON.call( this );
  22462. data.v0 = this.v0.toArray();
  22463. data.v1 = this.v1.toArray();
  22464. data.v2 = this.v2.toArray();
  22465. data.v3 = this.v3.toArray();
  22466. return data;
  22467. };
  22468. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22469. Curve.prototype.fromJSON.call( this, json );
  22470. this.v0.fromArray( json.v0 );
  22471. this.v1.fromArray( json.v1 );
  22472. this.v2.fromArray( json.v2 );
  22473. this.v3.fromArray( json.v3 );
  22474. return this;
  22475. };
  22476. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22477. Curve.call( this );
  22478. this.type = 'CubicBezierCurve3';
  22479. this.v0 = v0 || new Vector3();
  22480. this.v1 = v1 || new Vector3();
  22481. this.v2 = v2 || new Vector3();
  22482. this.v3 = v3 || new Vector3();
  22483. }
  22484. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22485. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22486. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22487. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22488. var point = optionalTarget || new Vector3();
  22489. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22490. point.set(
  22491. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22492. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22493. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22494. );
  22495. return point;
  22496. };
  22497. CubicBezierCurve3.prototype.copy = function ( source ) {
  22498. Curve.prototype.copy.call( this, source );
  22499. this.v0.copy( source.v0 );
  22500. this.v1.copy( source.v1 );
  22501. this.v2.copy( source.v2 );
  22502. this.v3.copy( source.v3 );
  22503. return this;
  22504. };
  22505. CubicBezierCurve3.prototype.toJSON = function () {
  22506. var data = Curve.prototype.toJSON.call( this );
  22507. data.v0 = this.v0.toArray();
  22508. data.v1 = this.v1.toArray();
  22509. data.v2 = this.v2.toArray();
  22510. data.v3 = this.v3.toArray();
  22511. return data;
  22512. };
  22513. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22514. Curve.prototype.fromJSON.call( this, json );
  22515. this.v0.fromArray( json.v0 );
  22516. this.v1.fromArray( json.v1 );
  22517. this.v2.fromArray( json.v2 );
  22518. this.v3.fromArray( json.v3 );
  22519. return this;
  22520. };
  22521. function LineCurve( v1, v2 ) {
  22522. Curve.call( this );
  22523. this.type = 'LineCurve';
  22524. this.v1 = v1 || new Vector2();
  22525. this.v2 = v2 || new Vector2();
  22526. }
  22527. LineCurve.prototype = Object.create( Curve.prototype );
  22528. LineCurve.prototype.constructor = LineCurve;
  22529. LineCurve.prototype.isLineCurve = true;
  22530. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22531. var point = optionalTarget || new Vector2();
  22532. if ( t === 1 ) {
  22533. point.copy( this.v2 );
  22534. } else {
  22535. point.copy( this.v2 ).sub( this.v1 );
  22536. point.multiplyScalar( t ).add( this.v1 );
  22537. }
  22538. return point;
  22539. };
  22540. // Line curve is linear, so we can overwrite default getPointAt
  22541. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22542. return this.getPoint( u, optionalTarget );
  22543. };
  22544. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22545. var tangent = optionalTarget || new Vector2();
  22546. var tangent = tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22547. return tangent;
  22548. };
  22549. LineCurve.prototype.copy = function ( source ) {
  22550. Curve.prototype.copy.call( this, source );
  22551. this.v1.copy( source.v1 );
  22552. this.v2.copy( source.v2 );
  22553. return this;
  22554. };
  22555. LineCurve.prototype.toJSON = function () {
  22556. var data = Curve.prototype.toJSON.call( this );
  22557. data.v1 = this.v1.toArray();
  22558. data.v2 = this.v2.toArray();
  22559. return data;
  22560. };
  22561. LineCurve.prototype.fromJSON = function ( json ) {
  22562. Curve.prototype.fromJSON.call( this, json );
  22563. this.v1.fromArray( json.v1 );
  22564. this.v2.fromArray( json.v2 );
  22565. return this;
  22566. };
  22567. function LineCurve3( v1, v2 ) {
  22568. Curve.call( this );
  22569. this.type = 'LineCurve3';
  22570. this.v1 = v1 || new Vector3();
  22571. this.v2 = v2 || new Vector3();
  22572. }
  22573. LineCurve3.prototype = Object.create( Curve.prototype );
  22574. LineCurve3.prototype.constructor = LineCurve3;
  22575. LineCurve3.prototype.isLineCurve3 = true;
  22576. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22577. var point = optionalTarget || new Vector3();
  22578. if ( t === 1 ) {
  22579. point.copy( this.v2 );
  22580. } else {
  22581. point.copy( this.v2 ).sub( this.v1 );
  22582. point.multiplyScalar( t ).add( this.v1 );
  22583. }
  22584. return point;
  22585. };
  22586. // Line curve is linear, so we can overwrite default getPointAt
  22587. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22588. return this.getPoint( u, optionalTarget );
  22589. };
  22590. LineCurve3.prototype.copy = function ( source ) {
  22591. Curve.prototype.copy.call( this, source );
  22592. this.v1.copy( source.v1 );
  22593. this.v2.copy( source.v2 );
  22594. return this;
  22595. };
  22596. LineCurve3.prototype.toJSON = function () {
  22597. var data = Curve.prototype.toJSON.call( this );
  22598. data.v1 = this.v1.toArray();
  22599. data.v2 = this.v2.toArray();
  22600. return data;
  22601. };
  22602. LineCurve3.prototype.fromJSON = function ( json ) {
  22603. Curve.prototype.fromJSON.call( this, json );
  22604. this.v1.fromArray( json.v1 );
  22605. this.v2.fromArray( json.v2 );
  22606. return this;
  22607. };
  22608. function QuadraticBezierCurve( v0, v1, v2 ) {
  22609. Curve.call( this );
  22610. this.type = 'QuadraticBezierCurve';
  22611. this.v0 = v0 || new Vector2();
  22612. this.v1 = v1 || new Vector2();
  22613. this.v2 = v2 || new Vector2();
  22614. }
  22615. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22616. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22617. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22618. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22619. var point = optionalTarget || new Vector2();
  22620. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22621. point.set(
  22622. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22623. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22624. );
  22625. return point;
  22626. };
  22627. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22628. Curve.prototype.copy.call( this, source );
  22629. this.v0.copy( source.v0 );
  22630. this.v1.copy( source.v1 );
  22631. this.v2.copy( source.v2 );
  22632. return this;
  22633. };
  22634. QuadraticBezierCurve.prototype.toJSON = function () {
  22635. var data = Curve.prototype.toJSON.call( this );
  22636. data.v0 = this.v0.toArray();
  22637. data.v1 = this.v1.toArray();
  22638. data.v2 = this.v2.toArray();
  22639. return data;
  22640. };
  22641. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22642. Curve.prototype.fromJSON.call( this, json );
  22643. this.v0.fromArray( json.v0 );
  22644. this.v1.fromArray( json.v1 );
  22645. this.v2.fromArray( json.v2 );
  22646. return this;
  22647. };
  22648. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22649. Curve.call( this );
  22650. this.type = 'QuadraticBezierCurve3';
  22651. this.v0 = v0 || new Vector3();
  22652. this.v1 = v1 || new Vector3();
  22653. this.v2 = v2 || new Vector3();
  22654. }
  22655. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22656. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22657. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22658. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22659. var point = optionalTarget || new Vector3();
  22660. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22661. point.set(
  22662. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22663. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22664. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22665. );
  22666. return point;
  22667. };
  22668. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22669. Curve.prototype.copy.call( this, source );
  22670. this.v0.copy( source.v0 );
  22671. this.v1.copy( source.v1 );
  22672. this.v2.copy( source.v2 );
  22673. return this;
  22674. };
  22675. QuadraticBezierCurve3.prototype.toJSON = function () {
  22676. var data = Curve.prototype.toJSON.call( this );
  22677. data.v0 = this.v0.toArray();
  22678. data.v1 = this.v1.toArray();
  22679. data.v2 = this.v2.toArray();
  22680. return data;
  22681. };
  22682. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22683. Curve.prototype.fromJSON.call( this, json );
  22684. this.v0.fromArray( json.v0 );
  22685. this.v1.fromArray( json.v1 );
  22686. this.v2.fromArray( json.v2 );
  22687. return this;
  22688. };
  22689. function SplineCurve( points /* array of Vector2 */ ) {
  22690. Curve.call( this );
  22691. this.type = 'SplineCurve';
  22692. this.points = points || [];
  22693. }
  22694. SplineCurve.prototype = Object.create( Curve.prototype );
  22695. SplineCurve.prototype.constructor = SplineCurve;
  22696. SplineCurve.prototype.isSplineCurve = true;
  22697. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22698. var point = optionalTarget || new Vector2();
  22699. var points = this.points;
  22700. var p = ( points.length - 1 ) * t;
  22701. var intPoint = Math.floor( p );
  22702. var weight = p - intPoint;
  22703. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22704. var p1 = points[ intPoint ];
  22705. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22706. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22707. point.set(
  22708. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22709. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22710. );
  22711. return point;
  22712. };
  22713. SplineCurve.prototype.copy = function ( source ) {
  22714. Curve.prototype.copy.call( this, source );
  22715. this.points = [];
  22716. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22717. var point = source.points[ i ];
  22718. this.points.push( point.clone() );
  22719. }
  22720. return this;
  22721. };
  22722. SplineCurve.prototype.toJSON = function () {
  22723. var data = Curve.prototype.toJSON.call( this );
  22724. data.points = [];
  22725. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22726. var point = this.points[ i ];
  22727. data.points.push( point.toArray() );
  22728. }
  22729. return data;
  22730. };
  22731. SplineCurve.prototype.fromJSON = function ( json ) {
  22732. Curve.prototype.fromJSON.call( this, json );
  22733. this.points = [];
  22734. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22735. var point = json.points[ i ];
  22736. this.points.push( new Vector2().fromArray( point ) );
  22737. }
  22738. return this;
  22739. };
  22740. var Curves = /*#__PURE__*/Object.freeze({
  22741. __proto__: null,
  22742. ArcCurve: ArcCurve,
  22743. CatmullRomCurve3: CatmullRomCurve3,
  22744. CubicBezierCurve: CubicBezierCurve,
  22745. CubicBezierCurve3: CubicBezierCurve3,
  22746. EllipseCurve: EllipseCurve,
  22747. LineCurve: LineCurve,
  22748. LineCurve3: LineCurve3,
  22749. QuadraticBezierCurve: QuadraticBezierCurve,
  22750. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22751. SplineCurve: SplineCurve
  22752. });
  22753. /**
  22754. * @author zz85 / http://www.lab4games.net/zz85/blog
  22755. *
  22756. **/
  22757. /**************************************************************
  22758. * Curved Path - a curve path is simply a array of connected
  22759. * curves, but retains the api of a curve
  22760. **************************************************************/
  22761. function CurvePath() {
  22762. Curve.call( this );
  22763. this.type = 'CurvePath';
  22764. this.curves = [];
  22765. this.autoClose = false; // Automatically closes the path
  22766. }
  22767. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22768. constructor: CurvePath,
  22769. add: function ( curve ) {
  22770. this.curves.push( curve );
  22771. },
  22772. closePath: function () {
  22773. // Add a line curve if start and end of lines are not connected
  22774. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22775. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22776. if ( ! startPoint.equals( endPoint ) ) {
  22777. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22778. }
  22779. },
  22780. // To get accurate point with reference to
  22781. // entire path distance at time t,
  22782. // following has to be done:
  22783. // 1. Length of each sub path have to be known
  22784. // 2. Locate and identify type of curve
  22785. // 3. Get t for the curve
  22786. // 4. Return curve.getPointAt(t')
  22787. getPoint: function ( t ) {
  22788. var d = t * this.getLength();
  22789. var curveLengths = this.getCurveLengths();
  22790. var i = 0;
  22791. // To think about boundaries points.
  22792. while ( i < curveLengths.length ) {
  22793. if ( curveLengths[ i ] >= d ) {
  22794. var diff = curveLengths[ i ] - d;
  22795. var curve = this.curves[ i ];
  22796. var segmentLength = curve.getLength();
  22797. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22798. return curve.getPointAt( u );
  22799. }
  22800. i ++;
  22801. }
  22802. return null;
  22803. // loop where sum != 0, sum > d , sum+1 <d
  22804. },
  22805. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22806. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22807. // getPoint() depends on getLength
  22808. getLength: function () {
  22809. var lens = this.getCurveLengths();
  22810. return lens[ lens.length - 1 ];
  22811. },
  22812. // cacheLengths must be recalculated.
  22813. updateArcLengths: function () {
  22814. this.needsUpdate = true;
  22815. this.cacheLengths = null;
  22816. this.getCurveLengths();
  22817. },
  22818. // Compute lengths and cache them
  22819. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22820. getCurveLengths: function () {
  22821. // We use cache values if curves and cache array are same length
  22822. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22823. return this.cacheLengths;
  22824. }
  22825. // Get length of sub-curve
  22826. // Push sums into cached array
  22827. var lengths = [], sums = 0;
  22828. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22829. sums += this.curves[ i ].getLength();
  22830. lengths.push( sums );
  22831. }
  22832. this.cacheLengths = lengths;
  22833. return lengths;
  22834. },
  22835. getSpacedPoints: function ( divisions ) {
  22836. if ( divisions === undefined ) { divisions = 40; }
  22837. var points = [];
  22838. for ( var i = 0; i <= divisions; i ++ ) {
  22839. points.push( this.getPoint( i / divisions ) );
  22840. }
  22841. if ( this.autoClose ) {
  22842. points.push( points[ 0 ] );
  22843. }
  22844. return points;
  22845. },
  22846. getPoints: function ( divisions ) {
  22847. divisions = divisions || 12;
  22848. var points = [], last;
  22849. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22850. var curve = curves[ i ];
  22851. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22852. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22853. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22854. : divisions;
  22855. var pts = curve.getPoints( resolution );
  22856. for ( var j = 0; j < pts.length; j ++ ) {
  22857. var point = pts[ j ];
  22858. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22859. points.push( point );
  22860. last = point;
  22861. }
  22862. }
  22863. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22864. points.push( points[ 0 ] );
  22865. }
  22866. return points;
  22867. },
  22868. copy: function ( source ) {
  22869. Curve.prototype.copy.call( this, source );
  22870. this.curves = [];
  22871. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22872. var curve = source.curves[ i ];
  22873. this.curves.push( curve.clone() );
  22874. }
  22875. this.autoClose = source.autoClose;
  22876. return this;
  22877. },
  22878. toJSON: function () {
  22879. var data = Curve.prototype.toJSON.call( this );
  22880. data.autoClose = this.autoClose;
  22881. data.curves = [];
  22882. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22883. var curve = this.curves[ i ];
  22884. data.curves.push( curve.toJSON() );
  22885. }
  22886. return data;
  22887. },
  22888. fromJSON: function ( json ) {
  22889. Curve.prototype.fromJSON.call( this, json );
  22890. this.autoClose = json.autoClose;
  22891. this.curves = [];
  22892. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22893. var curve = json.curves[ i ];
  22894. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22895. }
  22896. return this;
  22897. }
  22898. } );
  22899. /**
  22900. * @author zz85 / http://www.lab4games.net/zz85/blog
  22901. * Creates free form 2d path using series of points, lines or curves.
  22902. **/
  22903. function Path( points ) {
  22904. CurvePath.call( this );
  22905. this.type = 'Path';
  22906. this.currentPoint = new Vector2();
  22907. if ( points ) {
  22908. this.setFromPoints( points );
  22909. }
  22910. }
  22911. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22912. constructor: Path,
  22913. setFromPoints: function ( points ) {
  22914. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22915. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22916. this.lineTo( points[ i ].x, points[ i ].y );
  22917. }
  22918. return this;
  22919. },
  22920. moveTo: function ( x, y ) {
  22921. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22922. return this;
  22923. },
  22924. lineTo: function ( x, y ) {
  22925. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22926. this.curves.push( curve );
  22927. this.currentPoint.set( x, y );
  22928. return this;
  22929. },
  22930. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22931. var curve = new QuadraticBezierCurve(
  22932. this.currentPoint.clone(),
  22933. new Vector2( aCPx, aCPy ),
  22934. new Vector2( aX, aY )
  22935. );
  22936. this.curves.push( curve );
  22937. this.currentPoint.set( aX, aY );
  22938. return this;
  22939. },
  22940. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22941. var curve = new CubicBezierCurve(
  22942. this.currentPoint.clone(),
  22943. new Vector2( aCP1x, aCP1y ),
  22944. new Vector2( aCP2x, aCP2y ),
  22945. new Vector2( aX, aY )
  22946. );
  22947. this.curves.push( curve );
  22948. this.currentPoint.set( aX, aY );
  22949. return this;
  22950. },
  22951. splineThru: function ( pts /*Array of Vector*/ ) {
  22952. var npts = [ this.currentPoint.clone() ].concat( pts );
  22953. var curve = new SplineCurve( npts );
  22954. this.curves.push( curve );
  22955. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22956. return this;
  22957. },
  22958. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22959. var x0 = this.currentPoint.x;
  22960. var y0 = this.currentPoint.y;
  22961. this.absarc( aX + x0, aY + y0, aRadius,
  22962. aStartAngle, aEndAngle, aClockwise );
  22963. return this;
  22964. },
  22965. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22966. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22967. return this;
  22968. },
  22969. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22970. var x0 = this.currentPoint.x;
  22971. var y0 = this.currentPoint.y;
  22972. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22973. return this;
  22974. },
  22975. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22976. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22977. if ( this.curves.length > 0 ) {
  22978. // if a previous curve is present, attempt to join
  22979. var firstPoint = curve.getPoint( 0 );
  22980. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22981. this.lineTo( firstPoint.x, firstPoint.y );
  22982. }
  22983. }
  22984. this.curves.push( curve );
  22985. var lastPoint = curve.getPoint( 1 );
  22986. this.currentPoint.copy( lastPoint );
  22987. return this;
  22988. },
  22989. copy: function ( source ) {
  22990. CurvePath.prototype.copy.call( this, source );
  22991. this.currentPoint.copy( source.currentPoint );
  22992. return this;
  22993. },
  22994. toJSON: function () {
  22995. var data = CurvePath.prototype.toJSON.call( this );
  22996. data.currentPoint = this.currentPoint.toArray();
  22997. return data;
  22998. },
  22999. fromJSON: function ( json ) {
  23000. CurvePath.prototype.fromJSON.call( this, json );
  23001. this.currentPoint.fromArray( json.currentPoint );
  23002. return this;
  23003. }
  23004. } );
  23005. /**
  23006. * @author zz85 / http://www.lab4games.net/zz85/blog
  23007. * Defines a 2d shape plane using paths.
  23008. **/
  23009. // STEP 1 Create a path.
  23010. // STEP 2 Turn path into shape.
  23011. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23012. // STEP 3a - Extract points from each shape, turn to vertices
  23013. // STEP 3b - Triangulate each shape, add faces.
  23014. function Shape( points ) {
  23015. Path.call( this, points );
  23016. this.uuid = MathUtils.generateUUID();
  23017. this.type = 'Shape';
  23018. this.holes = [];
  23019. }
  23020. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23021. constructor: Shape,
  23022. getPointsHoles: function ( divisions ) {
  23023. var holesPts = [];
  23024. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23025. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23026. }
  23027. return holesPts;
  23028. },
  23029. // get points of shape and holes (keypoints based on segments parameter)
  23030. extractPoints: function ( divisions ) {
  23031. return {
  23032. shape: this.getPoints( divisions ),
  23033. holes: this.getPointsHoles( divisions )
  23034. };
  23035. },
  23036. copy: function ( source ) {
  23037. Path.prototype.copy.call( this, source );
  23038. this.holes = [];
  23039. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23040. var hole = source.holes[ i ];
  23041. this.holes.push( hole.clone() );
  23042. }
  23043. return this;
  23044. },
  23045. toJSON: function () {
  23046. var data = Path.prototype.toJSON.call( this );
  23047. data.uuid = this.uuid;
  23048. data.holes = [];
  23049. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23050. var hole = this.holes[ i ];
  23051. data.holes.push( hole.toJSON() );
  23052. }
  23053. return data;
  23054. },
  23055. fromJSON: function ( json ) {
  23056. Path.prototype.fromJSON.call( this, json );
  23057. this.uuid = json.uuid;
  23058. this.holes = [];
  23059. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23060. var hole = json.holes[ i ];
  23061. this.holes.push( new Path().fromJSON( hole ) );
  23062. }
  23063. return this;
  23064. }
  23065. } );
  23066. /**
  23067. * @author mrdoob / http://mrdoob.com/
  23068. * @author alteredq / http://alteredqualia.com/
  23069. */
  23070. function Light( color, intensity ) {
  23071. Object3D.call( this );
  23072. this.type = 'Light';
  23073. this.color = new Color( color );
  23074. this.intensity = intensity !== undefined ? intensity : 1;
  23075. this.receiveShadow = undefined;
  23076. }
  23077. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23078. constructor: Light,
  23079. isLight: true,
  23080. copy: function ( source ) {
  23081. Object3D.prototype.copy.call( this, source );
  23082. this.color.copy( source.color );
  23083. this.intensity = source.intensity;
  23084. return this;
  23085. },
  23086. toJSON: function ( meta ) {
  23087. var data = Object3D.prototype.toJSON.call( this, meta );
  23088. data.object.color = this.color.getHex();
  23089. data.object.intensity = this.intensity;
  23090. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23091. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23092. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23093. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23094. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23095. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23096. return data;
  23097. }
  23098. } );
  23099. /**
  23100. * @author alteredq / http://alteredqualia.com/
  23101. */
  23102. function HemisphereLight( skyColor, groundColor, intensity ) {
  23103. Light.call( this, skyColor, intensity );
  23104. this.type = 'HemisphereLight';
  23105. this.castShadow = undefined;
  23106. this.position.copy( Object3D.DefaultUp );
  23107. this.updateMatrix();
  23108. this.groundColor = new Color( groundColor );
  23109. }
  23110. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23111. constructor: HemisphereLight,
  23112. isHemisphereLight: true,
  23113. copy: function ( source ) {
  23114. Light.prototype.copy.call( this, source );
  23115. this.groundColor.copy( source.groundColor );
  23116. return this;
  23117. }
  23118. } );
  23119. /**
  23120. * @author mrdoob / http://mrdoob.com/
  23121. */
  23122. function LightShadow( camera ) {
  23123. this.camera = camera;
  23124. this.bias = 0;
  23125. this.radius = 1;
  23126. this.mapSize = new Vector2( 512, 512 );
  23127. this.map = null;
  23128. this.mapPass = null;
  23129. this.matrix = new Matrix4();
  23130. this._frustum = new Frustum();
  23131. this._frameExtents = new Vector2( 1, 1 );
  23132. this._viewportCount = 1;
  23133. this._viewports = [
  23134. new Vector4( 0, 0, 1, 1 )
  23135. ];
  23136. }
  23137. Object.assign( LightShadow.prototype, {
  23138. _projScreenMatrix: new Matrix4(),
  23139. _lightPositionWorld: new Vector3(),
  23140. _lookTarget: new Vector3(),
  23141. getViewportCount: function () {
  23142. return this._viewportCount;
  23143. },
  23144. getFrustum: function () {
  23145. return this._frustum;
  23146. },
  23147. updateMatrices: function ( light ) {
  23148. var shadowCamera = this.camera,
  23149. shadowMatrix = this.matrix,
  23150. projScreenMatrix = this._projScreenMatrix,
  23151. lookTarget = this._lookTarget,
  23152. lightPositionWorld = this._lightPositionWorld;
  23153. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23154. shadowCamera.position.copy( lightPositionWorld );
  23155. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23156. shadowCamera.lookAt( lookTarget );
  23157. shadowCamera.updateMatrixWorld();
  23158. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23159. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23160. shadowMatrix.set(
  23161. 0.5, 0.0, 0.0, 0.5,
  23162. 0.0, 0.5, 0.0, 0.5,
  23163. 0.0, 0.0, 0.5, 0.5,
  23164. 0.0, 0.0, 0.0, 1.0
  23165. );
  23166. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23167. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23168. },
  23169. getViewport: function ( viewportIndex ) {
  23170. return this._viewports[ viewportIndex ];
  23171. },
  23172. getFrameExtents: function () {
  23173. return this._frameExtents;
  23174. },
  23175. copy: function ( source ) {
  23176. this.camera = source.camera.clone();
  23177. this.bias = source.bias;
  23178. this.radius = source.radius;
  23179. this.mapSize.copy( source.mapSize );
  23180. return this;
  23181. },
  23182. clone: function () {
  23183. return new this.constructor().copy( this );
  23184. },
  23185. toJSON: function () {
  23186. var object = {};
  23187. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23188. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23189. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23190. object.camera = this.camera.toJSON( false ).object;
  23191. delete object.camera.matrix;
  23192. return object;
  23193. }
  23194. } );
  23195. /**
  23196. * @author mrdoob / http://mrdoob.com/
  23197. */
  23198. function SpotLightShadow() {
  23199. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23200. }
  23201. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23202. constructor: SpotLightShadow,
  23203. isSpotLightShadow: true,
  23204. updateMatrices: function ( light ) {
  23205. var camera = this.camera;
  23206. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23207. var aspect = this.mapSize.width / this.mapSize.height;
  23208. var far = light.distance || camera.far;
  23209. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23210. camera.fov = fov;
  23211. camera.aspect = aspect;
  23212. camera.far = far;
  23213. camera.updateProjectionMatrix();
  23214. }
  23215. LightShadow.prototype.updateMatrices.call( this, light );
  23216. }
  23217. } );
  23218. /**
  23219. * @author alteredq / http://alteredqualia.com/
  23220. */
  23221. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23222. Light.call( this, color, intensity );
  23223. this.type = 'SpotLight';
  23224. this.position.copy( Object3D.DefaultUp );
  23225. this.updateMatrix();
  23226. this.target = new Object3D();
  23227. Object.defineProperty( this, 'power', {
  23228. get: function () {
  23229. // intensity = power per solid angle.
  23230. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23231. return this.intensity * Math.PI;
  23232. },
  23233. set: function ( power ) {
  23234. // intensity = power per solid angle.
  23235. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23236. this.intensity = power / Math.PI;
  23237. }
  23238. } );
  23239. this.distance = ( distance !== undefined ) ? distance : 0;
  23240. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23241. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23242. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23243. this.shadow = new SpotLightShadow();
  23244. }
  23245. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23246. constructor: SpotLight,
  23247. isSpotLight: true,
  23248. copy: function ( source ) {
  23249. Light.prototype.copy.call( this, source );
  23250. this.distance = source.distance;
  23251. this.angle = source.angle;
  23252. this.penumbra = source.penumbra;
  23253. this.decay = source.decay;
  23254. this.target = source.target.clone();
  23255. this.shadow = source.shadow.clone();
  23256. return this;
  23257. }
  23258. } );
  23259. function PointLightShadow() {
  23260. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23261. this._frameExtents = new Vector2( 4, 2 );
  23262. this._viewportCount = 6;
  23263. this._viewports = [
  23264. // These viewports map a cube-map onto a 2D texture with the
  23265. // following orientation:
  23266. //
  23267. // xzXZ
  23268. // y Y
  23269. //
  23270. // X - Positive x direction
  23271. // x - Negative x direction
  23272. // Y - Positive y direction
  23273. // y - Negative y direction
  23274. // Z - Positive z direction
  23275. // z - Negative z direction
  23276. // positive X
  23277. new Vector4( 2, 1, 1, 1 ),
  23278. // negative X
  23279. new Vector4( 0, 1, 1, 1 ),
  23280. // positive Z
  23281. new Vector4( 3, 1, 1, 1 ),
  23282. // negative Z
  23283. new Vector4( 1, 1, 1, 1 ),
  23284. // positive Y
  23285. new Vector4( 3, 0, 1, 1 ),
  23286. // negative Y
  23287. new Vector4( 1, 0, 1, 1 )
  23288. ];
  23289. this._cubeDirections = [
  23290. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23291. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23292. ];
  23293. this._cubeUps = [
  23294. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23295. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23296. ];
  23297. }
  23298. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23299. constructor: PointLightShadow,
  23300. isPointLightShadow: true,
  23301. updateMatrices: function ( light, viewportIndex ) {
  23302. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23303. var camera = this.camera,
  23304. shadowMatrix = this.matrix,
  23305. lightPositionWorld = this._lightPositionWorld,
  23306. lookTarget = this._lookTarget,
  23307. projScreenMatrix = this._projScreenMatrix;
  23308. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23309. camera.position.copy( lightPositionWorld );
  23310. lookTarget.copy( camera.position );
  23311. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23312. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23313. camera.lookAt( lookTarget );
  23314. camera.updateMatrixWorld();
  23315. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23316. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23317. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23318. }
  23319. } );
  23320. /**
  23321. * @author mrdoob / http://mrdoob.com/
  23322. */
  23323. function PointLight( color, intensity, distance, decay ) {
  23324. Light.call( this, color, intensity );
  23325. this.type = 'PointLight';
  23326. Object.defineProperty( this, 'power', {
  23327. get: function () {
  23328. // intensity = power per solid angle.
  23329. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23330. return this.intensity * 4 * Math.PI;
  23331. },
  23332. set: function ( power ) {
  23333. // intensity = power per solid angle.
  23334. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23335. this.intensity = power / ( 4 * Math.PI );
  23336. }
  23337. } );
  23338. this.distance = ( distance !== undefined ) ? distance : 0;
  23339. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23340. this.shadow = new PointLightShadow();
  23341. }
  23342. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23343. constructor: PointLight,
  23344. isPointLight: true,
  23345. copy: function ( source ) {
  23346. Light.prototype.copy.call( this, source );
  23347. this.distance = source.distance;
  23348. this.decay = source.decay;
  23349. this.shadow = source.shadow.clone();
  23350. return this;
  23351. }
  23352. } );
  23353. /**
  23354. * @author alteredq / http://alteredqualia.com/
  23355. * @author arose / http://github.com/arose
  23356. */
  23357. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23358. Camera.call( this );
  23359. this.type = 'OrthographicCamera';
  23360. this.zoom = 1;
  23361. this.view = null;
  23362. this.left = ( left !== undefined ) ? left : - 1;
  23363. this.right = ( right !== undefined ) ? right : 1;
  23364. this.top = ( top !== undefined ) ? top : 1;
  23365. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23366. this.near = ( near !== undefined ) ? near : 0.1;
  23367. this.far = ( far !== undefined ) ? far : 2000;
  23368. this.updateProjectionMatrix();
  23369. }
  23370. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23371. constructor: OrthographicCamera,
  23372. isOrthographicCamera: true,
  23373. copy: function ( source, recursive ) {
  23374. Camera.prototype.copy.call( this, source, recursive );
  23375. this.left = source.left;
  23376. this.right = source.right;
  23377. this.top = source.top;
  23378. this.bottom = source.bottom;
  23379. this.near = source.near;
  23380. this.far = source.far;
  23381. this.zoom = source.zoom;
  23382. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23383. return this;
  23384. },
  23385. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23386. if ( this.view === null ) {
  23387. this.view = {
  23388. enabled: true,
  23389. fullWidth: 1,
  23390. fullHeight: 1,
  23391. offsetX: 0,
  23392. offsetY: 0,
  23393. width: 1,
  23394. height: 1
  23395. };
  23396. }
  23397. this.view.enabled = true;
  23398. this.view.fullWidth = fullWidth;
  23399. this.view.fullHeight = fullHeight;
  23400. this.view.offsetX = x;
  23401. this.view.offsetY = y;
  23402. this.view.width = width;
  23403. this.view.height = height;
  23404. this.updateProjectionMatrix();
  23405. },
  23406. clearViewOffset: function () {
  23407. if ( this.view !== null ) {
  23408. this.view.enabled = false;
  23409. }
  23410. this.updateProjectionMatrix();
  23411. },
  23412. updateProjectionMatrix: function () {
  23413. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23414. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23415. var cx = ( this.right + this.left ) / 2;
  23416. var cy = ( this.top + this.bottom ) / 2;
  23417. var left = cx - dx;
  23418. var right = cx + dx;
  23419. var top = cy + dy;
  23420. var bottom = cy - dy;
  23421. if ( this.view !== null && this.view.enabled ) {
  23422. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23423. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23424. left += scaleW * this.view.offsetX;
  23425. right = left + scaleW * this.view.width;
  23426. top -= scaleH * this.view.offsetY;
  23427. bottom = top - scaleH * this.view.height;
  23428. }
  23429. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23430. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23431. },
  23432. toJSON: function ( meta ) {
  23433. var data = Object3D.prototype.toJSON.call( this, meta );
  23434. data.object.zoom = this.zoom;
  23435. data.object.left = this.left;
  23436. data.object.right = this.right;
  23437. data.object.top = this.top;
  23438. data.object.bottom = this.bottom;
  23439. data.object.near = this.near;
  23440. data.object.far = this.far;
  23441. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23442. return data;
  23443. }
  23444. } );
  23445. /**
  23446. * @author mrdoob / http://mrdoob.com/
  23447. */
  23448. function DirectionalLightShadow() {
  23449. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23450. }
  23451. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23452. constructor: DirectionalLightShadow,
  23453. isDirectionalLightShadow: true,
  23454. updateMatrices: function ( light ) {
  23455. LightShadow.prototype.updateMatrices.call( this, light );
  23456. }
  23457. } );
  23458. /**
  23459. * @author mrdoob / http://mrdoob.com/
  23460. * @author alteredq / http://alteredqualia.com/
  23461. */
  23462. function DirectionalLight( color, intensity ) {
  23463. Light.call( this, color, intensity );
  23464. this.type = 'DirectionalLight';
  23465. this.position.copy( Object3D.DefaultUp );
  23466. this.updateMatrix();
  23467. this.target = new Object3D();
  23468. this.shadow = new DirectionalLightShadow();
  23469. }
  23470. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23471. constructor: DirectionalLight,
  23472. isDirectionalLight: true,
  23473. copy: function ( source ) {
  23474. Light.prototype.copy.call( this, source );
  23475. this.target = source.target.clone();
  23476. this.shadow = source.shadow.clone();
  23477. return this;
  23478. }
  23479. } );
  23480. /**
  23481. * @author mrdoob / http://mrdoob.com/
  23482. */
  23483. function AmbientLight( color, intensity ) {
  23484. Light.call( this, color, intensity );
  23485. this.type = 'AmbientLight';
  23486. this.castShadow = undefined;
  23487. }
  23488. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23489. constructor: AmbientLight,
  23490. isAmbientLight: true
  23491. } );
  23492. /**
  23493. * @author abelnation / http://github.com/abelnation
  23494. */
  23495. function RectAreaLight( color, intensity, width, height ) {
  23496. Light.call( this, color, intensity );
  23497. this.type = 'RectAreaLight';
  23498. this.width = ( width !== undefined ) ? width : 10;
  23499. this.height = ( height !== undefined ) ? height : 10;
  23500. }
  23501. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23502. constructor: RectAreaLight,
  23503. isRectAreaLight: true,
  23504. copy: function ( source ) {
  23505. Light.prototype.copy.call( this, source );
  23506. this.width = source.width;
  23507. this.height = source.height;
  23508. return this;
  23509. },
  23510. toJSON: function ( meta ) {
  23511. var data = Light.prototype.toJSON.call( this, meta );
  23512. data.object.width = this.width;
  23513. data.object.height = this.height;
  23514. return data;
  23515. }
  23516. } );
  23517. /**
  23518. * @author bhouston / http://clara.io
  23519. * @author WestLangley / http://github.com/WestLangley
  23520. *
  23521. * Primary reference:
  23522. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23523. *
  23524. * Secondary reference:
  23525. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23526. */
  23527. // 3-band SH defined by 9 coefficients
  23528. function SphericalHarmonics3() {
  23529. this.coefficients = [];
  23530. for ( var i = 0; i < 9; i ++ ) {
  23531. this.coefficients.push( new Vector3() );
  23532. }
  23533. }
  23534. Object.assign( SphericalHarmonics3.prototype, {
  23535. isSphericalHarmonics3: true,
  23536. set: function ( coefficients ) {
  23537. for ( var i = 0; i < 9; i ++ ) {
  23538. this.coefficients[ i ].copy( coefficients[ i ] );
  23539. }
  23540. return this;
  23541. },
  23542. zero: function () {
  23543. for ( var i = 0; i < 9; i ++ ) {
  23544. this.coefficients[ i ].set( 0, 0, 0 );
  23545. }
  23546. return this;
  23547. },
  23548. // get the radiance in the direction of the normal
  23549. // target is a Vector3
  23550. getAt: function ( normal, target ) {
  23551. // normal is assumed to be unit length
  23552. var x = normal.x, y = normal.y, z = normal.z;
  23553. var coeff = this.coefficients;
  23554. // band 0
  23555. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23556. // band 1
  23557. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23558. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23559. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23560. // band 2
  23561. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23562. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23563. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23564. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23565. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23566. return target;
  23567. },
  23568. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23569. // target is a Vector3
  23570. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23571. getIrradianceAt: function ( normal, target ) {
  23572. // normal is assumed to be unit length
  23573. var x = normal.x, y = normal.y, z = normal.z;
  23574. var coeff = this.coefficients;
  23575. // band 0
  23576. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23577. // band 1
  23578. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23579. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23580. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23581. // band 2
  23582. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23583. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23584. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23585. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23586. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23587. return target;
  23588. },
  23589. add: function ( sh ) {
  23590. for ( var i = 0; i < 9; i ++ ) {
  23591. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23592. }
  23593. return this;
  23594. },
  23595. addScaledSH: function ( sh, s ) {
  23596. for ( var i = 0; i < 9; i ++ ) {
  23597. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23598. }
  23599. return this;
  23600. },
  23601. scale: function ( s ) {
  23602. for ( var i = 0; i < 9; i ++ ) {
  23603. this.coefficients[ i ].multiplyScalar( s );
  23604. }
  23605. return this;
  23606. },
  23607. lerp: function ( sh, alpha ) {
  23608. for ( var i = 0; i < 9; i ++ ) {
  23609. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23610. }
  23611. return this;
  23612. },
  23613. equals: function ( sh ) {
  23614. for ( var i = 0; i < 9; i ++ ) {
  23615. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23616. return false;
  23617. }
  23618. }
  23619. return true;
  23620. },
  23621. copy: function ( sh ) {
  23622. return this.set( sh.coefficients );
  23623. },
  23624. clone: function () {
  23625. return new this.constructor().copy( this );
  23626. },
  23627. fromArray: function ( array, offset ) {
  23628. if ( offset === undefined ) { offset = 0; }
  23629. var coefficients = this.coefficients;
  23630. for ( var i = 0; i < 9; i ++ ) {
  23631. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23632. }
  23633. return this;
  23634. },
  23635. toArray: function ( array, offset ) {
  23636. if ( array === undefined ) { array = []; }
  23637. if ( offset === undefined ) { offset = 0; }
  23638. var coefficients = this.coefficients;
  23639. for ( var i = 0; i < 9; i ++ ) {
  23640. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23641. }
  23642. return array;
  23643. }
  23644. } );
  23645. Object.assign( SphericalHarmonics3, {
  23646. // evaluate the basis functions
  23647. // shBasis is an Array[ 9 ]
  23648. getBasisAt: function ( normal, shBasis ) {
  23649. // normal is assumed to be unit length
  23650. var x = normal.x, y = normal.y, z = normal.z;
  23651. // band 0
  23652. shBasis[ 0 ] = 0.282095;
  23653. // band 1
  23654. shBasis[ 1 ] = 0.488603 * y;
  23655. shBasis[ 2 ] = 0.488603 * z;
  23656. shBasis[ 3 ] = 0.488603 * x;
  23657. // band 2
  23658. shBasis[ 4 ] = 1.092548 * x * y;
  23659. shBasis[ 5 ] = 1.092548 * y * z;
  23660. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23661. shBasis[ 7 ] = 1.092548 * x * z;
  23662. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23663. }
  23664. } );
  23665. /**
  23666. * @author WestLangley / http://github.com/WestLangley
  23667. *
  23668. * A LightProbe is a source of indirect-diffuse light
  23669. */
  23670. function LightProbe( sh, intensity ) {
  23671. Light.call( this, undefined, intensity );
  23672. this.type = 'LightProbe';
  23673. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23674. }
  23675. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23676. constructor: LightProbe,
  23677. isLightProbe: true,
  23678. copy: function ( source ) {
  23679. Light.prototype.copy.call( this, source );
  23680. this.sh.copy( source.sh );
  23681. return this;
  23682. },
  23683. fromJSON: function ( json ) {
  23684. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23685. this.sh.fromArray( json.sh );
  23686. return this;
  23687. },
  23688. toJSON: function ( meta ) {
  23689. var data = Light.prototype.toJSON.call( this, meta );
  23690. data.object.sh = this.sh.toArray();
  23691. return data;
  23692. }
  23693. } );
  23694. /**
  23695. * @author mrdoob / http://mrdoob.com/
  23696. */
  23697. function MaterialLoader( manager ) {
  23698. Loader.call( this, manager );
  23699. this.textures = {};
  23700. }
  23701. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23702. constructor: MaterialLoader,
  23703. load: function ( url, onLoad, onProgress, onError ) {
  23704. var scope = this;
  23705. var loader = new FileLoader( scope.manager );
  23706. loader.setPath( scope.path );
  23707. loader.load( url, function ( text ) {
  23708. onLoad( scope.parse( JSON.parse( text ) ) );
  23709. }, onProgress, onError );
  23710. },
  23711. parse: function ( json ) {
  23712. var textures = this.textures;
  23713. function getTexture( name ) {
  23714. if ( textures[ name ] === undefined ) {
  23715. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23716. }
  23717. return textures[ name ];
  23718. }
  23719. var material = new Materials[ json.type ]();
  23720. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23721. if ( json.name !== undefined ) { material.name = json.name; }
  23722. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23723. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23724. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23725. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23726. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23727. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23728. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23729. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23730. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23731. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23732. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23733. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23734. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23735. if ( json.side !== undefined ) { material.side = json.side; }
  23736. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23737. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23738. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23739. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23740. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23741. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23742. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23743. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23744. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23745. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23746. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23747. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23748. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23749. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23750. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23751. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23752. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23753. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23754. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23755. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23756. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23757. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23758. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23759. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23760. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23761. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23762. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23763. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23764. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23765. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23766. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23767. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23768. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23769. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23770. if ( json.vertexColors !== undefined ) {
  23771. if ( typeof json.vertexColors === 'number' ) {
  23772. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23773. } else {
  23774. material.vertexColors = json.vertexColors;
  23775. }
  23776. }
  23777. // Shader Material
  23778. if ( json.uniforms !== undefined ) {
  23779. for ( var name in json.uniforms ) {
  23780. var uniform = json.uniforms[ name ];
  23781. material.uniforms[ name ] = {};
  23782. switch ( uniform.type ) {
  23783. case 't':
  23784. material.uniforms[ name ].value = getTexture( uniform.value );
  23785. break;
  23786. case 'c':
  23787. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23788. break;
  23789. case 'v2':
  23790. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23791. break;
  23792. case 'v3':
  23793. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23794. break;
  23795. case 'v4':
  23796. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23797. break;
  23798. case 'm3':
  23799. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23800. case 'm4':
  23801. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23802. break;
  23803. default:
  23804. material.uniforms[ name ].value = uniform.value;
  23805. }
  23806. }
  23807. }
  23808. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23809. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23810. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23811. if ( json.extensions !== undefined ) {
  23812. for ( var key in json.extensions ) {
  23813. material.extensions[ key ] = json.extensions[ key ];
  23814. }
  23815. }
  23816. // Deprecated
  23817. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23818. // for PointsMaterial
  23819. if ( json.size !== undefined ) { material.size = json.size; }
  23820. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23821. // maps
  23822. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23823. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23824. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23825. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23826. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23827. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23828. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23829. if ( json.normalScale !== undefined ) {
  23830. var normalScale = json.normalScale;
  23831. if ( Array.isArray( normalScale ) === false ) {
  23832. // Blender exporter used to export a scalar. See #7459
  23833. normalScale = [ normalScale, normalScale ];
  23834. }
  23835. material.normalScale = new Vector2().fromArray( normalScale );
  23836. }
  23837. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23838. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23839. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23840. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23841. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23842. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23843. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23844. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23845. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23846. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23847. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23848. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23849. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23850. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23851. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23852. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23853. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23854. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23855. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23856. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23857. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23858. return material;
  23859. },
  23860. setTextures: function ( value ) {
  23861. this.textures = value;
  23862. return this;
  23863. }
  23864. } );
  23865. /**
  23866. * @author Don McCurdy / https://www.donmccurdy.com
  23867. */
  23868. var LoaderUtils = {
  23869. decodeText: function ( array ) {
  23870. if ( typeof TextDecoder !== 'undefined' ) {
  23871. return new TextDecoder().decode( array );
  23872. }
  23873. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23874. // throws a "maximum call stack size exceeded" error for large arrays.
  23875. var s = '';
  23876. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23877. // Implicitly assumes little-endian.
  23878. s += String.fromCharCode( array[ i ] );
  23879. }
  23880. try {
  23881. // merges multi-byte utf-8 characters.
  23882. return decodeURIComponent( escape( s ) );
  23883. } catch ( e ) { // see #16358
  23884. return s;
  23885. }
  23886. },
  23887. extractUrlBase: function ( url ) {
  23888. var index = url.lastIndexOf( '/' );
  23889. if ( index === - 1 ) { return './'; }
  23890. return url.substr( 0, index + 1 );
  23891. }
  23892. };
  23893. /**
  23894. * @author benaadams / https://twitter.com/ben_a_adams
  23895. */
  23896. function InstancedBufferGeometry() {
  23897. BufferGeometry.call( this );
  23898. this.type = 'InstancedBufferGeometry';
  23899. this.maxInstancedCount = undefined;
  23900. }
  23901. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23902. constructor: InstancedBufferGeometry,
  23903. isInstancedBufferGeometry: true,
  23904. copy: function ( source ) {
  23905. BufferGeometry.prototype.copy.call( this, source );
  23906. this.maxInstancedCount = source.maxInstancedCount;
  23907. return this;
  23908. },
  23909. clone: function () {
  23910. return new this.constructor().copy( this );
  23911. },
  23912. toJSON: function () {
  23913. var data = BufferGeometry.prototype.toJSON.call( this );
  23914. data.maxInstancedCount = this.maxInstancedCount;
  23915. data.isInstancedBufferGeometry = true;
  23916. return data;
  23917. }
  23918. } );
  23919. /**
  23920. * @author benaadams / https://twitter.com/ben_a_adams
  23921. */
  23922. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23923. if ( typeof ( normalized ) === 'number' ) {
  23924. meshPerAttribute = normalized;
  23925. normalized = false;
  23926. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23927. }
  23928. BufferAttribute.call( this, array, itemSize, normalized );
  23929. this.meshPerAttribute = meshPerAttribute || 1;
  23930. }
  23931. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23932. constructor: InstancedBufferAttribute,
  23933. isInstancedBufferAttribute: true,
  23934. copy: function ( source ) {
  23935. BufferAttribute.prototype.copy.call( this, source );
  23936. this.meshPerAttribute = source.meshPerAttribute;
  23937. return this;
  23938. },
  23939. toJSON: function () {
  23940. var data = BufferAttribute.prototype.toJSON.call( this );
  23941. data.meshPerAttribute = this.meshPerAttribute;
  23942. data.isInstancedBufferAttribute = true;
  23943. return data;
  23944. }
  23945. } );
  23946. /**
  23947. * @author mrdoob / http://mrdoob.com/
  23948. */
  23949. function BufferGeometryLoader( manager ) {
  23950. Loader.call( this, manager );
  23951. }
  23952. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23953. constructor: BufferGeometryLoader,
  23954. load: function ( url, onLoad, onProgress, onError ) {
  23955. var scope = this;
  23956. var loader = new FileLoader( scope.manager );
  23957. loader.setPath( scope.path );
  23958. loader.load( url, function ( text ) {
  23959. onLoad( scope.parse( JSON.parse( text ) ) );
  23960. }, onProgress, onError );
  23961. },
  23962. parse: function ( json ) {
  23963. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23964. var index = json.data.index;
  23965. if ( index !== undefined ) {
  23966. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23967. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23968. }
  23969. var attributes = json.data.attributes;
  23970. for ( var key in attributes ) {
  23971. var attribute = attributes[ key ];
  23972. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23973. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23974. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23975. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23976. geometry.setAttribute( key, bufferAttribute );
  23977. }
  23978. var morphAttributes = json.data.morphAttributes;
  23979. if ( morphAttributes ) {
  23980. for ( var key in morphAttributes ) {
  23981. var attributeArray = morphAttributes[ key ];
  23982. var array = [];
  23983. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23984. var attribute = attributeArray[ i ];
  23985. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23986. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23987. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23988. array.push( bufferAttribute );
  23989. }
  23990. geometry.morphAttributes[ key ] = array;
  23991. }
  23992. }
  23993. var morphTargetsRelative = json.data.morphTargetsRelative;
  23994. if ( morphTargetsRelative ) {
  23995. geometry.morphTargetsRelative = true;
  23996. }
  23997. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23998. if ( groups !== undefined ) {
  23999. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  24000. var group = groups[ i ];
  24001. geometry.addGroup( group.start, group.count, group.materialIndex );
  24002. }
  24003. }
  24004. var boundingSphere = json.data.boundingSphere;
  24005. if ( boundingSphere !== undefined ) {
  24006. var center = new Vector3();
  24007. if ( boundingSphere.center !== undefined ) {
  24008. center.fromArray( boundingSphere.center );
  24009. }
  24010. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24011. }
  24012. if ( json.name ) { geometry.name = json.name; }
  24013. if ( json.userData ) { geometry.userData = json.userData; }
  24014. return geometry;
  24015. }
  24016. } );
  24017. var TYPED_ARRAYS = {
  24018. Int8Array: Int8Array,
  24019. Uint8Array: Uint8Array,
  24020. // Workaround for IE11 pre KB2929437. See #11440
  24021. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24022. Int16Array: Int16Array,
  24023. Uint16Array: Uint16Array,
  24024. Int32Array: Int32Array,
  24025. Uint32Array: Uint32Array,
  24026. Float32Array: Float32Array,
  24027. Float64Array: Float64Array
  24028. };
  24029. /**
  24030. * @author mrdoob / http://mrdoob.com/
  24031. */
  24032. function ObjectLoader( manager ) {
  24033. Loader.call( this, manager );
  24034. }
  24035. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24036. constructor: ObjectLoader,
  24037. load: function ( url, onLoad, onProgress, onError ) {
  24038. var scope = this;
  24039. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24040. this.resourcePath = this.resourcePath || path;
  24041. var loader = new FileLoader( scope.manager );
  24042. loader.setPath( this.path );
  24043. loader.load( url, function ( text ) {
  24044. var json = null;
  24045. try {
  24046. json = JSON.parse( text );
  24047. } catch ( error ) {
  24048. if ( onError !== undefined ) { onError( error ); }
  24049. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24050. return;
  24051. }
  24052. var metadata = json.metadata;
  24053. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24054. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24055. return;
  24056. }
  24057. scope.parse( json, onLoad );
  24058. }, onProgress, onError );
  24059. },
  24060. parse: function ( json, onLoad ) {
  24061. var shapes = this.parseShape( json.shapes );
  24062. var geometries = this.parseGeometries( json.geometries, shapes );
  24063. var images = this.parseImages( json.images, function () {
  24064. if ( onLoad !== undefined ) { onLoad( object ); }
  24065. } );
  24066. var textures = this.parseTextures( json.textures, images );
  24067. var materials = this.parseMaterials( json.materials, textures );
  24068. var object = this.parseObject( json.object, geometries, materials );
  24069. if ( json.animations ) {
  24070. object.animations = this.parseAnimations( json.animations );
  24071. }
  24072. if ( json.images === undefined || json.images.length === 0 ) {
  24073. if ( onLoad !== undefined ) { onLoad( object ); }
  24074. }
  24075. return object;
  24076. },
  24077. parseShape: function ( json ) {
  24078. var shapes = {};
  24079. if ( json !== undefined ) {
  24080. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24081. var shape = new Shape().fromJSON( json[ i ] );
  24082. shapes[ shape.uuid ] = shape;
  24083. }
  24084. }
  24085. return shapes;
  24086. },
  24087. parseGeometries: function ( json, shapes ) {
  24088. var geometries = {};
  24089. if ( json !== undefined ) {
  24090. var bufferGeometryLoader = new BufferGeometryLoader();
  24091. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24092. var geometry;
  24093. var data = json[ i ];
  24094. switch ( data.type ) {
  24095. case 'PlaneGeometry':
  24096. case 'PlaneBufferGeometry':
  24097. geometry = new Geometries[ data.type ](
  24098. data.width,
  24099. data.height,
  24100. data.widthSegments,
  24101. data.heightSegments
  24102. );
  24103. break;
  24104. case 'BoxGeometry':
  24105. case 'BoxBufferGeometry':
  24106. case 'CubeGeometry': // backwards compatible
  24107. geometry = new Geometries[ data.type ](
  24108. data.width,
  24109. data.height,
  24110. data.depth,
  24111. data.widthSegments,
  24112. data.heightSegments,
  24113. data.depthSegments
  24114. );
  24115. break;
  24116. case 'CircleGeometry':
  24117. case 'CircleBufferGeometry':
  24118. geometry = new Geometries[ data.type ](
  24119. data.radius,
  24120. data.segments,
  24121. data.thetaStart,
  24122. data.thetaLength
  24123. );
  24124. break;
  24125. case 'CylinderGeometry':
  24126. case 'CylinderBufferGeometry':
  24127. geometry = new Geometries[ data.type ](
  24128. data.radiusTop,
  24129. data.radiusBottom,
  24130. data.height,
  24131. data.radialSegments,
  24132. data.heightSegments,
  24133. data.openEnded,
  24134. data.thetaStart,
  24135. data.thetaLength
  24136. );
  24137. break;
  24138. case 'ConeGeometry':
  24139. case 'ConeBufferGeometry':
  24140. geometry = new Geometries[ data.type ](
  24141. data.radius,
  24142. data.height,
  24143. data.radialSegments,
  24144. data.heightSegments,
  24145. data.openEnded,
  24146. data.thetaStart,
  24147. data.thetaLength
  24148. );
  24149. break;
  24150. case 'SphereGeometry':
  24151. case 'SphereBufferGeometry':
  24152. geometry = new Geometries[ data.type ](
  24153. data.radius,
  24154. data.widthSegments,
  24155. data.heightSegments,
  24156. data.phiStart,
  24157. data.phiLength,
  24158. data.thetaStart,
  24159. data.thetaLength
  24160. );
  24161. break;
  24162. case 'DodecahedronGeometry':
  24163. case 'DodecahedronBufferGeometry':
  24164. case 'IcosahedronGeometry':
  24165. case 'IcosahedronBufferGeometry':
  24166. case 'OctahedronGeometry':
  24167. case 'OctahedronBufferGeometry':
  24168. case 'TetrahedronGeometry':
  24169. case 'TetrahedronBufferGeometry':
  24170. geometry = new Geometries[ data.type ](
  24171. data.radius,
  24172. data.detail
  24173. );
  24174. break;
  24175. case 'RingGeometry':
  24176. case 'RingBufferGeometry':
  24177. geometry = new Geometries[ data.type ](
  24178. data.innerRadius,
  24179. data.outerRadius,
  24180. data.thetaSegments,
  24181. data.phiSegments,
  24182. data.thetaStart,
  24183. data.thetaLength
  24184. );
  24185. break;
  24186. case 'TorusGeometry':
  24187. case 'TorusBufferGeometry':
  24188. geometry = new Geometries[ data.type ](
  24189. data.radius,
  24190. data.tube,
  24191. data.radialSegments,
  24192. data.tubularSegments,
  24193. data.arc
  24194. );
  24195. break;
  24196. case 'TorusKnotGeometry':
  24197. case 'TorusKnotBufferGeometry':
  24198. geometry = new Geometries[ data.type ](
  24199. data.radius,
  24200. data.tube,
  24201. data.tubularSegments,
  24202. data.radialSegments,
  24203. data.p,
  24204. data.q
  24205. );
  24206. break;
  24207. case 'TubeGeometry':
  24208. case 'TubeBufferGeometry':
  24209. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24210. // User defined curves or instances of CurvePath will not be deserialized.
  24211. geometry = new Geometries[ data.type ](
  24212. new Curves[ data.path.type ]().fromJSON( data.path ),
  24213. data.tubularSegments,
  24214. data.radius,
  24215. data.radialSegments,
  24216. data.closed
  24217. );
  24218. break;
  24219. case 'LatheGeometry':
  24220. case 'LatheBufferGeometry':
  24221. geometry = new Geometries[ data.type ](
  24222. data.points,
  24223. data.segments,
  24224. data.phiStart,
  24225. data.phiLength
  24226. );
  24227. break;
  24228. case 'PolyhedronGeometry':
  24229. case 'PolyhedronBufferGeometry':
  24230. geometry = new Geometries[ data.type ](
  24231. data.vertices,
  24232. data.indices,
  24233. data.radius,
  24234. data.details
  24235. );
  24236. break;
  24237. case 'ShapeGeometry':
  24238. case 'ShapeBufferGeometry':
  24239. var geometryShapes = [];
  24240. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24241. var shape = shapes[ data.shapes[ j ] ];
  24242. geometryShapes.push( shape );
  24243. }
  24244. geometry = new Geometries[ data.type ](
  24245. geometryShapes,
  24246. data.curveSegments
  24247. );
  24248. break;
  24249. case 'ExtrudeGeometry':
  24250. case 'ExtrudeBufferGeometry':
  24251. var geometryShapes = [];
  24252. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24253. var shape = shapes[ data.shapes[ j ] ];
  24254. geometryShapes.push( shape );
  24255. }
  24256. var extrudePath = data.options.extrudePath;
  24257. if ( extrudePath !== undefined ) {
  24258. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24259. }
  24260. geometry = new Geometries[ data.type ](
  24261. geometryShapes,
  24262. data.options
  24263. );
  24264. break;
  24265. case 'BufferGeometry':
  24266. case 'InstancedBufferGeometry':
  24267. geometry = bufferGeometryLoader.parse( data );
  24268. break;
  24269. case 'Geometry':
  24270. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24271. break;
  24272. default:
  24273. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24274. continue;
  24275. }
  24276. geometry.uuid = data.uuid;
  24277. if ( data.name !== undefined ) { geometry.name = data.name; }
  24278. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24279. geometries[ data.uuid ] = geometry;
  24280. }
  24281. }
  24282. return geometries;
  24283. },
  24284. parseMaterials: function ( json, textures ) {
  24285. var cache = {}; // MultiMaterial
  24286. var materials = {};
  24287. if ( json !== undefined ) {
  24288. var loader = new MaterialLoader();
  24289. loader.setTextures( textures );
  24290. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24291. var data = json[ i ];
  24292. if ( data.type === 'MultiMaterial' ) {
  24293. // Deprecated
  24294. var array = [];
  24295. for ( var j = 0; j < data.materials.length; j ++ ) {
  24296. var material = data.materials[ j ];
  24297. if ( cache[ material.uuid ] === undefined ) {
  24298. cache[ material.uuid ] = loader.parse( material );
  24299. }
  24300. array.push( cache[ material.uuid ] );
  24301. }
  24302. materials[ data.uuid ] = array;
  24303. } else {
  24304. if ( cache[ data.uuid ] === undefined ) {
  24305. cache[ data.uuid ] = loader.parse( data );
  24306. }
  24307. materials[ data.uuid ] = cache[ data.uuid ];
  24308. }
  24309. }
  24310. }
  24311. return materials;
  24312. },
  24313. parseAnimations: function ( json ) {
  24314. var animations = [];
  24315. for ( var i = 0; i < json.length; i ++ ) {
  24316. var data = json[ i ];
  24317. var clip = AnimationClip.parse( data );
  24318. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24319. animations.push( clip );
  24320. }
  24321. return animations;
  24322. },
  24323. parseImages: function ( json, onLoad ) {
  24324. var scope = this;
  24325. var images = {};
  24326. function loadImage( url ) {
  24327. scope.manager.itemStart( url );
  24328. return loader.load( url, function () {
  24329. scope.manager.itemEnd( url );
  24330. }, undefined, function () {
  24331. scope.manager.itemError( url );
  24332. scope.manager.itemEnd( url );
  24333. } );
  24334. }
  24335. if ( json !== undefined && json.length > 0 ) {
  24336. var manager = new LoadingManager( onLoad );
  24337. var loader = new ImageLoader( manager );
  24338. loader.setCrossOrigin( this.crossOrigin );
  24339. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24340. var image = json[ i ];
  24341. var url = image.url;
  24342. if ( Array.isArray( url ) ) {
  24343. // load array of images e.g CubeTexture
  24344. images[ image.uuid ] = [];
  24345. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24346. var currentUrl = url[ j ];
  24347. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24348. images[ image.uuid ].push( loadImage( path ) );
  24349. }
  24350. } else {
  24351. // load single image
  24352. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24353. images[ image.uuid ] = loadImage( path );
  24354. }
  24355. }
  24356. }
  24357. return images;
  24358. },
  24359. parseTextures: function ( json, images ) {
  24360. function parseConstant( value, type ) {
  24361. if ( typeof value === 'number' ) { return value; }
  24362. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24363. return type[ value ];
  24364. }
  24365. var textures = {};
  24366. if ( json !== undefined ) {
  24367. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24368. var data = json[ i ];
  24369. if ( data.image === undefined ) {
  24370. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24371. }
  24372. if ( images[ data.image ] === undefined ) {
  24373. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24374. }
  24375. var texture;
  24376. if ( Array.isArray( images[ data.image ] ) ) {
  24377. texture = new CubeTexture( images[ data.image ] );
  24378. } else {
  24379. texture = new Texture( images[ data.image ] );
  24380. }
  24381. texture.needsUpdate = true;
  24382. texture.uuid = data.uuid;
  24383. if ( data.name !== undefined ) { texture.name = data.name; }
  24384. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24385. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24386. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24387. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24388. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24389. if ( data.wrap !== undefined ) {
  24390. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24391. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24392. }
  24393. if ( data.format !== undefined ) { texture.format = data.format; }
  24394. if ( data.type !== undefined ) { texture.type = data.type; }
  24395. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24396. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24397. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24398. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24399. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24400. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24401. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24402. textures[ data.uuid ] = texture;
  24403. }
  24404. }
  24405. return textures;
  24406. },
  24407. parseObject: function ( data, geometries, materials ) {
  24408. var object;
  24409. function getGeometry( name ) {
  24410. if ( geometries[ name ] === undefined ) {
  24411. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24412. }
  24413. return geometries[ name ];
  24414. }
  24415. function getMaterial( name ) {
  24416. if ( name === undefined ) { return undefined; }
  24417. if ( Array.isArray( name ) ) {
  24418. var array = [];
  24419. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24420. var uuid = name[ i ];
  24421. if ( materials[ uuid ] === undefined ) {
  24422. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24423. }
  24424. array.push( materials[ uuid ] );
  24425. }
  24426. return array;
  24427. }
  24428. if ( materials[ name ] === undefined ) {
  24429. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24430. }
  24431. return materials[ name ];
  24432. }
  24433. switch ( data.type ) {
  24434. case 'Scene':
  24435. object = new Scene();
  24436. if ( data.background !== undefined ) {
  24437. if ( Number.isInteger( data.background ) ) {
  24438. object.background = new Color( data.background );
  24439. }
  24440. }
  24441. if ( data.fog !== undefined ) {
  24442. if ( data.fog.type === 'Fog' ) {
  24443. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24444. } else if ( data.fog.type === 'FogExp2' ) {
  24445. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24446. }
  24447. }
  24448. break;
  24449. case 'PerspectiveCamera':
  24450. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24451. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24452. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24453. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24454. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24455. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24456. break;
  24457. case 'OrthographicCamera':
  24458. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24459. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24460. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24461. break;
  24462. case 'AmbientLight':
  24463. object = new AmbientLight( data.color, data.intensity );
  24464. break;
  24465. case 'DirectionalLight':
  24466. object = new DirectionalLight( data.color, data.intensity );
  24467. break;
  24468. case 'PointLight':
  24469. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24470. break;
  24471. case 'RectAreaLight':
  24472. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24473. break;
  24474. case 'SpotLight':
  24475. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24476. break;
  24477. case 'HemisphereLight':
  24478. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24479. break;
  24480. case 'LightProbe':
  24481. object = new LightProbe().fromJSON( data );
  24482. break;
  24483. case 'SkinnedMesh':
  24484. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24485. case 'Mesh':
  24486. var geometry = getGeometry( data.geometry );
  24487. var material = getMaterial( data.material );
  24488. object = new Mesh( geometry, material );
  24489. break;
  24490. case 'InstancedMesh':
  24491. var geometry = getGeometry( data.geometry );
  24492. var material = getMaterial( data.material );
  24493. var count = data.count;
  24494. var instanceMatrix = data.instanceMatrix;
  24495. object = new InstancedMesh( geometry, material, count );
  24496. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24497. break;
  24498. case 'LOD':
  24499. object = new LOD();
  24500. break;
  24501. case 'Line':
  24502. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24503. break;
  24504. case 'LineLoop':
  24505. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24506. break;
  24507. case 'LineSegments':
  24508. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24509. break;
  24510. case 'PointCloud':
  24511. case 'Points':
  24512. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24513. break;
  24514. case 'Sprite':
  24515. object = new Sprite( getMaterial( data.material ) );
  24516. break;
  24517. case 'Group':
  24518. object = new Group();
  24519. break;
  24520. default:
  24521. object = new Object3D();
  24522. }
  24523. object.uuid = data.uuid;
  24524. if ( data.name !== undefined ) { object.name = data.name; }
  24525. if ( data.matrix !== undefined ) {
  24526. object.matrix.fromArray( data.matrix );
  24527. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24528. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24529. } else {
  24530. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24531. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24532. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24533. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24534. }
  24535. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24536. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24537. if ( data.shadow ) {
  24538. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24539. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24540. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24541. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24542. }
  24543. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24544. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24545. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24546. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24547. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24548. if ( data.children !== undefined ) {
  24549. var children = data.children;
  24550. for ( var i = 0; i < children.length; i ++ ) {
  24551. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24552. }
  24553. }
  24554. if ( data.type === 'LOD' ) {
  24555. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24556. var levels = data.levels;
  24557. for ( var l = 0; l < levels.length; l ++ ) {
  24558. var level = levels[ l ];
  24559. var child = object.getObjectByProperty( 'uuid', level.object );
  24560. if ( child !== undefined ) {
  24561. object.addLevel( child, level.distance );
  24562. }
  24563. }
  24564. }
  24565. return object;
  24566. }
  24567. } );
  24568. var TEXTURE_MAPPING = {
  24569. UVMapping: UVMapping,
  24570. CubeReflectionMapping: CubeReflectionMapping,
  24571. CubeRefractionMapping: CubeRefractionMapping,
  24572. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24573. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24574. SphericalReflectionMapping: SphericalReflectionMapping,
  24575. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24576. CubeUVRefractionMapping: CubeUVRefractionMapping
  24577. };
  24578. var TEXTURE_WRAPPING = {
  24579. RepeatWrapping: RepeatWrapping,
  24580. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24581. MirroredRepeatWrapping: MirroredRepeatWrapping
  24582. };
  24583. var TEXTURE_FILTER = {
  24584. NearestFilter: NearestFilter,
  24585. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24586. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24587. LinearFilter: LinearFilter,
  24588. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24589. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24590. };
  24591. /**
  24592. * @author thespite / http://clicktorelease.com/
  24593. */
  24594. function ImageBitmapLoader( manager ) {
  24595. if ( typeof createImageBitmap === 'undefined' ) {
  24596. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24597. }
  24598. if ( typeof fetch === 'undefined' ) {
  24599. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24600. }
  24601. Loader.call( this, manager );
  24602. this.options = undefined;
  24603. }
  24604. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24605. constructor: ImageBitmapLoader,
  24606. setOptions: function setOptions( options ) {
  24607. this.options = options;
  24608. return this;
  24609. },
  24610. load: function ( url, onLoad, onProgress, onError ) {
  24611. if ( url === undefined ) { url = ''; }
  24612. if ( this.path !== undefined ) { url = this.path + url; }
  24613. url = this.manager.resolveURL( url );
  24614. var scope = this;
  24615. var cached = Cache.get( url );
  24616. if ( cached !== undefined ) {
  24617. scope.manager.itemStart( url );
  24618. setTimeout( function () {
  24619. if ( onLoad ) { onLoad( cached ); }
  24620. scope.manager.itemEnd( url );
  24621. }, 0 );
  24622. return cached;
  24623. }
  24624. fetch( url ).then( function ( res ) {
  24625. return res.blob();
  24626. } ).then( function ( blob ) {
  24627. if ( scope.options === undefined ) {
  24628. // Workaround for FireFox. It causes an error if you pass options.
  24629. return createImageBitmap( blob );
  24630. } else {
  24631. return createImageBitmap( blob, scope.options );
  24632. }
  24633. } ).then( function ( imageBitmap ) {
  24634. Cache.add( url, imageBitmap );
  24635. if ( onLoad ) { onLoad( imageBitmap ); }
  24636. scope.manager.itemEnd( url );
  24637. } ).catch( function ( e ) {
  24638. if ( onError ) { onError( e ); }
  24639. scope.manager.itemError( url );
  24640. scope.manager.itemEnd( url );
  24641. } );
  24642. scope.manager.itemStart( url );
  24643. }
  24644. } );
  24645. /**
  24646. * @author zz85 / http://www.lab4games.net/zz85/blog
  24647. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24648. **/
  24649. function ShapePath() {
  24650. this.type = 'ShapePath';
  24651. this.color = new Color();
  24652. this.subPaths = [];
  24653. this.currentPath = null;
  24654. }
  24655. Object.assign( ShapePath.prototype, {
  24656. moveTo: function ( x, y ) {
  24657. this.currentPath = new Path();
  24658. this.subPaths.push( this.currentPath );
  24659. this.currentPath.moveTo( x, y );
  24660. return this;
  24661. },
  24662. lineTo: function ( x, y ) {
  24663. this.currentPath.lineTo( x, y );
  24664. return this;
  24665. },
  24666. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24667. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24668. return this;
  24669. },
  24670. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24671. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24672. return this;
  24673. },
  24674. splineThru: function ( pts ) {
  24675. this.currentPath.splineThru( pts );
  24676. return this;
  24677. },
  24678. toShapes: function ( isCCW, noHoles ) {
  24679. function toShapesNoHoles( inSubpaths ) {
  24680. var shapes = [];
  24681. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24682. var tmpPath = inSubpaths[ i ];
  24683. var tmpShape = new Shape();
  24684. tmpShape.curves = tmpPath.curves;
  24685. shapes.push( tmpShape );
  24686. }
  24687. return shapes;
  24688. }
  24689. function isPointInsidePolygon( inPt, inPolygon ) {
  24690. var polyLen = inPolygon.length;
  24691. // inPt on polygon contour => immediate success or
  24692. // toggling of inside/outside at every single! intersection point of an edge
  24693. // with the horizontal line through inPt, left of inPt
  24694. // not counting lowerY endpoints of edges and whole edges on that line
  24695. var inside = false;
  24696. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24697. var edgeLowPt = inPolygon[ p ];
  24698. var edgeHighPt = inPolygon[ q ];
  24699. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24700. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24701. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24702. // not parallel
  24703. if ( edgeDy < 0 ) {
  24704. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24705. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24706. }
  24707. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24708. if ( inPt.y === edgeLowPt.y ) {
  24709. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24710. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24711. } else {
  24712. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24713. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24714. if ( perpEdge < 0 ) { continue; }
  24715. inside = ! inside; // true intersection left of inPt
  24716. }
  24717. } else {
  24718. // parallel or collinear
  24719. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24720. // edge lies on the same horizontal line as inPt
  24721. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24722. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24723. // continue;
  24724. }
  24725. }
  24726. return inside;
  24727. }
  24728. var isClockWise = ShapeUtils.isClockWise;
  24729. var subPaths = this.subPaths;
  24730. if ( subPaths.length === 0 ) { return []; }
  24731. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24732. var solid, tmpPath, tmpShape, shapes = [];
  24733. if ( subPaths.length === 1 ) {
  24734. tmpPath = subPaths[ 0 ];
  24735. tmpShape = new Shape();
  24736. tmpShape.curves = tmpPath.curves;
  24737. shapes.push( tmpShape );
  24738. return shapes;
  24739. }
  24740. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24741. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24742. // console.log("Holes first", holesFirst);
  24743. var betterShapeHoles = [];
  24744. var newShapes = [];
  24745. var newShapeHoles = [];
  24746. var mainIdx = 0;
  24747. var tmpPoints;
  24748. newShapes[ mainIdx ] = undefined;
  24749. newShapeHoles[ mainIdx ] = [];
  24750. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24751. tmpPath = subPaths[ i ];
  24752. tmpPoints = tmpPath.getPoints();
  24753. solid = isClockWise( tmpPoints );
  24754. solid = isCCW ? ! solid : solid;
  24755. if ( solid ) {
  24756. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24757. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24758. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24759. if ( holesFirst ) { mainIdx ++; }
  24760. newShapeHoles[ mainIdx ] = [];
  24761. //console.log('cw', i);
  24762. } else {
  24763. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24764. //console.log('ccw', i);
  24765. }
  24766. }
  24767. // only Holes? -> probably all Shapes with wrong orientation
  24768. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24769. if ( newShapes.length > 1 ) {
  24770. var ambiguous = false;
  24771. var toChange = [];
  24772. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24773. betterShapeHoles[ sIdx ] = [];
  24774. }
  24775. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24776. var sho = newShapeHoles[ sIdx ];
  24777. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24778. var ho = sho[ hIdx ];
  24779. var hole_unassigned = true;
  24780. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24781. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24782. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24783. if ( hole_unassigned ) {
  24784. hole_unassigned = false;
  24785. betterShapeHoles[ s2Idx ].push( ho );
  24786. } else {
  24787. ambiguous = true;
  24788. }
  24789. }
  24790. }
  24791. if ( hole_unassigned ) {
  24792. betterShapeHoles[ sIdx ].push( ho );
  24793. }
  24794. }
  24795. }
  24796. // console.log("ambiguous: ", ambiguous);
  24797. if ( toChange.length > 0 ) {
  24798. // console.log("to change: ", toChange);
  24799. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24800. }
  24801. }
  24802. var tmpHoles;
  24803. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24804. tmpShape = newShapes[ i ].s;
  24805. shapes.push( tmpShape );
  24806. tmpHoles = newShapeHoles[ i ];
  24807. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24808. tmpShape.holes.push( tmpHoles[ j ].h );
  24809. }
  24810. }
  24811. //console.log("shape", shapes);
  24812. return shapes;
  24813. }
  24814. } );
  24815. /**
  24816. * @author zz85 / http://www.lab4games.net/zz85/blog
  24817. * @author mrdoob / http://mrdoob.com/
  24818. */
  24819. function Font( data ) {
  24820. this.type = 'Font';
  24821. this.data = data;
  24822. }
  24823. Object.assign( Font.prototype, {
  24824. isFont: true,
  24825. generateShapes: function ( text, size ) {
  24826. if ( size === undefined ) { size = 100; }
  24827. var shapes = [];
  24828. var paths = createPaths( text, size, this.data );
  24829. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24830. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24831. }
  24832. return shapes;
  24833. }
  24834. } );
  24835. function createPaths( text, size, data ) {
  24836. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24837. var scale = size / data.resolution;
  24838. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24839. var paths = [];
  24840. var offsetX = 0, offsetY = 0;
  24841. for ( var i = 0; i < chars.length; i ++ ) {
  24842. var char = chars[ i ];
  24843. if ( char === '\n' ) {
  24844. offsetX = 0;
  24845. offsetY -= line_height;
  24846. } else {
  24847. var ret = createPath( char, scale, offsetX, offsetY, data );
  24848. offsetX += ret.offsetX;
  24849. paths.push( ret.path );
  24850. }
  24851. }
  24852. return paths;
  24853. }
  24854. function createPath( char, scale, offsetX, offsetY, data ) {
  24855. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24856. if ( ! glyph ) {
  24857. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24858. return;
  24859. }
  24860. var path = new ShapePath();
  24861. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24862. if ( glyph.o ) {
  24863. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24864. for ( var i = 0, l = outline.length; i < l; ) {
  24865. var action = outline[ i ++ ];
  24866. switch ( action ) {
  24867. case 'm': // moveTo
  24868. x = outline[ i ++ ] * scale + offsetX;
  24869. y = outline[ i ++ ] * scale + offsetY;
  24870. path.moveTo( x, y );
  24871. break;
  24872. case 'l': // lineTo
  24873. x = outline[ i ++ ] * scale + offsetX;
  24874. y = outline[ i ++ ] * scale + offsetY;
  24875. path.lineTo( x, y );
  24876. break;
  24877. case 'q': // quadraticCurveTo
  24878. cpx = outline[ i ++ ] * scale + offsetX;
  24879. cpy = outline[ i ++ ] * scale + offsetY;
  24880. cpx1 = outline[ i ++ ] * scale + offsetX;
  24881. cpy1 = outline[ i ++ ] * scale + offsetY;
  24882. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24883. break;
  24884. case 'b': // bezierCurveTo
  24885. cpx = outline[ i ++ ] * scale + offsetX;
  24886. cpy = outline[ i ++ ] * scale + offsetY;
  24887. cpx1 = outline[ i ++ ] * scale + offsetX;
  24888. cpy1 = outline[ i ++ ] * scale + offsetY;
  24889. cpx2 = outline[ i ++ ] * scale + offsetX;
  24890. cpy2 = outline[ i ++ ] * scale + offsetY;
  24891. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24892. break;
  24893. }
  24894. }
  24895. }
  24896. return { offsetX: glyph.ha * scale, path: path };
  24897. }
  24898. /**
  24899. * @author mrdoob / http://mrdoob.com/
  24900. */
  24901. function FontLoader( manager ) {
  24902. Loader.call( this, manager );
  24903. }
  24904. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24905. constructor: FontLoader,
  24906. load: function ( url, onLoad, onProgress, onError ) {
  24907. var scope = this;
  24908. var loader = new FileLoader( this.manager );
  24909. loader.setPath( this.path );
  24910. loader.load( url, function ( text ) {
  24911. var json;
  24912. try {
  24913. json = JSON.parse( text );
  24914. } catch ( e ) {
  24915. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24916. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24917. }
  24918. var font = scope.parse( json );
  24919. if ( onLoad ) { onLoad( font ); }
  24920. }, onProgress, onError );
  24921. },
  24922. parse: function ( json ) {
  24923. return new Font( json );
  24924. }
  24925. } );
  24926. /**
  24927. * @author mrdoob / http://mrdoob.com/
  24928. */
  24929. var _context;
  24930. var AudioContext = {
  24931. getContext: function () {
  24932. if ( _context === undefined ) {
  24933. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24934. }
  24935. return _context;
  24936. },
  24937. setContext: function ( value ) {
  24938. _context = value;
  24939. }
  24940. };
  24941. /**
  24942. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24943. */
  24944. function AudioLoader( manager ) {
  24945. Loader.call( this, manager );
  24946. }
  24947. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24948. constructor: AudioLoader,
  24949. load: function ( url, onLoad, onProgress, onError ) {
  24950. var loader = new FileLoader( this.manager );
  24951. loader.setResponseType( 'arraybuffer' );
  24952. loader.setPath( this.path );
  24953. loader.load( url, function ( buffer ) {
  24954. // Create a copy of the buffer. The `decodeAudioData` method
  24955. // detaches the buffer when complete, preventing reuse.
  24956. var bufferCopy = buffer.slice( 0 );
  24957. var context = AudioContext.getContext();
  24958. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24959. onLoad( audioBuffer );
  24960. } );
  24961. }, onProgress, onError );
  24962. }
  24963. } );
  24964. /**
  24965. * @author WestLangley / http://github.com/WestLangley
  24966. */
  24967. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24968. LightProbe.call( this, undefined, intensity );
  24969. var color1 = new Color().set( skyColor );
  24970. var color2 = new Color().set( groundColor );
  24971. var sky = new Vector3( color1.r, color1.g, color1.b );
  24972. var ground = new Vector3( color2.r, color2.g, color2.b );
  24973. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24974. var c0 = Math.sqrt( Math.PI );
  24975. var c1 = c0 * Math.sqrt( 0.75 );
  24976. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24977. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24978. }
  24979. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24980. constructor: HemisphereLightProbe,
  24981. isHemisphereLightProbe: true,
  24982. copy: function ( source ) { // modifying colors not currently supported
  24983. LightProbe.prototype.copy.call( this, source );
  24984. return this;
  24985. },
  24986. toJSON: function ( meta ) {
  24987. var data = LightProbe.prototype.toJSON.call( this, meta );
  24988. // data.sh = this.sh.toArray(); // todo
  24989. return data;
  24990. }
  24991. } );
  24992. /**
  24993. * @author WestLangley / http://github.com/WestLangley
  24994. */
  24995. function AmbientLightProbe( color, intensity ) {
  24996. LightProbe.call( this, undefined, intensity );
  24997. var color1 = new Color().set( color );
  24998. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24999. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25000. }
  25001. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25002. constructor: AmbientLightProbe,
  25003. isAmbientLightProbe: true,
  25004. copy: function ( source ) { // modifying color not currently supported
  25005. LightProbe.prototype.copy.call( this, source );
  25006. return this;
  25007. },
  25008. toJSON: function ( meta ) {
  25009. var data = LightProbe.prototype.toJSON.call( this, meta );
  25010. // data.sh = this.sh.toArray(); // todo
  25011. return data;
  25012. }
  25013. } );
  25014. var _eyeRight = new Matrix4();
  25015. var _eyeLeft = new Matrix4();
  25016. /**
  25017. * @author mrdoob / http://mrdoob.com/
  25018. */
  25019. function StereoCamera() {
  25020. this.type = 'StereoCamera';
  25021. this.aspect = 1;
  25022. this.eyeSep = 0.064;
  25023. this.cameraL = new PerspectiveCamera();
  25024. this.cameraL.layers.enable( 1 );
  25025. this.cameraL.matrixAutoUpdate = false;
  25026. this.cameraR = new PerspectiveCamera();
  25027. this.cameraR.layers.enable( 2 );
  25028. this.cameraR.matrixAutoUpdate = false;
  25029. this._cache = {
  25030. focus: null,
  25031. fov: null,
  25032. aspect: null,
  25033. near: null,
  25034. far: null,
  25035. zoom: null,
  25036. eyeSep: null
  25037. };
  25038. }
  25039. Object.assign( StereoCamera.prototype, {
  25040. update: function ( camera ) {
  25041. var cache = this._cache;
  25042. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25043. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25044. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25045. if ( needsUpdate ) {
  25046. cache.focus = camera.focus;
  25047. cache.fov = camera.fov;
  25048. cache.aspect = camera.aspect * this.aspect;
  25049. cache.near = camera.near;
  25050. cache.far = camera.far;
  25051. cache.zoom = camera.zoom;
  25052. cache.eyeSep = this.eyeSep;
  25053. // Off-axis stereoscopic effect based on
  25054. // http://paulbourke.net/stereographics/stereorender/
  25055. var projectionMatrix = camera.projectionMatrix.clone();
  25056. var eyeSepHalf = cache.eyeSep / 2;
  25057. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25058. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25059. var xmin, xmax;
  25060. // translate xOffset
  25061. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25062. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25063. // for left eye
  25064. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25065. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25066. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25067. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25068. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25069. // for right eye
  25070. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25071. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25072. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25073. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25074. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25075. }
  25076. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25077. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25078. }
  25079. } );
  25080. /**
  25081. * @author alteredq / http://alteredqualia.com/
  25082. */
  25083. function Clock( autoStart ) {
  25084. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25085. this.startTime = 0;
  25086. this.oldTime = 0;
  25087. this.elapsedTime = 0;
  25088. this.running = false;
  25089. }
  25090. Object.assign( Clock.prototype, {
  25091. start: function () {
  25092. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25093. this.oldTime = this.startTime;
  25094. this.elapsedTime = 0;
  25095. this.running = true;
  25096. },
  25097. stop: function () {
  25098. this.getElapsedTime();
  25099. this.running = false;
  25100. this.autoStart = false;
  25101. },
  25102. getElapsedTime: function () {
  25103. this.getDelta();
  25104. return this.elapsedTime;
  25105. },
  25106. getDelta: function () {
  25107. var diff = 0;
  25108. if ( this.autoStart && ! this.running ) {
  25109. this.start();
  25110. return 0;
  25111. }
  25112. if ( this.running ) {
  25113. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25114. diff = ( newTime - this.oldTime ) / 1000;
  25115. this.oldTime = newTime;
  25116. this.elapsedTime += diff;
  25117. }
  25118. return diff;
  25119. }
  25120. } );
  25121. /**
  25122. * @author mrdoob / http://mrdoob.com/
  25123. */
  25124. var _position$2 = new Vector3();
  25125. var _quaternion$3 = new Quaternion();
  25126. var _scale$1 = new Vector3();
  25127. var _orientation = new Vector3();
  25128. function AudioListener() {
  25129. Object3D.call( this );
  25130. this.type = 'AudioListener';
  25131. this.context = AudioContext.getContext();
  25132. this.gain = this.context.createGain();
  25133. this.gain.connect( this.context.destination );
  25134. this.filter = null;
  25135. this.timeDelta = 0;
  25136. // private
  25137. this._clock = new Clock();
  25138. }
  25139. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25140. constructor: AudioListener,
  25141. getInput: function () {
  25142. return this.gain;
  25143. },
  25144. removeFilter: function ( ) {
  25145. if ( this.filter !== null ) {
  25146. this.gain.disconnect( this.filter );
  25147. this.filter.disconnect( this.context.destination );
  25148. this.gain.connect( this.context.destination );
  25149. this.filter = null;
  25150. }
  25151. return this;
  25152. },
  25153. getFilter: function () {
  25154. return this.filter;
  25155. },
  25156. setFilter: function ( value ) {
  25157. if ( this.filter !== null ) {
  25158. this.gain.disconnect( this.filter );
  25159. this.filter.disconnect( this.context.destination );
  25160. } else {
  25161. this.gain.disconnect( this.context.destination );
  25162. }
  25163. this.filter = value;
  25164. this.gain.connect( this.filter );
  25165. this.filter.connect( this.context.destination );
  25166. return this;
  25167. },
  25168. getMasterVolume: function () {
  25169. return this.gain.gain.value;
  25170. },
  25171. setMasterVolume: function ( value ) {
  25172. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25173. return this;
  25174. },
  25175. updateMatrixWorld: function ( force ) {
  25176. Object3D.prototype.updateMatrixWorld.call( this, force );
  25177. var listener = this.context.listener;
  25178. var up = this.up;
  25179. this.timeDelta = this._clock.getDelta();
  25180. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25181. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25182. if ( listener.positionX ) {
  25183. // code path for Chrome (see #14393)
  25184. var endTime = this.context.currentTime + this.timeDelta;
  25185. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25186. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25187. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25188. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25189. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25190. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25191. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25192. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25193. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25194. } else {
  25195. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25196. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25197. }
  25198. }
  25199. } );
  25200. /**
  25201. * @author mrdoob / http://mrdoob.com/
  25202. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25203. */
  25204. function Audio( listener ) {
  25205. Object3D.call( this );
  25206. this.type = 'Audio';
  25207. this.listener = listener;
  25208. this.context = listener.context;
  25209. this.gain = this.context.createGain();
  25210. this.gain.connect( listener.getInput() );
  25211. this.autoplay = false;
  25212. this.buffer = null;
  25213. this.detune = 0;
  25214. this.loop = false;
  25215. this.loopStart = 0;
  25216. this.loopEnd = 0;
  25217. this.offset = 0;
  25218. this.duration = undefined;
  25219. this.playbackRate = 1;
  25220. this.isPlaying = false;
  25221. this.hasPlaybackControl = true;
  25222. this.sourceType = 'empty';
  25223. this._startedAt = 0;
  25224. this._pausedAt = 0;
  25225. this.filters = [];
  25226. }
  25227. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25228. constructor: Audio,
  25229. getOutput: function () {
  25230. return this.gain;
  25231. },
  25232. setNodeSource: function ( audioNode ) {
  25233. this.hasPlaybackControl = false;
  25234. this.sourceType = 'audioNode';
  25235. this.source = audioNode;
  25236. this.connect();
  25237. return this;
  25238. },
  25239. setMediaElementSource: function ( mediaElement ) {
  25240. this.hasPlaybackControl = false;
  25241. this.sourceType = 'mediaNode';
  25242. this.source = this.context.createMediaElementSource( mediaElement );
  25243. this.connect();
  25244. return this;
  25245. },
  25246. setMediaStreamSource: function ( mediaStream ) {
  25247. this.hasPlaybackControl = false;
  25248. this.sourceType = 'mediaStreamNode';
  25249. this.source = this.context.createMediaStreamSource( mediaStream );
  25250. this.connect();
  25251. return this;
  25252. },
  25253. setBuffer: function ( audioBuffer ) {
  25254. this.buffer = audioBuffer;
  25255. this.sourceType = 'buffer';
  25256. if ( this.autoplay ) { this.play(); }
  25257. return this;
  25258. },
  25259. play: function ( delay ) {
  25260. if ( delay === undefined ) { delay = 0; }
  25261. if ( this.isPlaying === true ) {
  25262. console.warn( 'THREE.Audio: Audio is already playing.' );
  25263. return;
  25264. }
  25265. if ( this.hasPlaybackControl === false ) {
  25266. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25267. return;
  25268. }
  25269. this._startedAt = this.context.currentTime + delay;
  25270. var source = this.context.createBufferSource();
  25271. source.buffer = this.buffer;
  25272. source.loop = this.loop;
  25273. source.loopStart = this.loopStart;
  25274. source.loopEnd = this.loopEnd;
  25275. source.onended = this.onEnded.bind( this );
  25276. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25277. this.isPlaying = true;
  25278. this.source = source;
  25279. this.setDetune( this.detune );
  25280. this.setPlaybackRate( this.playbackRate );
  25281. return this.connect();
  25282. },
  25283. pause: function () {
  25284. if ( this.hasPlaybackControl === false ) {
  25285. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25286. return;
  25287. }
  25288. if ( this.isPlaying === true ) {
  25289. this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25290. this.source.stop();
  25291. this.source.onended = null;
  25292. this.isPlaying = false;
  25293. }
  25294. return this;
  25295. },
  25296. stop: function () {
  25297. if ( this.hasPlaybackControl === false ) {
  25298. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25299. return;
  25300. }
  25301. this._pausedAt = 0;
  25302. this.source.stop();
  25303. this.source.onended = null;
  25304. this.isPlaying = false;
  25305. return this;
  25306. },
  25307. connect: function () {
  25308. if ( this.filters.length > 0 ) {
  25309. this.source.connect( this.filters[ 0 ] );
  25310. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25311. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25312. }
  25313. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25314. } else {
  25315. this.source.connect( this.getOutput() );
  25316. }
  25317. return this;
  25318. },
  25319. disconnect: function () {
  25320. if ( this.filters.length > 0 ) {
  25321. this.source.disconnect( this.filters[ 0 ] );
  25322. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25323. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25324. }
  25325. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25326. } else {
  25327. this.source.disconnect( this.getOutput() );
  25328. }
  25329. return this;
  25330. },
  25331. getFilters: function () {
  25332. return this.filters;
  25333. },
  25334. setFilters: function ( value ) {
  25335. if ( ! value ) { value = []; }
  25336. if ( this.isPlaying === true ) {
  25337. this.disconnect();
  25338. this.filters = value;
  25339. this.connect();
  25340. } else {
  25341. this.filters = value;
  25342. }
  25343. return this;
  25344. },
  25345. setDetune: function ( value ) {
  25346. this.detune = value;
  25347. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25348. if ( this.isPlaying === true ) {
  25349. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25350. }
  25351. return this;
  25352. },
  25353. getDetune: function () {
  25354. return this.detune;
  25355. },
  25356. getFilter: function () {
  25357. return this.getFilters()[ 0 ];
  25358. },
  25359. setFilter: function ( filter ) {
  25360. return this.setFilters( filter ? [ filter ] : [] );
  25361. },
  25362. setPlaybackRate: function ( value ) {
  25363. if ( this.hasPlaybackControl === false ) {
  25364. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25365. return;
  25366. }
  25367. this.playbackRate = value;
  25368. if ( this.isPlaying === true ) {
  25369. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25370. }
  25371. return this;
  25372. },
  25373. getPlaybackRate: function () {
  25374. return this.playbackRate;
  25375. },
  25376. onEnded: function () {
  25377. this.isPlaying = false;
  25378. },
  25379. getLoop: function () {
  25380. if ( this.hasPlaybackControl === false ) {
  25381. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25382. return false;
  25383. }
  25384. return this.loop;
  25385. },
  25386. setLoop: function ( value ) {
  25387. if ( this.hasPlaybackControl === false ) {
  25388. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25389. return;
  25390. }
  25391. this.loop = value;
  25392. if ( this.isPlaying === true ) {
  25393. this.source.loop = this.loop;
  25394. }
  25395. return this;
  25396. },
  25397. setLoopStart: function ( value ) {
  25398. this.loopStart = value;
  25399. return this;
  25400. },
  25401. setLoopEnd: function ( value ) {
  25402. this.loopEnd = value;
  25403. return this;
  25404. },
  25405. getVolume: function () {
  25406. return this.gain.gain.value;
  25407. },
  25408. setVolume: function ( value ) {
  25409. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25410. return this;
  25411. }
  25412. } );
  25413. /**
  25414. * @author mrdoob / http://mrdoob.com/
  25415. */
  25416. var _position$3 = new Vector3();
  25417. var _quaternion$4 = new Quaternion();
  25418. var _scale$2 = new Vector3();
  25419. var _orientation$1 = new Vector3();
  25420. function PositionalAudio( listener ) {
  25421. Audio.call( this, listener );
  25422. this.panner = this.context.createPanner();
  25423. this.panner.panningModel = 'HRTF';
  25424. this.panner.connect( this.gain );
  25425. }
  25426. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25427. constructor: PositionalAudio,
  25428. getOutput: function () {
  25429. return this.panner;
  25430. },
  25431. getRefDistance: function () {
  25432. return this.panner.refDistance;
  25433. },
  25434. setRefDistance: function ( value ) {
  25435. this.panner.refDistance = value;
  25436. return this;
  25437. },
  25438. getRolloffFactor: function () {
  25439. return this.panner.rolloffFactor;
  25440. },
  25441. setRolloffFactor: function ( value ) {
  25442. this.panner.rolloffFactor = value;
  25443. return this;
  25444. },
  25445. getDistanceModel: function () {
  25446. return this.panner.distanceModel;
  25447. },
  25448. setDistanceModel: function ( value ) {
  25449. this.panner.distanceModel = value;
  25450. return this;
  25451. },
  25452. getMaxDistance: function () {
  25453. return this.panner.maxDistance;
  25454. },
  25455. setMaxDistance: function ( value ) {
  25456. this.panner.maxDistance = value;
  25457. return this;
  25458. },
  25459. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25460. this.panner.coneInnerAngle = coneInnerAngle;
  25461. this.panner.coneOuterAngle = coneOuterAngle;
  25462. this.panner.coneOuterGain = coneOuterGain;
  25463. return this;
  25464. },
  25465. updateMatrixWorld: function ( force ) {
  25466. Object3D.prototype.updateMatrixWorld.call( this, force );
  25467. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25468. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25469. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25470. var panner = this.panner;
  25471. if ( panner.positionX ) {
  25472. // code path for Chrome and Firefox (see #14393)
  25473. var endTime = this.context.currentTime + this.listener.timeDelta;
  25474. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25475. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25476. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25477. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25478. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25479. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25480. } else {
  25481. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25482. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25483. }
  25484. }
  25485. } );
  25486. /**
  25487. * @author mrdoob / http://mrdoob.com/
  25488. */
  25489. function AudioAnalyser( audio, fftSize ) {
  25490. this.analyser = audio.context.createAnalyser();
  25491. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25492. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25493. audio.getOutput().connect( this.analyser );
  25494. }
  25495. Object.assign( AudioAnalyser.prototype, {
  25496. getFrequencyData: function () {
  25497. this.analyser.getByteFrequencyData( this.data );
  25498. return this.data;
  25499. },
  25500. getAverageFrequency: function () {
  25501. var value = 0, data = this.getFrequencyData();
  25502. for ( var i = 0; i < data.length; i ++ ) {
  25503. value += data[ i ];
  25504. }
  25505. return value / data.length;
  25506. }
  25507. } );
  25508. /**
  25509. *
  25510. * Buffered scene graph property that allows weighted accumulation.
  25511. *
  25512. *
  25513. * @author Ben Houston / http://clara.io/
  25514. * @author David Sarno / http://lighthaus.us/
  25515. * @author tschw
  25516. */
  25517. function PropertyMixer( binding, typeName, valueSize ) {
  25518. this.binding = binding;
  25519. this.valueSize = valueSize;
  25520. var bufferType = Float64Array,
  25521. mixFunction;
  25522. switch ( typeName ) {
  25523. case 'quaternion':
  25524. mixFunction = this._slerp;
  25525. break;
  25526. case 'string':
  25527. case 'bool':
  25528. bufferType = Array;
  25529. mixFunction = this._select;
  25530. break;
  25531. default:
  25532. mixFunction = this._lerp;
  25533. }
  25534. this.buffer = new bufferType( valueSize * 4 );
  25535. // layout: [ incoming | accu0 | accu1 | orig ]
  25536. //
  25537. // interpolators can use .buffer as their .result
  25538. // the data then goes to 'incoming'
  25539. //
  25540. // 'accu0' and 'accu1' are used frame-interleaved for
  25541. // the cumulative result and are compared to detect
  25542. // changes
  25543. //
  25544. // 'orig' stores the original state of the property
  25545. this._mixBufferRegion = mixFunction;
  25546. this.cumulativeWeight = 0;
  25547. this.useCount = 0;
  25548. this.referenceCount = 0;
  25549. }
  25550. Object.assign( PropertyMixer.prototype, {
  25551. // accumulate data in the 'incoming' region into 'accu<i>'
  25552. accumulate: function ( accuIndex, weight ) {
  25553. // note: happily accumulating nothing when weight = 0, the caller knows
  25554. // the weight and shouldn't have made the call in the first place
  25555. var buffer = this.buffer,
  25556. stride = this.valueSize,
  25557. offset = accuIndex * stride + stride,
  25558. currentWeight = this.cumulativeWeight;
  25559. if ( currentWeight === 0 ) {
  25560. // accuN := incoming * weight
  25561. for ( var i = 0; i !== stride; ++ i ) {
  25562. buffer[ offset + i ] = buffer[ i ];
  25563. }
  25564. currentWeight = weight;
  25565. } else {
  25566. // accuN := accuN + incoming * weight
  25567. currentWeight += weight;
  25568. var mix = weight / currentWeight;
  25569. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25570. }
  25571. this.cumulativeWeight = currentWeight;
  25572. },
  25573. // apply the state of 'accu<i>' to the binding when accus differ
  25574. apply: function ( accuIndex ) {
  25575. var stride = this.valueSize,
  25576. buffer = this.buffer,
  25577. offset = accuIndex * stride + stride,
  25578. weight = this.cumulativeWeight,
  25579. binding = this.binding;
  25580. this.cumulativeWeight = 0;
  25581. if ( weight < 1 ) {
  25582. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25583. var originalValueOffset = stride * 3;
  25584. this._mixBufferRegion(
  25585. buffer, offset, originalValueOffset, 1 - weight, stride );
  25586. }
  25587. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25588. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25589. // value has changed -> update scene graph
  25590. binding.setValue( buffer, offset );
  25591. break;
  25592. }
  25593. }
  25594. },
  25595. // remember the state of the bound property and copy it to both accus
  25596. saveOriginalState: function () {
  25597. var binding = this.binding;
  25598. var buffer = this.buffer,
  25599. stride = this.valueSize,
  25600. originalValueOffset = stride * 3;
  25601. binding.getValue( buffer, originalValueOffset );
  25602. // accu[0..1] := orig -- initially detect changes against the original
  25603. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25604. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25605. }
  25606. this.cumulativeWeight = 0;
  25607. },
  25608. // apply the state previously taken via 'saveOriginalState' to the binding
  25609. restoreOriginalState: function () {
  25610. var originalValueOffset = this.valueSize * 3;
  25611. this.binding.setValue( this.buffer, originalValueOffset );
  25612. },
  25613. // mix functions
  25614. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25615. if ( t >= 0.5 ) {
  25616. for ( var i = 0; i !== stride; ++ i ) {
  25617. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25618. }
  25619. }
  25620. },
  25621. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25622. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25623. },
  25624. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25625. var s = 1 - t;
  25626. for ( var i = 0; i !== stride; ++ i ) {
  25627. var j = dstOffset + i;
  25628. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25629. }
  25630. }
  25631. } );
  25632. /**
  25633. *
  25634. * A reference to a real property in the scene graph.
  25635. *
  25636. *
  25637. * @author Ben Houston / http://clara.io/
  25638. * @author David Sarno / http://lighthaus.us/
  25639. * @author tschw
  25640. */
  25641. // Characters [].:/ are reserved for track binding syntax.
  25642. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25643. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25644. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25645. // only latin characters, and the unicode \p{L} is not yet supported. So
  25646. // instead, we exclude reserved characters and match everything else.
  25647. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25648. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25649. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25650. // be matched to parse the rest of the track name.
  25651. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25652. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25653. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25654. // Object on target node, and accessor. May not contain reserved
  25655. // characters. Accessor may contain any character except closing bracket.
  25656. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25657. // Property and accessor. May not contain reserved characters. Accessor may
  25658. // contain any non-bracket characters.
  25659. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25660. var _trackRe = new RegExp( ''
  25661. + '^'
  25662. + _directoryRe
  25663. + _nodeRe
  25664. + _objectRe
  25665. + _propertyRe
  25666. + '$'
  25667. );
  25668. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25669. function Composite( targetGroup, path, optionalParsedPath ) {
  25670. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25671. this._targetGroup = targetGroup;
  25672. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25673. }
  25674. Object.assign( Composite.prototype, {
  25675. getValue: function ( array, offset ) {
  25676. this.bind(); // bind all binding
  25677. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25678. binding = this._bindings[ firstValidIndex ];
  25679. // and only call .getValue on the first
  25680. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25681. },
  25682. setValue: function ( array, offset ) {
  25683. var bindings = this._bindings;
  25684. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25685. bindings[ i ].setValue( array, offset );
  25686. }
  25687. },
  25688. bind: function () {
  25689. var bindings = this._bindings;
  25690. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25691. bindings[ i ].bind();
  25692. }
  25693. },
  25694. unbind: function () {
  25695. var bindings = this._bindings;
  25696. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25697. bindings[ i ].unbind();
  25698. }
  25699. }
  25700. } );
  25701. function PropertyBinding( rootNode, path, parsedPath ) {
  25702. this.path = path;
  25703. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25704. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25705. this.rootNode = rootNode;
  25706. }
  25707. Object.assign( PropertyBinding, {
  25708. Composite: Composite,
  25709. create: function ( root, path, parsedPath ) {
  25710. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25711. return new PropertyBinding( root, path, parsedPath );
  25712. } else {
  25713. return new PropertyBinding.Composite( root, path, parsedPath );
  25714. }
  25715. },
  25716. /**
  25717. * Replaces spaces with underscores and removes unsupported characters from
  25718. * node names, to ensure compatibility with parseTrackName().
  25719. *
  25720. * @param {string} name Node name to be sanitized.
  25721. * @return {string}
  25722. */
  25723. sanitizeNodeName: function ( name ) {
  25724. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25725. },
  25726. parseTrackName: function ( trackName ) {
  25727. var matches = _trackRe.exec( trackName );
  25728. if ( ! matches ) {
  25729. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25730. }
  25731. var results = {
  25732. // directoryName: matches[ 1 ], // (tschw) currently unused
  25733. nodeName: matches[ 2 ],
  25734. objectName: matches[ 3 ],
  25735. objectIndex: matches[ 4 ],
  25736. propertyName: matches[ 5 ], // required
  25737. propertyIndex: matches[ 6 ]
  25738. };
  25739. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25740. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25741. var objectName = results.nodeName.substring( lastDot + 1 );
  25742. // Object names must be checked against a whitelist. Otherwise, there
  25743. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25744. // 'bar' could be the objectName, or part of a nodeName (which can
  25745. // include '.' characters).
  25746. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25747. results.nodeName = results.nodeName.substring( 0, lastDot );
  25748. results.objectName = objectName;
  25749. }
  25750. }
  25751. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25752. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25753. }
  25754. return results;
  25755. },
  25756. findNode: function ( root, nodeName ) {
  25757. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25758. return root;
  25759. }
  25760. // search into skeleton bones.
  25761. if ( root.skeleton ) {
  25762. var bone = root.skeleton.getBoneByName( nodeName );
  25763. if ( bone !== undefined ) {
  25764. return bone;
  25765. }
  25766. }
  25767. // search into node subtree.
  25768. if ( root.children ) {
  25769. var searchNodeSubtree = function ( children ) {
  25770. for ( var i = 0; i < children.length; i ++ ) {
  25771. var childNode = children[ i ];
  25772. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25773. return childNode;
  25774. }
  25775. var result = searchNodeSubtree( childNode.children );
  25776. if ( result ) { return result; }
  25777. }
  25778. return null;
  25779. };
  25780. var subTreeNode = searchNodeSubtree( root.children );
  25781. if ( subTreeNode ) {
  25782. return subTreeNode;
  25783. }
  25784. }
  25785. return null;
  25786. }
  25787. } );
  25788. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25789. // these are used to "bind" a nonexistent property
  25790. _getValue_unavailable: function () {},
  25791. _setValue_unavailable: function () {},
  25792. BindingType: {
  25793. Direct: 0,
  25794. EntireArray: 1,
  25795. ArrayElement: 2,
  25796. HasFromToArray: 3
  25797. },
  25798. Versioning: {
  25799. None: 0,
  25800. NeedsUpdate: 1,
  25801. MatrixWorldNeedsUpdate: 2
  25802. },
  25803. GetterByBindingType: [
  25804. function getValue_direct( buffer, offset ) {
  25805. buffer[ offset ] = this.node[ this.propertyName ];
  25806. },
  25807. function getValue_array( buffer, offset ) {
  25808. var source = this.resolvedProperty;
  25809. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25810. buffer[ offset ++ ] = source[ i ];
  25811. }
  25812. },
  25813. function getValue_arrayElement( buffer, offset ) {
  25814. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25815. },
  25816. function getValue_toArray( buffer, offset ) {
  25817. this.resolvedProperty.toArray( buffer, offset );
  25818. }
  25819. ],
  25820. SetterByBindingTypeAndVersioning: [
  25821. [
  25822. // Direct
  25823. function setValue_direct( buffer, offset ) {
  25824. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25825. },
  25826. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25827. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25828. this.targetObject.needsUpdate = true;
  25829. },
  25830. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25831. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25832. this.targetObject.matrixWorldNeedsUpdate = true;
  25833. }
  25834. ], [
  25835. // EntireArray
  25836. function setValue_array( buffer, offset ) {
  25837. var dest = this.resolvedProperty;
  25838. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25839. dest[ i ] = buffer[ offset ++ ];
  25840. }
  25841. },
  25842. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25843. var dest = this.resolvedProperty;
  25844. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25845. dest[ i ] = buffer[ offset ++ ];
  25846. }
  25847. this.targetObject.needsUpdate = true;
  25848. },
  25849. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25850. var dest = this.resolvedProperty;
  25851. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25852. dest[ i ] = buffer[ offset ++ ];
  25853. }
  25854. this.targetObject.matrixWorldNeedsUpdate = true;
  25855. }
  25856. ], [
  25857. // ArrayElement
  25858. function setValue_arrayElement( buffer, offset ) {
  25859. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25860. },
  25861. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25862. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25863. this.targetObject.needsUpdate = true;
  25864. },
  25865. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25866. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25867. this.targetObject.matrixWorldNeedsUpdate = true;
  25868. }
  25869. ], [
  25870. // HasToFromArray
  25871. function setValue_fromArray( buffer, offset ) {
  25872. this.resolvedProperty.fromArray( buffer, offset );
  25873. },
  25874. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25875. this.resolvedProperty.fromArray( buffer, offset );
  25876. this.targetObject.needsUpdate = true;
  25877. },
  25878. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25879. this.resolvedProperty.fromArray( buffer, offset );
  25880. this.targetObject.matrixWorldNeedsUpdate = true;
  25881. }
  25882. ]
  25883. ],
  25884. getValue: function getValue_unbound( targetArray, offset ) {
  25885. this.bind();
  25886. this.getValue( targetArray, offset );
  25887. // Note: This class uses a State pattern on a per-method basis:
  25888. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25889. // prototype version of these methods with one that represents
  25890. // the bound state. When the property is not found, the methods
  25891. // become no-ops.
  25892. },
  25893. setValue: function getValue_unbound( sourceArray, offset ) {
  25894. this.bind();
  25895. this.setValue( sourceArray, offset );
  25896. },
  25897. // create getter / setter pair for a property in the scene graph
  25898. bind: function () {
  25899. var targetObject = this.node,
  25900. parsedPath = this.parsedPath,
  25901. objectName = parsedPath.objectName,
  25902. propertyName = parsedPath.propertyName,
  25903. propertyIndex = parsedPath.propertyIndex;
  25904. if ( ! targetObject ) {
  25905. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25906. this.node = targetObject;
  25907. }
  25908. // set fail state so we can just 'return' on error
  25909. this.getValue = this._getValue_unavailable;
  25910. this.setValue = this._setValue_unavailable;
  25911. // ensure there is a value node
  25912. if ( ! targetObject ) {
  25913. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25914. return;
  25915. }
  25916. if ( objectName ) {
  25917. var objectIndex = parsedPath.objectIndex;
  25918. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25919. switch ( objectName ) {
  25920. case 'materials':
  25921. if ( ! targetObject.material ) {
  25922. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25923. return;
  25924. }
  25925. if ( ! targetObject.material.materials ) {
  25926. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25927. return;
  25928. }
  25929. targetObject = targetObject.material.materials;
  25930. break;
  25931. case 'bones':
  25932. if ( ! targetObject.skeleton ) {
  25933. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25934. return;
  25935. }
  25936. // potential future optimization: skip this if propertyIndex is already an integer
  25937. // and convert the integer string to a true integer.
  25938. targetObject = targetObject.skeleton.bones;
  25939. // support resolving morphTarget names into indices.
  25940. for ( var i = 0; i < targetObject.length; i ++ ) {
  25941. if ( targetObject[ i ].name === objectIndex ) {
  25942. objectIndex = i;
  25943. break;
  25944. }
  25945. }
  25946. break;
  25947. default:
  25948. if ( targetObject[ objectName ] === undefined ) {
  25949. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25950. return;
  25951. }
  25952. targetObject = targetObject[ objectName ];
  25953. }
  25954. if ( objectIndex !== undefined ) {
  25955. if ( targetObject[ objectIndex ] === undefined ) {
  25956. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25957. return;
  25958. }
  25959. targetObject = targetObject[ objectIndex ];
  25960. }
  25961. }
  25962. // resolve property
  25963. var nodeProperty = targetObject[ propertyName ];
  25964. if ( nodeProperty === undefined ) {
  25965. var nodeName = parsedPath.nodeName;
  25966. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25967. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25968. return;
  25969. }
  25970. // determine versioning scheme
  25971. var versioning = this.Versioning.None;
  25972. this.targetObject = targetObject;
  25973. if ( targetObject.needsUpdate !== undefined ) { // material
  25974. versioning = this.Versioning.NeedsUpdate;
  25975. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25976. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25977. }
  25978. // determine how the property gets bound
  25979. var bindingType = this.BindingType.Direct;
  25980. if ( propertyIndex !== undefined ) {
  25981. // access a sub element of the property array (only primitives are supported right now)
  25982. if ( propertyName === "morphTargetInfluences" ) {
  25983. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25984. // support resolving morphTarget names into indices.
  25985. if ( ! targetObject.geometry ) {
  25986. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25987. return;
  25988. }
  25989. if ( targetObject.geometry.isBufferGeometry ) {
  25990. if ( ! targetObject.geometry.morphAttributes ) {
  25991. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25992. return;
  25993. }
  25994. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25995. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25996. propertyIndex = i;
  25997. break;
  25998. }
  25999. }
  26000. } else {
  26001. if ( ! targetObject.geometry.morphTargets ) {
  26002. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  26003. return;
  26004. }
  26005. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  26006. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  26007. propertyIndex = i;
  26008. break;
  26009. }
  26010. }
  26011. }
  26012. }
  26013. bindingType = this.BindingType.ArrayElement;
  26014. this.resolvedProperty = nodeProperty;
  26015. this.propertyIndex = propertyIndex;
  26016. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26017. // must use copy for Object3D.Euler/Quaternion
  26018. bindingType = this.BindingType.HasFromToArray;
  26019. this.resolvedProperty = nodeProperty;
  26020. } else if ( Array.isArray( nodeProperty ) ) {
  26021. bindingType = this.BindingType.EntireArray;
  26022. this.resolvedProperty = nodeProperty;
  26023. } else {
  26024. this.propertyName = propertyName;
  26025. }
  26026. // select getter / setter
  26027. this.getValue = this.GetterByBindingType[ bindingType ];
  26028. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26029. },
  26030. unbind: function () {
  26031. this.node = null;
  26032. // back to the prototype version of getValue / setValue
  26033. // note: avoiding to mutate the shape of 'this' via 'delete'
  26034. this.getValue = this._getValue_unbound;
  26035. this.setValue = this._setValue_unbound;
  26036. }
  26037. } );
  26038. // DECLARE ALIAS AFTER assign prototype
  26039. Object.assign( PropertyBinding.prototype, {
  26040. // initial state of these methods that calls 'bind'
  26041. _getValue_unbound: PropertyBinding.prototype.getValue,
  26042. _setValue_unbound: PropertyBinding.prototype.setValue,
  26043. } );
  26044. /**
  26045. *
  26046. * A group of objects that receives a shared animation state.
  26047. *
  26048. * Usage:
  26049. *
  26050. * - Add objects you would otherwise pass as 'root' to the
  26051. * constructor or the .clipAction method of AnimationMixer.
  26052. *
  26053. * - Instead pass this object as 'root'.
  26054. *
  26055. * - You can also add and remove objects later when the mixer
  26056. * is running.
  26057. *
  26058. * Note:
  26059. *
  26060. * Objects of this class appear as one object to the mixer,
  26061. * so cache control of the individual objects must be done
  26062. * on the group.
  26063. *
  26064. * Limitation:
  26065. *
  26066. * - The animated properties must be compatible among the
  26067. * all objects in the group.
  26068. *
  26069. * - A single property can either be controlled through a
  26070. * target group or directly, but not both.
  26071. *
  26072. * @author tschw
  26073. */
  26074. function AnimationObjectGroup() {
  26075. this.uuid = MathUtils.generateUUID();
  26076. // cached objects followed by the active ones
  26077. this._objects = Array.prototype.slice.call( arguments );
  26078. this.nCachedObjects_ = 0; // threshold
  26079. // note: read by PropertyBinding.Composite
  26080. var indices = {};
  26081. this._indicesByUUID = indices; // for bookkeeping
  26082. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26083. indices[ arguments[ i ].uuid ] = i;
  26084. }
  26085. this._paths = []; // inside: string
  26086. this._parsedPaths = []; // inside: { we don't care, here }
  26087. this._bindings = []; // inside: Array< PropertyBinding >
  26088. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26089. var scope = this;
  26090. this.stats = {
  26091. objects: {
  26092. get total() {
  26093. return scope._objects.length;
  26094. },
  26095. get inUse() {
  26096. return this.total - scope.nCachedObjects_;
  26097. }
  26098. },
  26099. get bindingsPerObject() {
  26100. return scope._bindings.length;
  26101. }
  26102. };
  26103. }
  26104. Object.assign( AnimationObjectGroup.prototype, {
  26105. isAnimationObjectGroup: true,
  26106. add: function () {
  26107. var objects = this._objects,
  26108. nObjects = objects.length,
  26109. nCachedObjects = this.nCachedObjects_,
  26110. indicesByUUID = this._indicesByUUID,
  26111. paths = this._paths,
  26112. parsedPaths = this._parsedPaths,
  26113. bindings = this._bindings,
  26114. nBindings = bindings.length,
  26115. knownObject = undefined;
  26116. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26117. var object = arguments[ i ],
  26118. uuid = object.uuid,
  26119. index = indicesByUUID[ uuid ];
  26120. if ( index === undefined ) {
  26121. // unknown object -> add it to the ACTIVE region
  26122. index = nObjects ++;
  26123. indicesByUUID[ uuid ] = index;
  26124. objects.push( object );
  26125. // accounting is done, now do the same for all bindings
  26126. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26127. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26128. }
  26129. } else if ( index < nCachedObjects ) {
  26130. knownObject = objects[ index ];
  26131. // move existing object to the ACTIVE region
  26132. var firstActiveIndex = -- nCachedObjects,
  26133. lastCachedObject = objects[ firstActiveIndex ];
  26134. indicesByUUID[ lastCachedObject.uuid ] = index;
  26135. objects[ index ] = lastCachedObject;
  26136. indicesByUUID[ uuid ] = firstActiveIndex;
  26137. objects[ firstActiveIndex ] = object;
  26138. // accounting is done, now do the same for all bindings
  26139. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26140. var bindingsForPath = bindings[ j ],
  26141. lastCached = bindingsForPath[ firstActiveIndex ],
  26142. binding = bindingsForPath[ index ];
  26143. bindingsForPath[ index ] = lastCached;
  26144. if ( binding === undefined ) {
  26145. // since we do not bother to create new bindings
  26146. // for objects that are cached, the binding may
  26147. // or may not exist
  26148. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26149. }
  26150. bindingsForPath[ firstActiveIndex ] = binding;
  26151. }
  26152. } else if ( objects[ index ] !== knownObject ) {
  26153. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26154. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26155. } // else the object is already where we want it to be
  26156. } // for arguments
  26157. this.nCachedObjects_ = nCachedObjects;
  26158. },
  26159. remove: function () {
  26160. var objects = this._objects,
  26161. nCachedObjects = this.nCachedObjects_,
  26162. indicesByUUID = this._indicesByUUID,
  26163. bindings = this._bindings,
  26164. nBindings = bindings.length;
  26165. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26166. var object = arguments[ i ],
  26167. uuid = object.uuid,
  26168. index = indicesByUUID[ uuid ];
  26169. if ( index !== undefined && index >= nCachedObjects ) {
  26170. // move existing object into the CACHED region
  26171. var lastCachedIndex = nCachedObjects ++,
  26172. firstActiveObject = objects[ lastCachedIndex ];
  26173. indicesByUUID[ firstActiveObject.uuid ] = index;
  26174. objects[ index ] = firstActiveObject;
  26175. indicesByUUID[ uuid ] = lastCachedIndex;
  26176. objects[ lastCachedIndex ] = object;
  26177. // accounting is done, now do the same for all bindings
  26178. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26179. var bindingsForPath = bindings[ j ],
  26180. firstActive = bindingsForPath[ lastCachedIndex ],
  26181. binding = bindingsForPath[ index ];
  26182. bindingsForPath[ index ] = firstActive;
  26183. bindingsForPath[ lastCachedIndex ] = binding;
  26184. }
  26185. }
  26186. } // for arguments
  26187. this.nCachedObjects_ = nCachedObjects;
  26188. },
  26189. // remove & forget
  26190. uncache: function () {
  26191. var objects = this._objects,
  26192. nObjects = objects.length,
  26193. nCachedObjects = this.nCachedObjects_,
  26194. indicesByUUID = this._indicesByUUID,
  26195. bindings = this._bindings,
  26196. nBindings = bindings.length;
  26197. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26198. var object = arguments[ i ],
  26199. uuid = object.uuid,
  26200. index = indicesByUUID[ uuid ];
  26201. if ( index !== undefined ) {
  26202. delete indicesByUUID[ uuid ];
  26203. if ( index < nCachedObjects ) {
  26204. // object is cached, shrink the CACHED region
  26205. var firstActiveIndex = -- nCachedObjects,
  26206. lastCachedObject = objects[ firstActiveIndex ],
  26207. lastIndex = -- nObjects,
  26208. lastObject = objects[ lastIndex ];
  26209. // last cached object takes this object's place
  26210. indicesByUUID[ lastCachedObject.uuid ] = index;
  26211. objects[ index ] = lastCachedObject;
  26212. // last object goes to the activated slot and pop
  26213. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26214. objects[ firstActiveIndex ] = lastObject;
  26215. objects.pop();
  26216. // accounting is done, now do the same for all bindings
  26217. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26218. var bindingsForPath = bindings[ j ],
  26219. lastCached = bindingsForPath[ firstActiveIndex ],
  26220. last = bindingsForPath[ lastIndex ];
  26221. bindingsForPath[ index ] = lastCached;
  26222. bindingsForPath[ firstActiveIndex ] = last;
  26223. bindingsForPath.pop();
  26224. }
  26225. } else {
  26226. // object is active, just swap with the last and pop
  26227. var lastIndex = -- nObjects,
  26228. lastObject = objects[ lastIndex ];
  26229. indicesByUUID[ lastObject.uuid ] = index;
  26230. objects[ index ] = lastObject;
  26231. objects.pop();
  26232. // accounting is done, now do the same for all bindings
  26233. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26234. var bindingsForPath = bindings[ j ];
  26235. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26236. bindingsForPath.pop();
  26237. }
  26238. } // cached or active
  26239. } // if object is known
  26240. } // for arguments
  26241. this.nCachedObjects_ = nCachedObjects;
  26242. },
  26243. // Internal interface used by befriended PropertyBinding.Composite:
  26244. subscribe_: function ( path, parsedPath ) {
  26245. // returns an array of bindings for the given path that is changed
  26246. // according to the contained objects in the group
  26247. var indicesByPath = this._bindingsIndicesByPath,
  26248. index = indicesByPath[ path ],
  26249. bindings = this._bindings;
  26250. if ( index !== undefined ) { return bindings[ index ]; }
  26251. var paths = this._paths,
  26252. parsedPaths = this._parsedPaths,
  26253. objects = this._objects,
  26254. nObjects = objects.length,
  26255. nCachedObjects = this.nCachedObjects_,
  26256. bindingsForPath = new Array( nObjects );
  26257. index = bindings.length;
  26258. indicesByPath[ path ] = index;
  26259. paths.push( path );
  26260. parsedPaths.push( parsedPath );
  26261. bindings.push( bindingsForPath );
  26262. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26263. var object = objects[ i ];
  26264. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26265. }
  26266. return bindingsForPath;
  26267. },
  26268. unsubscribe_: function ( path ) {
  26269. // tells the group to forget about a property path and no longer
  26270. // update the array previously obtained with 'subscribe_'
  26271. var indicesByPath = this._bindingsIndicesByPath,
  26272. index = indicesByPath[ path ];
  26273. if ( index !== undefined ) {
  26274. var paths = this._paths,
  26275. parsedPaths = this._parsedPaths,
  26276. bindings = this._bindings,
  26277. lastBindingsIndex = bindings.length - 1,
  26278. lastBindings = bindings[ lastBindingsIndex ],
  26279. lastBindingsPath = path[ lastBindingsIndex ];
  26280. indicesByPath[ lastBindingsPath ] = index;
  26281. bindings[ index ] = lastBindings;
  26282. bindings.pop();
  26283. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26284. parsedPaths.pop();
  26285. paths[ index ] = paths[ lastBindingsIndex ];
  26286. paths.pop();
  26287. }
  26288. }
  26289. } );
  26290. /**
  26291. *
  26292. * Action provided by AnimationMixer for scheduling clip playback on specific
  26293. * objects.
  26294. *
  26295. * @author Ben Houston / http://clara.io/
  26296. * @author David Sarno / http://lighthaus.us/
  26297. * @author tschw
  26298. *
  26299. */
  26300. function AnimationAction( mixer, clip, localRoot ) {
  26301. this._mixer = mixer;
  26302. this._clip = clip;
  26303. this._localRoot = localRoot || null;
  26304. var tracks = clip.tracks,
  26305. nTracks = tracks.length,
  26306. interpolants = new Array( nTracks );
  26307. var interpolantSettings = {
  26308. endingStart: ZeroCurvatureEnding,
  26309. endingEnd: ZeroCurvatureEnding
  26310. };
  26311. for ( var i = 0; i !== nTracks; ++ i ) {
  26312. var interpolant = tracks[ i ].createInterpolant( null );
  26313. interpolants[ i ] = interpolant;
  26314. interpolant.settings = interpolantSettings;
  26315. }
  26316. this._interpolantSettings = interpolantSettings;
  26317. this._interpolants = interpolants; // bound by the mixer
  26318. // inside: PropertyMixer (managed by the mixer)
  26319. this._propertyBindings = new Array( nTracks );
  26320. this._cacheIndex = null; // for the memory manager
  26321. this._byClipCacheIndex = null; // for the memory manager
  26322. this._timeScaleInterpolant = null;
  26323. this._weightInterpolant = null;
  26324. this.loop = LoopRepeat;
  26325. this._loopCount = - 1;
  26326. // global mixer time when the action is to be started
  26327. // it's set back to 'null' upon start of the action
  26328. this._startTime = null;
  26329. // scaled local time of the action
  26330. // gets clamped or wrapped to 0..clip.duration according to loop
  26331. this.time = 0;
  26332. this.timeScale = 1;
  26333. this._effectiveTimeScale = 1;
  26334. this.weight = 1;
  26335. this._effectiveWeight = 1;
  26336. this.repetitions = Infinity; // no. of repetitions when looping
  26337. this.paused = false; // true -> zero effective time scale
  26338. this.enabled = true; // false -> zero effective weight
  26339. this.clampWhenFinished = false;// keep feeding the last frame?
  26340. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26341. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26342. }
  26343. Object.assign( AnimationAction.prototype, {
  26344. // State & Scheduling
  26345. play: function () {
  26346. this._mixer._activateAction( this );
  26347. return this;
  26348. },
  26349. stop: function () {
  26350. this._mixer._deactivateAction( this );
  26351. return this.reset();
  26352. },
  26353. reset: function () {
  26354. this.paused = false;
  26355. this.enabled = true;
  26356. this.time = 0; // restart clip
  26357. this._loopCount = - 1;// forget previous loops
  26358. this._startTime = null;// forget scheduling
  26359. return this.stopFading().stopWarping();
  26360. },
  26361. isRunning: function () {
  26362. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26363. this._startTime === null && this._mixer._isActiveAction( this );
  26364. },
  26365. // return true when play has been called
  26366. isScheduled: function () {
  26367. return this._mixer._isActiveAction( this );
  26368. },
  26369. startAt: function ( time ) {
  26370. this._startTime = time;
  26371. return this;
  26372. },
  26373. setLoop: function ( mode, repetitions ) {
  26374. this.loop = mode;
  26375. this.repetitions = repetitions;
  26376. return this;
  26377. },
  26378. // Weight
  26379. // set the weight stopping any scheduled fading
  26380. // although .enabled = false yields an effective weight of zero, this
  26381. // method does *not* change .enabled, because it would be confusing
  26382. setEffectiveWeight: function ( weight ) {
  26383. this.weight = weight;
  26384. // note: same logic as when updated at runtime
  26385. this._effectiveWeight = this.enabled ? weight : 0;
  26386. return this.stopFading();
  26387. },
  26388. // return the weight considering fading and .enabled
  26389. getEffectiveWeight: function () {
  26390. return this._effectiveWeight;
  26391. },
  26392. fadeIn: function ( duration ) {
  26393. return this._scheduleFading( duration, 0, 1 );
  26394. },
  26395. fadeOut: function ( duration ) {
  26396. return this._scheduleFading( duration, 1, 0 );
  26397. },
  26398. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26399. fadeOutAction.fadeOut( duration );
  26400. this.fadeIn( duration );
  26401. if ( warp ) {
  26402. var fadeInDuration = this._clip.duration,
  26403. fadeOutDuration = fadeOutAction._clip.duration,
  26404. startEndRatio = fadeOutDuration / fadeInDuration,
  26405. endStartRatio = fadeInDuration / fadeOutDuration;
  26406. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26407. this.warp( endStartRatio, 1.0, duration );
  26408. }
  26409. return this;
  26410. },
  26411. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26412. return fadeInAction.crossFadeFrom( this, duration, warp );
  26413. },
  26414. stopFading: function () {
  26415. var weightInterpolant = this._weightInterpolant;
  26416. if ( weightInterpolant !== null ) {
  26417. this._weightInterpolant = null;
  26418. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26419. }
  26420. return this;
  26421. },
  26422. // Time Scale Control
  26423. // set the time scale stopping any scheduled warping
  26424. // although .paused = true yields an effective time scale of zero, this
  26425. // method does *not* change .paused, because it would be confusing
  26426. setEffectiveTimeScale: function ( timeScale ) {
  26427. this.timeScale = timeScale;
  26428. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26429. return this.stopWarping();
  26430. },
  26431. // return the time scale considering warping and .paused
  26432. getEffectiveTimeScale: function () {
  26433. return this._effectiveTimeScale;
  26434. },
  26435. setDuration: function ( duration ) {
  26436. this.timeScale = this._clip.duration / duration;
  26437. return this.stopWarping();
  26438. },
  26439. syncWith: function ( action ) {
  26440. this.time = action.time;
  26441. this.timeScale = action.timeScale;
  26442. return this.stopWarping();
  26443. },
  26444. halt: function ( duration ) {
  26445. return this.warp( this._effectiveTimeScale, 0, duration );
  26446. },
  26447. warp: function ( startTimeScale, endTimeScale, duration ) {
  26448. var mixer = this._mixer, now = mixer.time,
  26449. interpolant = this._timeScaleInterpolant,
  26450. timeScale = this.timeScale;
  26451. if ( interpolant === null ) {
  26452. interpolant = mixer._lendControlInterpolant();
  26453. this._timeScaleInterpolant = interpolant;
  26454. }
  26455. var times = interpolant.parameterPositions,
  26456. values = interpolant.sampleValues;
  26457. times[ 0 ] = now;
  26458. times[ 1 ] = now + duration;
  26459. values[ 0 ] = startTimeScale / timeScale;
  26460. values[ 1 ] = endTimeScale / timeScale;
  26461. return this;
  26462. },
  26463. stopWarping: function () {
  26464. var timeScaleInterpolant = this._timeScaleInterpolant;
  26465. if ( timeScaleInterpolant !== null ) {
  26466. this._timeScaleInterpolant = null;
  26467. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26468. }
  26469. return this;
  26470. },
  26471. // Object Accessors
  26472. getMixer: function () {
  26473. return this._mixer;
  26474. },
  26475. getClip: function () {
  26476. return this._clip;
  26477. },
  26478. getRoot: function () {
  26479. return this._localRoot || this._mixer._root;
  26480. },
  26481. // Interna
  26482. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26483. // called by the mixer
  26484. if ( ! this.enabled ) {
  26485. // call ._updateWeight() to update ._effectiveWeight
  26486. this._updateWeight( time );
  26487. return;
  26488. }
  26489. var startTime = this._startTime;
  26490. if ( startTime !== null ) {
  26491. // check for scheduled start of action
  26492. var timeRunning = ( time - startTime ) * timeDirection;
  26493. if ( timeRunning < 0 || timeDirection === 0 ) {
  26494. return; // yet to come / don't decide when delta = 0
  26495. }
  26496. // start
  26497. this._startTime = null; // unschedule
  26498. deltaTime = timeDirection * timeRunning;
  26499. }
  26500. // apply time scale and advance time
  26501. deltaTime *= this._updateTimeScale( time );
  26502. var clipTime = this._updateTime( deltaTime );
  26503. // note: _updateTime may disable the action resulting in
  26504. // an effective weight of 0
  26505. var weight = this._updateWeight( time );
  26506. if ( weight > 0 ) {
  26507. var interpolants = this._interpolants;
  26508. var propertyMixers = this._propertyBindings;
  26509. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26510. interpolants[ j ].evaluate( clipTime );
  26511. propertyMixers[ j ].accumulate( accuIndex, weight );
  26512. }
  26513. }
  26514. },
  26515. _updateWeight: function ( time ) {
  26516. var weight = 0;
  26517. if ( this.enabled ) {
  26518. weight = this.weight;
  26519. var interpolant = this._weightInterpolant;
  26520. if ( interpolant !== null ) {
  26521. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26522. weight *= interpolantValue;
  26523. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26524. this.stopFading();
  26525. if ( interpolantValue === 0 ) {
  26526. // faded out, disable
  26527. this.enabled = false;
  26528. }
  26529. }
  26530. }
  26531. }
  26532. this._effectiveWeight = weight;
  26533. return weight;
  26534. },
  26535. _updateTimeScale: function ( time ) {
  26536. var timeScale = 0;
  26537. if ( ! this.paused ) {
  26538. timeScale = this.timeScale;
  26539. var interpolant = this._timeScaleInterpolant;
  26540. if ( interpolant !== null ) {
  26541. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26542. timeScale *= interpolantValue;
  26543. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26544. this.stopWarping();
  26545. if ( timeScale === 0 ) {
  26546. // motion has halted, pause
  26547. this.paused = true;
  26548. } else {
  26549. // warp done - apply final time scale
  26550. this.timeScale = timeScale;
  26551. }
  26552. }
  26553. }
  26554. }
  26555. this._effectiveTimeScale = timeScale;
  26556. return timeScale;
  26557. },
  26558. _updateTime: function ( deltaTime ) {
  26559. var time = this.time + deltaTime;
  26560. var duration = this._clip.duration;
  26561. var loop = this.loop;
  26562. var loopCount = this._loopCount;
  26563. var pingPong = ( loop === LoopPingPong );
  26564. if ( deltaTime === 0 ) {
  26565. if ( loopCount === - 1 ) { return time; }
  26566. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26567. }
  26568. if ( loop === LoopOnce ) {
  26569. if ( loopCount === - 1 ) {
  26570. // just started
  26571. this._loopCount = 0;
  26572. this._setEndings( true, true, false );
  26573. }
  26574. handle_stop: {
  26575. if ( time >= duration ) {
  26576. time = duration;
  26577. } else if ( time < 0 ) {
  26578. time = 0;
  26579. } else {
  26580. this.time = time;
  26581. break handle_stop;
  26582. }
  26583. if ( this.clampWhenFinished ) { this.paused = true; }
  26584. else { this.enabled = false; }
  26585. this.time = time;
  26586. this._mixer.dispatchEvent( {
  26587. type: 'finished', action: this,
  26588. direction: deltaTime < 0 ? - 1 : 1
  26589. } );
  26590. }
  26591. } else { // repetitive Repeat or PingPong
  26592. if ( loopCount === - 1 ) {
  26593. // just started
  26594. if ( deltaTime >= 0 ) {
  26595. loopCount = 0;
  26596. this._setEndings( true, this.repetitions === 0, pingPong );
  26597. } else {
  26598. // when looping in reverse direction, the initial
  26599. // transition through zero counts as a repetition,
  26600. // so leave loopCount at -1
  26601. this._setEndings( this.repetitions === 0, true, pingPong );
  26602. }
  26603. }
  26604. if ( time >= duration || time < 0 ) {
  26605. // wrap around
  26606. var loopDelta = Math.floor( time / duration ); // signed
  26607. time -= duration * loopDelta;
  26608. loopCount += Math.abs( loopDelta );
  26609. var pending = this.repetitions - loopCount;
  26610. if ( pending <= 0 ) {
  26611. // have to stop (switch state, clamp time, fire event)
  26612. if ( this.clampWhenFinished ) { this.paused = true; }
  26613. else { this.enabled = false; }
  26614. time = deltaTime > 0 ? duration : 0;
  26615. this.time = time;
  26616. this._mixer.dispatchEvent( {
  26617. type: 'finished', action: this,
  26618. direction: deltaTime > 0 ? 1 : - 1
  26619. } );
  26620. } else {
  26621. // keep running
  26622. if ( pending === 1 ) {
  26623. // entering the last round
  26624. var atStart = deltaTime < 0;
  26625. this._setEndings( atStart, ! atStart, pingPong );
  26626. } else {
  26627. this._setEndings( false, false, pingPong );
  26628. }
  26629. this._loopCount = loopCount;
  26630. this.time = time;
  26631. this._mixer.dispatchEvent( {
  26632. type: 'loop', action: this, loopDelta: loopDelta
  26633. } );
  26634. }
  26635. } else {
  26636. this.time = time;
  26637. }
  26638. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26639. // invert time for the "pong round"
  26640. return duration - time;
  26641. }
  26642. }
  26643. return time;
  26644. },
  26645. _setEndings: function ( atStart, atEnd, pingPong ) {
  26646. var settings = this._interpolantSettings;
  26647. if ( pingPong ) {
  26648. settings.endingStart = ZeroSlopeEnding;
  26649. settings.endingEnd = ZeroSlopeEnding;
  26650. } else {
  26651. // assuming for LoopOnce atStart == atEnd == true
  26652. if ( atStart ) {
  26653. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26654. } else {
  26655. settings.endingStart = WrapAroundEnding;
  26656. }
  26657. if ( atEnd ) {
  26658. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26659. } else {
  26660. settings.endingEnd = WrapAroundEnding;
  26661. }
  26662. }
  26663. },
  26664. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26665. var mixer = this._mixer, now = mixer.time,
  26666. interpolant = this._weightInterpolant;
  26667. if ( interpolant === null ) {
  26668. interpolant = mixer._lendControlInterpolant();
  26669. this._weightInterpolant = interpolant;
  26670. }
  26671. var times = interpolant.parameterPositions,
  26672. values = interpolant.sampleValues;
  26673. times[ 0 ] = now;
  26674. values[ 0 ] = weightNow;
  26675. times[ 1 ] = now + duration;
  26676. values[ 1 ] = weightThen;
  26677. return this;
  26678. }
  26679. } );
  26680. /**
  26681. *
  26682. * Player for AnimationClips.
  26683. *
  26684. *
  26685. * @author Ben Houston / http://clara.io/
  26686. * @author David Sarno / http://lighthaus.us/
  26687. * @author tschw
  26688. */
  26689. function AnimationMixer( root ) {
  26690. this._root = root;
  26691. this._initMemoryManager();
  26692. this._accuIndex = 0;
  26693. this.time = 0;
  26694. this.timeScale = 1.0;
  26695. }
  26696. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26697. constructor: AnimationMixer,
  26698. _bindAction: function ( action, prototypeAction ) {
  26699. var root = action._localRoot || this._root,
  26700. tracks = action._clip.tracks,
  26701. nTracks = tracks.length,
  26702. bindings = action._propertyBindings,
  26703. interpolants = action._interpolants,
  26704. rootUuid = root.uuid,
  26705. bindingsByRoot = this._bindingsByRootAndName,
  26706. bindingsByName = bindingsByRoot[ rootUuid ];
  26707. if ( bindingsByName === undefined ) {
  26708. bindingsByName = {};
  26709. bindingsByRoot[ rootUuid ] = bindingsByName;
  26710. }
  26711. for ( var i = 0; i !== nTracks; ++ i ) {
  26712. var track = tracks[ i ],
  26713. trackName = track.name,
  26714. binding = bindingsByName[ trackName ];
  26715. if ( binding !== undefined ) {
  26716. bindings[ i ] = binding;
  26717. } else {
  26718. binding = bindings[ i ];
  26719. if ( binding !== undefined ) {
  26720. // existing binding, make sure the cache knows
  26721. if ( binding._cacheIndex === null ) {
  26722. ++ binding.referenceCount;
  26723. this._addInactiveBinding( binding, rootUuid, trackName );
  26724. }
  26725. continue;
  26726. }
  26727. var path = prototypeAction && prototypeAction.
  26728. _propertyBindings[ i ].binding.parsedPath;
  26729. binding = new PropertyMixer(
  26730. PropertyBinding.create( root, trackName, path ),
  26731. track.ValueTypeName, track.getValueSize() );
  26732. ++ binding.referenceCount;
  26733. this._addInactiveBinding( binding, rootUuid, trackName );
  26734. bindings[ i ] = binding;
  26735. }
  26736. interpolants[ i ].resultBuffer = binding.buffer;
  26737. }
  26738. },
  26739. _activateAction: function ( action ) {
  26740. if ( ! this._isActiveAction( action ) ) {
  26741. if ( action._cacheIndex === null ) {
  26742. // this action has been forgotten by the cache, but the user
  26743. // appears to be still using it -> rebind
  26744. var rootUuid = ( action._localRoot || this._root ).uuid,
  26745. clipUuid = action._clip.uuid,
  26746. actionsForClip = this._actionsByClip[ clipUuid ];
  26747. this._bindAction( action,
  26748. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26749. this._addInactiveAction( action, clipUuid, rootUuid );
  26750. }
  26751. var bindings = action._propertyBindings;
  26752. // increment reference counts / sort out state
  26753. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26754. var binding = bindings[ i ];
  26755. if ( binding.useCount ++ === 0 ) {
  26756. this._lendBinding( binding );
  26757. binding.saveOriginalState();
  26758. }
  26759. }
  26760. this._lendAction( action );
  26761. }
  26762. },
  26763. _deactivateAction: function ( action ) {
  26764. if ( this._isActiveAction( action ) ) {
  26765. var bindings = action._propertyBindings;
  26766. // decrement reference counts / sort out state
  26767. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26768. var binding = bindings[ i ];
  26769. if ( -- binding.useCount === 0 ) {
  26770. binding.restoreOriginalState();
  26771. this._takeBackBinding( binding );
  26772. }
  26773. }
  26774. this._takeBackAction( action );
  26775. }
  26776. },
  26777. // Memory manager
  26778. _initMemoryManager: function () {
  26779. this._actions = []; // 'nActiveActions' followed by inactive ones
  26780. this._nActiveActions = 0;
  26781. this._actionsByClip = {};
  26782. // inside:
  26783. // {
  26784. // knownActions: Array< AnimationAction > - used as prototypes
  26785. // actionByRoot: AnimationAction - lookup
  26786. // }
  26787. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26788. this._nActiveBindings = 0;
  26789. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26790. this._controlInterpolants = []; // same game as above
  26791. this._nActiveControlInterpolants = 0;
  26792. var scope = this;
  26793. this.stats = {
  26794. actions: {
  26795. get total() {
  26796. return scope._actions.length;
  26797. },
  26798. get inUse() {
  26799. return scope._nActiveActions;
  26800. }
  26801. },
  26802. bindings: {
  26803. get total() {
  26804. return scope._bindings.length;
  26805. },
  26806. get inUse() {
  26807. return scope._nActiveBindings;
  26808. }
  26809. },
  26810. controlInterpolants: {
  26811. get total() {
  26812. return scope._controlInterpolants.length;
  26813. },
  26814. get inUse() {
  26815. return scope._nActiveControlInterpolants;
  26816. }
  26817. }
  26818. };
  26819. },
  26820. // Memory management for AnimationAction objects
  26821. _isActiveAction: function ( action ) {
  26822. var index = action._cacheIndex;
  26823. return index !== null && index < this._nActiveActions;
  26824. },
  26825. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26826. var actions = this._actions,
  26827. actionsByClip = this._actionsByClip,
  26828. actionsForClip = actionsByClip[ clipUuid ];
  26829. if ( actionsForClip === undefined ) {
  26830. actionsForClip = {
  26831. knownActions: [ action ],
  26832. actionByRoot: {}
  26833. };
  26834. action._byClipCacheIndex = 0;
  26835. actionsByClip[ clipUuid ] = actionsForClip;
  26836. } else {
  26837. var knownActions = actionsForClip.knownActions;
  26838. action._byClipCacheIndex = knownActions.length;
  26839. knownActions.push( action );
  26840. }
  26841. action._cacheIndex = actions.length;
  26842. actions.push( action );
  26843. actionsForClip.actionByRoot[ rootUuid ] = action;
  26844. },
  26845. _removeInactiveAction: function ( action ) {
  26846. var actions = this._actions,
  26847. lastInactiveAction = actions[ actions.length - 1 ],
  26848. cacheIndex = action._cacheIndex;
  26849. lastInactiveAction._cacheIndex = cacheIndex;
  26850. actions[ cacheIndex ] = lastInactiveAction;
  26851. actions.pop();
  26852. action._cacheIndex = null;
  26853. var clipUuid = action._clip.uuid,
  26854. actionsByClip = this._actionsByClip,
  26855. actionsForClip = actionsByClip[ clipUuid ],
  26856. knownActionsForClip = actionsForClip.knownActions,
  26857. lastKnownAction =
  26858. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26859. byClipCacheIndex = action._byClipCacheIndex;
  26860. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26861. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26862. knownActionsForClip.pop();
  26863. action._byClipCacheIndex = null;
  26864. var actionByRoot = actionsForClip.actionByRoot,
  26865. rootUuid = ( action._localRoot || this._root ).uuid;
  26866. delete actionByRoot[ rootUuid ];
  26867. if ( knownActionsForClip.length === 0 ) {
  26868. delete actionsByClip[ clipUuid ];
  26869. }
  26870. this._removeInactiveBindingsForAction( action );
  26871. },
  26872. _removeInactiveBindingsForAction: function ( action ) {
  26873. var bindings = action._propertyBindings;
  26874. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26875. var binding = bindings[ i ];
  26876. if ( -- binding.referenceCount === 0 ) {
  26877. this._removeInactiveBinding( binding );
  26878. }
  26879. }
  26880. },
  26881. _lendAction: function ( action ) {
  26882. // [ active actions | inactive actions ]
  26883. // [ active actions >| inactive actions ]
  26884. // s a
  26885. // <-swap->
  26886. // a s
  26887. var actions = this._actions,
  26888. prevIndex = action._cacheIndex,
  26889. lastActiveIndex = this._nActiveActions ++,
  26890. firstInactiveAction = actions[ lastActiveIndex ];
  26891. action._cacheIndex = lastActiveIndex;
  26892. actions[ lastActiveIndex ] = action;
  26893. firstInactiveAction._cacheIndex = prevIndex;
  26894. actions[ prevIndex ] = firstInactiveAction;
  26895. },
  26896. _takeBackAction: function ( action ) {
  26897. // [ active actions | inactive actions ]
  26898. // [ active actions |< inactive actions ]
  26899. // a s
  26900. // <-swap->
  26901. // s a
  26902. var actions = this._actions,
  26903. prevIndex = action._cacheIndex,
  26904. firstInactiveIndex = -- this._nActiveActions,
  26905. lastActiveAction = actions[ firstInactiveIndex ];
  26906. action._cacheIndex = firstInactiveIndex;
  26907. actions[ firstInactiveIndex ] = action;
  26908. lastActiveAction._cacheIndex = prevIndex;
  26909. actions[ prevIndex ] = lastActiveAction;
  26910. },
  26911. // Memory management for PropertyMixer objects
  26912. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26913. var bindingsByRoot = this._bindingsByRootAndName,
  26914. bindingByName = bindingsByRoot[ rootUuid ],
  26915. bindings = this._bindings;
  26916. if ( bindingByName === undefined ) {
  26917. bindingByName = {};
  26918. bindingsByRoot[ rootUuid ] = bindingByName;
  26919. }
  26920. bindingByName[ trackName ] = binding;
  26921. binding._cacheIndex = bindings.length;
  26922. bindings.push( binding );
  26923. },
  26924. _removeInactiveBinding: function ( binding ) {
  26925. var bindings = this._bindings,
  26926. propBinding = binding.binding,
  26927. rootUuid = propBinding.rootNode.uuid,
  26928. trackName = propBinding.path,
  26929. bindingsByRoot = this._bindingsByRootAndName,
  26930. bindingByName = bindingsByRoot[ rootUuid ],
  26931. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26932. cacheIndex = binding._cacheIndex;
  26933. lastInactiveBinding._cacheIndex = cacheIndex;
  26934. bindings[ cacheIndex ] = lastInactiveBinding;
  26935. bindings.pop();
  26936. delete bindingByName[ trackName ];
  26937. if ( Object.keys( bindingByName ).length === 0 ) {
  26938. delete bindingsByRoot[ rootUuid ];
  26939. }
  26940. },
  26941. _lendBinding: function ( binding ) {
  26942. var bindings = this._bindings,
  26943. prevIndex = binding._cacheIndex,
  26944. lastActiveIndex = this._nActiveBindings ++,
  26945. firstInactiveBinding = bindings[ lastActiveIndex ];
  26946. binding._cacheIndex = lastActiveIndex;
  26947. bindings[ lastActiveIndex ] = binding;
  26948. firstInactiveBinding._cacheIndex = prevIndex;
  26949. bindings[ prevIndex ] = firstInactiveBinding;
  26950. },
  26951. _takeBackBinding: function ( binding ) {
  26952. var bindings = this._bindings,
  26953. prevIndex = binding._cacheIndex,
  26954. firstInactiveIndex = -- this._nActiveBindings,
  26955. lastActiveBinding = bindings[ firstInactiveIndex ];
  26956. binding._cacheIndex = firstInactiveIndex;
  26957. bindings[ firstInactiveIndex ] = binding;
  26958. lastActiveBinding._cacheIndex = prevIndex;
  26959. bindings[ prevIndex ] = lastActiveBinding;
  26960. },
  26961. // Memory management of Interpolants for weight and time scale
  26962. _lendControlInterpolant: function () {
  26963. var interpolants = this._controlInterpolants,
  26964. lastActiveIndex = this._nActiveControlInterpolants ++,
  26965. interpolant = interpolants[ lastActiveIndex ];
  26966. if ( interpolant === undefined ) {
  26967. interpolant = new LinearInterpolant(
  26968. new Float32Array( 2 ), new Float32Array( 2 ),
  26969. 1, this._controlInterpolantsResultBuffer );
  26970. interpolant.__cacheIndex = lastActiveIndex;
  26971. interpolants[ lastActiveIndex ] = interpolant;
  26972. }
  26973. return interpolant;
  26974. },
  26975. _takeBackControlInterpolant: function ( interpolant ) {
  26976. var interpolants = this._controlInterpolants,
  26977. prevIndex = interpolant.__cacheIndex,
  26978. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26979. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26980. interpolant.__cacheIndex = firstInactiveIndex;
  26981. interpolants[ firstInactiveIndex ] = interpolant;
  26982. lastActiveInterpolant.__cacheIndex = prevIndex;
  26983. interpolants[ prevIndex ] = lastActiveInterpolant;
  26984. },
  26985. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26986. // return an action for a clip optionally using a custom root target
  26987. // object (this method allocates a lot of dynamic memory in case a
  26988. // previously unknown clip/root combination is specified)
  26989. clipAction: function ( clip, optionalRoot ) {
  26990. var root = optionalRoot || this._root,
  26991. rootUuid = root.uuid,
  26992. clipObject = typeof clip === 'string' ?
  26993. AnimationClip.findByName( root, clip ) : clip,
  26994. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26995. actionsForClip = this._actionsByClip[ clipUuid ],
  26996. prototypeAction = null;
  26997. if ( actionsForClip !== undefined ) {
  26998. var existingAction =
  26999. actionsForClip.actionByRoot[ rootUuid ];
  27000. if ( existingAction !== undefined ) {
  27001. return existingAction;
  27002. }
  27003. // we know the clip, so we don't have to parse all
  27004. // the bindings again but can just copy
  27005. prototypeAction = actionsForClip.knownActions[ 0 ];
  27006. // also, take the clip from the prototype action
  27007. if ( clipObject === null )
  27008. { clipObject = prototypeAction._clip; }
  27009. }
  27010. // clip must be known when specified via string
  27011. if ( clipObject === null ) { return null; }
  27012. // allocate all resources required to run it
  27013. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  27014. this._bindAction( newAction, prototypeAction );
  27015. // and make the action known to the memory manager
  27016. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27017. return newAction;
  27018. },
  27019. // get an existing action
  27020. existingAction: function ( clip, optionalRoot ) {
  27021. var root = optionalRoot || this._root,
  27022. rootUuid = root.uuid,
  27023. clipObject = typeof clip === 'string' ?
  27024. AnimationClip.findByName( root, clip ) : clip,
  27025. clipUuid = clipObject ? clipObject.uuid : clip,
  27026. actionsForClip = this._actionsByClip[ clipUuid ];
  27027. if ( actionsForClip !== undefined ) {
  27028. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27029. }
  27030. return null;
  27031. },
  27032. // deactivates all previously scheduled actions
  27033. stopAllAction: function () {
  27034. var actions = this._actions,
  27035. nActions = this._nActiveActions,
  27036. bindings = this._bindings,
  27037. nBindings = this._nActiveBindings;
  27038. this._nActiveActions = 0;
  27039. this._nActiveBindings = 0;
  27040. for ( var i = 0; i !== nActions; ++ i ) {
  27041. actions[ i ].reset();
  27042. }
  27043. for ( var i = 0; i !== nBindings; ++ i ) {
  27044. bindings[ i ].useCount = 0;
  27045. }
  27046. return this;
  27047. },
  27048. // advance the time and update apply the animation
  27049. update: function ( deltaTime ) {
  27050. deltaTime *= this.timeScale;
  27051. var actions = this._actions,
  27052. nActions = this._nActiveActions,
  27053. time = this.time += deltaTime,
  27054. timeDirection = Math.sign( deltaTime ),
  27055. accuIndex = this._accuIndex ^= 1;
  27056. // run active actions
  27057. for ( var i = 0; i !== nActions; ++ i ) {
  27058. var action = actions[ i ];
  27059. action._update( time, deltaTime, timeDirection, accuIndex );
  27060. }
  27061. // update scene graph
  27062. var bindings = this._bindings,
  27063. nBindings = this._nActiveBindings;
  27064. for ( var i = 0; i !== nBindings; ++ i ) {
  27065. bindings[ i ].apply( accuIndex );
  27066. }
  27067. return this;
  27068. },
  27069. // Allows you to seek to a specific time in an animation.
  27070. setTime: function ( timeInSeconds ) {
  27071. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27072. for ( var i = 0; i < this._actions.length; i ++ ) {
  27073. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27074. }
  27075. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27076. },
  27077. // return this mixer's root target object
  27078. getRoot: function () {
  27079. return this._root;
  27080. },
  27081. // free all resources specific to a particular clip
  27082. uncacheClip: function ( clip ) {
  27083. var actions = this._actions,
  27084. clipUuid = clip.uuid,
  27085. actionsByClip = this._actionsByClip,
  27086. actionsForClip = actionsByClip[ clipUuid ];
  27087. if ( actionsForClip !== undefined ) {
  27088. // note: just calling _removeInactiveAction would mess up the
  27089. // iteration state and also require updating the state we can
  27090. // just throw away
  27091. var actionsToRemove = actionsForClip.knownActions;
  27092. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27093. var action = actionsToRemove[ i ];
  27094. this._deactivateAction( action );
  27095. var cacheIndex = action._cacheIndex,
  27096. lastInactiveAction = actions[ actions.length - 1 ];
  27097. action._cacheIndex = null;
  27098. action._byClipCacheIndex = null;
  27099. lastInactiveAction._cacheIndex = cacheIndex;
  27100. actions[ cacheIndex ] = lastInactiveAction;
  27101. actions.pop();
  27102. this._removeInactiveBindingsForAction( action );
  27103. }
  27104. delete actionsByClip[ clipUuid ];
  27105. }
  27106. },
  27107. // free all resources specific to a particular root target object
  27108. uncacheRoot: function ( root ) {
  27109. var rootUuid = root.uuid,
  27110. actionsByClip = this._actionsByClip;
  27111. for ( var clipUuid in actionsByClip ) {
  27112. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27113. action = actionByRoot[ rootUuid ];
  27114. if ( action !== undefined ) {
  27115. this._deactivateAction( action );
  27116. this._removeInactiveAction( action );
  27117. }
  27118. }
  27119. var bindingsByRoot = this._bindingsByRootAndName,
  27120. bindingByName = bindingsByRoot[ rootUuid ];
  27121. if ( bindingByName !== undefined ) {
  27122. for ( var trackName in bindingByName ) {
  27123. var binding = bindingByName[ trackName ];
  27124. binding.restoreOriginalState();
  27125. this._removeInactiveBinding( binding );
  27126. }
  27127. }
  27128. },
  27129. // remove a targeted clip from the cache
  27130. uncacheAction: function ( clip, optionalRoot ) {
  27131. var action = this.existingAction( clip, optionalRoot );
  27132. if ( action !== null ) {
  27133. this._deactivateAction( action );
  27134. this._removeInactiveAction( action );
  27135. }
  27136. }
  27137. } );
  27138. /**
  27139. * @author mrdoob / http://mrdoob.com/
  27140. */
  27141. function Uniform( value ) {
  27142. if ( typeof value === 'string' ) {
  27143. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27144. value = arguments[ 1 ];
  27145. }
  27146. this.value = value;
  27147. }
  27148. Uniform.prototype.clone = function () {
  27149. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27150. };
  27151. /**
  27152. * @author benaadams / https://twitter.com/ben_a_adams
  27153. */
  27154. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27155. InterleavedBuffer.call( this, array, stride );
  27156. this.meshPerAttribute = meshPerAttribute || 1;
  27157. }
  27158. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27159. constructor: InstancedInterleavedBuffer,
  27160. isInstancedInterleavedBuffer: true,
  27161. copy: function ( source ) {
  27162. InterleavedBuffer.prototype.copy.call( this, source );
  27163. this.meshPerAttribute = source.meshPerAttribute;
  27164. return this;
  27165. }
  27166. } );
  27167. /**
  27168. * @author mrdoob / http://mrdoob.com/
  27169. * @author bhouston / http://clara.io/
  27170. * @author stephomi / http://stephaneginier.com/
  27171. */
  27172. function Raycaster( origin, direction, near, far ) {
  27173. this.ray = new Ray( origin, direction );
  27174. // direction is assumed to be normalized (for accurate distance calculations)
  27175. this.near = near || 0;
  27176. this.far = far || Infinity;
  27177. this.camera = null;
  27178. this.layers = new Layers();
  27179. this.params = {
  27180. Mesh: {},
  27181. Line: { threshold: 1 },
  27182. LOD: {},
  27183. Points: { threshold: 1 },
  27184. Sprite: {}
  27185. };
  27186. Object.defineProperties( this.params, {
  27187. PointCloud: {
  27188. get: function () {
  27189. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27190. return this.Points;
  27191. }
  27192. }
  27193. } );
  27194. }
  27195. function ascSort( a, b ) {
  27196. return a.distance - b.distance;
  27197. }
  27198. function intersectObject( object, raycaster, intersects, recursive ) {
  27199. if ( object.layers.test( raycaster.layers ) ) {
  27200. object.raycast( raycaster, intersects );
  27201. }
  27202. if ( recursive === true ) {
  27203. var children = object.children;
  27204. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27205. intersectObject( children[ i ], raycaster, intersects, true );
  27206. }
  27207. }
  27208. }
  27209. Object.assign( Raycaster.prototype, {
  27210. set: function ( origin, direction ) {
  27211. // direction is assumed to be normalized (for accurate distance calculations)
  27212. this.ray.set( origin, direction );
  27213. },
  27214. setFromCamera: function ( coords, camera ) {
  27215. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27216. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27217. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27218. this.camera = camera;
  27219. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27220. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27221. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27222. this.camera = camera;
  27223. } else {
  27224. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27225. }
  27226. },
  27227. intersectObject: function ( object, recursive, optionalTarget ) {
  27228. var intersects = optionalTarget || [];
  27229. intersectObject( object, this, intersects, recursive );
  27230. intersects.sort( ascSort );
  27231. return intersects;
  27232. },
  27233. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27234. var intersects = optionalTarget || [];
  27235. if ( Array.isArray( objects ) === false ) {
  27236. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27237. return intersects;
  27238. }
  27239. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27240. intersectObject( objects[ i ], this, intersects, recursive );
  27241. }
  27242. intersects.sort( ascSort );
  27243. return intersects;
  27244. }
  27245. } );
  27246. /**
  27247. * @author bhouston / http://clara.io
  27248. * @author WestLangley / http://github.com/WestLangley
  27249. *
  27250. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27251. *
  27252. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27253. * The azimuthal angle (theta) is measured from the positive z-axis.
  27254. */
  27255. function Spherical( radius, phi, theta ) {
  27256. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27257. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27258. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27259. return this;
  27260. }
  27261. Object.assign( Spherical.prototype, {
  27262. set: function ( radius, phi, theta ) {
  27263. this.radius = radius;
  27264. this.phi = phi;
  27265. this.theta = theta;
  27266. return this;
  27267. },
  27268. clone: function () {
  27269. return new this.constructor().copy( this );
  27270. },
  27271. copy: function ( other ) {
  27272. this.radius = other.radius;
  27273. this.phi = other.phi;
  27274. this.theta = other.theta;
  27275. return this;
  27276. },
  27277. // restrict phi to be betwee EPS and PI-EPS
  27278. makeSafe: function () {
  27279. var EPS = 0.000001;
  27280. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27281. return this;
  27282. },
  27283. setFromVector3: function ( v ) {
  27284. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27285. },
  27286. setFromCartesianCoords: function ( x, y, z ) {
  27287. this.radius = Math.sqrt( x * x + y * y + z * z );
  27288. if ( this.radius === 0 ) {
  27289. this.theta = 0;
  27290. this.phi = 0;
  27291. } else {
  27292. this.theta = Math.atan2( x, z );
  27293. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27294. }
  27295. return this;
  27296. }
  27297. } );
  27298. /**
  27299. * @author Mugen87 / https://github.com/Mugen87
  27300. *
  27301. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27302. *
  27303. */
  27304. function Cylindrical( radius, theta, y ) {
  27305. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27306. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27307. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27308. return this;
  27309. }
  27310. Object.assign( Cylindrical.prototype, {
  27311. set: function ( radius, theta, y ) {
  27312. this.radius = radius;
  27313. this.theta = theta;
  27314. this.y = y;
  27315. return this;
  27316. },
  27317. clone: function () {
  27318. return new this.constructor().copy( this );
  27319. },
  27320. copy: function ( other ) {
  27321. this.radius = other.radius;
  27322. this.theta = other.theta;
  27323. this.y = other.y;
  27324. return this;
  27325. },
  27326. setFromVector3: function ( v ) {
  27327. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27328. },
  27329. setFromCartesianCoords: function ( x, y, z ) {
  27330. this.radius = Math.sqrt( x * x + z * z );
  27331. this.theta = Math.atan2( x, z );
  27332. this.y = y;
  27333. return this;
  27334. }
  27335. } );
  27336. /**
  27337. * @author bhouston / http://clara.io
  27338. */
  27339. var _vector$7 = new Vector2();
  27340. function Box2( min, max ) {
  27341. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27342. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27343. }
  27344. Object.assign( Box2.prototype, {
  27345. set: function ( min, max ) {
  27346. this.min.copy( min );
  27347. this.max.copy( max );
  27348. return this;
  27349. },
  27350. setFromPoints: function ( points ) {
  27351. this.makeEmpty();
  27352. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27353. this.expandByPoint( points[ i ] );
  27354. }
  27355. return this;
  27356. },
  27357. setFromCenterAndSize: function ( center, size ) {
  27358. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27359. this.min.copy( center ).sub( halfSize );
  27360. this.max.copy( center ).add( halfSize );
  27361. return this;
  27362. },
  27363. clone: function () {
  27364. return new this.constructor().copy( this );
  27365. },
  27366. copy: function ( box ) {
  27367. this.min.copy( box.min );
  27368. this.max.copy( box.max );
  27369. return this;
  27370. },
  27371. makeEmpty: function () {
  27372. this.min.x = this.min.y = + Infinity;
  27373. this.max.x = this.max.y = - Infinity;
  27374. return this;
  27375. },
  27376. isEmpty: function () {
  27377. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27378. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27379. },
  27380. getCenter: function ( target ) {
  27381. if ( target === undefined ) {
  27382. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27383. target = new Vector2();
  27384. }
  27385. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27386. },
  27387. getSize: function ( target ) {
  27388. if ( target === undefined ) {
  27389. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27390. target = new Vector2();
  27391. }
  27392. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27393. },
  27394. expandByPoint: function ( point ) {
  27395. this.min.min( point );
  27396. this.max.max( point );
  27397. return this;
  27398. },
  27399. expandByVector: function ( vector ) {
  27400. this.min.sub( vector );
  27401. this.max.add( vector );
  27402. return this;
  27403. },
  27404. expandByScalar: function ( scalar ) {
  27405. this.min.addScalar( - scalar );
  27406. this.max.addScalar( scalar );
  27407. return this;
  27408. },
  27409. containsPoint: function ( point ) {
  27410. return point.x < this.min.x || point.x > this.max.x ||
  27411. point.y < this.min.y || point.y > this.max.y ? false : true;
  27412. },
  27413. containsBox: function ( box ) {
  27414. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27415. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27416. },
  27417. getParameter: function ( point, target ) {
  27418. // This can potentially have a divide by zero if the box
  27419. // has a size dimension of 0.
  27420. if ( target === undefined ) {
  27421. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27422. target = new Vector2();
  27423. }
  27424. return target.set(
  27425. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27426. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27427. );
  27428. },
  27429. intersectsBox: function ( box ) {
  27430. // using 4 splitting planes to rule out intersections
  27431. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27432. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27433. },
  27434. clampPoint: function ( point, target ) {
  27435. if ( target === undefined ) {
  27436. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27437. target = new Vector2();
  27438. }
  27439. return target.copy( point ).clamp( this.min, this.max );
  27440. },
  27441. distanceToPoint: function ( point ) {
  27442. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27443. return clampedPoint.sub( point ).length();
  27444. },
  27445. intersect: function ( box ) {
  27446. this.min.max( box.min );
  27447. this.max.min( box.max );
  27448. return this;
  27449. },
  27450. union: function ( box ) {
  27451. this.min.min( box.min );
  27452. this.max.max( box.max );
  27453. return this;
  27454. },
  27455. translate: function ( offset ) {
  27456. this.min.add( offset );
  27457. this.max.add( offset );
  27458. return this;
  27459. },
  27460. equals: function ( box ) {
  27461. return box.min.equals( this.min ) && box.max.equals( this.max );
  27462. }
  27463. } );
  27464. /**
  27465. * @author bhouston / http://clara.io
  27466. */
  27467. var _startP = new Vector3();
  27468. var _startEnd = new Vector3();
  27469. function Line3( start, end ) {
  27470. this.start = ( start !== undefined ) ? start : new Vector3();
  27471. this.end = ( end !== undefined ) ? end : new Vector3();
  27472. }
  27473. Object.assign( Line3.prototype, {
  27474. set: function ( start, end ) {
  27475. this.start.copy( start );
  27476. this.end.copy( end );
  27477. return this;
  27478. },
  27479. clone: function () {
  27480. return new this.constructor().copy( this );
  27481. },
  27482. copy: function ( line ) {
  27483. this.start.copy( line.start );
  27484. this.end.copy( line.end );
  27485. return this;
  27486. },
  27487. getCenter: function ( target ) {
  27488. if ( target === undefined ) {
  27489. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27490. target = new Vector3();
  27491. }
  27492. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27493. },
  27494. delta: function ( target ) {
  27495. if ( target === undefined ) {
  27496. console.warn( 'THREE.Line3: .delta() target is now required' );
  27497. target = new Vector3();
  27498. }
  27499. return target.subVectors( this.end, this.start );
  27500. },
  27501. distanceSq: function () {
  27502. return this.start.distanceToSquared( this.end );
  27503. },
  27504. distance: function () {
  27505. return this.start.distanceTo( this.end );
  27506. },
  27507. at: function ( t, target ) {
  27508. if ( target === undefined ) {
  27509. console.warn( 'THREE.Line3: .at() target is now required' );
  27510. target = new Vector3();
  27511. }
  27512. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27513. },
  27514. closestPointToPointParameter: function ( point, clampToLine ) {
  27515. _startP.subVectors( point, this.start );
  27516. _startEnd.subVectors( this.end, this.start );
  27517. var startEnd2 = _startEnd.dot( _startEnd );
  27518. var startEnd_startP = _startEnd.dot( _startP );
  27519. var t = startEnd_startP / startEnd2;
  27520. if ( clampToLine ) {
  27521. t = MathUtils.clamp( t, 0, 1 );
  27522. }
  27523. return t;
  27524. },
  27525. closestPointToPoint: function ( point, clampToLine, target ) {
  27526. var t = this.closestPointToPointParameter( point, clampToLine );
  27527. if ( target === undefined ) {
  27528. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27529. target = new Vector3();
  27530. }
  27531. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27532. },
  27533. applyMatrix4: function ( matrix ) {
  27534. this.start.applyMatrix4( matrix );
  27535. this.end.applyMatrix4( matrix );
  27536. return this;
  27537. },
  27538. equals: function ( line ) {
  27539. return line.start.equals( this.start ) && line.end.equals( this.end );
  27540. }
  27541. } );
  27542. /**
  27543. * @author alteredq / http://alteredqualia.com/
  27544. */
  27545. function ImmediateRenderObject( material ) {
  27546. Object3D.call( this );
  27547. this.material = material;
  27548. this.render = function ( /* renderCallback */ ) {};
  27549. }
  27550. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27551. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27552. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27553. /**
  27554. * @author alteredq / http://alteredqualia.com/
  27555. * @author mrdoob / http://mrdoob.com/
  27556. * @author WestLangley / http://github.com/WestLangley
  27557. */
  27558. var _vector$8 = new Vector3();
  27559. function SpotLightHelper( light, color ) {
  27560. Object3D.call( this );
  27561. this.light = light;
  27562. this.light.updateMatrixWorld();
  27563. this.matrix = light.matrixWorld;
  27564. this.matrixAutoUpdate = false;
  27565. this.color = color;
  27566. var geometry = new BufferGeometry();
  27567. var positions = [
  27568. 0, 0, 0, 0, 0, 1,
  27569. 0, 0, 0, 1, 0, 1,
  27570. 0, 0, 0, - 1, 0, 1,
  27571. 0, 0, 0, 0, 1, 1,
  27572. 0, 0, 0, 0, - 1, 1
  27573. ];
  27574. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27575. var p1 = ( i / l ) * Math.PI * 2;
  27576. var p2 = ( j / l ) * Math.PI * 2;
  27577. positions.push(
  27578. Math.cos( p1 ), Math.sin( p1 ), 1,
  27579. Math.cos( p2 ), Math.sin( p2 ), 1
  27580. );
  27581. }
  27582. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27583. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27584. this.cone = new LineSegments( geometry, material );
  27585. this.add( this.cone );
  27586. this.update();
  27587. }
  27588. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27589. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27590. SpotLightHelper.prototype.dispose = function () {
  27591. this.cone.geometry.dispose();
  27592. this.cone.material.dispose();
  27593. };
  27594. SpotLightHelper.prototype.update = function () {
  27595. this.light.updateMatrixWorld();
  27596. var coneLength = this.light.distance ? this.light.distance : 1000;
  27597. var coneWidth = coneLength * Math.tan( this.light.angle );
  27598. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27599. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27600. this.cone.lookAt( _vector$8 );
  27601. if ( this.color !== undefined ) {
  27602. this.cone.material.color.set( this.color );
  27603. } else {
  27604. this.cone.material.color.copy( this.light.color );
  27605. }
  27606. };
  27607. /**
  27608. * @author Sean Griffin / http://twitter.com/sgrif
  27609. * @author Michael Guerrero / http://realitymeltdown.com
  27610. * @author mrdoob / http://mrdoob.com/
  27611. * @author ikerr / http://verold.com
  27612. * @author Mugen87 / https://github.com/Mugen87
  27613. */
  27614. var _vector$9 = new Vector3();
  27615. var _boneMatrix = new Matrix4();
  27616. var _matrixWorldInv = new Matrix4();
  27617. function getBoneList( object ) {
  27618. var boneList = [];
  27619. if ( object && object.isBone ) {
  27620. boneList.push( object );
  27621. }
  27622. for ( var i = 0; i < object.children.length; i ++ ) {
  27623. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27624. }
  27625. return boneList;
  27626. }
  27627. function SkeletonHelper( object ) {
  27628. var bones = getBoneList( object );
  27629. var geometry = new BufferGeometry();
  27630. var vertices = [];
  27631. var colors = [];
  27632. var color1 = new Color( 0, 0, 1 );
  27633. var color2 = new Color( 0, 1, 0 );
  27634. for ( var i = 0; i < bones.length; i ++ ) {
  27635. var bone = bones[ i ];
  27636. if ( bone.parent && bone.parent.isBone ) {
  27637. vertices.push( 0, 0, 0 );
  27638. vertices.push( 0, 0, 0 );
  27639. colors.push( color1.r, color1.g, color1.b );
  27640. colors.push( color2.r, color2.g, color2.b );
  27641. }
  27642. }
  27643. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27644. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27645. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  27646. LineSegments.call( this, geometry, material );
  27647. this.type = 'SkeletonHelper';
  27648. this.root = object;
  27649. this.bones = bones;
  27650. this.matrix = object.matrixWorld;
  27651. this.matrixAutoUpdate = false;
  27652. }
  27653. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27654. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27655. SkeletonHelper.prototype.isSkeletonHelper = true;
  27656. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27657. var bones = this.bones;
  27658. var geometry = this.geometry;
  27659. var position = geometry.getAttribute( 'position' );
  27660. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27661. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27662. var bone = bones[ i ];
  27663. if ( bone.parent && bone.parent.isBone ) {
  27664. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27665. _vector$9.setFromMatrixPosition( _boneMatrix );
  27666. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27667. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27668. _vector$9.setFromMatrixPosition( _boneMatrix );
  27669. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27670. j += 2;
  27671. }
  27672. }
  27673. geometry.getAttribute( 'position' ).needsUpdate = true;
  27674. Object3D.prototype.updateMatrixWorld.call( this, force );
  27675. };
  27676. /**
  27677. * @author alteredq / http://alteredqualia.com/
  27678. * @author mrdoob / http://mrdoob.com/
  27679. */
  27680. function PointLightHelper( light, sphereSize, color ) {
  27681. this.light = light;
  27682. this.light.updateMatrixWorld();
  27683. this.color = color;
  27684. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27685. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27686. Mesh.call( this, geometry, material );
  27687. this.type = 'PointLightHelper';
  27688. this.matrix = this.light.matrixWorld;
  27689. this.matrixAutoUpdate = false;
  27690. this.update();
  27691. /*
  27692. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27693. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27694. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27695. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27696. var d = light.distance;
  27697. if ( d === 0.0 ) {
  27698. this.lightDistance.visible = false;
  27699. } else {
  27700. this.lightDistance.scale.set( d, d, d );
  27701. }
  27702. this.add( this.lightDistance );
  27703. */
  27704. }
  27705. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27706. PointLightHelper.prototype.constructor = PointLightHelper;
  27707. PointLightHelper.prototype.dispose = function () {
  27708. this.geometry.dispose();
  27709. this.material.dispose();
  27710. };
  27711. PointLightHelper.prototype.update = function () {
  27712. if ( this.color !== undefined ) {
  27713. this.material.color.set( this.color );
  27714. } else {
  27715. this.material.color.copy( this.light.color );
  27716. }
  27717. /*
  27718. var d = this.light.distance;
  27719. if ( d === 0.0 ) {
  27720. this.lightDistance.visible = false;
  27721. } else {
  27722. this.lightDistance.visible = true;
  27723. this.lightDistance.scale.set( d, d, d );
  27724. }
  27725. */
  27726. };
  27727. /**
  27728. * @author alteredq / http://alteredqualia.com/
  27729. * @author mrdoob / http://mrdoob.com/
  27730. * @author Mugen87 / https://github.com/Mugen87
  27731. */
  27732. var _vector$a = new Vector3();
  27733. var _color1 = new Color();
  27734. var _color2 = new Color();
  27735. function HemisphereLightHelper( light, size, color ) {
  27736. Object3D.call( this );
  27737. this.light = light;
  27738. this.light.updateMatrixWorld();
  27739. this.matrix = light.matrixWorld;
  27740. this.matrixAutoUpdate = false;
  27741. this.color = color;
  27742. var geometry = new OctahedronBufferGeometry( size );
  27743. geometry.rotateY( Math.PI * 0.5 );
  27744. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27745. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27746. var position = geometry.getAttribute( 'position' );
  27747. var colors = new Float32Array( position.count * 3 );
  27748. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27749. this.add( new Mesh( geometry, this.material ) );
  27750. this.update();
  27751. }
  27752. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27753. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27754. HemisphereLightHelper.prototype.dispose = function () {
  27755. this.children[ 0 ].geometry.dispose();
  27756. this.children[ 0 ].material.dispose();
  27757. };
  27758. HemisphereLightHelper.prototype.update = function () {
  27759. var mesh = this.children[ 0 ];
  27760. if ( this.color !== undefined ) {
  27761. this.material.color.set( this.color );
  27762. } else {
  27763. var colors = mesh.geometry.getAttribute( 'color' );
  27764. _color1.copy( this.light.color );
  27765. _color2.copy( this.light.groundColor );
  27766. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27767. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27768. colors.setXYZ( i, color.r, color.g, color.b );
  27769. }
  27770. colors.needsUpdate = true;
  27771. }
  27772. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27773. };
  27774. /**
  27775. * @author mrdoob / http://mrdoob.com/
  27776. */
  27777. function GridHelper( size, divisions, color1, color2 ) {
  27778. size = size || 10;
  27779. divisions = divisions || 10;
  27780. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27781. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27782. var center = divisions / 2;
  27783. var step = size / divisions;
  27784. var halfSize = size / 2;
  27785. var vertices = [], colors = [];
  27786. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27787. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27788. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27789. var color = i === center ? color1 : color2;
  27790. color.toArray( colors, j ); j += 3;
  27791. color.toArray( colors, j ); j += 3;
  27792. color.toArray( colors, j ); j += 3;
  27793. color.toArray( colors, j ); j += 3;
  27794. }
  27795. var geometry = new BufferGeometry();
  27796. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27797. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27798. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27799. LineSegments.call( this, geometry, material );
  27800. this.type = 'GridHelper';
  27801. }
  27802. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27803. constructor: GridHelper,
  27804. copy: function ( source ) {
  27805. LineSegments.prototype.copy.call( this, source );
  27806. this.geometry.copy( source.geometry );
  27807. this.material.copy( source.material );
  27808. return this;
  27809. },
  27810. clone: function () {
  27811. return new this.constructor().copy( this );
  27812. }
  27813. } );
  27814. /**
  27815. * @author mrdoob / http://mrdoob.com/
  27816. * @author Mugen87 / http://github.com/Mugen87
  27817. * @author Hectate / http://www.github.com/Hectate
  27818. */
  27819. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27820. radius = radius || 10;
  27821. radials = radials || 16;
  27822. circles = circles || 8;
  27823. divisions = divisions || 64;
  27824. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27825. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27826. var vertices = [];
  27827. var colors = [];
  27828. var x, z;
  27829. var v, i, j, r, color;
  27830. // create the radials
  27831. for ( i = 0; i <= radials; i ++ ) {
  27832. v = ( i / radials ) * ( Math.PI * 2 );
  27833. x = Math.sin( v ) * radius;
  27834. z = Math.cos( v ) * radius;
  27835. vertices.push( 0, 0, 0 );
  27836. vertices.push( x, 0, z );
  27837. color = ( i & 1 ) ? color1 : color2;
  27838. colors.push( color.r, color.g, color.b );
  27839. colors.push( color.r, color.g, color.b );
  27840. }
  27841. // create the circles
  27842. for ( i = 0; i <= circles; i ++ ) {
  27843. color = ( i & 1 ) ? color1 : color2;
  27844. r = radius - ( radius / circles * i );
  27845. for ( j = 0; j < divisions; j ++ ) {
  27846. // first vertex
  27847. v = ( j / divisions ) * ( Math.PI * 2 );
  27848. x = Math.sin( v ) * r;
  27849. z = Math.cos( v ) * r;
  27850. vertices.push( x, 0, z );
  27851. colors.push( color.r, color.g, color.b );
  27852. // second vertex
  27853. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27854. x = Math.sin( v ) * r;
  27855. z = Math.cos( v ) * r;
  27856. vertices.push( x, 0, z );
  27857. colors.push( color.r, color.g, color.b );
  27858. }
  27859. }
  27860. var geometry = new BufferGeometry();
  27861. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27862. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27863. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27864. LineSegments.call( this, geometry, material );
  27865. this.type = 'PolarGridHelper';
  27866. }
  27867. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27868. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27869. /**
  27870. * @author alteredq / http://alteredqualia.com/
  27871. * @author mrdoob / http://mrdoob.com/
  27872. * @author WestLangley / http://github.com/WestLangley
  27873. */
  27874. var _v1$5 = new Vector3();
  27875. var _v2$3 = new Vector3();
  27876. var _v3$1 = new Vector3();
  27877. function DirectionalLightHelper( light, size, color ) {
  27878. Object3D.call( this );
  27879. this.light = light;
  27880. this.light.updateMatrixWorld();
  27881. this.matrix = light.matrixWorld;
  27882. this.matrixAutoUpdate = false;
  27883. this.color = color;
  27884. if ( size === undefined ) { size = 1; }
  27885. var geometry = new BufferGeometry();
  27886. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27887. - size, size, 0,
  27888. size, size, 0,
  27889. size, - size, 0,
  27890. - size, - size, 0,
  27891. - size, size, 0
  27892. ], 3 ) );
  27893. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27894. this.lightPlane = new Line( geometry, material );
  27895. this.add( this.lightPlane );
  27896. geometry = new BufferGeometry();
  27897. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27898. this.targetLine = new Line( geometry, material );
  27899. this.add( this.targetLine );
  27900. this.update();
  27901. }
  27902. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27903. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27904. DirectionalLightHelper.prototype.dispose = function () {
  27905. this.lightPlane.geometry.dispose();
  27906. this.lightPlane.material.dispose();
  27907. this.targetLine.geometry.dispose();
  27908. this.targetLine.material.dispose();
  27909. };
  27910. DirectionalLightHelper.prototype.update = function () {
  27911. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27912. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27913. _v3$1.subVectors( _v2$3, _v1$5 );
  27914. this.lightPlane.lookAt( _v2$3 );
  27915. if ( this.color !== undefined ) {
  27916. this.lightPlane.material.color.set( this.color );
  27917. this.targetLine.material.color.set( this.color );
  27918. } else {
  27919. this.lightPlane.material.color.copy( this.light.color );
  27920. this.targetLine.material.color.copy( this.light.color );
  27921. }
  27922. this.targetLine.lookAt( _v2$3 );
  27923. this.targetLine.scale.z = _v3$1.length();
  27924. };
  27925. /**
  27926. * @author alteredq / http://alteredqualia.com/
  27927. * @author Mugen87 / https://github.com/Mugen87
  27928. *
  27929. * - shows frustum, line of sight and up of the camera
  27930. * - suitable for fast updates
  27931. * - based on frustum visualization in lightgl.js shadowmap example
  27932. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27933. */
  27934. var _vector$b = new Vector3();
  27935. var _camera = new Camera();
  27936. function CameraHelper( camera ) {
  27937. var geometry = new BufferGeometry();
  27938. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  27939. var vertices = [];
  27940. var colors = [];
  27941. var pointMap = {};
  27942. // colors
  27943. var colorFrustum = new Color( 0xffaa00 );
  27944. var colorCone = new Color( 0xff0000 );
  27945. var colorUp = new Color( 0x00aaff );
  27946. var colorTarget = new Color( 0xffffff );
  27947. var colorCross = new Color( 0x333333 );
  27948. // near
  27949. addLine( 'n1', 'n2', colorFrustum );
  27950. addLine( 'n2', 'n4', colorFrustum );
  27951. addLine( 'n4', 'n3', colorFrustum );
  27952. addLine( 'n3', 'n1', colorFrustum );
  27953. // far
  27954. addLine( 'f1', 'f2', colorFrustum );
  27955. addLine( 'f2', 'f4', colorFrustum );
  27956. addLine( 'f4', 'f3', colorFrustum );
  27957. addLine( 'f3', 'f1', colorFrustum );
  27958. // sides
  27959. addLine( 'n1', 'f1', colorFrustum );
  27960. addLine( 'n2', 'f2', colorFrustum );
  27961. addLine( 'n3', 'f3', colorFrustum );
  27962. addLine( 'n4', 'f4', colorFrustum );
  27963. // cone
  27964. addLine( 'p', 'n1', colorCone );
  27965. addLine( 'p', 'n2', colorCone );
  27966. addLine( 'p', 'n3', colorCone );
  27967. addLine( 'p', 'n4', colorCone );
  27968. // up
  27969. addLine( 'u1', 'u2', colorUp );
  27970. addLine( 'u2', 'u3', colorUp );
  27971. addLine( 'u3', 'u1', colorUp );
  27972. // target
  27973. addLine( 'c', 't', colorTarget );
  27974. addLine( 'p', 'c', colorCross );
  27975. // cross
  27976. addLine( 'cn1', 'cn2', colorCross );
  27977. addLine( 'cn3', 'cn4', colorCross );
  27978. addLine( 'cf1', 'cf2', colorCross );
  27979. addLine( 'cf3', 'cf4', colorCross );
  27980. function addLine( a, b, color ) {
  27981. addPoint( a, color );
  27982. addPoint( b, color );
  27983. }
  27984. function addPoint( id, color ) {
  27985. vertices.push( 0, 0, 0 );
  27986. colors.push( color.r, color.g, color.b );
  27987. if ( pointMap[ id ] === undefined ) {
  27988. pointMap[ id ] = [];
  27989. }
  27990. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27991. }
  27992. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27993. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27994. LineSegments.call( this, geometry, material );
  27995. this.type = 'CameraHelper';
  27996. this.camera = camera;
  27997. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27998. this.matrix = camera.matrixWorld;
  27999. this.matrixAutoUpdate = false;
  28000. this.pointMap = pointMap;
  28001. this.update();
  28002. }
  28003. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28004. CameraHelper.prototype.constructor = CameraHelper;
  28005. CameraHelper.prototype.update = function () {
  28006. var geometry = this.geometry;
  28007. var pointMap = this.pointMap;
  28008. var w = 1, h = 1;
  28009. // we need just camera projection matrix inverse
  28010. // world matrix must be identity
  28011. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28012. // center / target
  28013. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28014. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28015. // near
  28016. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28017. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28018. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28019. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28020. // far
  28021. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28022. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28023. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28024. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28025. // up
  28026. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28027. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28028. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28029. // cross
  28030. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28031. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28032. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28033. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28034. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28035. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28036. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28037. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28038. geometry.getAttribute( 'position' ).needsUpdate = true;
  28039. };
  28040. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28041. _vector$b.set( x, y, z ).unproject( camera );
  28042. var points = pointMap[ point ];
  28043. if ( points !== undefined ) {
  28044. var position = geometry.getAttribute( 'position' );
  28045. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28046. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28047. }
  28048. }
  28049. }
  28050. /**
  28051. * @author mrdoob / http://mrdoob.com/
  28052. * @author Mugen87 / http://github.com/Mugen87
  28053. */
  28054. var _box$3 = new Box3();
  28055. function BoxHelper( object, color ) {
  28056. this.object = object;
  28057. if ( color === undefined ) { color = 0xffff00; }
  28058. 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 ] );
  28059. var positions = new Float32Array( 8 * 3 );
  28060. var geometry = new BufferGeometry();
  28061. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28062. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28063. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28064. this.type = 'BoxHelper';
  28065. this.matrixAutoUpdate = false;
  28066. this.update();
  28067. }
  28068. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28069. BoxHelper.prototype.constructor = BoxHelper;
  28070. BoxHelper.prototype.update = function ( object ) {
  28071. if ( object !== undefined ) {
  28072. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28073. }
  28074. if ( this.object !== undefined ) {
  28075. _box$3.setFromObject( this.object );
  28076. }
  28077. if ( _box$3.isEmpty() ) { return; }
  28078. var min = _box$3.min;
  28079. var max = _box$3.max;
  28080. /*
  28081. 5____4
  28082. 1/___0/|
  28083. | 6__|_7
  28084. 2/___3/
  28085. 0: max.x, max.y, max.z
  28086. 1: min.x, max.y, max.z
  28087. 2: min.x, min.y, max.z
  28088. 3: max.x, min.y, max.z
  28089. 4: max.x, max.y, min.z
  28090. 5: min.x, max.y, min.z
  28091. 6: min.x, min.y, min.z
  28092. 7: max.x, min.y, min.z
  28093. */
  28094. var position = this.geometry.attributes.position;
  28095. var array = position.array;
  28096. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28097. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28098. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28099. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28100. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28101. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28102. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28103. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28104. position.needsUpdate = true;
  28105. this.geometry.computeBoundingSphere();
  28106. };
  28107. BoxHelper.prototype.setFromObject = function ( object ) {
  28108. this.object = object;
  28109. this.update();
  28110. return this;
  28111. };
  28112. BoxHelper.prototype.copy = function ( source ) {
  28113. LineSegments.prototype.copy.call( this, source );
  28114. this.object = source.object;
  28115. return this;
  28116. };
  28117. BoxHelper.prototype.clone = function () {
  28118. return new this.constructor().copy( this );
  28119. };
  28120. /**
  28121. * @author WestLangley / http://github.com/WestLangley
  28122. */
  28123. function Box3Helper( box, color ) {
  28124. this.type = 'Box3Helper';
  28125. this.box = box;
  28126. color = color || 0xffff00;
  28127. 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 ] );
  28128. 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 ];
  28129. var geometry = new BufferGeometry();
  28130. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28131. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28132. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28133. this.type = 'Box3Helper';
  28134. this.geometry.computeBoundingSphere();
  28135. }
  28136. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28137. Box3Helper.prototype.constructor = Box3Helper;
  28138. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28139. var box = this.box;
  28140. if ( box.isEmpty() ) { return; }
  28141. box.getCenter( this.position );
  28142. box.getSize( this.scale );
  28143. this.scale.multiplyScalar( 0.5 );
  28144. Object3D.prototype.updateMatrixWorld.call( this, force );
  28145. };
  28146. /**
  28147. * @author WestLangley / http://github.com/WestLangley
  28148. */
  28149. function PlaneHelper( plane, size, hex ) {
  28150. this.plane = plane;
  28151. this.size = ( size === undefined ) ? 1 : size;
  28152. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28153. 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 ];
  28154. var geometry = new BufferGeometry();
  28155. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28156. geometry.computeBoundingSphere();
  28157. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28158. this.type = 'PlaneHelper';
  28159. //
  28160. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28161. var geometry2 = new BufferGeometry();
  28162. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28163. geometry2.computeBoundingSphere();
  28164. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28165. }
  28166. PlaneHelper.prototype = Object.create( Line.prototype );
  28167. PlaneHelper.prototype.constructor = PlaneHelper;
  28168. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28169. var scale = - this.plane.constant;
  28170. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28171. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28172. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28173. this.lookAt( this.plane.normal );
  28174. Object3D.prototype.updateMatrixWorld.call( this, force );
  28175. };
  28176. /**
  28177. * @author WestLangley / http://github.com/WestLangley
  28178. * @author zz85 / http://github.com/zz85
  28179. * @author bhouston / http://clara.io
  28180. *
  28181. * Creates an arrow for visualizing directions
  28182. *
  28183. * Parameters:
  28184. * dir - Vector3
  28185. * origin - Vector3
  28186. * length - Number
  28187. * color - color in hex value
  28188. * headLength - Number
  28189. * headWidth - Number
  28190. */
  28191. var _axis = new Vector3();
  28192. var _lineGeometry, _coneGeometry;
  28193. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28194. // dir is assumed to be normalized
  28195. Object3D.call( this );
  28196. this.type = 'ArrowHelper';
  28197. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28198. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28199. if ( length === undefined ) { length = 1; }
  28200. if ( color === undefined ) { color = 0xffff00; }
  28201. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28202. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28203. if ( _lineGeometry === undefined ) {
  28204. _lineGeometry = new BufferGeometry();
  28205. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28206. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28207. _coneGeometry.translate( 0, - 0.5, 0 );
  28208. }
  28209. this.position.copy( origin );
  28210. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28211. this.line.matrixAutoUpdate = false;
  28212. this.add( this.line );
  28213. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28214. this.cone.matrixAutoUpdate = false;
  28215. this.add( this.cone );
  28216. this.setDirection( dir );
  28217. this.setLength( length, headLength, headWidth );
  28218. }
  28219. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28220. ArrowHelper.prototype.constructor = ArrowHelper;
  28221. ArrowHelper.prototype.setDirection = function ( dir ) {
  28222. // dir is assumed to be normalized
  28223. if ( dir.y > 0.99999 ) {
  28224. this.quaternion.set( 0, 0, 0, 1 );
  28225. } else if ( dir.y < - 0.99999 ) {
  28226. this.quaternion.set( 1, 0, 0, 0 );
  28227. } else {
  28228. _axis.set( dir.z, 0, - dir.x ).normalize();
  28229. var radians = Math.acos( dir.y );
  28230. this.quaternion.setFromAxisAngle( _axis, radians );
  28231. }
  28232. };
  28233. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28234. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28235. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28236. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28237. this.line.updateMatrix();
  28238. this.cone.scale.set( headWidth, headLength, headWidth );
  28239. this.cone.position.y = length;
  28240. this.cone.updateMatrix();
  28241. };
  28242. ArrowHelper.prototype.setColor = function ( color ) {
  28243. this.line.material.color.set( color );
  28244. this.cone.material.color.set( color );
  28245. };
  28246. ArrowHelper.prototype.copy = function ( source ) {
  28247. Object3D.prototype.copy.call( this, source, false );
  28248. this.line.copy( source.line );
  28249. this.cone.copy( source.cone );
  28250. return this;
  28251. };
  28252. ArrowHelper.prototype.clone = function () {
  28253. return new this.constructor().copy( this );
  28254. };
  28255. /**
  28256. * @author sroucheray / http://sroucheray.org/
  28257. * @author mrdoob / http://mrdoob.com/
  28258. */
  28259. function AxesHelper( size ) {
  28260. size = size || 1;
  28261. var vertices = [
  28262. 0, 0, 0, size, 0, 0,
  28263. 0, 0, 0, 0, size, 0,
  28264. 0, 0, 0, 0, 0, size
  28265. ];
  28266. var colors = [
  28267. 1, 0, 0, 1, 0.6, 0,
  28268. 0, 1, 0, 0.6, 1, 0,
  28269. 0, 0, 1, 0, 0.6, 1
  28270. ];
  28271. var geometry = new BufferGeometry();
  28272. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28273. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28274. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28275. LineSegments.call( this, geometry, material );
  28276. this.type = 'AxesHelper';
  28277. }
  28278. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28279. AxesHelper.prototype.constructor = AxesHelper;
  28280. /**
  28281. * @author Emmett Lalish / elalish
  28282. *
  28283. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28284. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28285. * blur to be quickly accessed based on material roughness. It is packed into a
  28286. * special CubeUV format that allows us to perform custom interpolation so that
  28287. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28288. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28289. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28290. * higher roughness levels. In this way we maintain resolution to smoothly
  28291. * interpolate diffuse lighting while limiting sampling computation.
  28292. */
  28293. var LOD_MIN = 4;
  28294. var LOD_MAX = 8;
  28295. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28296. // The standard deviations (radians) associated with the extra mips. These are
  28297. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28298. // geometric shadowing function. These sigma values squared must match the
  28299. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28300. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28301. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28302. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28303. // samples and exit early, but not recompile the shader.
  28304. var MAX_SAMPLES = 20;
  28305. var ENCODINGS = {};
  28306. ENCODINGS[ LinearEncoding ] = 0;
  28307. ENCODINGS[ sRGBEncoding ] = 1;
  28308. ENCODINGS[ RGBEEncoding ] = 2;
  28309. ENCODINGS[ RGBM7Encoding ] = 3;
  28310. ENCODINGS[ RGBM16Encoding ] = 4;
  28311. ENCODINGS[ RGBDEncoding ] = 5;
  28312. ENCODINGS[ GammaEncoding ] = 6;
  28313. var _flatCamera = new OrthographicCamera();
  28314. var ref = _createPlanes();
  28315. var _lodPlanes = ref._lodPlanes;
  28316. var _sizeLods = ref._sizeLods;
  28317. var _sigmas = ref._sigmas;
  28318. var _oldTarget = null;
  28319. // Golden Ratio
  28320. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28321. var INV_PHI = 1 / PHI;
  28322. // Vertices of a dodecahedron (except the opposites, which represent the
  28323. // same axis), used as axis directions evenly spread on a sphere.
  28324. var _axisDirections = [
  28325. new Vector3( 1, 1, 1 ),
  28326. new Vector3( - 1, 1, 1 ),
  28327. new Vector3( 1, 1, - 1 ),
  28328. new Vector3( - 1, 1, - 1 ),
  28329. new Vector3( 0, PHI, INV_PHI ),
  28330. new Vector3( 0, PHI, - INV_PHI ),
  28331. new Vector3( INV_PHI, 0, PHI ),
  28332. new Vector3( - INV_PHI, 0, PHI ),
  28333. new Vector3( PHI, INV_PHI, 0 ),
  28334. new Vector3( - PHI, INV_PHI, 0 ) ];
  28335. function PMREMGenerator( renderer ) {
  28336. this._renderer = renderer;
  28337. this._pingPongRenderTarget = null;
  28338. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28339. this._equirectShader = null;
  28340. this._cubemapShader = null;
  28341. this._compileMaterial( this._blurMaterial );
  28342. }
  28343. PMREMGenerator.prototype = {
  28344. constructor: PMREMGenerator,
  28345. /**
  28346. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28347. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28348. * in radians to be applied to the scene before PMREM generation. Optional near
  28349. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28350. * is placed at the origin).
  28351. */
  28352. fromScene: function ( scene, sigma, near, far ) {
  28353. if ( sigma === void 0 ) sigma = 0;
  28354. if ( near === void 0 ) near = 0.1;
  28355. if ( far === void 0 ) far = 100;
  28356. _oldTarget = this._renderer.getRenderTarget();
  28357. var cubeUVRenderTarget = this._allocateTargets();
  28358. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28359. if ( sigma > 0 ) {
  28360. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28361. }
  28362. this._applyPMREM( cubeUVRenderTarget );
  28363. this._cleanup( cubeUVRenderTarget );
  28364. return cubeUVRenderTarget;
  28365. },
  28366. /**
  28367. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28368. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28369. * as this matches best with the 256 x 256 cubemap output.
  28370. */
  28371. fromEquirectangular: function ( equirectangular ) {
  28372. equirectangular.magFilter = NearestFilter;
  28373. equirectangular.minFilter = NearestFilter;
  28374. equirectangular.generateMipmaps = false;
  28375. return this.fromCubemap( equirectangular );
  28376. },
  28377. /**
  28378. * Generates a PMREM from an cubemap texture, which can be either LDR
  28379. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28380. * as this matches best with the 256 x 256 cubemap output.
  28381. */
  28382. fromCubemap: function ( cubemap ) {
  28383. _oldTarget = this._renderer.getRenderTarget();
  28384. var cubeUVRenderTarget = this._allocateTargets( cubemap );
  28385. this._textureToCubeUV( cubemap, cubeUVRenderTarget );
  28386. this._applyPMREM( cubeUVRenderTarget );
  28387. this._cleanup( cubeUVRenderTarget );
  28388. return cubeUVRenderTarget;
  28389. },
  28390. /**
  28391. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28392. * your texture's network fetch for increased concurrency.
  28393. */
  28394. compileCubemapShader: function () {
  28395. if ( this._cubemapShader === null ) {
  28396. this._cubemapShader = _getCubemapShader();
  28397. this._compileMaterial( this._cubemapShader );
  28398. }
  28399. },
  28400. /**
  28401. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28402. * your texture's network fetch for increased concurrency.
  28403. */
  28404. compileEquirectangularShader: function () {
  28405. if ( this._equirectShader === null ) {
  28406. this._equirectShader = _getEquirectShader();
  28407. this._compileMaterial( this._equirectShader );
  28408. }
  28409. },
  28410. /**
  28411. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28412. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28413. * one of them will cause any others to also become unusable.
  28414. */
  28415. dispose: function () {
  28416. this._blurMaterial.dispose();
  28417. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28418. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28419. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28420. _lodPlanes[ i ].dispose();
  28421. }
  28422. },
  28423. // private interface
  28424. _cleanup: function ( outputTarget ) {
  28425. this._pingPongRenderTarget.dispose();
  28426. this._renderer.setRenderTarget( _oldTarget );
  28427. outputTarget.scissorTest = false;
  28428. // reset viewport and scissor
  28429. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28430. },
  28431. _allocateTargets: function ( equirectangular ) {
  28432. var params = {
  28433. magFilter: NearestFilter,
  28434. minFilter: NearestFilter,
  28435. generateMipmaps: false,
  28436. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28437. format: equirectangular ? equirectangular.format : RGBEFormat,
  28438. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28439. depthBuffer: false,
  28440. stencilBuffer: false
  28441. };
  28442. var cubeUVRenderTarget = _createRenderTarget( params );
  28443. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28444. this._pingPongRenderTarget = _createRenderTarget( params );
  28445. return cubeUVRenderTarget;
  28446. },
  28447. _compileMaterial: function ( material ) {
  28448. var tmpScene = new Scene();
  28449. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28450. this._renderer.compile( tmpScene, _flatCamera );
  28451. },
  28452. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28453. var fov = 90;
  28454. var aspect = 1;
  28455. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28456. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28457. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28458. var renderer = this._renderer;
  28459. var outputEncoding = renderer.outputEncoding;
  28460. var toneMapping = renderer.toneMapping;
  28461. var toneMappingExposure = renderer.toneMappingExposure;
  28462. var clearColor = renderer.getClearColor();
  28463. var clearAlpha = renderer.getClearAlpha();
  28464. renderer.toneMapping = LinearToneMapping;
  28465. renderer.toneMappingExposure = 1.0;
  28466. renderer.outputEncoding = LinearEncoding;
  28467. scene.scale.z *= - 1;
  28468. var background = scene.background;
  28469. if ( background && background.isColor ) {
  28470. background.convertSRGBToLinear();
  28471. // Convert linear to RGBE
  28472. var maxComponent = Math.max( background.r, background.g, background.b );
  28473. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28474. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28475. var alpha = ( fExp + 128.0 ) / 255.0;
  28476. renderer.setClearColor( background, alpha );
  28477. scene.background = null;
  28478. }
  28479. for ( var i = 0; i < 6; i ++ ) {
  28480. var col = i % 3;
  28481. if ( col == 0 ) {
  28482. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28483. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28484. } else if ( col == 1 ) {
  28485. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28486. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28487. } else {
  28488. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28489. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28490. }
  28491. _setViewport( cubeUVRenderTarget,
  28492. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28493. renderer.setRenderTarget( cubeUVRenderTarget );
  28494. renderer.render( scene, cubeCamera );
  28495. }
  28496. renderer.toneMapping = toneMapping;
  28497. renderer.toneMappingExposure = toneMappingExposure;
  28498. renderer.outputEncoding = outputEncoding;
  28499. renderer.setClearColor( clearColor, clearAlpha );
  28500. scene.scale.z *= - 1;
  28501. },
  28502. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  28503. var scene = new Scene();
  28504. var renderer = this._renderer;
  28505. if ( texture.isCubeTexture ) {
  28506. if ( this._cubemapShader == null ) {
  28507. this._cubemapShader = _getCubemapShader();
  28508. }
  28509. } else {
  28510. if ( this._equirectShader == null ) {
  28511. this._equirectShader = _getEquirectShader();
  28512. }
  28513. }
  28514. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28515. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28516. var uniforms = material.uniforms;
  28517. uniforms[ 'envMap' ].value = texture;
  28518. if ( ! texture.isCubeTexture ) {
  28519. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28520. }
  28521. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28522. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28523. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28524. renderer.setRenderTarget( cubeUVRenderTarget );
  28525. renderer.render( scene, _flatCamera );
  28526. },
  28527. _applyPMREM: function ( cubeUVRenderTarget ) {
  28528. var renderer = this._renderer;
  28529. var autoClear = renderer.autoClear;
  28530. renderer.autoClear = false;
  28531. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28532. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28533. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28534. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28535. }
  28536. renderer.autoClear = autoClear;
  28537. },
  28538. /**
  28539. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28540. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28541. * the blur latitudinally (around the poles), and then longitudinally (towards
  28542. * the poles) to approximate the orthogonally-separable blur. It is least
  28543. * accurate at the poles, but still does a decent job.
  28544. */
  28545. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28546. var pingPongRenderTarget = this._pingPongRenderTarget;
  28547. this._halfBlur(
  28548. cubeUVRenderTarget,
  28549. pingPongRenderTarget,
  28550. lodIn,
  28551. lodOut,
  28552. sigma,
  28553. 'latitudinal',
  28554. poleAxis );
  28555. this._halfBlur(
  28556. pingPongRenderTarget,
  28557. cubeUVRenderTarget,
  28558. lodOut,
  28559. lodOut,
  28560. sigma,
  28561. 'longitudinal',
  28562. poleAxis );
  28563. },
  28564. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28565. var renderer = this._renderer;
  28566. var blurMaterial = this._blurMaterial;
  28567. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28568. console.error(
  28569. 'blur direction must be either latitudinal or longitudinal!' );
  28570. }
  28571. // Number of standard deviations at which to cut off the discrete approximation.
  28572. var STANDARD_DEVIATIONS = 3;
  28573. var blurScene = new Scene();
  28574. blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) );
  28575. var blurUniforms = blurMaterial.uniforms;
  28576. var pixels = _sizeLods[ lodIn ] - 1;
  28577. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28578. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28579. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28580. if ( samples > MAX_SAMPLES ) {
  28581. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28582. }
  28583. var weights = [];
  28584. var sum = 0;
  28585. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28586. var x = i / sigmaPixels;
  28587. var weight = Math.exp( - x * x / 2 );
  28588. weights.push( weight );
  28589. if ( i == 0 ) {
  28590. sum += weight;
  28591. } else if ( i < samples ) {
  28592. sum += 2 * weight;
  28593. }
  28594. }
  28595. for ( var i = 0; i < weights.length; i ++ ) {
  28596. weights[ i ] = weights[ i ] / sum;
  28597. }
  28598. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28599. blurUniforms[ 'samples' ].value = samples;
  28600. blurUniforms[ 'weights' ].value = weights;
  28601. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28602. if ( poleAxis ) {
  28603. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28604. }
  28605. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28606. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28607. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28608. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28609. var outputSize = _sizeLods[ lodOut ];
  28610. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28611. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28612. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28613. renderer.setRenderTarget( targetOut );
  28614. renderer.render( blurScene, _flatCamera );
  28615. }
  28616. };
  28617. function _createPlanes() {
  28618. var _lodPlanes = [];
  28619. var _sizeLods = [];
  28620. var _sigmas = [];
  28621. var lod = LOD_MAX;
  28622. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28623. var sizeLod = Math.pow( 2, lod );
  28624. _sizeLods.push( sizeLod );
  28625. var sigma = 1.0 / sizeLod;
  28626. if ( i > LOD_MAX - LOD_MIN ) {
  28627. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28628. } else if ( i == 0 ) {
  28629. sigma = 0;
  28630. }
  28631. _sigmas.push( sigma );
  28632. var texelSize = 1.0 / ( sizeLod - 1 );
  28633. var min = - texelSize / 2;
  28634. var max = 1 + texelSize / 2;
  28635. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28636. var cubeFaces = 6;
  28637. var vertices = 6;
  28638. var positionSize = 3;
  28639. var uvSize = 2;
  28640. var faceIndexSize = 1;
  28641. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28642. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28643. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28644. for ( var face = 0; face < cubeFaces; face ++ ) {
  28645. var x = ( face % 3 ) * 2 / 3 - 1;
  28646. var y = face > 2 ? 0 : - 1;
  28647. var coordinates = [
  28648. x, y, 0,
  28649. x + 2 / 3, y, 0,
  28650. x + 2 / 3, y + 1, 0,
  28651. x, y, 0,
  28652. x + 2 / 3, y + 1, 0,
  28653. x, y + 1, 0
  28654. ];
  28655. position.set( coordinates, positionSize * vertices * face );
  28656. uv.set( uv1, uvSize * vertices * face );
  28657. var fill = [ face, face, face, face, face, face ];
  28658. faceIndex.set( fill, faceIndexSize * vertices * face );
  28659. }
  28660. var planes = new BufferGeometry();
  28661. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28662. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28663. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28664. _lodPlanes.push( planes );
  28665. if ( lod > LOD_MIN ) {
  28666. lod --;
  28667. }
  28668. }
  28669. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28670. }
  28671. function _createRenderTarget( params ) {
  28672. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28673. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28674. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28675. cubeUVRenderTarget.scissorTest = true;
  28676. return cubeUVRenderTarget;
  28677. }
  28678. function _setViewport( target, x, y, width, height ) {
  28679. target.viewport.set( x, y, width, height );
  28680. target.scissor.set( x, y, width, height );
  28681. }
  28682. function _getBlurShader( maxSamples ) {
  28683. var weights = new Float32Array( maxSamples );
  28684. var poleAxis = new Vector3( 0, 1, 0 );
  28685. var shaderMaterial = new RawShaderMaterial( {
  28686. defines: { 'n': maxSamples },
  28687. uniforms: {
  28688. 'envMap': { value: null },
  28689. 'samples': { value: 1 },
  28690. 'weights': { value: weights },
  28691. 'latitudinal': { value: false },
  28692. 'dTheta': { value: 0 },
  28693. 'mipInt': { value: 0 },
  28694. 'poleAxis': { value: poleAxis },
  28695. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28696. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28697. },
  28698. vertexShader: _getCommonVertexShader(),
  28699. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28700. blending: NoBlending,
  28701. depthTest: false,
  28702. depthWrite: false
  28703. } );
  28704. shaderMaterial.type = 'SphericalGaussianBlur';
  28705. return shaderMaterial;
  28706. }
  28707. function _getEquirectShader() {
  28708. var texelSize = new Vector2( 1, 1 );
  28709. var shaderMaterial = new RawShaderMaterial( {
  28710. uniforms: {
  28711. 'envMap': { value: null },
  28712. 'texelSize': { value: texelSize },
  28713. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28714. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28715. },
  28716. vertexShader: _getCommonVertexShader(),
  28717. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28718. blending: NoBlending,
  28719. depthTest: false,
  28720. depthWrite: false
  28721. } );
  28722. shaderMaterial.type = 'EquirectangularToCubeUV';
  28723. return shaderMaterial;
  28724. }
  28725. function _getCubemapShader() {
  28726. var shaderMaterial = new RawShaderMaterial( {
  28727. uniforms: {
  28728. 'envMap': { value: null },
  28729. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28730. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28731. },
  28732. vertexShader: _getCommonVertexShader(),
  28733. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28734. blending: NoBlending,
  28735. depthTest: false,
  28736. depthWrite: false
  28737. } );
  28738. shaderMaterial.type = 'CubemapToCubeUV';
  28739. return shaderMaterial;
  28740. }
  28741. function _getCommonVertexShader() {
  28742. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28743. }
  28744. function _getEncodings() {
  28745. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28746. }
  28747. /**
  28748. * @author mrdoob / http://mrdoob.com/
  28749. */
  28750. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28751. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28752. return new Face3( a, b, c, normal, color, materialIndex );
  28753. }
  28754. var LineStrip = 0;
  28755. var LinePieces = 1;
  28756. var NoColors = 0;
  28757. var FaceColors = 1;
  28758. var VertexColors = 2;
  28759. function MeshFaceMaterial( materials ) {
  28760. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28761. return materials;
  28762. }
  28763. function MultiMaterial( materials ) {
  28764. if ( materials === undefined ) { materials = []; }
  28765. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28766. materials.isMultiMaterial = true;
  28767. materials.materials = materials;
  28768. materials.clone = function () {
  28769. return materials.slice();
  28770. };
  28771. return materials;
  28772. }
  28773. function PointCloud( geometry, material ) {
  28774. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28775. return new Points( geometry, material );
  28776. }
  28777. function Particle( material ) {
  28778. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28779. return new Sprite( material );
  28780. }
  28781. function ParticleSystem( geometry, material ) {
  28782. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28783. return new Points( geometry, material );
  28784. }
  28785. function PointCloudMaterial( parameters ) {
  28786. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28787. return new PointsMaterial( parameters );
  28788. }
  28789. function ParticleBasicMaterial( parameters ) {
  28790. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28791. return new PointsMaterial( parameters );
  28792. }
  28793. function ParticleSystemMaterial( parameters ) {
  28794. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28795. return new PointsMaterial( parameters );
  28796. }
  28797. function Vertex( x, y, z ) {
  28798. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28799. return new Vector3( x, y, z );
  28800. }
  28801. //
  28802. function DynamicBufferAttribute( array, itemSize ) {
  28803. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28804. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28805. }
  28806. function Int8Attribute( array, itemSize ) {
  28807. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28808. return new Int8BufferAttribute( array, itemSize );
  28809. }
  28810. function Uint8Attribute( array, itemSize ) {
  28811. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28812. return new Uint8BufferAttribute( array, itemSize );
  28813. }
  28814. function Uint8ClampedAttribute( array, itemSize ) {
  28815. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28816. return new Uint8ClampedBufferAttribute( array, itemSize );
  28817. }
  28818. function Int16Attribute( array, itemSize ) {
  28819. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28820. return new Int16BufferAttribute( array, itemSize );
  28821. }
  28822. function Uint16Attribute( array, itemSize ) {
  28823. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28824. return new Uint16BufferAttribute( array, itemSize );
  28825. }
  28826. function Int32Attribute( array, itemSize ) {
  28827. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28828. return new Int32BufferAttribute( array, itemSize );
  28829. }
  28830. function Uint32Attribute( array, itemSize ) {
  28831. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28832. return new Uint32BufferAttribute( array, itemSize );
  28833. }
  28834. function Float32Attribute( array, itemSize ) {
  28835. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28836. return new Float32BufferAttribute( array, itemSize );
  28837. }
  28838. function Float64Attribute( array, itemSize ) {
  28839. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28840. return new Float64BufferAttribute( array, itemSize );
  28841. }
  28842. //
  28843. Curve.create = function ( construct, getPoint ) {
  28844. console.log( 'THREE.Curve.create() has been deprecated' );
  28845. construct.prototype = Object.create( Curve.prototype );
  28846. construct.prototype.constructor = construct;
  28847. construct.prototype.getPoint = getPoint;
  28848. return construct;
  28849. };
  28850. //
  28851. Object.assign( CurvePath.prototype, {
  28852. createPointsGeometry: function ( divisions ) {
  28853. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28854. // generate geometry from path points (for Line or Points objects)
  28855. var pts = this.getPoints( divisions );
  28856. return this.createGeometry( pts );
  28857. },
  28858. createSpacedPointsGeometry: function ( divisions ) {
  28859. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28860. // generate geometry from equidistant sampling along the path
  28861. var pts = this.getSpacedPoints( divisions );
  28862. return this.createGeometry( pts );
  28863. },
  28864. createGeometry: function ( points ) {
  28865. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28866. var geometry = new Geometry();
  28867. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28868. var point = points[ i ];
  28869. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28870. }
  28871. return geometry;
  28872. }
  28873. } );
  28874. //
  28875. Object.assign( Path.prototype, {
  28876. fromPoints: function ( points ) {
  28877. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28878. return this.setFromPoints( points );
  28879. }
  28880. } );
  28881. //
  28882. function ClosedSplineCurve3( points ) {
  28883. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28884. CatmullRomCurve3.call( this, points );
  28885. this.type = 'catmullrom';
  28886. this.closed = true;
  28887. }
  28888. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28889. //
  28890. function SplineCurve3( points ) {
  28891. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28892. CatmullRomCurve3.call( this, points );
  28893. this.type = 'catmullrom';
  28894. }
  28895. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28896. //
  28897. function Spline( points ) {
  28898. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28899. CatmullRomCurve3.call( this, points );
  28900. this.type = 'catmullrom';
  28901. }
  28902. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28903. Object.assign( Spline.prototype, {
  28904. initFromArray: function ( /* a */ ) {
  28905. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28906. },
  28907. getControlPointsArray: function ( /* optionalTarget */ ) {
  28908. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28909. },
  28910. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28911. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28912. }
  28913. } );
  28914. //
  28915. function AxisHelper( size ) {
  28916. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28917. return new AxesHelper( size );
  28918. }
  28919. function BoundingBoxHelper( object, color ) {
  28920. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28921. return new BoxHelper( object, color );
  28922. }
  28923. function EdgesHelper( object, hex ) {
  28924. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28925. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28926. }
  28927. GridHelper.prototype.setColors = function () {
  28928. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28929. };
  28930. SkeletonHelper.prototype.update = function () {
  28931. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28932. };
  28933. function WireframeHelper( object, hex ) {
  28934. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28935. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28936. }
  28937. //
  28938. Object.assign( Loader.prototype, {
  28939. extractUrlBase: function ( url ) {
  28940. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28941. return LoaderUtils.extractUrlBase( url );
  28942. }
  28943. } );
  28944. Loader.Handlers = {
  28945. add: function ( /* regex, loader */ ) {
  28946. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28947. },
  28948. get: function ( /* file */ ) {
  28949. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28950. }
  28951. };
  28952. function XHRLoader( manager ) {
  28953. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28954. return new FileLoader( manager );
  28955. }
  28956. function BinaryTextureLoader( manager ) {
  28957. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28958. return new DataTextureLoader( manager );
  28959. }
  28960. Object.assign( ObjectLoader.prototype, {
  28961. setTexturePath: function ( value ) {
  28962. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28963. return this.setResourcePath( value );
  28964. }
  28965. } );
  28966. //
  28967. Object.assign( Box2.prototype, {
  28968. center: function ( optionalTarget ) {
  28969. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28970. return this.getCenter( optionalTarget );
  28971. },
  28972. empty: function () {
  28973. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28974. return this.isEmpty();
  28975. },
  28976. isIntersectionBox: function ( box ) {
  28977. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28978. return this.intersectsBox( box );
  28979. },
  28980. size: function ( optionalTarget ) {
  28981. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28982. return this.getSize( optionalTarget );
  28983. }
  28984. } );
  28985. Object.assign( Box3.prototype, {
  28986. center: function ( optionalTarget ) {
  28987. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28988. return this.getCenter( optionalTarget );
  28989. },
  28990. empty: function () {
  28991. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28992. return this.isEmpty();
  28993. },
  28994. isIntersectionBox: function ( box ) {
  28995. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28996. return this.intersectsBox( box );
  28997. },
  28998. isIntersectionSphere: function ( sphere ) {
  28999. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29000. return this.intersectsSphere( sphere );
  29001. },
  29002. size: function ( optionalTarget ) {
  29003. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29004. return this.getSize( optionalTarget );
  29005. }
  29006. } );
  29007. Object.assign( Sphere.prototype, {
  29008. empty: function () {
  29009. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29010. return this.isEmpty();
  29011. },
  29012. } );
  29013. Frustum.prototype.setFromMatrix = function ( m ) {
  29014. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29015. return this.setFromProjectionMatrix( m );
  29016. };
  29017. Line3.prototype.center = function ( optionalTarget ) {
  29018. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29019. return this.getCenter( optionalTarget );
  29020. };
  29021. Object.assign( MathUtils, {
  29022. random16: function () {
  29023. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29024. return Math.random();
  29025. },
  29026. nearestPowerOfTwo: function ( value ) {
  29027. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29028. return MathUtils.floorPowerOfTwo( value );
  29029. },
  29030. nextPowerOfTwo: function ( value ) {
  29031. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29032. return MathUtils.ceilPowerOfTwo( value );
  29033. }
  29034. } );
  29035. Object.assign( Matrix3.prototype, {
  29036. flattenToArrayOffset: function ( array, offset ) {
  29037. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29038. return this.toArray( array, offset );
  29039. },
  29040. multiplyVector3: function ( vector ) {
  29041. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29042. return vector.applyMatrix3( this );
  29043. },
  29044. multiplyVector3Array: function ( /* a */ ) {
  29045. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29046. },
  29047. applyToBufferAttribute: function ( attribute ) {
  29048. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29049. return attribute.applyMatrix3( this );
  29050. },
  29051. applyToVector3Array: function ( /* array, offset, length */ ) {
  29052. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29053. }
  29054. } );
  29055. Object.assign( Matrix4.prototype, {
  29056. extractPosition: function ( m ) {
  29057. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29058. return this.copyPosition( m );
  29059. },
  29060. flattenToArrayOffset: function ( array, offset ) {
  29061. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29062. return this.toArray( array, offset );
  29063. },
  29064. getPosition: function () {
  29065. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29066. return new Vector3().setFromMatrixColumn( this, 3 );
  29067. },
  29068. setRotationFromQuaternion: function ( q ) {
  29069. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29070. return this.makeRotationFromQuaternion( q );
  29071. },
  29072. multiplyToArray: function () {
  29073. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29074. },
  29075. multiplyVector3: function ( vector ) {
  29076. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29077. return vector.applyMatrix4( this );
  29078. },
  29079. multiplyVector4: function ( vector ) {
  29080. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29081. return vector.applyMatrix4( this );
  29082. },
  29083. multiplyVector3Array: function ( /* a */ ) {
  29084. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29085. },
  29086. rotateAxis: function ( v ) {
  29087. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29088. v.transformDirection( this );
  29089. },
  29090. crossVector: function ( vector ) {
  29091. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29092. return vector.applyMatrix4( this );
  29093. },
  29094. translate: function () {
  29095. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29096. },
  29097. rotateX: function () {
  29098. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29099. },
  29100. rotateY: function () {
  29101. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29102. },
  29103. rotateZ: function () {
  29104. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29105. },
  29106. rotateByAxis: function () {
  29107. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29108. },
  29109. applyToBufferAttribute: function ( attribute ) {
  29110. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29111. return attribute.applyMatrix4( this );
  29112. },
  29113. applyToVector3Array: function ( /* array, offset, length */ ) {
  29114. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29115. },
  29116. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29117. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29118. return this.makePerspective( left, right, top, bottom, near, far );
  29119. }
  29120. } );
  29121. Plane.prototype.isIntersectionLine = function ( line ) {
  29122. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29123. return this.intersectsLine( line );
  29124. };
  29125. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29126. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29127. return vector.applyQuaternion( this );
  29128. };
  29129. Object.assign( Ray.prototype, {
  29130. isIntersectionBox: function ( box ) {
  29131. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29132. return this.intersectsBox( box );
  29133. },
  29134. isIntersectionPlane: function ( plane ) {
  29135. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29136. return this.intersectsPlane( plane );
  29137. },
  29138. isIntersectionSphere: function ( sphere ) {
  29139. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29140. return this.intersectsSphere( sphere );
  29141. }
  29142. } );
  29143. Object.assign( Triangle.prototype, {
  29144. area: function () {
  29145. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29146. return this.getArea();
  29147. },
  29148. barycoordFromPoint: function ( point, target ) {
  29149. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29150. return this.getBarycoord( point, target );
  29151. },
  29152. midpoint: function ( target ) {
  29153. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29154. return this.getMidpoint( target );
  29155. },
  29156. normal: function ( target ) {
  29157. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29158. return this.getNormal( target );
  29159. },
  29160. plane: function ( target ) {
  29161. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29162. return this.getPlane( target );
  29163. }
  29164. } );
  29165. Object.assign( Triangle, {
  29166. barycoordFromPoint: function ( point, a, b, c, target ) {
  29167. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29168. return Triangle.getBarycoord( point, a, b, c, target );
  29169. },
  29170. normal: function ( a, b, c, target ) {
  29171. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29172. return Triangle.getNormal( a, b, c, target );
  29173. }
  29174. } );
  29175. Object.assign( Shape.prototype, {
  29176. extractAllPoints: function ( divisions ) {
  29177. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29178. return this.extractPoints( divisions );
  29179. },
  29180. extrude: function ( options ) {
  29181. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29182. return new ExtrudeGeometry( this, options );
  29183. },
  29184. makeGeometry: function ( options ) {
  29185. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29186. return new ShapeGeometry( this, options );
  29187. }
  29188. } );
  29189. Object.assign( Vector2.prototype, {
  29190. fromAttribute: function ( attribute, index, offset ) {
  29191. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29192. return this.fromBufferAttribute( attribute, index, offset );
  29193. },
  29194. distanceToManhattan: function ( v ) {
  29195. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29196. return this.manhattanDistanceTo( v );
  29197. },
  29198. lengthManhattan: function () {
  29199. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29200. return this.manhattanLength();
  29201. }
  29202. } );
  29203. Object.assign( Vector3.prototype, {
  29204. setEulerFromRotationMatrix: function () {
  29205. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29206. },
  29207. setEulerFromQuaternion: function () {
  29208. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29209. },
  29210. getPositionFromMatrix: function ( m ) {
  29211. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29212. return this.setFromMatrixPosition( m );
  29213. },
  29214. getScaleFromMatrix: function ( m ) {
  29215. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29216. return this.setFromMatrixScale( m );
  29217. },
  29218. getColumnFromMatrix: function ( index, matrix ) {
  29219. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29220. return this.setFromMatrixColumn( matrix, index );
  29221. },
  29222. applyProjection: function ( m ) {
  29223. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29224. return this.applyMatrix4( m );
  29225. },
  29226. fromAttribute: function ( attribute, index, offset ) {
  29227. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29228. return this.fromBufferAttribute( attribute, index, offset );
  29229. },
  29230. distanceToManhattan: function ( v ) {
  29231. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29232. return this.manhattanDistanceTo( v );
  29233. },
  29234. lengthManhattan: function () {
  29235. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29236. return this.manhattanLength();
  29237. }
  29238. } );
  29239. Object.assign( Vector4.prototype, {
  29240. fromAttribute: function ( attribute, index, offset ) {
  29241. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29242. return this.fromBufferAttribute( attribute, index, offset );
  29243. },
  29244. lengthManhattan: function () {
  29245. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29246. return this.manhattanLength();
  29247. }
  29248. } );
  29249. //
  29250. Object.assign( Geometry.prototype, {
  29251. computeTangents: function () {
  29252. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29253. },
  29254. computeLineDistances: function () {
  29255. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29256. },
  29257. applyMatrix: function ( matrix ) {
  29258. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29259. return this.applyMatrix4( matrix );
  29260. }
  29261. } );
  29262. Object.assign( Object3D.prototype, {
  29263. getChildByName: function ( name ) {
  29264. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29265. return this.getObjectByName( name );
  29266. },
  29267. renderDepth: function () {
  29268. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29269. },
  29270. translate: function ( distance, axis ) {
  29271. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29272. return this.translateOnAxis( axis, distance );
  29273. },
  29274. getWorldRotation: function () {
  29275. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29276. },
  29277. applyMatrix: function ( matrix ) {
  29278. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29279. return this.applyMatrix4( matrix );
  29280. }
  29281. } );
  29282. Object.defineProperties( Object3D.prototype, {
  29283. eulerOrder: {
  29284. get: function () {
  29285. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29286. return this.rotation.order;
  29287. },
  29288. set: function ( value ) {
  29289. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29290. this.rotation.order = value;
  29291. }
  29292. },
  29293. useQuaternion: {
  29294. get: function () {
  29295. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29296. },
  29297. set: function () {
  29298. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29299. }
  29300. }
  29301. } );
  29302. Object.assign( Mesh.prototype, {
  29303. setDrawMode: function () {
  29304. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29305. },
  29306. } );
  29307. Object.defineProperties( Mesh.prototype, {
  29308. drawMode: {
  29309. get: function () {
  29310. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29311. return TrianglesDrawMode;
  29312. },
  29313. set: function () {
  29314. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29315. }
  29316. }
  29317. } );
  29318. Object.defineProperties( LOD.prototype, {
  29319. objects: {
  29320. get: function () {
  29321. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29322. return this.levels;
  29323. }
  29324. }
  29325. } );
  29326. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29327. get: function () {
  29328. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29329. },
  29330. set: function () {
  29331. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29332. }
  29333. } );
  29334. SkinnedMesh.prototype.initBones = function () {
  29335. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29336. };
  29337. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29338. get: function () {
  29339. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29340. return this.arcLengthDivisions;
  29341. },
  29342. set: function ( value ) {
  29343. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29344. this.arcLengthDivisions = value;
  29345. }
  29346. } );
  29347. //
  29348. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29349. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29350. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29351. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29352. this.setFocalLength( focalLength );
  29353. };
  29354. //
  29355. Object.defineProperties( Light.prototype, {
  29356. onlyShadow: {
  29357. set: function () {
  29358. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29359. }
  29360. },
  29361. shadowCameraFov: {
  29362. set: function ( value ) {
  29363. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29364. this.shadow.camera.fov = value;
  29365. }
  29366. },
  29367. shadowCameraLeft: {
  29368. set: function ( value ) {
  29369. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29370. this.shadow.camera.left = value;
  29371. }
  29372. },
  29373. shadowCameraRight: {
  29374. set: function ( value ) {
  29375. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29376. this.shadow.camera.right = value;
  29377. }
  29378. },
  29379. shadowCameraTop: {
  29380. set: function ( value ) {
  29381. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29382. this.shadow.camera.top = value;
  29383. }
  29384. },
  29385. shadowCameraBottom: {
  29386. set: function ( value ) {
  29387. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29388. this.shadow.camera.bottom = value;
  29389. }
  29390. },
  29391. shadowCameraNear: {
  29392. set: function ( value ) {
  29393. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29394. this.shadow.camera.near = value;
  29395. }
  29396. },
  29397. shadowCameraFar: {
  29398. set: function ( value ) {
  29399. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29400. this.shadow.camera.far = value;
  29401. }
  29402. },
  29403. shadowCameraVisible: {
  29404. set: function () {
  29405. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29406. }
  29407. },
  29408. shadowBias: {
  29409. set: function ( value ) {
  29410. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29411. this.shadow.bias = value;
  29412. }
  29413. },
  29414. shadowDarkness: {
  29415. set: function () {
  29416. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29417. }
  29418. },
  29419. shadowMapWidth: {
  29420. set: function ( value ) {
  29421. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29422. this.shadow.mapSize.width = value;
  29423. }
  29424. },
  29425. shadowMapHeight: {
  29426. set: function ( value ) {
  29427. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29428. this.shadow.mapSize.height = value;
  29429. }
  29430. }
  29431. } );
  29432. //
  29433. Object.defineProperties( BufferAttribute.prototype, {
  29434. length: {
  29435. get: function () {
  29436. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29437. return this.array.length;
  29438. }
  29439. },
  29440. dynamic: {
  29441. get: function () {
  29442. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29443. return this.usage === DynamicDrawUsage;
  29444. },
  29445. set: function ( /* value */ ) {
  29446. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29447. this.setUsage( DynamicDrawUsage );
  29448. }
  29449. }
  29450. } );
  29451. Object.assign( BufferAttribute.prototype, {
  29452. setDynamic: function ( value ) {
  29453. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29454. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29455. return this;
  29456. },
  29457. copyIndicesArray: function ( /* indices */ ) {
  29458. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29459. },
  29460. setArray: function ( /* array */ ) {
  29461. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29462. }
  29463. } );
  29464. Object.assign( BufferGeometry.prototype, {
  29465. addIndex: function ( index ) {
  29466. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29467. this.setIndex( index );
  29468. },
  29469. addAttribute: function ( name, attribute ) {
  29470. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29471. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29472. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29473. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29474. }
  29475. if ( name === 'index' ) {
  29476. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29477. this.setIndex( attribute );
  29478. return this;
  29479. }
  29480. return this.setAttribute( name, attribute );
  29481. },
  29482. addDrawCall: function ( start, count, indexOffset ) {
  29483. if ( indexOffset !== undefined ) {
  29484. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29485. }
  29486. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29487. this.addGroup( start, count );
  29488. },
  29489. clearDrawCalls: function () {
  29490. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29491. this.clearGroups();
  29492. },
  29493. computeTangents: function () {
  29494. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29495. },
  29496. computeOffsets: function () {
  29497. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29498. },
  29499. removeAttribute: function ( name ) {
  29500. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29501. return this.deleteAttribute( name );
  29502. },
  29503. applyMatrix: function ( matrix ) {
  29504. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29505. return this.applyMatrix4( matrix );
  29506. }
  29507. } );
  29508. Object.defineProperties( BufferGeometry.prototype, {
  29509. drawcalls: {
  29510. get: function () {
  29511. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29512. return this.groups;
  29513. }
  29514. },
  29515. offsets: {
  29516. get: function () {
  29517. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29518. return this.groups;
  29519. }
  29520. }
  29521. } );
  29522. Object.defineProperties( Raycaster.prototype, {
  29523. linePrecision: {
  29524. get: function () {
  29525. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29526. return this.params.Line.threshold;
  29527. },
  29528. set: function ( value ) {
  29529. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29530. this.params.Line.threshold = value;
  29531. }
  29532. }
  29533. } );
  29534. Object.defineProperties( InterleavedBuffer.prototype, {
  29535. dynamic: {
  29536. get: function () {
  29537. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29538. return this.usage === DynamicDrawUsage;
  29539. },
  29540. set: function ( value ) {
  29541. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29542. this.setUsage( value );
  29543. }
  29544. }
  29545. } );
  29546. Object.assign( InterleavedBuffer.prototype, {
  29547. setDynamic: function ( value ) {
  29548. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29549. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29550. return this;
  29551. },
  29552. setArray: function ( /* array */ ) {
  29553. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29554. }
  29555. } );
  29556. //
  29557. Object.assign( ExtrudeBufferGeometry.prototype, {
  29558. getArrays: function () {
  29559. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29560. },
  29561. addShapeList: function () {
  29562. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29563. },
  29564. addShape: function () {
  29565. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29566. }
  29567. } );
  29568. //
  29569. Object.defineProperties( Uniform.prototype, {
  29570. dynamic: {
  29571. set: function () {
  29572. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29573. }
  29574. },
  29575. onUpdate: {
  29576. value: function () {
  29577. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29578. return this;
  29579. }
  29580. }
  29581. } );
  29582. //
  29583. Object.defineProperties( Material.prototype, {
  29584. wrapAround: {
  29585. get: function () {
  29586. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29587. },
  29588. set: function () {
  29589. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29590. }
  29591. },
  29592. overdraw: {
  29593. get: function () {
  29594. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29595. },
  29596. set: function () {
  29597. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29598. }
  29599. },
  29600. wrapRGB: {
  29601. get: function () {
  29602. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29603. return new Color();
  29604. }
  29605. },
  29606. shading: {
  29607. get: function () {
  29608. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29609. },
  29610. set: function ( value ) {
  29611. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29612. this.flatShading = ( value === FlatShading );
  29613. }
  29614. },
  29615. stencilMask: {
  29616. get: function () {
  29617. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29618. return this.stencilFuncMask;
  29619. },
  29620. set: function ( value ) {
  29621. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29622. this.stencilFuncMask = value;
  29623. }
  29624. }
  29625. } );
  29626. Object.defineProperties( MeshPhongMaterial.prototype, {
  29627. metal: {
  29628. get: function () {
  29629. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29630. return false;
  29631. },
  29632. set: function () {
  29633. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29634. }
  29635. }
  29636. } );
  29637. Object.defineProperties( ShaderMaterial.prototype, {
  29638. derivatives: {
  29639. get: function () {
  29640. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29641. return this.extensions.derivatives;
  29642. },
  29643. set: function ( value ) {
  29644. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29645. this.extensions.derivatives = value;
  29646. }
  29647. }
  29648. } );
  29649. //
  29650. Object.assign( WebGLRenderer.prototype, {
  29651. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29652. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29653. this.setRenderTarget( renderTarget );
  29654. this.clear( color, depth, stencil );
  29655. },
  29656. animate: function ( callback ) {
  29657. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29658. this.setAnimationLoop( callback );
  29659. },
  29660. getCurrentRenderTarget: function () {
  29661. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29662. return this.getRenderTarget();
  29663. },
  29664. getMaxAnisotropy: function () {
  29665. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29666. return this.capabilities.getMaxAnisotropy();
  29667. },
  29668. getPrecision: function () {
  29669. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29670. return this.capabilities.precision;
  29671. },
  29672. resetGLState: function () {
  29673. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29674. return this.state.reset();
  29675. },
  29676. supportsFloatTextures: function () {
  29677. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29678. return this.extensions.get( 'OES_texture_float' );
  29679. },
  29680. supportsHalfFloatTextures: function () {
  29681. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29682. return this.extensions.get( 'OES_texture_half_float' );
  29683. },
  29684. supportsStandardDerivatives: function () {
  29685. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29686. return this.extensions.get( 'OES_standard_derivatives' );
  29687. },
  29688. supportsCompressedTextureS3TC: function () {
  29689. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29690. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29691. },
  29692. supportsCompressedTexturePVRTC: function () {
  29693. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29694. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29695. },
  29696. supportsBlendMinMax: function () {
  29697. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29698. return this.extensions.get( 'EXT_blend_minmax' );
  29699. },
  29700. supportsVertexTextures: function () {
  29701. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29702. return this.capabilities.vertexTextures;
  29703. },
  29704. supportsInstancedArrays: function () {
  29705. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29706. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29707. },
  29708. enableScissorTest: function ( boolean ) {
  29709. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29710. this.setScissorTest( boolean );
  29711. },
  29712. initMaterial: function () {
  29713. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29714. },
  29715. addPrePlugin: function () {
  29716. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29717. },
  29718. addPostPlugin: function () {
  29719. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29720. },
  29721. updateShadowMap: function () {
  29722. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29723. },
  29724. setFaceCulling: function () {
  29725. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29726. },
  29727. allocTextureUnit: function () {
  29728. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29729. },
  29730. setTexture: function () {
  29731. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29732. },
  29733. setTexture2D: function () {
  29734. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29735. },
  29736. setTextureCube: function () {
  29737. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29738. },
  29739. getActiveMipMapLevel: function () {
  29740. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29741. return this.getActiveMipmapLevel();
  29742. }
  29743. } );
  29744. Object.defineProperties( WebGLRenderer.prototype, {
  29745. shadowMapEnabled: {
  29746. get: function () {
  29747. return this.shadowMap.enabled;
  29748. },
  29749. set: function ( value ) {
  29750. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29751. this.shadowMap.enabled = value;
  29752. }
  29753. },
  29754. shadowMapType: {
  29755. get: function () {
  29756. return this.shadowMap.type;
  29757. },
  29758. set: function ( value ) {
  29759. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29760. this.shadowMap.type = value;
  29761. }
  29762. },
  29763. shadowMapCullFace: {
  29764. get: function () {
  29765. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29766. return undefined;
  29767. },
  29768. set: function ( /* value */ ) {
  29769. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29770. }
  29771. },
  29772. context: {
  29773. get: function () {
  29774. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29775. return this.getContext();
  29776. }
  29777. },
  29778. vr: {
  29779. get: function () {
  29780. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29781. return this.xr;
  29782. }
  29783. },
  29784. gammaInput: {
  29785. get: function () {
  29786. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29787. return false;
  29788. },
  29789. set: function () {
  29790. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29791. }
  29792. },
  29793. gammaOutput: {
  29794. get: function () {
  29795. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29796. return false;
  29797. },
  29798. set: function ( value ) {
  29799. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29800. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29801. }
  29802. }
  29803. } );
  29804. Object.defineProperties( WebGLShadowMap.prototype, {
  29805. cullFace: {
  29806. get: function () {
  29807. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29808. return undefined;
  29809. },
  29810. set: function ( /* cullFace */ ) {
  29811. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29812. }
  29813. },
  29814. renderReverseSided: {
  29815. get: function () {
  29816. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29817. return undefined;
  29818. },
  29819. set: function () {
  29820. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29821. }
  29822. },
  29823. renderSingleSided: {
  29824. get: function () {
  29825. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29826. return undefined;
  29827. },
  29828. set: function () {
  29829. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29830. }
  29831. }
  29832. } );
  29833. function WebGLRenderTargetCube( width, height, options ) {
  29834. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29835. return new WebGLCubeRenderTarget( width, options );
  29836. }
  29837. //
  29838. Object.defineProperties( WebGLRenderTarget.prototype, {
  29839. wrapS: {
  29840. get: function () {
  29841. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29842. return this.texture.wrapS;
  29843. },
  29844. set: function ( value ) {
  29845. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29846. this.texture.wrapS = value;
  29847. }
  29848. },
  29849. wrapT: {
  29850. get: function () {
  29851. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29852. return this.texture.wrapT;
  29853. },
  29854. set: function ( value ) {
  29855. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29856. this.texture.wrapT = value;
  29857. }
  29858. },
  29859. magFilter: {
  29860. get: function () {
  29861. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29862. return this.texture.magFilter;
  29863. },
  29864. set: function ( value ) {
  29865. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29866. this.texture.magFilter = value;
  29867. }
  29868. },
  29869. minFilter: {
  29870. get: function () {
  29871. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29872. return this.texture.minFilter;
  29873. },
  29874. set: function ( value ) {
  29875. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29876. this.texture.minFilter = value;
  29877. }
  29878. },
  29879. anisotropy: {
  29880. get: function () {
  29881. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29882. return this.texture.anisotropy;
  29883. },
  29884. set: function ( value ) {
  29885. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29886. this.texture.anisotropy = value;
  29887. }
  29888. },
  29889. offset: {
  29890. get: function () {
  29891. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29892. return this.texture.offset;
  29893. },
  29894. set: function ( value ) {
  29895. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29896. this.texture.offset = value;
  29897. }
  29898. },
  29899. repeat: {
  29900. get: function () {
  29901. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29902. return this.texture.repeat;
  29903. },
  29904. set: function ( value ) {
  29905. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29906. this.texture.repeat = value;
  29907. }
  29908. },
  29909. format: {
  29910. get: function () {
  29911. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29912. return this.texture.format;
  29913. },
  29914. set: function ( value ) {
  29915. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29916. this.texture.format = value;
  29917. }
  29918. },
  29919. type: {
  29920. get: function () {
  29921. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29922. return this.texture.type;
  29923. },
  29924. set: function ( value ) {
  29925. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29926. this.texture.type = value;
  29927. }
  29928. },
  29929. generateMipmaps: {
  29930. get: function () {
  29931. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29932. return this.texture.generateMipmaps;
  29933. },
  29934. set: function ( value ) {
  29935. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29936. this.texture.generateMipmaps = value;
  29937. }
  29938. }
  29939. } );
  29940. //
  29941. Object.defineProperties( Audio.prototype, {
  29942. load: {
  29943. value: function ( file ) {
  29944. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29945. var scope = this;
  29946. var audioLoader = new AudioLoader();
  29947. audioLoader.load( file, function ( buffer ) {
  29948. scope.setBuffer( buffer );
  29949. } );
  29950. return this;
  29951. }
  29952. },
  29953. startTime: {
  29954. set: function () {
  29955. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29956. }
  29957. }
  29958. } );
  29959. AudioAnalyser.prototype.getData = function () {
  29960. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29961. return this.getFrequencyData();
  29962. };
  29963. //
  29964. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29965. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29966. return this.update( renderer, scene );
  29967. };
  29968. //
  29969. var GeometryUtils = {
  29970. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29971. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29972. var matrix;
  29973. if ( geometry2.isMesh ) {
  29974. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29975. matrix = geometry2.matrix;
  29976. geometry2 = geometry2.geometry;
  29977. }
  29978. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29979. },
  29980. center: function ( geometry ) {
  29981. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29982. return geometry.center();
  29983. }
  29984. };
  29985. ImageUtils.crossOrigin = undefined;
  29986. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29987. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29988. var loader = new TextureLoader();
  29989. loader.setCrossOrigin( this.crossOrigin );
  29990. var texture = loader.load( url, onLoad, undefined, onError );
  29991. if ( mapping ) { texture.mapping = mapping; }
  29992. return texture;
  29993. };
  29994. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29995. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29996. var loader = new CubeTextureLoader();
  29997. loader.setCrossOrigin( this.crossOrigin );
  29998. var texture = loader.load( urls, onLoad, undefined, onError );
  29999. if ( mapping ) { texture.mapping = mapping; }
  30000. return texture;
  30001. };
  30002. ImageUtils.loadCompressedTexture = function () {
  30003. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30004. };
  30005. ImageUtils.loadCompressedTextureCube = function () {
  30006. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30007. };
  30008. //
  30009. function CanvasRenderer() {
  30010. console.error( 'THREE.CanvasRenderer has been removed' );
  30011. }
  30012. //
  30013. function JSONLoader() {
  30014. console.error( 'THREE.JSONLoader has been removed.' );
  30015. }
  30016. //
  30017. var SceneUtils = {
  30018. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30019. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30020. },
  30021. detach: function ( /* child, parent, scene */ ) {
  30022. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30023. },
  30024. attach: function ( /* child, scene, parent */ ) {
  30025. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30026. }
  30027. };
  30028. //
  30029. function LensFlare() {
  30030. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30031. }
  30032. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30033. /* eslint-disable no-undef */
  30034. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30035. revision: REVISION,
  30036. } } ) );
  30037. /* eslint-enable no-undef */
  30038. }
  30039. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30040. exports.AddEquation = AddEquation;
  30041. exports.AddOperation = AddOperation;
  30042. exports.AdditiveBlending = AdditiveBlending;
  30043. exports.AlphaFormat = AlphaFormat;
  30044. exports.AlwaysDepth = AlwaysDepth;
  30045. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30046. exports.AmbientLight = AmbientLight;
  30047. exports.AmbientLightProbe = AmbientLightProbe;
  30048. exports.AnimationClip = AnimationClip;
  30049. exports.AnimationLoader = AnimationLoader;
  30050. exports.AnimationMixer = AnimationMixer;
  30051. exports.AnimationObjectGroup = AnimationObjectGroup;
  30052. exports.AnimationUtils = AnimationUtils;
  30053. exports.ArcCurve = ArcCurve;
  30054. exports.ArrayCamera = ArrayCamera;
  30055. exports.ArrowHelper = ArrowHelper;
  30056. exports.Audio = Audio;
  30057. exports.AudioAnalyser = AudioAnalyser;
  30058. exports.AudioContext = AudioContext;
  30059. exports.AudioListener = AudioListener;
  30060. exports.AudioLoader = AudioLoader;
  30061. exports.AxesHelper = AxesHelper;
  30062. exports.AxisHelper = AxisHelper;
  30063. exports.BackSide = BackSide;
  30064. exports.BasicDepthPacking = BasicDepthPacking;
  30065. exports.BasicShadowMap = BasicShadowMap;
  30066. exports.BinaryTextureLoader = BinaryTextureLoader;
  30067. exports.Bone = Bone;
  30068. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30069. exports.BoundingBoxHelper = BoundingBoxHelper;
  30070. exports.Box2 = Box2;
  30071. exports.Box3 = Box3;
  30072. exports.Box3Helper = Box3Helper;
  30073. exports.BoxBufferGeometry = BoxBufferGeometry;
  30074. exports.BoxGeometry = BoxGeometry;
  30075. exports.BoxHelper = BoxHelper;
  30076. exports.BufferAttribute = BufferAttribute;
  30077. exports.BufferGeometry = BufferGeometry;
  30078. exports.BufferGeometryLoader = BufferGeometryLoader;
  30079. exports.ByteType = ByteType;
  30080. exports.Cache = Cache;
  30081. exports.Camera = Camera;
  30082. exports.CameraHelper = CameraHelper;
  30083. exports.CanvasRenderer = CanvasRenderer;
  30084. exports.CanvasTexture = CanvasTexture;
  30085. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30086. exports.CineonToneMapping = CineonToneMapping;
  30087. exports.CircleBufferGeometry = CircleBufferGeometry;
  30088. exports.CircleGeometry = CircleGeometry;
  30089. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30090. exports.Clock = Clock;
  30091. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30092. exports.Color = Color;
  30093. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30094. exports.CompressedTexture = CompressedTexture;
  30095. exports.CompressedTextureLoader = CompressedTextureLoader;
  30096. exports.ConeBufferGeometry = ConeBufferGeometry;
  30097. exports.ConeGeometry = ConeGeometry;
  30098. exports.CubeCamera = CubeCamera;
  30099. exports.CubeGeometry = BoxGeometry;
  30100. exports.CubeReflectionMapping = CubeReflectionMapping;
  30101. exports.CubeRefractionMapping = CubeRefractionMapping;
  30102. exports.CubeTexture = CubeTexture;
  30103. exports.CubeTextureLoader = CubeTextureLoader;
  30104. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30105. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30106. exports.CubicBezierCurve = CubicBezierCurve;
  30107. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30108. exports.CubicInterpolant = CubicInterpolant;
  30109. exports.CullFaceBack = CullFaceBack;
  30110. exports.CullFaceFront = CullFaceFront;
  30111. exports.CullFaceFrontBack = CullFaceFrontBack;
  30112. exports.CullFaceNone = CullFaceNone;
  30113. exports.Curve = Curve;
  30114. exports.CurvePath = CurvePath;
  30115. exports.CustomBlending = CustomBlending;
  30116. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30117. exports.CylinderGeometry = CylinderGeometry;
  30118. exports.Cylindrical = Cylindrical;
  30119. exports.DataTexture = DataTexture;
  30120. exports.DataTexture2DArray = DataTexture2DArray;
  30121. exports.DataTexture3D = DataTexture3D;
  30122. exports.DataTextureLoader = DataTextureLoader;
  30123. exports.DecrementStencilOp = DecrementStencilOp;
  30124. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30125. exports.DefaultLoadingManager = DefaultLoadingManager;
  30126. exports.DepthFormat = DepthFormat;
  30127. exports.DepthStencilFormat = DepthStencilFormat;
  30128. exports.DepthTexture = DepthTexture;
  30129. exports.DirectionalLight = DirectionalLight;
  30130. exports.DirectionalLightHelper = DirectionalLightHelper;
  30131. exports.DirectionalLightShadow = DirectionalLightShadow;
  30132. exports.DiscreteInterpolant = DiscreteInterpolant;
  30133. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30134. exports.DodecahedronGeometry = DodecahedronGeometry;
  30135. exports.DoubleSide = DoubleSide;
  30136. exports.DstAlphaFactor = DstAlphaFactor;
  30137. exports.DstColorFactor = DstColorFactor;
  30138. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30139. exports.DynamicCopyUsage = DynamicCopyUsage;
  30140. exports.DynamicDrawUsage = DynamicDrawUsage;
  30141. exports.DynamicReadUsage = DynamicReadUsage;
  30142. exports.EdgesGeometry = EdgesGeometry;
  30143. exports.EdgesHelper = EdgesHelper;
  30144. exports.EllipseCurve = EllipseCurve;
  30145. exports.EqualDepth = EqualDepth;
  30146. exports.EqualStencilFunc = EqualStencilFunc;
  30147. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30148. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30149. exports.Euler = Euler;
  30150. exports.EventDispatcher = EventDispatcher;
  30151. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30152. exports.ExtrudeGeometry = ExtrudeGeometry;
  30153. exports.Face3 = Face3;
  30154. exports.Face4 = Face4;
  30155. exports.FaceColors = FaceColors;
  30156. exports.FileLoader = FileLoader;
  30157. exports.FlatShading = FlatShading;
  30158. exports.Float32Attribute = Float32Attribute;
  30159. exports.Float32BufferAttribute = Float32BufferAttribute;
  30160. exports.Float64Attribute = Float64Attribute;
  30161. exports.Float64BufferAttribute = Float64BufferAttribute;
  30162. exports.FloatType = FloatType;
  30163. exports.Fog = Fog;
  30164. exports.FogExp2 = FogExp2;
  30165. exports.Font = Font;
  30166. exports.FontLoader = FontLoader;
  30167. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30168. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30169. exports.FrontSide = FrontSide;
  30170. exports.Frustum = Frustum;
  30171. exports.GammaEncoding = GammaEncoding;
  30172. exports.Geometry = Geometry;
  30173. exports.GeometryUtils = GeometryUtils;
  30174. exports.GreaterDepth = GreaterDepth;
  30175. exports.GreaterEqualDepth = GreaterEqualDepth;
  30176. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30177. exports.GreaterStencilFunc = GreaterStencilFunc;
  30178. exports.GridHelper = GridHelper;
  30179. exports.Group = Group;
  30180. exports.HalfFloatType = HalfFloatType;
  30181. exports.HemisphereLight = HemisphereLight;
  30182. exports.HemisphereLightHelper = HemisphereLightHelper;
  30183. exports.HemisphereLightProbe = HemisphereLightProbe;
  30184. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30185. exports.IcosahedronGeometry = IcosahedronGeometry;
  30186. exports.ImageBitmapLoader = ImageBitmapLoader;
  30187. exports.ImageLoader = ImageLoader;
  30188. exports.ImageUtils = ImageUtils;
  30189. exports.ImmediateRenderObject = ImmediateRenderObject;
  30190. exports.IncrementStencilOp = IncrementStencilOp;
  30191. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30192. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30193. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30194. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30195. exports.InstancedMesh = InstancedMesh;
  30196. exports.Int16Attribute = Int16Attribute;
  30197. exports.Int16BufferAttribute = Int16BufferAttribute;
  30198. exports.Int32Attribute = Int32Attribute;
  30199. exports.Int32BufferAttribute = Int32BufferAttribute;
  30200. exports.Int8Attribute = Int8Attribute;
  30201. exports.Int8BufferAttribute = Int8BufferAttribute;
  30202. exports.IntType = IntType;
  30203. exports.InterleavedBuffer = InterleavedBuffer;
  30204. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30205. exports.Interpolant = Interpolant;
  30206. exports.InterpolateDiscrete = InterpolateDiscrete;
  30207. exports.InterpolateLinear = InterpolateLinear;
  30208. exports.InterpolateSmooth = InterpolateSmooth;
  30209. exports.InvertStencilOp = InvertStencilOp;
  30210. exports.JSONLoader = JSONLoader;
  30211. exports.KeepStencilOp = KeepStencilOp;
  30212. exports.KeyframeTrack = KeyframeTrack;
  30213. exports.LOD = LOD;
  30214. exports.LatheBufferGeometry = LatheBufferGeometry;
  30215. exports.LatheGeometry = LatheGeometry;
  30216. exports.Layers = Layers;
  30217. exports.LensFlare = LensFlare;
  30218. exports.LessDepth = LessDepth;
  30219. exports.LessEqualDepth = LessEqualDepth;
  30220. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30221. exports.LessStencilFunc = LessStencilFunc;
  30222. exports.Light = Light;
  30223. exports.LightProbe = LightProbe;
  30224. exports.LightShadow = LightShadow;
  30225. exports.Line = Line;
  30226. exports.Line3 = Line3;
  30227. exports.LineBasicMaterial = LineBasicMaterial;
  30228. exports.LineCurve = LineCurve;
  30229. exports.LineCurve3 = LineCurve3;
  30230. exports.LineDashedMaterial = LineDashedMaterial;
  30231. exports.LineLoop = LineLoop;
  30232. exports.LinePieces = LinePieces;
  30233. exports.LineSegments = LineSegments;
  30234. exports.LineStrip = LineStrip;
  30235. exports.LinearEncoding = LinearEncoding;
  30236. exports.LinearFilter = LinearFilter;
  30237. exports.LinearInterpolant = LinearInterpolant;
  30238. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30239. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30240. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30241. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30242. exports.LinearToneMapping = LinearToneMapping;
  30243. exports.Loader = Loader;
  30244. exports.LoaderUtils = LoaderUtils;
  30245. exports.LoadingManager = LoadingManager;
  30246. exports.LogLuvEncoding = LogLuvEncoding;
  30247. exports.LoopOnce = LoopOnce;
  30248. exports.LoopPingPong = LoopPingPong;
  30249. exports.LoopRepeat = LoopRepeat;
  30250. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30251. exports.LuminanceFormat = LuminanceFormat;
  30252. exports.MOUSE = MOUSE;
  30253. exports.Material = Material;
  30254. exports.MaterialLoader = MaterialLoader;
  30255. exports.Math = MathUtils;
  30256. exports.MathUtils = MathUtils;
  30257. exports.Matrix3 = Matrix3;
  30258. exports.Matrix4 = Matrix4;
  30259. exports.MaxEquation = MaxEquation;
  30260. exports.Mesh = Mesh;
  30261. exports.MeshBasicMaterial = MeshBasicMaterial;
  30262. exports.MeshDepthMaterial = MeshDepthMaterial;
  30263. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30264. exports.MeshFaceMaterial = MeshFaceMaterial;
  30265. exports.MeshLambertMaterial = MeshLambertMaterial;
  30266. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30267. exports.MeshNormalMaterial = MeshNormalMaterial;
  30268. exports.MeshPhongMaterial = MeshPhongMaterial;
  30269. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30270. exports.MeshStandardMaterial = MeshStandardMaterial;
  30271. exports.MeshToonMaterial = MeshToonMaterial;
  30272. exports.MinEquation = MinEquation;
  30273. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30274. exports.MixOperation = MixOperation;
  30275. exports.MultiMaterial = MultiMaterial;
  30276. exports.MultiplyBlending = MultiplyBlending;
  30277. exports.MultiplyOperation = MultiplyOperation;
  30278. exports.NearestFilter = NearestFilter;
  30279. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30280. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30281. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30282. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30283. exports.NeverDepth = NeverDepth;
  30284. exports.NeverStencilFunc = NeverStencilFunc;
  30285. exports.NoBlending = NoBlending;
  30286. exports.NoColors = NoColors;
  30287. exports.NoToneMapping = NoToneMapping;
  30288. exports.NormalBlending = NormalBlending;
  30289. exports.NotEqualDepth = NotEqualDepth;
  30290. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30291. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30292. exports.Object3D = Object3D;
  30293. exports.ObjectLoader = ObjectLoader;
  30294. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30295. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30296. exports.OctahedronGeometry = OctahedronGeometry;
  30297. exports.OneFactor = OneFactor;
  30298. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30299. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30300. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30301. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30302. exports.OrthographicCamera = OrthographicCamera;
  30303. exports.PCFShadowMap = PCFShadowMap;
  30304. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30305. exports.PMREMGenerator = PMREMGenerator;
  30306. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30307. exports.ParametricGeometry = ParametricGeometry;
  30308. exports.Particle = Particle;
  30309. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30310. exports.ParticleSystem = ParticleSystem;
  30311. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30312. exports.Path = Path;
  30313. exports.PerspectiveCamera = PerspectiveCamera;
  30314. exports.Plane = Plane;
  30315. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30316. exports.PlaneGeometry = PlaneGeometry;
  30317. exports.PlaneHelper = PlaneHelper;
  30318. exports.PointCloud = PointCloud;
  30319. exports.PointCloudMaterial = PointCloudMaterial;
  30320. exports.PointLight = PointLight;
  30321. exports.PointLightHelper = PointLightHelper;
  30322. exports.Points = Points;
  30323. exports.PointsMaterial = PointsMaterial;
  30324. exports.PolarGridHelper = PolarGridHelper;
  30325. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30326. exports.PolyhedronGeometry = PolyhedronGeometry;
  30327. exports.PositionalAudio = PositionalAudio;
  30328. exports.PropertyBinding = PropertyBinding;
  30329. exports.PropertyMixer = PropertyMixer;
  30330. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30331. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30332. exports.Quaternion = Quaternion;
  30333. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30334. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30335. exports.REVISION = REVISION;
  30336. exports.RGBADepthPacking = RGBADepthPacking;
  30337. exports.RGBAFormat = RGBAFormat;
  30338. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30339. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30340. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30341. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30342. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30343. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30344. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30345. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30346. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30347. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30348. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30349. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30350. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30351. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30352. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30353. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30354. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30355. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30356. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30357. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30358. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30359. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30360. exports.RGBDEncoding = RGBDEncoding;
  30361. exports.RGBEEncoding = RGBEEncoding;
  30362. exports.RGBEFormat = RGBEFormat;
  30363. exports.RGBFormat = RGBFormat;
  30364. exports.RGBIntegerFormat = RGBIntegerFormat;
  30365. exports.RGBM16Encoding = RGBM16Encoding;
  30366. exports.RGBM7Encoding = RGBM7Encoding;
  30367. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30368. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30369. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30370. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30371. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30372. exports.RGFormat = RGFormat;
  30373. exports.RGIntegerFormat = RGIntegerFormat;
  30374. exports.RawShaderMaterial = RawShaderMaterial;
  30375. exports.Ray = Ray;
  30376. exports.Raycaster = Raycaster;
  30377. exports.RectAreaLight = RectAreaLight;
  30378. exports.RedFormat = RedFormat;
  30379. exports.RedIntegerFormat = RedIntegerFormat;
  30380. exports.ReinhardToneMapping = ReinhardToneMapping;
  30381. exports.RepeatWrapping = RepeatWrapping;
  30382. exports.ReplaceStencilOp = ReplaceStencilOp;
  30383. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30384. exports.RingBufferGeometry = RingBufferGeometry;
  30385. exports.RingGeometry = RingGeometry;
  30386. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30387. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30388. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30389. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30390. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30391. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30392. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30393. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30394. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30395. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30396. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30397. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30398. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30399. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30400. exports.Scene = Scene;
  30401. exports.SceneUtils = SceneUtils;
  30402. exports.ShaderChunk = ShaderChunk;
  30403. exports.ShaderLib = ShaderLib;
  30404. exports.ShaderMaterial = ShaderMaterial;
  30405. exports.ShadowMaterial = ShadowMaterial;
  30406. exports.Shape = Shape;
  30407. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30408. exports.ShapeGeometry = ShapeGeometry;
  30409. exports.ShapePath = ShapePath;
  30410. exports.ShapeUtils = ShapeUtils;
  30411. exports.ShortType = ShortType;
  30412. exports.Skeleton = Skeleton;
  30413. exports.SkeletonHelper = SkeletonHelper;
  30414. exports.SkinnedMesh = SkinnedMesh;
  30415. exports.SmoothShading = SmoothShading;
  30416. exports.Sphere = Sphere;
  30417. exports.SphereBufferGeometry = SphereBufferGeometry;
  30418. exports.SphereGeometry = SphereGeometry;
  30419. exports.Spherical = Spherical;
  30420. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30421. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30422. exports.Spline = Spline;
  30423. exports.SplineCurve = SplineCurve;
  30424. exports.SplineCurve3 = SplineCurve3;
  30425. exports.SpotLight = SpotLight;
  30426. exports.SpotLightHelper = SpotLightHelper;
  30427. exports.SpotLightShadow = SpotLightShadow;
  30428. exports.Sprite = Sprite;
  30429. exports.SpriteMaterial = SpriteMaterial;
  30430. exports.SrcAlphaFactor = SrcAlphaFactor;
  30431. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30432. exports.SrcColorFactor = SrcColorFactor;
  30433. exports.StaticCopyUsage = StaticCopyUsage;
  30434. exports.StaticDrawUsage = StaticDrawUsage;
  30435. exports.StaticReadUsage = StaticReadUsage;
  30436. exports.StereoCamera = StereoCamera;
  30437. exports.StreamCopyUsage = StreamCopyUsage;
  30438. exports.StreamDrawUsage = StreamDrawUsage;
  30439. exports.StreamReadUsage = StreamReadUsage;
  30440. exports.StringKeyframeTrack = StringKeyframeTrack;
  30441. exports.SubtractEquation = SubtractEquation;
  30442. exports.SubtractiveBlending = SubtractiveBlending;
  30443. exports.TOUCH = TOUCH;
  30444. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30445. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30446. exports.TetrahedronGeometry = TetrahedronGeometry;
  30447. exports.TextBufferGeometry = TextBufferGeometry;
  30448. exports.TextGeometry = TextGeometry;
  30449. exports.Texture = Texture;
  30450. exports.TextureLoader = TextureLoader;
  30451. exports.TorusBufferGeometry = TorusBufferGeometry;
  30452. exports.TorusGeometry = TorusGeometry;
  30453. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30454. exports.TorusKnotGeometry = TorusKnotGeometry;
  30455. exports.Triangle = Triangle;
  30456. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30457. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30458. exports.TrianglesDrawMode = TrianglesDrawMode;
  30459. exports.TubeBufferGeometry = TubeBufferGeometry;
  30460. exports.TubeGeometry = TubeGeometry;
  30461. exports.UVMapping = UVMapping;
  30462. exports.Uint16Attribute = Uint16Attribute;
  30463. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30464. exports.Uint32Attribute = Uint32Attribute;
  30465. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30466. exports.Uint8Attribute = Uint8Attribute;
  30467. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30468. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30469. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30470. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30471. exports.Uniform = Uniform;
  30472. exports.UniformsLib = UniformsLib;
  30473. exports.UniformsUtils = UniformsUtils;
  30474. exports.UnsignedByteType = UnsignedByteType;
  30475. exports.UnsignedInt248Type = UnsignedInt248Type;
  30476. exports.UnsignedIntType = UnsignedIntType;
  30477. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30478. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30479. exports.UnsignedShort565Type = UnsignedShort565Type;
  30480. exports.UnsignedShortType = UnsignedShortType;
  30481. exports.VSMShadowMap = VSMShadowMap;
  30482. exports.Vector2 = Vector2;
  30483. exports.Vector3 = Vector3;
  30484. exports.Vector4 = Vector4;
  30485. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30486. exports.Vertex = Vertex;
  30487. exports.VertexColors = VertexColors;
  30488. exports.VideoTexture = VideoTexture;
  30489. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30490. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30491. exports.WebGLRenderTarget = WebGLRenderTarget;
  30492. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30493. exports.WebGLRenderer = WebGLRenderer;
  30494. exports.WebGLUtils = WebGLUtils;
  30495. exports.WireframeGeometry = WireframeGeometry;
  30496. exports.WireframeHelper = WireframeHelper;
  30497. exports.WrapAroundEnding = WrapAroundEnding;
  30498. exports.XHRLoader = XHRLoader;
  30499. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30500. exports.ZeroFactor = ZeroFactor;
  30501. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30502. exports.ZeroStencilOp = ZeroStencilOp;
  30503. exports.sRGBEncoding = sRGBEncoding;
  30504. Object.defineProperty(exports, '__esModule', { value: true });
  30505. })));