three.js 1.1 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2021 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. (function (global, factory) {
  7. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  8. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  9. (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
  10. })(this, (function (exports) { 'use strict';
  11. const REVISION = '135dev';
  12. const MOUSE = {
  13. LEFT: 0,
  14. MIDDLE: 1,
  15. RIGHT: 2,
  16. ROTATE: 0,
  17. DOLLY: 1,
  18. PAN: 2
  19. };
  20. const TOUCH = {
  21. ROTATE: 0,
  22. PAN: 1,
  23. DOLLY_PAN: 2,
  24. DOLLY_ROTATE: 3
  25. };
  26. const CullFaceNone = 0;
  27. const CullFaceBack = 1;
  28. const CullFaceFront = 2;
  29. const CullFaceFrontBack = 3;
  30. const BasicShadowMap = 0;
  31. const PCFShadowMap = 1;
  32. const PCFSoftShadowMap = 2;
  33. const VSMShadowMap = 3;
  34. const FrontSide = 0;
  35. const BackSide = 1;
  36. const DoubleSide = 2;
  37. const FlatShading = 1;
  38. const SmoothShading = 2;
  39. const NoBlending = 0;
  40. const NormalBlending = 1;
  41. const AdditiveBlending = 2;
  42. const SubtractiveBlending = 3;
  43. const MultiplyBlending = 4;
  44. const CustomBlending = 5;
  45. const AddEquation = 100;
  46. const SubtractEquation = 101;
  47. const ReverseSubtractEquation = 102;
  48. const MinEquation = 103;
  49. const MaxEquation = 104;
  50. const ZeroFactor = 200;
  51. const OneFactor = 201;
  52. const SrcColorFactor = 202;
  53. const OneMinusSrcColorFactor = 203;
  54. const SrcAlphaFactor = 204;
  55. const OneMinusSrcAlphaFactor = 205;
  56. const DstAlphaFactor = 206;
  57. const OneMinusDstAlphaFactor = 207;
  58. const DstColorFactor = 208;
  59. const OneMinusDstColorFactor = 209;
  60. const SrcAlphaSaturateFactor = 210;
  61. const NeverDepth = 0;
  62. const AlwaysDepth = 1;
  63. const LessDepth = 2;
  64. const LessEqualDepth = 3;
  65. const EqualDepth = 4;
  66. const GreaterEqualDepth = 5;
  67. const GreaterDepth = 6;
  68. const NotEqualDepth = 7;
  69. const MultiplyOperation = 0;
  70. const MixOperation = 1;
  71. const AddOperation = 2;
  72. const NoToneMapping = 0;
  73. const LinearToneMapping = 1;
  74. const ReinhardToneMapping = 2;
  75. const CineonToneMapping = 3;
  76. const ACESFilmicToneMapping = 4;
  77. const CustomToneMapping = 5;
  78. const UVMapping = 300;
  79. const CubeReflectionMapping = 301;
  80. const CubeRefractionMapping = 302;
  81. const EquirectangularReflectionMapping = 303;
  82. const EquirectangularRefractionMapping = 304;
  83. const CubeUVReflectionMapping = 306;
  84. const CubeUVRefractionMapping = 307;
  85. const RepeatWrapping = 1000;
  86. const ClampToEdgeWrapping = 1001;
  87. const MirroredRepeatWrapping = 1002;
  88. const NearestFilter = 1003;
  89. const NearestMipmapNearestFilter = 1004;
  90. const NearestMipMapNearestFilter = 1004;
  91. const NearestMipmapLinearFilter = 1005;
  92. const NearestMipMapLinearFilter = 1005;
  93. const LinearFilter = 1006;
  94. const LinearMipmapNearestFilter = 1007;
  95. const LinearMipMapNearestFilter = 1007;
  96. const LinearMipmapLinearFilter = 1008;
  97. const LinearMipMapLinearFilter = 1008;
  98. const UnsignedByteType = 1009;
  99. const ByteType = 1010;
  100. const ShortType = 1011;
  101. const UnsignedShortType = 1012;
  102. const IntType = 1013;
  103. const UnsignedIntType = 1014;
  104. const FloatType = 1015;
  105. const HalfFloatType = 1016;
  106. const UnsignedShort4444Type = 1017;
  107. const UnsignedShort5551Type = 1018;
  108. const UnsignedShort565Type = 1019;
  109. const UnsignedInt248Type = 1020;
  110. const AlphaFormat = 1021;
  111. const RGBFormat = 1022;
  112. const RGBAFormat = 1023;
  113. const LuminanceFormat = 1024;
  114. const LuminanceAlphaFormat = 1025;
  115. const RGBEFormat = RGBAFormat;
  116. const DepthFormat = 1026;
  117. const DepthStencilFormat = 1027;
  118. const RedFormat = 1028;
  119. const RedIntegerFormat = 1029;
  120. const RGFormat = 1030;
  121. const RGIntegerFormat = 1031;
  122. const RGBIntegerFormat = 1032;
  123. const RGBAIntegerFormat = 1033;
  124. const RGB_S3TC_DXT1_Format = 33776;
  125. const RGBA_S3TC_DXT1_Format = 33777;
  126. const RGBA_S3TC_DXT3_Format = 33778;
  127. const RGBA_S3TC_DXT5_Format = 33779;
  128. const RGB_PVRTC_4BPPV1_Format = 35840;
  129. const RGB_PVRTC_2BPPV1_Format = 35841;
  130. const RGBA_PVRTC_4BPPV1_Format = 35842;
  131. const RGBA_PVRTC_2BPPV1_Format = 35843;
  132. const RGB_ETC1_Format = 36196;
  133. const RGB_ETC2_Format = 37492;
  134. const RGBA_ETC2_EAC_Format = 37496;
  135. const RGBA_ASTC_4x4_Format = 37808;
  136. const RGBA_ASTC_5x4_Format = 37809;
  137. const RGBA_ASTC_5x5_Format = 37810;
  138. const RGBA_ASTC_6x5_Format = 37811;
  139. const RGBA_ASTC_6x6_Format = 37812;
  140. const RGBA_ASTC_8x5_Format = 37813;
  141. const RGBA_ASTC_8x6_Format = 37814;
  142. const RGBA_ASTC_8x8_Format = 37815;
  143. const RGBA_ASTC_10x5_Format = 37816;
  144. const RGBA_ASTC_10x6_Format = 37817;
  145. const RGBA_ASTC_10x8_Format = 37818;
  146. const RGBA_ASTC_10x10_Format = 37819;
  147. const RGBA_ASTC_12x10_Format = 37820;
  148. const RGBA_ASTC_12x12_Format = 37821;
  149. const RGBA_BPTC_Format = 36492;
  150. const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  151. const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  152. const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  153. const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  154. const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  155. const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  156. const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  157. const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  158. const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  159. const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  160. const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  161. const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  162. const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  163. const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  164. const LoopOnce = 2200;
  165. const LoopRepeat = 2201;
  166. const LoopPingPong = 2202;
  167. const InterpolateDiscrete = 2300;
  168. const InterpolateLinear = 2301;
  169. const InterpolateSmooth = 2302;
  170. const ZeroCurvatureEnding = 2400;
  171. const ZeroSlopeEnding = 2401;
  172. const WrapAroundEnding = 2402;
  173. const NormalAnimationBlendMode = 2500;
  174. const AdditiveAnimationBlendMode = 2501;
  175. const TrianglesDrawMode = 0;
  176. const TriangleStripDrawMode = 1;
  177. const TriangleFanDrawMode = 2;
  178. const LinearEncoding = 3000;
  179. const sRGBEncoding = 3001;
  180. const GammaEncoding = 3007;
  181. const RGBEEncoding = 3002;
  182. const LogLuvEncoding = 3003;
  183. const RGBM7Encoding = 3004;
  184. const RGBM16Encoding = 3005;
  185. const RGBDEncoding = 3006;
  186. const BasicDepthPacking = 3200;
  187. const RGBADepthPacking = 3201;
  188. const TangentSpaceNormalMap = 0;
  189. const ObjectSpaceNormalMap = 1;
  190. const ZeroStencilOp = 0;
  191. const KeepStencilOp = 7680;
  192. const ReplaceStencilOp = 7681;
  193. const IncrementStencilOp = 7682;
  194. const DecrementStencilOp = 7683;
  195. const IncrementWrapStencilOp = 34055;
  196. const DecrementWrapStencilOp = 34056;
  197. const InvertStencilOp = 5386;
  198. const NeverStencilFunc = 512;
  199. const LessStencilFunc = 513;
  200. const EqualStencilFunc = 514;
  201. const LessEqualStencilFunc = 515;
  202. const GreaterStencilFunc = 516;
  203. const NotEqualStencilFunc = 517;
  204. const GreaterEqualStencilFunc = 518;
  205. const AlwaysStencilFunc = 519;
  206. const StaticDrawUsage = 35044;
  207. const DynamicDrawUsage = 35048;
  208. const StreamDrawUsage = 35040;
  209. const StaticReadUsage = 35045;
  210. const DynamicReadUsage = 35049;
  211. const StreamReadUsage = 35041;
  212. const StaticCopyUsage = 35046;
  213. const DynamicCopyUsage = 35050;
  214. const StreamCopyUsage = 35042;
  215. const GLSL1 = '100';
  216. const GLSL3 = '300 es';
  217. /**
  218. * https://github.com/mrdoob/eventdispatcher.js/
  219. */
  220. class EventDispatcher {
  221. addEventListener(type, listener) {
  222. if (this._listeners === undefined) this._listeners = {};
  223. const listeners = this._listeners;
  224. if (listeners[type] === undefined) {
  225. listeners[type] = [];
  226. }
  227. if (listeners[type].indexOf(listener) === -1) {
  228. listeners[type].push(listener);
  229. }
  230. }
  231. hasEventListener(type, listener) {
  232. if (this._listeners === undefined) return false;
  233. const listeners = this._listeners;
  234. return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
  235. }
  236. removeEventListener(type, listener) {
  237. if (this._listeners === undefined) return;
  238. const listeners = this._listeners;
  239. const listenerArray = listeners[type];
  240. if (listenerArray !== undefined) {
  241. const index = listenerArray.indexOf(listener);
  242. if (index !== -1) {
  243. listenerArray.splice(index, 1);
  244. }
  245. }
  246. }
  247. dispatchEvent(event) {
  248. if (this._listeners === undefined) return;
  249. const listeners = this._listeners;
  250. const listenerArray = listeners[event.type];
  251. if (listenerArray !== undefined) {
  252. event.target = this; // Make a copy, in case listeners are removed while iterating.
  253. const array = listenerArray.slice(0);
  254. for (let i = 0, l = array.length; i < l; i++) {
  255. array[i].call(this, event);
  256. }
  257. event.target = null;
  258. }
  259. }
  260. }
  261. let _seed = 1234567;
  262. const DEG2RAD = Math.PI / 180;
  263. const RAD2DEG = 180 / Math.PI; //
  264. const _lut = [];
  265. for (let i = 0; i < 256; i++) {
  266. _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
  267. }
  268. const hasRandomUUID = typeof crypto !== 'undefined' && 'randomUUID' in crypto;
  269. function generateUUID() {
  270. if (hasRandomUUID) {
  271. return crypto.randomUUID().toUpperCase();
  272. } // TODO Remove this code when crypto.randomUUID() is available everywhere
  273. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  274. const d0 = Math.random() * 0xffffffff | 0;
  275. const d1 = Math.random() * 0xffffffff | 0;
  276. const d2 = Math.random() * 0xffffffff | 0;
  277. const d3 = Math.random() * 0xffffffff | 0;
  278. const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space.
  279. return uuid.toUpperCase();
  280. }
  281. function clamp(value, min, max) {
  282. return Math.max(min, Math.min(max, value));
  283. } // compute euclidian modulo of m % n
  284. // https://en.wikipedia.org/wiki/Modulo_operation
  285. function euclideanModulo(n, m) {
  286. return (n % m + m) % m;
  287. } // Linear mapping from range <a1, a2> to range <b1, b2>
  288. function mapLinear(x, a1, a2, b1, b2) {
  289. return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
  290. } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  291. function inverseLerp(x, y, value) {
  292. if (x !== y) {
  293. return (value - x) / (y - x);
  294. } else {
  295. return 0;
  296. }
  297. } // https://en.wikipedia.org/wiki/Linear_interpolation
  298. function lerp(x, y, t) {
  299. return (1 - t) * x + t * y;
  300. } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  301. function damp(x, y, lambda, dt) {
  302. return lerp(x, y, 1 - Math.exp(-lambda * dt));
  303. } // https://www.desmos.com/calculator/vcsjnyz7x4
  304. function pingpong(x, length = 1) {
  305. return length - Math.abs(euclideanModulo(x, length * 2) - length);
  306. } // http://en.wikipedia.org/wiki/Smoothstep
  307. function smoothstep(x, min, max) {
  308. if (x <= min) return 0;
  309. if (x >= max) return 1;
  310. x = (x - min) / (max - min);
  311. return x * x * (3 - 2 * x);
  312. }
  313. function smootherstep(x, min, max) {
  314. if (x <= min) return 0;
  315. if (x >= max) return 1;
  316. x = (x - min) / (max - min);
  317. return x * x * x * (x * (x * 6 - 15) + 10);
  318. } // Random integer from <low, high> interval
  319. function randInt(low, high) {
  320. return low + Math.floor(Math.random() * (high - low + 1));
  321. } // Random float from <low, high> interval
  322. function randFloat(low, high) {
  323. return low + Math.random() * (high - low);
  324. } // Random float from <-range/2, range/2> interval
  325. function randFloatSpread(range) {
  326. return range * (0.5 - Math.random());
  327. } // Deterministic pseudo-random float in the interval [ 0, 1 ]
  328. function seededRandom(s) {
  329. if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
  330. _seed = _seed * 16807 % 2147483647;
  331. return (_seed - 1) / 2147483646;
  332. }
  333. function degToRad(degrees) {
  334. return degrees * DEG2RAD;
  335. }
  336. function radToDeg(radians) {
  337. return radians * RAD2DEG;
  338. }
  339. function isPowerOfTwo(value) {
  340. return (value & value - 1) === 0 && value !== 0;
  341. }
  342. function ceilPowerOfTwo(value) {
  343. return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
  344. }
  345. function floorPowerOfTwo(value) {
  346. return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
  347. }
  348. function setQuaternionFromProperEuler(q, a, b, c, order) {
  349. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  350. // rotations are applied to the axes in the order specified by 'order'
  351. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  352. // angles are in radians
  353. const cos = Math.cos;
  354. const sin = Math.sin;
  355. const c2 = cos(b / 2);
  356. const s2 = sin(b / 2);
  357. const c13 = cos((a + c) / 2);
  358. const s13 = sin((a + c) / 2);
  359. const c1_3 = cos((a - c) / 2);
  360. const s1_3 = sin((a - c) / 2);
  361. const c3_1 = cos((c - a) / 2);
  362. const s3_1 = sin((c - a) / 2);
  363. switch (order) {
  364. case 'XYX':
  365. q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
  366. break;
  367. case 'YZY':
  368. q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
  369. break;
  370. case 'ZXZ':
  371. q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
  372. break;
  373. case 'XZX':
  374. q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
  375. break;
  376. case 'YXY':
  377. q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
  378. break;
  379. case 'ZYZ':
  380. q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
  381. break;
  382. default:
  383. console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
  384. }
  385. }
  386. var MathUtils = /*#__PURE__*/Object.freeze({
  387. __proto__: null,
  388. DEG2RAD: DEG2RAD,
  389. RAD2DEG: RAD2DEG,
  390. generateUUID: generateUUID,
  391. clamp: clamp,
  392. euclideanModulo: euclideanModulo,
  393. mapLinear: mapLinear,
  394. inverseLerp: inverseLerp,
  395. lerp: lerp,
  396. damp: damp,
  397. pingpong: pingpong,
  398. smoothstep: smoothstep,
  399. smootherstep: smootherstep,
  400. randInt: randInt,
  401. randFloat: randFloat,
  402. randFloatSpread: randFloatSpread,
  403. seededRandom: seededRandom,
  404. degToRad: degToRad,
  405. radToDeg: radToDeg,
  406. isPowerOfTwo: isPowerOfTwo,
  407. ceilPowerOfTwo: ceilPowerOfTwo,
  408. floorPowerOfTwo: floorPowerOfTwo,
  409. setQuaternionFromProperEuler: setQuaternionFromProperEuler
  410. });
  411. class Vector2 {
  412. constructor(x = 0, y = 0) {
  413. this.x = x;
  414. this.y = y;
  415. }
  416. get width() {
  417. return this.x;
  418. }
  419. set width(value) {
  420. this.x = value;
  421. }
  422. get height() {
  423. return this.y;
  424. }
  425. set height(value) {
  426. this.y = value;
  427. }
  428. set(x, y) {
  429. this.x = x;
  430. this.y = y;
  431. return this;
  432. }
  433. setScalar(scalar) {
  434. this.x = scalar;
  435. this.y = scalar;
  436. return this;
  437. }
  438. setX(x) {
  439. this.x = x;
  440. return this;
  441. }
  442. setY(y) {
  443. this.y = y;
  444. return this;
  445. }
  446. setComponent(index, value) {
  447. switch (index) {
  448. case 0:
  449. this.x = value;
  450. break;
  451. case 1:
  452. this.y = value;
  453. break;
  454. default:
  455. throw new Error('index is out of range: ' + index);
  456. }
  457. return this;
  458. }
  459. getComponent(index) {
  460. switch (index) {
  461. case 0:
  462. return this.x;
  463. case 1:
  464. return this.y;
  465. default:
  466. throw new Error('index is out of range: ' + index);
  467. }
  468. }
  469. clone() {
  470. return new this.constructor(this.x, this.y);
  471. }
  472. copy(v) {
  473. this.x = v.x;
  474. this.y = v.y;
  475. return this;
  476. }
  477. add(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(s) {
  487. this.x += s;
  488. this.y += s;
  489. return this;
  490. }
  491. addVectors(a, b) {
  492. this.x = a.x + b.x;
  493. this.y = a.y + b.y;
  494. return this;
  495. }
  496. addScaledVector(v, s) {
  497. this.x += v.x * s;
  498. this.y += v.y * s;
  499. return this;
  500. }
  501. sub(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(s) {
  511. this.x -= s;
  512. this.y -= s;
  513. return this;
  514. }
  515. subVectors(a, b) {
  516. this.x = a.x - b.x;
  517. this.y = a.y - b.y;
  518. return this;
  519. }
  520. multiply(v) {
  521. this.x *= v.x;
  522. this.y *= v.y;
  523. return this;
  524. }
  525. multiplyScalar(scalar) {
  526. this.x *= scalar;
  527. this.y *= scalar;
  528. return this;
  529. }
  530. divide(v) {
  531. this.x /= v.x;
  532. this.y /= v.y;
  533. return this;
  534. }
  535. divideScalar(scalar) {
  536. return this.multiplyScalar(1 / scalar);
  537. }
  538. applyMatrix3(m) {
  539. const x = this.x,
  540. y = this.y;
  541. const e = m.elements;
  542. this.x = e[0] * x + e[3] * y + e[6];
  543. this.y = e[1] * x + e[4] * y + e[7];
  544. return this;
  545. }
  546. min(v) {
  547. this.x = Math.min(this.x, v.x);
  548. this.y = Math.min(this.y, v.y);
  549. return this;
  550. }
  551. max(v) {
  552. this.x = Math.max(this.x, v.x);
  553. this.y = Math.max(this.y, v.y);
  554. return this;
  555. }
  556. clamp(min, max) {
  557. // assumes min < max, componentwise
  558. this.x = Math.max(min.x, Math.min(max.x, this.x));
  559. this.y = Math.max(min.y, Math.min(max.y, this.y));
  560. return this;
  561. }
  562. clampScalar(minVal, maxVal) {
  563. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  564. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  565. return this;
  566. }
  567. clampLength(min, max) {
  568. const length = this.length();
  569. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  570. }
  571. floor() {
  572. this.x = Math.floor(this.x);
  573. this.y = Math.floor(this.y);
  574. return this;
  575. }
  576. ceil() {
  577. this.x = Math.ceil(this.x);
  578. this.y = Math.ceil(this.y);
  579. return this;
  580. }
  581. round() {
  582. this.x = Math.round(this.x);
  583. this.y = Math.round(this.y);
  584. return this;
  585. }
  586. roundToZero() {
  587. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  588. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  589. return this;
  590. }
  591. negate() {
  592. this.x = -this.x;
  593. this.y = -this.y;
  594. return this;
  595. }
  596. dot(v) {
  597. return this.x * v.x + this.y * v.y;
  598. }
  599. cross(v) {
  600. return this.x * v.y - this.y * v.x;
  601. }
  602. lengthSq() {
  603. return this.x * this.x + this.y * this.y;
  604. }
  605. length() {
  606. return Math.sqrt(this.x * this.x + this.y * this.y);
  607. }
  608. manhattanLength() {
  609. return Math.abs(this.x) + Math.abs(this.y);
  610. }
  611. normalize() {
  612. return this.divideScalar(this.length() || 1);
  613. }
  614. angle() {
  615. // computes the angle in radians with respect to the positive x-axis
  616. const angle = Math.atan2(-this.y, -this.x) + Math.PI;
  617. return angle;
  618. }
  619. distanceTo(v) {
  620. return Math.sqrt(this.distanceToSquared(v));
  621. }
  622. distanceToSquared(v) {
  623. const dx = this.x - v.x,
  624. dy = this.y - v.y;
  625. return dx * dx + dy * dy;
  626. }
  627. manhattanDistanceTo(v) {
  628. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
  629. }
  630. setLength(length) {
  631. return this.normalize().multiplyScalar(length);
  632. }
  633. lerp(v, alpha) {
  634. this.x += (v.x - this.x) * alpha;
  635. this.y += (v.y - this.y) * alpha;
  636. return this;
  637. }
  638. lerpVectors(v1, v2, alpha) {
  639. this.x = v1.x + (v2.x - v1.x) * alpha;
  640. this.y = v1.y + (v2.y - v1.y) * alpha;
  641. return this;
  642. }
  643. equals(v) {
  644. return v.x === this.x && v.y === this.y;
  645. }
  646. fromArray(array, offset = 0) {
  647. this.x = array[offset];
  648. this.y = array[offset + 1];
  649. return this;
  650. }
  651. toArray(array = [], offset = 0) {
  652. array[offset] = this.x;
  653. array[offset + 1] = this.y;
  654. return array;
  655. }
  656. fromBufferAttribute(attribute, index, offset) {
  657. if (offset !== undefined) {
  658. console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
  659. }
  660. this.x = attribute.getX(index);
  661. this.y = attribute.getY(index);
  662. return this;
  663. }
  664. rotateAround(center, angle) {
  665. const c = Math.cos(angle),
  666. s = Math.sin(angle);
  667. const x = this.x - center.x;
  668. const y = this.y - center.y;
  669. this.x = x * c - y * s + center.x;
  670. this.y = x * s + y * c + center.y;
  671. return this;
  672. }
  673. random() {
  674. this.x = Math.random();
  675. this.y = Math.random();
  676. return this;
  677. }
  678. *[Symbol.iterator]() {
  679. yield this.x;
  680. yield this.y;
  681. }
  682. }
  683. Vector2.prototype.isVector2 = true;
  684. class Matrix3 {
  685. constructor() {
  686. this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  687. if (arguments.length > 0) {
  688. console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
  689. }
  690. }
  691. set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
  692. const te = this.elements;
  693. te[0] = n11;
  694. te[1] = n21;
  695. te[2] = n31;
  696. te[3] = n12;
  697. te[4] = n22;
  698. te[5] = n32;
  699. te[6] = n13;
  700. te[7] = n23;
  701. te[8] = n33;
  702. return this;
  703. }
  704. identity() {
  705. this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
  706. return this;
  707. }
  708. copy(m) {
  709. const te = this.elements;
  710. const me = m.elements;
  711. te[0] = me[0];
  712. te[1] = me[1];
  713. te[2] = me[2];
  714. te[3] = me[3];
  715. te[4] = me[4];
  716. te[5] = me[5];
  717. te[6] = me[6];
  718. te[7] = me[7];
  719. te[8] = me[8];
  720. return this;
  721. }
  722. extractBasis(xAxis, yAxis, zAxis) {
  723. xAxis.setFromMatrix3Column(this, 0);
  724. yAxis.setFromMatrix3Column(this, 1);
  725. zAxis.setFromMatrix3Column(this, 2);
  726. return this;
  727. }
  728. setFromMatrix4(m) {
  729. const me = m.elements;
  730. this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
  731. return this;
  732. }
  733. multiply(m) {
  734. return this.multiplyMatrices(this, m);
  735. }
  736. premultiply(m) {
  737. return this.multiplyMatrices(m, this);
  738. }
  739. multiplyMatrices(a, b) {
  740. const ae = a.elements;
  741. const be = b.elements;
  742. const te = this.elements;
  743. const a11 = ae[0],
  744. a12 = ae[3],
  745. a13 = ae[6];
  746. const a21 = ae[1],
  747. a22 = ae[4],
  748. a23 = ae[7];
  749. const a31 = ae[2],
  750. a32 = ae[5],
  751. a33 = ae[8];
  752. const b11 = be[0],
  753. b12 = be[3],
  754. b13 = be[6];
  755. const b21 = be[1],
  756. b22 = be[4],
  757. b23 = be[7];
  758. const b31 = be[2],
  759. b32 = be[5],
  760. b33 = be[8];
  761. te[0] = a11 * b11 + a12 * b21 + a13 * b31;
  762. te[3] = a11 * b12 + a12 * b22 + a13 * b32;
  763. te[6] = a11 * b13 + a12 * b23 + a13 * b33;
  764. te[1] = a21 * b11 + a22 * b21 + a23 * b31;
  765. te[4] = a21 * b12 + a22 * b22 + a23 * b32;
  766. te[7] = a21 * b13 + a22 * b23 + a23 * b33;
  767. te[2] = a31 * b11 + a32 * b21 + a33 * b31;
  768. te[5] = a31 * b12 + a32 * b22 + a33 * b32;
  769. te[8] = a31 * b13 + a32 * b23 + a33 * b33;
  770. return this;
  771. }
  772. multiplyScalar(s) {
  773. const te = this.elements;
  774. te[0] *= s;
  775. te[3] *= s;
  776. te[6] *= s;
  777. te[1] *= s;
  778. te[4] *= s;
  779. te[7] *= s;
  780. te[2] *= s;
  781. te[5] *= s;
  782. te[8] *= s;
  783. return this;
  784. }
  785. determinant() {
  786. const te = this.elements;
  787. const a = te[0],
  788. b = te[1],
  789. c = te[2],
  790. d = te[3],
  791. e = te[4],
  792. f = te[5],
  793. g = te[6],
  794. h = te[7],
  795. i = te[8];
  796. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  797. }
  798. invert() {
  799. const te = this.elements,
  800. n11 = te[0],
  801. n21 = te[1],
  802. n31 = te[2],
  803. n12 = te[3],
  804. n22 = te[4],
  805. n32 = te[5],
  806. n13 = te[6],
  807. n23 = te[7],
  808. n33 = te[8],
  809. t11 = n33 * n22 - n32 * n23,
  810. t12 = n32 * n13 - n33 * n12,
  811. t13 = n23 * n12 - n22 * n13,
  812. det = n11 * t11 + n21 * t12 + n31 * t13;
  813. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
  814. const detInv = 1 / det;
  815. te[0] = t11 * detInv;
  816. te[1] = (n31 * n23 - n33 * n21) * detInv;
  817. te[2] = (n32 * n21 - n31 * n22) * detInv;
  818. te[3] = t12 * detInv;
  819. te[4] = (n33 * n11 - n31 * n13) * detInv;
  820. te[5] = (n31 * n12 - n32 * n11) * detInv;
  821. te[6] = t13 * detInv;
  822. te[7] = (n21 * n13 - n23 * n11) * detInv;
  823. te[8] = (n22 * n11 - n21 * n12) * detInv;
  824. return this;
  825. }
  826. transpose() {
  827. let tmp;
  828. const m = this.elements;
  829. tmp = m[1];
  830. m[1] = m[3];
  831. m[3] = tmp;
  832. tmp = m[2];
  833. m[2] = m[6];
  834. m[6] = tmp;
  835. tmp = m[5];
  836. m[5] = m[7];
  837. m[7] = tmp;
  838. return this;
  839. }
  840. getNormalMatrix(matrix4) {
  841. return this.setFromMatrix4(matrix4).invert().transpose();
  842. }
  843. transposeIntoArray(r) {
  844. const m = this.elements;
  845. r[0] = m[0];
  846. r[1] = m[3];
  847. r[2] = m[6];
  848. r[3] = m[1];
  849. r[4] = m[4];
  850. r[5] = m[7];
  851. r[6] = m[2];
  852. r[7] = m[5];
  853. r[8] = m[8];
  854. return this;
  855. }
  856. setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
  857. const c = Math.cos(rotation);
  858. const s = Math.sin(rotation);
  859. this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);
  860. return this;
  861. }
  862. scale(sx, sy) {
  863. const te = this.elements;
  864. te[0] *= sx;
  865. te[3] *= sx;
  866. te[6] *= sx;
  867. te[1] *= sy;
  868. te[4] *= sy;
  869. te[7] *= sy;
  870. return this;
  871. }
  872. rotate(theta) {
  873. const c = Math.cos(theta);
  874. const s = Math.sin(theta);
  875. const te = this.elements;
  876. const a11 = te[0],
  877. a12 = te[3],
  878. a13 = te[6];
  879. const a21 = te[1],
  880. a22 = te[4],
  881. a23 = te[7];
  882. te[0] = c * a11 + s * a21;
  883. te[3] = c * a12 + s * a22;
  884. te[6] = c * a13 + s * a23;
  885. te[1] = -s * a11 + c * a21;
  886. te[4] = -s * a12 + c * a22;
  887. te[7] = -s * a13 + c * a23;
  888. return this;
  889. }
  890. translate(tx, ty) {
  891. const te = this.elements;
  892. te[0] += tx * te[2];
  893. te[3] += tx * te[5];
  894. te[6] += tx * te[8];
  895. te[1] += ty * te[2];
  896. te[4] += ty * te[5];
  897. te[7] += ty * te[8];
  898. return this;
  899. }
  900. equals(matrix) {
  901. const te = this.elements;
  902. const me = matrix.elements;
  903. for (let i = 0; i < 9; i++) {
  904. if (te[i] !== me[i]) return false;
  905. }
  906. return true;
  907. }
  908. fromArray(array, offset = 0) {
  909. for (let i = 0; i < 9; i++) {
  910. this.elements[i] = array[i + offset];
  911. }
  912. return this;
  913. }
  914. toArray(array = [], offset = 0) {
  915. const te = this.elements;
  916. array[offset] = te[0];
  917. array[offset + 1] = te[1];
  918. array[offset + 2] = te[2];
  919. array[offset + 3] = te[3];
  920. array[offset + 4] = te[4];
  921. array[offset + 5] = te[5];
  922. array[offset + 6] = te[6];
  923. array[offset + 7] = te[7];
  924. array[offset + 8] = te[8];
  925. return array;
  926. }
  927. clone() {
  928. return new this.constructor().fromArray(this.elements);
  929. }
  930. }
  931. Matrix3.prototype.isMatrix3 = true;
  932. function arrayMax(array) {
  933. if (array.length === 0) return -Infinity;
  934. let max = array[0];
  935. for (let i = 1, l = array.length; i < l; ++i) {
  936. if (array[i] > max) max = array[i];
  937. }
  938. return max;
  939. }
  940. const TYPED_ARRAYS = {
  941. Int8Array: Int8Array,
  942. Uint8Array: Uint8Array,
  943. Uint8ClampedArray: Uint8ClampedArray,
  944. Int16Array: Int16Array,
  945. Uint16Array: Uint16Array,
  946. Int32Array: Int32Array,
  947. Uint32Array: Uint32Array,
  948. Float32Array: Float32Array,
  949. Float64Array: Float64Array
  950. };
  951. function getTypedArray(type, buffer) {
  952. return new TYPED_ARRAYS[type](buffer);
  953. }
  954. function createElementNS(name) {
  955. return document.createElementNS('http://www.w3.org/1999/xhtml', name);
  956. }
  957. /**
  958. * cyrb53 hash for string from: https://stackoverflow.com/a/52171480
  959. *
  960. * Public Domain, @bryc - https://stackoverflow.com/users/815680/bryc
  961. *
  962. * It is roughly similar to the well-known MurmurHash/xxHash algorithms. It uses a combination
  963. * of multiplication and Xorshift to generate the hash, but not as thorough. As a result it's
  964. * faster than either would be in JavaScript and significantly simpler to implement. Keep in
  965. * mind this is not a secure algorithm, if privacy/security is a concern, this is not for you.
  966. *
  967. * @param {string} str
  968. * @param {number} seed, default 0
  969. * @returns number
  970. */
  971. function hashString(str, seed = 0) {
  972. let h1 = 0xdeadbeef ^ seed,
  973. h2 = 0x41c6ce57 ^ seed;
  974. for (let i = 0, ch; i < str.length; i++) {
  975. ch = str.charCodeAt(i);
  976. h1 = Math.imul(h1 ^ ch, 2654435761);
  977. h2 = Math.imul(h2 ^ ch, 1597334677);
  978. }
  979. h1 = Math.imul(h1 ^ h1 >>> 16, 2246822507) ^ Math.imul(h2 ^ h2 >>> 13, 3266489909);
  980. h2 = Math.imul(h2 ^ h2 >>> 16, 2246822507) ^ Math.imul(h1 ^ h1 >>> 13, 3266489909);
  981. return 4294967296 * (2097151 & h2) + (h1 >>> 0);
  982. }
  983. let _canvas;
  984. class ImageUtils {
  985. static getDataURL(image) {
  986. if (/^data:/i.test(image.src)) {
  987. return image.src;
  988. }
  989. if (typeof HTMLCanvasElement == 'undefined') {
  990. return image.src;
  991. }
  992. let canvas;
  993. if (image instanceof HTMLCanvasElement) {
  994. canvas = image;
  995. } else {
  996. if (_canvas === undefined) _canvas = createElementNS('canvas');
  997. _canvas.width = image.width;
  998. _canvas.height = image.height;
  999. const context = _canvas.getContext('2d');
  1000. if (image instanceof ImageData) {
  1001. context.putImageData(image, 0, 0);
  1002. } else {
  1003. context.drawImage(image, 0, 0, image.width, image.height);
  1004. }
  1005. canvas = _canvas;
  1006. }
  1007. if (canvas.width > 2048 || canvas.height > 2048) {
  1008. console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image);
  1009. return canvas.toDataURL('image/jpeg', 0.6);
  1010. } else {
  1011. return canvas.toDataURL('image/png');
  1012. }
  1013. }
  1014. }
  1015. let textureId = 0;
  1016. class Texture extends EventDispatcher {
  1017. constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding) {
  1018. super();
  1019. Object.defineProperty(this, 'id', {
  1020. value: textureId++
  1021. });
  1022. this.uuid = generateUUID();
  1023. this.name = '';
  1024. this.image = image;
  1025. this.mipmaps = [];
  1026. this.mapping = mapping;
  1027. this.wrapS = wrapS;
  1028. this.wrapT = wrapT;
  1029. this.magFilter = magFilter;
  1030. this.minFilter = minFilter;
  1031. this.anisotropy = anisotropy;
  1032. this.format = format;
  1033. this.internalFormat = null;
  1034. this.type = type;
  1035. this.offset = new Vector2(0, 0);
  1036. this.repeat = new Vector2(1, 1);
  1037. this.center = new Vector2(0, 0);
  1038. this.rotation = 0;
  1039. this.matrixAutoUpdate = true;
  1040. this.matrix = new Matrix3();
  1041. this.generateMipmaps = true;
  1042. this.premultiplyAlpha = false;
  1043. this.flipY = true;
  1044. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1045. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1046. //
  1047. // Also changing the encoding after already used by a Material will not automatically make the Material
  1048. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1049. this.encoding = encoding;
  1050. this.userData = {};
  1051. this.version = 0;
  1052. this.onUpdate = null;
  1053. this.isRenderTargetTexture = false;
  1054. }
  1055. updateMatrix() {
  1056. this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
  1057. }
  1058. clone() {
  1059. return new this.constructor().copy(this);
  1060. }
  1061. copy(source) {
  1062. this.name = source.name;
  1063. this.image = source.image;
  1064. this.mipmaps = source.mipmaps.slice(0);
  1065. this.mapping = source.mapping;
  1066. this.wrapS = source.wrapS;
  1067. this.wrapT = source.wrapT;
  1068. this.magFilter = source.magFilter;
  1069. this.minFilter = source.minFilter;
  1070. this.anisotropy = source.anisotropy;
  1071. this.format = source.format;
  1072. this.internalFormat = source.internalFormat;
  1073. this.type = source.type;
  1074. this.offset.copy(source.offset);
  1075. this.repeat.copy(source.repeat);
  1076. this.center.copy(source.center);
  1077. this.rotation = source.rotation;
  1078. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1079. this.matrix.copy(source.matrix);
  1080. this.generateMipmaps = source.generateMipmaps;
  1081. this.premultiplyAlpha = source.premultiplyAlpha;
  1082. this.flipY = source.flipY;
  1083. this.unpackAlignment = source.unpackAlignment;
  1084. this.encoding = source.encoding;
  1085. this.userData = JSON.parse(JSON.stringify(source.userData));
  1086. return this;
  1087. }
  1088. toJSON(meta) {
  1089. const isRootObject = meta === undefined || typeof meta === 'string';
  1090. if (!isRootObject && meta.textures[this.uuid] !== undefined) {
  1091. return meta.textures[this.uuid];
  1092. }
  1093. const output = {
  1094. metadata: {
  1095. version: 4.5,
  1096. type: 'Texture',
  1097. generator: 'Texture.toJSON'
  1098. },
  1099. uuid: this.uuid,
  1100. name: this.name,
  1101. mapping: this.mapping,
  1102. repeat: [this.repeat.x, this.repeat.y],
  1103. offset: [this.offset.x, this.offset.y],
  1104. center: [this.center.x, this.center.y],
  1105. rotation: this.rotation,
  1106. wrap: [this.wrapS, this.wrapT],
  1107. format: this.format,
  1108. type: this.type,
  1109. encoding: this.encoding,
  1110. minFilter: this.minFilter,
  1111. magFilter: this.magFilter,
  1112. anisotropy: this.anisotropy,
  1113. flipY: this.flipY,
  1114. premultiplyAlpha: this.premultiplyAlpha,
  1115. unpackAlignment: this.unpackAlignment
  1116. };
  1117. if (this.image !== undefined) {
  1118. // TODO: Move to THREE.Image
  1119. const image = this.image;
  1120. if (image.uuid === undefined) {
  1121. image.uuid = generateUUID(); // UGH
  1122. }
  1123. if (!isRootObject && meta.images[image.uuid] === undefined) {
  1124. let url;
  1125. if (Array.isArray(image)) {
  1126. // process array of images e.g. CubeTexture
  1127. url = [];
  1128. for (let i = 0, l = image.length; i < l; i++) {
  1129. // check cube texture with data textures
  1130. if (image[i].isDataTexture) {
  1131. url.push(serializeImage(image[i].image));
  1132. } else {
  1133. url.push(serializeImage(image[i]));
  1134. }
  1135. }
  1136. } else {
  1137. // process single image
  1138. url = serializeImage(image);
  1139. }
  1140. meta.images[image.uuid] = {
  1141. uuid: image.uuid,
  1142. url: url
  1143. };
  1144. }
  1145. output.image = image.uuid;
  1146. }
  1147. if (JSON.stringify(this.userData) !== '{}') output.userData = this.userData;
  1148. if (!isRootObject) {
  1149. meta.textures[this.uuid] = output;
  1150. }
  1151. return output;
  1152. }
  1153. dispose() {
  1154. this.dispatchEvent({
  1155. type: 'dispose'
  1156. });
  1157. }
  1158. transformUv(uv) {
  1159. if (this.mapping !== UVMapping) return uv;
  1160. uv.applyMatrix3(this.matrix);
  1161. if (uv.x < 0 || uv.x > 1) {
  1162. switch (this.wrapS) {
  1163. case RepeatWrapping:
  1164. uv.x = uv.x - Math.floor(uv.x);
  1165. break;
  1166. case ClampToEdgeWrapping:
  1167. uv.x = uv.x < 0 ? 0 : 1;
  1168. break;
  1169. case MirroredRepeatWrapping:
  1170. if (Math.abs(Math.floor(uv.x) % 2) === 1) {
  1171. uv.x = Math.ceil(uv.x) - uv.x;
  1172. } else {
  1173. uv.x = uv.x - Math.floor(uv.x);
  1174. }
  1175. break;
  1176. }
  1177. }
  1178. if (uv.y < 0 || uv.y > 1) {
  1179. switch (this.wrapT) {
  1180. case RepeatWrapping:
  1181. uv.y = uv.y - Math.floor(uv.y);
  1182. break;
  1183. case ClampToEdgeWrapping:
  1184. uv.y = uv.y < 0 ? 0 : 1;
  1185. break;
  1186. case MirroredRepeatWrapping:
  1187. if (Math.abs(Math.floor(uv.y) % 2) === 1) {
  1188. uv.y = Math.ceil(uv.y) - uv.y;
  1189. } else {
  1190. uv.y = uv.y - Math.floor(uv.y);
  1191. }
  1192. break;
  1193. }
  1194. }
  1195. if (this.flipY) {
  1196. uv.y = 1 - uv.y;
  1197. }
  1198. return uv;
  1199. }
  1200. set needsUpdate(value) {
  1201. if (value === true) this.version++;
  1202. }
  1203. }
  1204. Texture.DEFAULT_IMAGE = undefined;
  1205. Texture.DEFAULT_MAPPING = UVMapping;
  1206. Texture.prototype.isTexture = true;
  1207. function serializeImage(image) {
  1208. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  1209. // default images
  1210. return ImageUtils.getDataURL(image);
  1211. } else {
  1212. if (image.data) {
  1213. // images of DataTexture
  1214. return {
  1215. data: Array.prototype.slice.call(image.data),
  1216. width: image.width,
  1217. height: image.height,
  1218. type: image.data.constructor.name
  1219. };
  1220. } else {
  1221. console.warn('THREE.Texture: Unable to serialize Texture.');
  1222. return {};
  1223. }
  1224. }
  1225. }
  1226. class Vector4 {
  1227. constructor(x = 0, y = 0, z = 0, w = 1) {
  1228. this.x = x;
  1229. this.y = y;
  1230. this.z = z;
  1231. this.w = w;
  1232. }
  1233. get width() {
  1234. return this.z;
  1235. }
  1236. set width(value) {
  1237. this.z = value;
  1238. }
  1239. get height() {
  1240. return this.w;
  1241. }
  1242. set height(value) {
  1243. this.w = value;
  1244. }
  1245. set(x, y, z, w) {
  1246. this.x = x;
  1247. this.y = y;
  1248. this.z = z;
  1249. this.w = w;
  1250. return this;
  1251. }
  1252. setScalar(scalar) {
  1253. this.x = scalar;
  1254. this.y = scalar;
  1255. this.z = scalar;
  1256. this.w = scalar;
  1257. return this;
  1258. }
  1259. setX(x) {
  1260. this.x = x;
  1261. return this;
  1262. }
  1263. setY(y) {
  1264. this.y = y;
  1265. return this;
  1266. }
  1267. setZ(z) {
  1268. this.z = z;
  1269. return this;
  1270. }
  1271. setW(w) {
  1272. this.w = w;
  1273. return this;
  1274. }
  1275. setComponent(index, value) {
  1276. switch (index) {
  1277. case 0:
  1278. this.x = value;
  1279. break;
  1280. case 1:
  1281. this.y = value;
  1282. break;
  1283. case 2:
  1284. this.z = value;
  1285. break;
  1286. case 3:
  1287. this.w = value;
  1288. break;
  1289. default:
  1290. throw new Error('index is out of range: ' + index);
  1291. }
  1292. return this;
  1293. }
  1294. getComponent(index) {
  1295. switch (index) {
  1296. case 0:
  1297. return this.x;
  1298. case 1:
  1299. return this.y;
  1300. case 2:
  1301. return this.z;
  1302. case 3:
  1303. return this.w;
  1304. default:
  1305. throw new Error('index is out of range: ' + index);
  1306. }
  1307. }
  1308. clone() {
  1309. return new this.constructor(this.x, this.y, this.z, this.w);
  1310. }
  1311. copy(v) {
  1312. this.x = v.x;
  1313. this.y = v.y;
  1314. this.z = v.z;
  1315. this.w = v.w !== undefined ? v.w : 1;
  1316. return this;
  1317. }
  1318. add(v, w) {
  1319. if (w !== undefined) {
  1320. console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  1321. return this.addVectors(v, w);
  1322. }
  1323. this.x += v.x;
  1324. this.y += v.y;
  1325. this.z += v.z;
  1326. this.w += v.w;
  1327. return this;
  1328. }
  1329. addScalar(s) {
  1330. this.x += s;
  1331. this.y += s;
  1332. this.z += s;
  1333. this.w += s;
  1334. return this;
  1335. }
  1336. addVectors(a, b) {
  1337. this.x = a.x + b.x;
  1338. this.y = a.y + b.y;
  1339. this.z = a.z + b.z;
  1340. this.w = a.w + b.w;
  1341. return this;
  1342. }
  1343. addScaledVector(v, s) {
  1344. this.x += v.x * s;
  1345. this.y += v.y * s;
  1346. this.z += v.z * s;
  1347. this.w += v.w * s;
  1348. return this;
  1349. }
  1350. sub(v, w) {
  1351. if (w !== undefined) {
  1352. console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  1353. return this.subVectors(v, w);
  1354. }
  1355. this.x -= v.x;
  1356. this.y -= v.y;
  1357. this.z -= v.z;
  1358. this.w -= v.w;
  1359. return this;
  1360. }
  1361. subScalar(s) {
  1362. this.x -= s;
  1363. this.y -= s;
  1364. this.z -= s;
  1365. this.w -= s;
  1366. return this;
  1367. }
  1368. subVectors(a, b) {
  1369. this.x = a.x - b.x;
  1370. this.y = a.y - b.y;
  1371. this.z = a.z - b.z;
  1372. this.w = a.w - b.w;
  1373. return this;
  1374. }
  1375. multiply(v) {
  1376. this.x *= v.x;
  1377. this.y *= v.y;
  1378. this.z *= v.z;
  1379. this.w *= v.w;
  1380. return this;
  1381. }
  1382. multiplyScalar(scalar) {
  1383. this.x *= scalar;
  1384. this.y *= scalar;
  1385. this.z *= scalar;
  1386. this.w *= scalar;
  1387. return this;
  1388. }
  1389. applyMatrix4(m) {
  1390. const x = this.x,
  1391. y = this.y,
  1392. z = this.z,
  1393. w = this.w;
  1394. const e = m.elements;
  1395. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1396. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1397. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1398. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1399. return this;
  1400. }
  1401. divideScalar(scalar) {
  1402. return this.multiplyScalar(1 / scalar);
  1403. }
  1404. setAxisAngleFromQuaternion(q) {
  1405. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1406. // q is assumed to be normalized
  1407. this.w = 2 * Math.acos(q.w);
  1408. const s = Math.sqrt(1 - q.w * q.w);
  1409. if (s < 0.0001) {
  1410. this.x = 1;
  1411. this.y = 0;
  1412. this.z = 0;
  1413. } else {
  1414. this.x = q.x / s;
  1415. this.y = q.y / s;
  1416. this.z = q.z / s;
  1417. }
  1418. return this;
  1419. }
  1420. setAxisAngleFromRotationMatrix(m) {
  1421. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1422. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1423. let angle, x, y, z; // variables for result
  1424. const epsilon = 0.01,
  1425. // margin to allow for rounding errors
  1426. epsilon2 = 0.1,
  1427. // margin to distinguish between 0 and 180 degrees
  1428. te = m.elements,
  1429. m11 = te[0],
  1430. m12 = te[4],
  1431. m13 = te[8],
  1432. m21 = te[1],
  1433. m22 = te[5],
  1434. m23 = te[9],
  1435. m31 = te[2],
  1436. m32 = te[6],
  1437. m33 = te[10];
  1438. if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
  1439. // singularity found
  1440. // first check for identity matrix which must have +1 for all terms
  1441. // in leading diagonal and zero in other terms
  1442. if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
  1443. // this singularity is identity matrix so angle = 0
  1444. this.set(1, 0, 0, 0);
  1445. return this; // zero angle, arbitrary axis
  1446. } // otherwise this singularity is angle = 180
  1447. angle = Math.PI;
  1448. const xx = (m11 + 1) / 2;
  1449. const yy = (m22 + 1) / 2;
  1450. const zz = (m33 + 1) / 2;
  1451. const xy = (m12 + m21) / 4;
  1452. const xz = (m13 + m31) / 4;
  1453. const yz = (m23 + m32) / 4;
  1454. if (xx > yy && xx > zz) {
  1455. // m11 is the largest diagonal term
  1456. if (xx < epsilon) {
  1457. x = 0;
  1458. y = 0.707106781;
  1459. z = 0.707106781;
  1460. } else {
  1461. x = Math.sqrt(xx);
  1462. y = xy / x;
  1463. z = xz / x;
  1464. }
  1465. } else if (yy > zz) {
  1466. // m22 is the largest diagonal term
  1467. if (yy < epsilon) {
  1468. x = 0.707106781;
  1469. y = 0;
  1470. z = 0.707106781;
  1471. } else {
  1472. y = Math.sqrt(yy);
  1473. x = xy / y;
  1474. z = yz / y;
  1475. }
  1476. } else {
  1477. // m33 is the largest diagonal term so base result on this
  1478. if (zz < epsilon) {
  1479. x = 0.707106781;
  1480. y = 0.707106781;
  1481. z = 0;
  1482. } else {
  1483. z = Math.sqrt(zz);
  1484. x = xz / z;
  1485. y = yz / z;
  1486. }
  1487. }
  1488. this.set(x, y, z, angle);
  1489. return this; // return 180 deg rotation
  1490. } // as we have reached here there are no singularities so we can handle normally
  1491. let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
  1492. if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1493. // caught by singularity test above, but I've left it in just in case
  1494. this.x = (m32 - m23) / s;
  1495. this.y = (m13 - m31) / s;
  1496. this.z = (m21 - m12) / s;
  1497. this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
  1498. return this;
  1499. }
  1500. min(v) {
  1501. this.x = Math.min(this.x, v.x);
  1502. this.y = Math.min(this.y, v.y);
  1503. this.z = Math.min(this.z, v.z);
  1504. this.w = Math.min(this.w, v.w);
  1505. return this;
  1506. }
  1507. max(v) {
  1508. this.x = Math.max(this.x, v.x);
  1509. this.y = Math.max(this.y, v.y);
  1510. this.z = Math.max(this.z, v.z);
  1511. this.w = Math.max(this.w, v.w);
  1512. return this;
  1513. }
  1514. clamp(min, max) {
  1515. // assumes min < max, componentwise
  1516. this.x = Math.max(min.x, Math.min(max.x, this.x));
  1517. this.y = Math.max(min.y, Math.min(max.y, this.y));
  1518. this.z = Math.max(min.z, Math.min(max.z, this.z));
  1519. this.w = Math.max(min.w, Math.min(max.w, this.w));
  1520. return this;
  1521. }
  1522. clampScalar(minVal, maxVal) {
  1523. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  1524. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  1525. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  1526. this.w = Math.max(minVal, Math.min(maxVal, this.w));
  1527. return this;
  1528. }
  1529. clampLength(min, max) {
  1530. const length = this.length();
  1531. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  1532. }
  1533. floor() {
  1534. this.x = Math.floor(this.x);
  1535. this.y = Math.floor(this.y);
  1536. this.z = Math.floor(this.z);
  1537. this.w = Math.floor(this.w);
  1538. return this;
  1539. }
  1540. ceil() {
  1541. this.x = Math.ceil(this.x);
  1542. this.y = Math.ceil(this.y);
  1543. this.z = Math.ceil(this.z);
  1544. this.w = Math.ceil(this.w);
  1545. return this;
  1546. }
  1547. round() {
  1548. this.x = Math.round(this.x);
  1549. this.y = Math.round(this.y);
  1550. this.z = Math.round(this.z);
  1551. this.w = Math.round(this.w);
  1552. return this;
  1553. }
  1554. roundToZero() {
  1555. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  1556. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  1557. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  1558. this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);
  1559. return this;
  1560. }
  1561. negate() {
  1562. this.x = -this.x;
  1563. this.y = -this.y;
  1564. this.z = -this.z;
  1565. this.w = -this.w;
  1566. return this;
  1567. }
  1568. dot(v) {
  1569. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1570. }
  1571. lengthSq() {
  1572. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1573. }
  1574. length() {
  1575. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1576. }
  1577. manhattanLength() {
  1578. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
  1579. }
  1580. normalize() {
  1581. return this.divideScalar(this.length() || 1);
  1582. }
  1583. setLength(length) {
  1584. return this.normalize().multiplyScalar(length);
  1585. }
  1586. lerp(v, alpha) {
  1587. this.x += (v.x - this.x) * alpha;
  1588. this.y += (v.y - this.y) * alpha;
  1589. this.z += (v.z - this.z) * alpha;
  1590. this.w += (v.w - this.w) * alpha;
  1591. return this;
  1592. }
  1593. lerpVectors(v1, v2, alpha) {
  1594. this.x = v1.x + (v2.x - v1.x) * alpha;
  1595. this.y = v1.y + (v2.y - v1.y) * alpha;
  1596. this.z = v1.z + (v2.z - v1.z) * alpha;
  1597. this.w = v1.w + (v2.w - v1.w) * alpha;
  1598. return this;
  1599. }
  1600. equals(v) {
  1601. return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
  1602. }
  1603. fromArray(array, offset = 0) {
  1604. this.x = array[offset];
  1605. this.y = array[offset + 1];
  1606. this.z = array[offset + 2];
  1607. this.w = array[offset + 3];
  1608. return this;
  1609. }
  1610. toArray(array = [], offset = 0) {
  1611. array[offset] = this.x;
  1612. array[offset + 1] = this.y;
  1613. array[offset + 2] = this.z;
  1614. array[offset + 3] = this.w;
  1615. return array;
  1616. }
  1617. fromBufferAttribute(attribute, index, offset) {
  1618. if (offset !== undefined) {
  1619. console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
  1620. }
  1621. this.x = attribute.getX(index);
  1622. this.y = attribute.getY(index);
  1623. this.z = attribute.getZ(index);
  1624. this.w = attribute.getW(index);
  1625. return this;
  1626. }
  1627. random() {
  1628. this.x = Math.random();
  1629. this.y = Math.random();
  1630. this.z = Math.random();
  1631. this.w = Math.random();
  1632. return this;
  1633. }
  1634. *[Symbol.iterator]() {
  1635. yield this.x;
  1636. yield this.y;
  1637. yield this.z;
  1638. yield this.w;
  1639. }
  1640. }
  1641. Vector4.prototype.isVector4 = true;
  1642. /*
  1643. In options, we can specify:
  1644. * Texture parameters for an auto-generated target texture
  1645. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1646. */
  1647. class WebGLRenderTarget extends EventDispatcher {
  1648. constructor(width, height, options = {}) {
  1649. super();
  1650. this.width = width;
  1651. this.height = height;
  1652. this.depth = 1;
  1653. this.scissor = new Vector4(0, 0, width, height);
  1654. this.scissorTest = false;
  1655. this.viewport = new Vector4(0, 0, width, height);
  1656. this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  1657. this.texture.isRenderTargetTexture = true;
  1658. this.texture.image = {
  1659. width: width,
  1660. height: height,
  1661. depth: 1
  1662. };
  1663. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1664. this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
  1665. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1666. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1667. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
  1668. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1669. }
  1670. setTexture(texture) {
  1671. texture.image = {
  1672. width: this.width,
  1673. height: this.height,
  1674. depth: this.depth
  1675. };
  1676. this.texture = texture;
  1677. }
  1678. setSize(width, height, depth = 1) {
  1679. if (this.width !== width || this.height !== height || this.depth !== depth) {
  1680. this.width = width;
  1681. this.height = height;
  1682. this.depth = depth;
  1683. this.texture.image.width = width;
  1684. this.texture.image.height = height;
  1685. this.texture.image.depth = depth;
  1686. this.dispose();
  1687. }
  1688. this.viewport.set(0, 0, width, height);
  1689. this.scissor.set(0, 0, width, height);
  1690. }
  1691. clone() {
  1692. return new this.constructor().copy(this);
  1693. }
  1694. copy(source) {
  1695. this.width = source.width;
  1696. this.height = source.height;
  1697. this.depth = source.depth;
  1698. this.viewport.copy(source.viewport);
  1699. this.texture = source.texture.clone();
  1700. this.texture.image = { ...this.texture.image
  1701. }; // See #20328.
  1702. this.depthBuffer = source.depthBuffer;
  1703. this.stencilBuffer = source.stencilBuffer;
  1704. this.depthTexture = source.depthTexture;
  1705. return this;
  1706. }
  1707. dispose() {
  1708. this.dispatchEvent({
  1709. type: 'dispose'
  1710. });
  1711. }
  1712. }
  1713. WebGLRenderTarget.prototype.isWebGLRenderTarget = true;
  1714. class WebGLMultipleRenderTargets extends WebGLRenderTarget {
  1715. constructor(width, height, count) {
  1716. super(width, height);
  1717. const texture = this.texture;
  1718. this.texture = [];
  1719. for (let i = 0; i < count; i++) {
  1720. this.texture[i] = texture.clone();
  1721. }
  1722. }
  1723. setSize(width, height, depth = 1) {
  1724. if (this.width !== width || this.height !== height || this.depth !== depth) {
  1725. this.width = width;
  1726. this.height = height;
  1727. this.depth = depth;
  1728. for (let i = 0, il = this.texture.length; i < il; i++) {
  1729. this.texture[i].image.width = width;
  1730. this.texture[i].image.height = height;
  1731. this.texture[i].image.depth = depth;
  1732. }
  1733. this.dispose();
  1734. }
  1735. this.viewport.set(0, 0, width, height);
  1736. this.scissor.set(0, 0, width, height);
  1737. return this;
  1738. }
  1739. copy(source) {
  1740. this.dispose();
  1741. this.width = source.width;
  1742. this.height = source.height;
  1743. this.depth = source.depth;
  1744. this.viewport.set(0, 0, this.width, this.height);
  1745. this.scissor.set(0, 0, this.width, this.height);
  1746. this.depthBuffer = source.depthBuffer;
  1747. this.stencilBuffer = source.stencilBuffer;
  1748. this.depthTexture = source.depthTexture;
  1749. this.texture.length = 0;
  1750. for (let i = 0, il = source.texture.length; i < il; i++) {
  1751. this.texture[i] = source.texture[i].clone();
  1752. }
  1753. return this;
  1754. }
  1755. }
  1756. WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;
  1757. class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
  1758. constructor(width, height, options) {
  1759. super(width, height, options);
  1760. this.samples = 4;
  1761. }
  1762. copy(source) {
  1763. super.copy.call(this, source);
  1764. this.samples = source.samples;
  1765. return this;
  1766. }
  1767. }
  1768. WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;
  1769. class Quaternion {
  1770. constructor(x = 0, y = 0, z = 0, w = 1) {
  1771. this._x = x;
  1772. this._y = y;
  1773. this._z = z;
  1774. this._w = w;
  1775. }
  1776. static slerp(qa, qb, qm, t) {
  1777. console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.');
  1778. return qm.slerpQuaternions(qa, qb, t);
  1779. }
  1780. static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
  1781. // fuzz-free, array-based Quaternion SLERP operation
  1782. let x0 = src0[srcOffset0 + 0],
  1783. y0 = src0[srcOffset0 + 1],
  1784. z0 = src0[srcOffset0 + 2],
  1785. w0 = src0[srcOffset0 + 3];
  1786. const x1 = src1[srcOffset1 + 0],
  1787. y1 = src1[srcOffset1 + 1],
  1788. z1 = src1[srcOffset1 + 2],
  1789. w1 = src1[srcOffset1 + 3];
  1790. if (t === 0) {
  1791. dst[dstOffset + 0] = x0;
  1792. dst[dstOffset + 1] = y0;
  1793. dst[dstOffset + 2] = z0;
  1794. dst[dstOffset + 3] = w0;
  1795. return;
  1796. }
  1797. if (t === 1) {
  1798. dst[dstOffset + 0] = x1;
  1799. dst[dstOffset + 1] = y1;
  1800. dst[dstOffset + 2] = z1;
  1801. dst[dstOffset + 3] = w1;
  1802. return;
  1803. }
  1804. if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
  1805. let s = 1 - t;
  1806. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1807. dir = cos >= 0 ? 1 : -1,
  1808. sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:
  1809. if (sqrSin > Number.EPSILON) {
  1810. const sin = Math.sqrt(sqrSin),
  1811. len = Math.atan2(sin, cos * dir);
  1812. s = Math.sin(s * len) / sin;
  1813. t = Math.sin(t * len) / sin;
  1814. }
  1815. const tDir = t * dir;
  1816. x0 = x0 * s + x1 * tDir;
  1817. y0 = y0 * s + y1 * tDir;
  1818. z0 = z0 * s + z1 * tDir;
  1819. w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:
  1820. if (s === 1 - t) {
  1821. const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
  1822. x0 *= f;
  1823. y0 *= f;
  1824. z0 *= f;
  1825. w0 *= f;
  1826. }
  1827. }
  1828. dst[dstOffset] = x0;
  1829. dst[dstOffset + 1] = y0;
  1830. dst[dstOffset + 2] = z0;
  1831. dst[dstOffset + 3] = w0;
  1832. }
  1833. static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
  1834. const x0 = src0[srcOffset0];
  1835. const y0 = src0[srcOffset0 + 1];
  1836. const z0 = src0[srcOffset0 + 2];
  1837. const w0 = src0[srcOffset0 + 3];
  1838. const x1 = src1[srcOffset1];
  1839. const y1 = src1[srcOffset1 + 1];
  1840. const z1 = src1[srcOffset1 + 2];
  1841. const w1 = src1[srcOffset1 + 3];
  1842. dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1843. dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1844. dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1845. dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1846. return dst;
  1847. }
  1848. get x() {
  1849. return this._x;
  1850. }
  1851. set x(value) {
  1852. this._x = value;
  1853. this._onChangeCallback();
  1854. }
  1855. get y() {
  1856. return this._y;
  1857. }
  1858. set y(value) {
  1859. this._y = value;
  1860. this._onChangeCallback();
  1861. }
  1862. get z() {
  1863. return this._z;
  1864. }
  1865. set z(value) {
  1866. this._z = value;
  1867. this._onChangeCallback();
  1868. }
  1869. get w() {
  1870. return this._w;
  1871. }
  1872. set w(value) {
  1873. this._w = value;
  1874. this._onChangeCallback();
  1875. }
  1876. set(x, y, z, w) {
  1877. this._x = x;
  1878. this._y = y;
  1879. this._z = z;
  1880. this._w = w;
  1881. this._onChangeCallback();
  1882. return this;
  1883. }
  1884. clone() {
  1885. return new this.constructor(this._x, this._y, this._z, this._w);
  1886. }
  1887. copy(quaternion) {
  1888. this._x = quaternion.x;
  1889. this._y = quaternion.y;
  1890. this._z = quaternion.z;
  1891. this._w = quaternion.w;
  1892. this._onChangeCallback();
  1893. return this;
  1894. }
  1895. setFromEuler(euler, update) {
  1896. if (!(euler && euler.isEuler)) {
  1897. throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
  1898. }
  1899. const x = euler._x,
  1900. y = euler._y,
  1901. z = euler._z,
  1902. order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/
  1903. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1904. // content/SpinCalc.m
  1905. const cos = Math.cos;
  1906. const sin = Math.sin;
  1907. const c1 = cos(x / 2);
  1908. const c2 = cos(y / 2);
  1909. const c3 = cos(z / 2);
  1910. const s1 = sin(x / 2);
  1911. const s2 = sin(y / 2);
  1912. const s3 = sin(z / 2);
  1913. switch (order) {
  1914. case 'XYZ':
  1915. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1916. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1917. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1918. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1919. break;
  1920. case 'YXZ':
  1921. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1922. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1923. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1924. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1925. break;
  1926. case 'ZXY':
  1927. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1928. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1929. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1930. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1931. break;
  1932. case 'ZYX':
  1933. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1934. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1935. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1936. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1937. break;
  1938. case 'YZX':
  1939. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1940. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1941. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1942. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1943. break;
  1944. case 'XZY':
  1945. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1946. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1947. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1948. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1949. break;
  1950. default:
  1951. console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
  1952. }
  1953. if (update !== false) this._onChangeCallback();
  1954. return this;
  1955. }
  1956. setFromAxisAngle(axis, angle) {
  1957. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1958. // assumes axis is normalized
  1959. const halfAngle = angle / 2,
  1960. s = Math.sin(halfAngle);
  1961. this._x = axis.x * s;
  1962. this._y = axis.y * s;
  1963. this._z = axis.z * s;
  1964. this._w = Math.cos(halfAngle);
  1965. this._onChangeCallback();
  1966. return this;
  1967. }
  1968. setFromRotationMatrix(m) {
  1969. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1970. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1971. const te = m.elements,
  1972. m11 = te[0],
  1973. m12 = te[4],
  1974. m13 = te[8],
  1975. m21 = te[1],
  1976. m22 = te[5],
  1977. m23 = te[9],
  1978. m31 = te[2],
  1979. m32 = te[6],
  1980. m33 = te[10],
  1981. trace = m11 + m22 + m33;
  1982. if (trace > 0) {
  1983. const s = 0.5 / Math.sqrt(trace + 1.0);
  1984. this._w = 0.25 / s;
  1985. this._x = (m32 - m23) * s;
  1986. this._y = (m13 - m31) * s;
  1987. this._z = (m21 - m12) * s;
  1988. } else if (m11 > m22 && m11 > m33) {
  1989. const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1990. this._w = (m32 - m23) / s;
  1991. this._x = 0.25 * s;
  1992. this._y = (m12 + m21) / s;
  1993. this._z = (m13 + m31) / s;
  1994. } else if (m22 > m33) {
  1995. const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1996. this._w = (m13 - m31) / s;
  1997. this._x = (m12 + m21) / s;
  1998. this._y = 0.25 * s;
  1999. this._z = (m23 + m32) / s;
  2000. } else {
  2001. const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  2002. this._w = (m21 - m12) / s;
  2003. this._x = (m13 + m31) / s;
  2004. this._y = (m23 + m32) / s;
  2005. this._z = 0.25 * s;
  2006. }
  2007. this._onChangeCallback();
  2008. return this;
  2009. }
  2010. setFromUnitVectors(vFrom, vTo) {
  2011. // assumes direction vectors vFrom and vTo are normalized
  2012. let r = vFrom.dot(vTo) + 1;
  2013. if (r < Number.EPSILON) {
  2014. // vFrom and vTo point in opposite directions
  2015. r = 0;
  2016. if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
  2017. this._x = -vFrom.y;
  2018. this._y = vFrom.x;
  2019. this._z = 0;
  2020. this._w = r;
  2021. } else {
  2022. this._x = 0;
  2023. this._y = -vFrom.z;
  2024. this._z = vFrom.y;
  2025. this._w = r;
  2026. }
  2027. } else {
  2028. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2029. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2030. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2031. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2032. this._w = r;
  2033. }
  2034. return this.normalize();
  2035. }
  2036. angleTo(q) {
  2037. return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
  2038. }
  2039. rotateTowards(q, step) {
  2040. const angle = this.angleTo(q);
  2041. if (angle === 0) return this;
  2042. const t = Math.min(1, step / angle);
  2043. this.slerp(q, t);
  2044. return this;
  2045. }
  2046. identity() {
  2047. return this.set(0, 0, 0, 1);
  2048. }
  2049. invert() {
  2050. // quaternion is assumed to have unit length
  2051. return this.conjugate();
  2052. }
  2053. conjugate() {
  2054. this._x *= -1;
  2055. this._y *= -1;
  2056. this._z *= -1;
  2057. this._onChangeCallback();
  2058. return this;
  2059. }
  2060. dot(v) {
  2061. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2062. }
  2063. lengthSq() {
  2064. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2065. }
  2066. length() {
  2067. return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
  2068. }
  2069. normalize() {
  2070. let l = this.length();
  2071. if (l === 0) {
  2072. this._x = 0;
  2073. this._y = 0;
  2074. this._z = 0;
  2075. this._w = 1;
  2076. } else {
  2077. l = 1 / l;
  2078. this._x = this._x * l;
  2079. this._y = this._y * l;
  2080. this._z = this._z * l;
  2081. this._w = this._w * l;
  2082. }
  2083. this._onChangeCallback();
  2084. return this;
  2085. }
  2086. multiply(q, p) {
  2087. if (p !== undefined) {
  2088. console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
  2089. return this.multiplyQuaternions(q, p);
  2090. }
  2091. return this.multiplyQuaternions(this, q);
  2092. }
  2093. premultiply(q) {
  2094. return this.multiplyQuaternions(q, this);
  2095. }
  2096. multiplyQuaternions(a, b) {
  2097. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2098. const qax = a._x,
  2099. qay = a._y,
  2100. qaz = a._z,
  2101. qaw = a._w;
  2102. const qbx = b._x,
  2103. qby = b._y,
  2104. qbz = b._z,
  2105. qbw = b._w;
  2106. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2107. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2108. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2109. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2110. this._onChangeCallback();
  2111. return this;
  2112. }
  2113. slerp(qb, t) {
  2114. if (t === 0) return this;
  2115. if (t === 1) return this.copy(qb);
  2116. const x = this._x,
  2117. y = this._y,
  2118. z = this._z,
  2119. w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2120. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2121. if (cosHalfTheta < 0) {
  2122. this._w = -qb._w;
  2123. this._x = -qb._x;
  2124. this._y = -qb._y;
  2125. this._z = -qb._z;
  2126. cosHalfTheta = -cosHalfTheta;
  2127. } else {
  2128. this.copy(qb);
  2129. }
  2130. if (cosHalfTheta >= 1.0) {
  2131. this._w = w;
  2132. this._x = x;
  2133. this._y = y;
  2134. this._z = z;
  2135. return this;
  2136. }
  2137. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2138. if (sqrSinHalfTheta <= Number.EPSILON) {
  2139. const s = 1 - t;
  2140. this._w = s * w + t * this._w;
  2141. this._x = s * x + t * this._x;
  2142. this._y = s * y + t * this._y;
  2143. this._z = s * z + t * this._z;
  2144. this.normalize();
  2145. this._onChangeCallback();
  2146. return this;
  2147. }
  2148. const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
  2149. const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
  2150. const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
  2151. ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
  2152. this._w = w * ratioA + this._w * ratioB;
  2153. this._x = x * ratioA + this._x * ratioB;
  2154. this._y = y * ratioA + this._y * ratioB;
  2155. this._z = z * ratioA + this._z * ratioB;
  2156. this._onChangeCallback();
  2157. return this;
  2158. }
  2159. slerpQuaternions(qa, qb, t) {
  2160. this.copy(qa).slerp(qb, t);
  2161. }
  2162. random() {
  2163. // Derived from http://planning.cs.uiuc.edu/node198.html
  2164. // Note, this source uses w, x, y, z ordering,
  2165. // so we swap the order below.
  2166. const u1 = Math.random();
  2167. const sqrt1u1 = Math.sqrt(1 - u1);
  2168. const sqrtu1 = Math.sqrt(u1);
  2169. const u2 = 2 * Math.PI * Math.random();
  2170. const u3 = 2 * Math.PI * Math.random();
  2171. return this.set(sqrt1u1 * Math.cos(u2), sqrtu1 * Math.sin(u3), sqrtu1 * Math.cos(u3), sqrt1u1 * Math.sin(u2));
  2172. }
  2173. equals(quaternion) {
  2174. return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
  2175. }
  2176. fromArray(array, offset = 0) {
  2177. this._x = array[offset];
  2178. this._y = array[offset + 1];
  2179. this._z = array[offset + 2];
  2180. this._w = array[offset + 3];
  2181. this._onChangeCallback();
  2182. return this;
  2183. }
  2184. toArray(array = [], offset = 0) {
  2185. array[offset] = this._x;
  2186. array[offset + 1] = this._y;
  2187. array[offset + 2] = this._z;
  2188. array[offset + 3] = this._w;
  2189. return array;
  2190. }
  2191. fromBufferAttribute(attribute, index) {
  2192. this._x = attribute.getX(index);
  2193. this._y = attribute.getY(index);
  2194. this._z = attribute.getZ(index);
  2195. this._w = attribute.getW(index);
  2196. return this;
  2197. }
  2198. _onChange(callback) {
  2199. this._onChangeCallback = callback;
  2200. return this;
  2201. }
  2202. _onChangeCallback() {}
  2203. }
  2204. Quaternion.prototype.isQuaternion = true;
  2205. class Vector3 {
  2206. constructor(x = 0, y = 0, z = 0) {
  2207. this.x = x;
  2208. this.y = y;
  2209. this.z = z;
  2210. }
  2211. set(x, y, z) {
  2212. if (z === undefined) z = this.z; // sprite.scale.set(x,y)
  2213. this.x = x;
  2214. this.y = y;
  2215. this.z = z;
  2216. return this;
  2217. }
  2218. setScalar(scalar) {
  2219. this.x = scalar;
  2220. this.y = scalar;
  2221. this.z = scalar;
  2222. return this;
  2223. }
  2224. setX(x) {
  2225. this.x = x;
  2226. return this;
  2227. }
  2228. setY(y) {
  2229. this.y = y;
  2230. return this;
  2231. }
  2232. setZ(z) {
  2233. this.z = z;
  2234. return this;
  2235. }
  2236. setComponent(index, value) {
  2237. switch (index) {
  2238. case 0:
  2239. this.x = value;
  2240. break;
  2241. case 1:
  2242. this.y = value;
  2243. break;
  2244. case 2:
  2245. this.z = value;
  2246. break;
  2247. default:
  2248. throw new Error('index is out of range: ' + index);
  2249. }
  2250. return this;
  2251. }
  2252. getComponent(index) {
  2253. switch (index) {
  2254. case 0:
  2255. return this.x;
  2256. case 1:
  2257. return this.y;
  2258. case 2:
  2259. return this.z;
  2260. default:
  2261. throw new Error('index is out of range: ' + index);
  2262. }
  2263. }
  2264. clone() {
  2265. return new this.constructor(this.x, this.y, this.z);
  2266. }
  2267. copy(v) {
  2268. this.x = v.x;
  2269. this.y = v.y;
  2270. this.z = v.z;
  2271. return this;
  2272. }
  2273. add(v, w) {
  2274. if (w !== undefined) {
  2275. console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  2276. return this.addVectors(v, w);
  2277. }
  2278. this.x += v.x;
  2279. this.y += v.y;
  2280. this.z += v.z;
  2281. return this;
  2282. }
  2283. addScalar(s) {
  2284. this.x += s;
  2285. this.y += s;
  2286. this.z += s;
  2287. return this;
  2288. }
  2289. addVectors(a, b) {
  2290. this.x = a.x + b.x;
  2291. this.y = a.y + b.y;
  2292. this.z = a.z + b.z;
  2293. return this;
  2294. }
  2295. addScaledVector(v, s) {
  2296. this.x += v.x * s;
  2297. this.y += v.y * s;
  2298. this.z += v.z * s;
  2299. return this;
  2300. }
  2301. sub(v, w) {
  2302. if (w !== undefined) {
  2303. console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  2304. return this.subVectors(v, w);
  2305. }
  2306. this.x -= v.x;
  2307. this.y -= v.y;
  2308. this.z -= v.z;
  2309. return this;
  2310. }
  2311. subScalar(s) {
  2312. this.x -= s;
  2313. this.y -= s;
  2314. this.z -= s;
  2315. return this;
  2316. }
  2317. subVectors(a, b) {
  2318. this.x = a.x - b.x;
  2319. this.y = a.y - b.y;
  2320. this.z = a.z - b.z;
  2321. return this;
  2322. }
  2323. multiply(v, w) {
  2324. if (w !== undefined) {
  2325. console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
  2326. return this.multiplyVectors(v, w);
  2327. }
  2328. this.x *= v.x;
  2329. this.y *= v.y;
  2330. this.z *= v.z;
  2331. return this;
  2332. }
  2333. multiplyScalar(scalar) {
  2334. this.x *= scalar;
  2335. this.y *= scalar;
  2336. this.z *= scalar;
  2337. return this;
  2338. }
  2339. multiplyVectors(a, b) {
  2340. this.x = a.x * b.x;
  2341. this.y = a.y * b.y;
  2342. this.z = a.z * b.z;
  2343. return this;
  2344. }
  2345. applyEuler(euler) {
  2346. if (!(euler && euler.isEuler)) {
  2347. console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
  2348. }
  2349. return this.applyQuaternion(_quaternion$4.setFromEuler(euler));
  2350. }
  2351. applyAxisAngle(axis, angle) {
  2352. return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
  2353. }
  2354. applyMatrix3(m) {
  2355. const x = this.x,
  2356. y = this.y,
  2357. z = this.z;
  2358. const e = m.elements;
  2359. this.x = e[0] * x + e[3] * y + e[6] * z;
  2360. this.y = e[1] * x + e[4] * y + e[7] * z;
  2361. this.z = e[2] * x + e[5] * y + e[8] * z;
  2362. return this;
  2363. }
  2364. applyNormalMatrix(m) {
  2365. return this.applyMatrix3(m).normalize();
  2366. }
  2367. applyMatrix4(m) {
  2368. const x = this.x,
  2369. y = this.y,
  2370. z = this.z;
  2371. const e = m.elements;
  2372. const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
  2373. this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
  2374. this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
  2375. this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
  2376. return this;
  2377. }
  2378. applyQuaternion(q) {
  2379. const x = this.x,
  2380. y = this.y,
  2381. z = this.z;
  2382. const qx = q.x,
  2383. qy = q.y,
  2384. qz = q.z,
  2385. qw = q.w; // calculate quat * vector
  2386. const ix = qw * x + qy * z - qz * y;
  2387. const iy = qw * y + qz * x - qx * z;
  2388. const iz = qw * z + qx * y - qy * x;
  2389. const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
  2390. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  2391. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  2392. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  2393. return this;
  2394. }
  2395. project(camera) {
  2396. return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
  2397. }
  2398. unproject(camera) {
  2399. return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
  2400. }
  2401. transformDirection(m) {
  2402. // input: THREE.Matrix4 affine matrix
  2403. // vector interpreted as a direction
  2404. const x = this.x,
  2405. y = this.y,
  2406. z = this.z;
  2407. const e = m.elements;
  2408. this.x = e[0] * x + e[4] * y + e[8] * z;
  2409. this.y = e[1] * x + e[5] * y + e[9] * z;
  2410. this.z = e[2] * x + e[6] * y + e[10] * z;
  2411. return this.normalize();
  2412. }
  2413. divide(v) {
  2414. this.x /= v.x;
  2415. this.y /= v.y;
  2416. this.z /= v.z;
  2417. return this;
  2418. }
  2419. divideScalar(scalar) {
  2420. return this.multiplyScalar(1 / scalar);
  2421. }
  2422. min(v) {
  2423. this.x = Math.min(this.x, v.x);
  2424. this.y = Math.min(this.y, v.y);
  2425. this.z = Math.min(this.z, v.z);
  2426. return this;
  2427. }
  2428. max(v) {
  2429. this.x = Math.max(this.x, v.x);
  2430. this.y = Math.max(this.y, v.y);
  2431. this.z = Math.max(this.z, v.z);
  2432. return this;
  2433. }
  2434. clamp(min, max) {
  2435. // assumes min < max, componentwise
  2436. this.x = Math.max(min.x, Math.min(max.x, this.x));
  2437. this.y = Math.max(min.y, Math.min(max.y, this.y));
  2438. this.z = Math.max(min.z, Math.min(max.z, this.z));
  2439. return this;
  2440. }
  2441. clampScalar(minVal, maxVal) {
  2442. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  2443. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  2444. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  2445. return this;
  2446. }
  2447. clampLength(min, max) {
  2448. const length = this.length();
  2449. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  2450. }
  2451. floor() {
  2452. this.x = Math.floor(this.x);
  2453. this.y = Math.floor(this.y);
  2454. this.z = Math.floor(this.z);
  2455. return this;
  2456. }
  2457. ceil() {
  2458. this.x = Math.ceil(this.x);
  2459. this.y = Math.ceil(this.y);
  2460. this.z = Math.ceil(this.z);
  2461. return this;
  2462. }
  2463. round() {
  2464. this.x = Math.round(this.x);
  2465. this.y = Math.round(this.y);
  2466. this.z = Math.round(this.z);
  2467. return this;
  2468. }
  2469. roundToZero() {
  2470. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  2471. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  2472. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  2473. return this;
  2474. }
  2475. negate() {
  2476. this.x = -this.x;
  2477. this.y = -this.y;
  2478. this.z = -this.z;
  2479. return this;
  2480. }
  2481. dot(v) {
  2482. return this.x * v.x + this.y * v.y + this.z * v.z;
  2483. } // TODO lengthSquared?
  2484. lengthSq() {
  2485. return this.x * this.x + this.y * this.y + this.z * this.z;
  2486. }
  2487. length() {
  2488. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  2489. }
  2490. manhattanLength() {
  2491. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
  2492. }
  2493. normalize() {
  2494. return this.divideScalar(this.length() || 1);
  2495. }
  2496. setLength(length) {
  2497. return this.normalize().multiplyScalar(length);
  2498. }
  2499. lerp(v, alpha) {
  2500. this.x += (v.x - this.x) * alpha;
  2501. this.y += (v.y - this.y) * alpha;
  2502. this.z += (v.z - this.z) * alpha;
  2503. return this;
  2504. }
  2505. lerpVectors(v1, v2, alpha) {
  2506. this.x = v1.x + (v2.x - v1.x) * alpha;
  2507. this.y = v1.y + (v2.y - v1.y) * alpha;
  2508. this.z = v1.z + (v2.z - v1.z) * alpha;
  2509. return this;
  2510. }
  2511. cross(v, w) {
  2512. if (w !== undefined) {
  2513. console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
  2514. return this.crossVectors(v, w);
  2515. }
  2516. return this.crossVectors(this, v);
  2517. }
  2518. crossVectors(a, b) {
  2519. const ax = a.x,
  2520. ay = a.y,
  2521. az = a.z;
  2522. const bx = b.x,
  2523. by = b.y,
  2524. bz = b.z;
  2525. this.x = ay * bz - az * by;
  2526. this.y = az * bx - ax * bz;
  2527. this.z = ax * by - ay * bx;
  2528. return this;
  2529. }
  2530. projectOnVector(v) {
  2531. const denominator = v.lengthSq();
  2532. if (denominator === 0) return this.set(0, 0, 0);
  2533. const scalar = v.dot(this) / denominator;
  2534. return this.copy(v).multiplyScalar(scalar);
  2535. }
  2536. projectOnPlane(planeNormal) {
  2537. _vector$c.copy(this).projectOnVector(planeNormal);
  2538. return this.sub(_vector$c);
  2539. }
  2540. reflect(normal) {
  2541. // reflect incident vector off plane orthogonal to normal
  2542. // normal is assumed to have unit length
  2543. return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
  2544. }
  2545. angleTo(v) {
  2546. const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
  2547. if (denominator === 0) return Math.PI / 2;
  2548. const theta = this.dot(v) / denominator; // clamp, to handle numerical problems
  2549. return Math.acos(clamp(theta, -1, 1));
  2550. }
  2551. distanceTo(v) {
  2552. return Math.sqrt(this.distanceToSquared(v));
  2553. }
  2554. distanceToSquared(v) {
  2555. const dx = this.x - v.x,
  2556. dy = this.y - v.y,
  2557. dz = this.z - v.z;
  2558. return dx * dx + dy * dy + dz * dz;
  2559. }
  2560. manhattanDistanceTo(v) {
  2561. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
  2562. }
  2563. setFromSpherical(s) {
  2564. return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
  2565. }
  2566. setFromSphericalCoords(radius, phi, theta) {
  2567. const sinPhiRadius = Math.sin(phi) * radius;
  2568. this.x = sinPhiRadius * Math.sin(theta);
  2569. this.y = Math.cos(phi) * radius;
  2570. this.z = sinPhiRadius * Math.cos(theta);
  2571. return this;
  2572. }
  2573. setFromCylindrical(c) {
  2574. return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
  2575. }
  2576. setFromCylindricalCoords(radius, theta, y) {
  2577. this.x = radius * Math.sin(theta);
  2578. this.y = y;
  2579. this.z = radius * Math.cos(theta);
  2580. return this;
  2581. }
  2582. setFromMatrixPosition(m) {
  2583. const e = m.elements;
  2584. this.x = e[12];
  2585. this.y = e[13];
  2586. this.z = e[14];
  2587. return this;
  2588. }
  2589. setFromMatrixScale(m) {
  2590. const sx = this.setFromMatrixColumn(m, 0).length();
  2591. const sy = this.setFromMatrixColumn(m, 1).length();
  2592. const sz = this.setFromMatrixColumn(m, 2).length();
  2593. this.x = sx;
  2594. this.y = sy;
  2595. this.z = sz;
  2596. return this;
  2597. }
  2598. setFromMatrixColumn(m, index) {
  2599. return this.fromArray(m.elements, index * 4);
  2600. }
  2601. setFromMatrix3Column(m, index) {
  2602. return this.fromArray(m.elements, index * 3);
  2603. }
  2604. equals(v) {
  2605. return v.x === this.x && v.y === this.y && v.z === this.z;
  2606. }
  2607. fromArray(array, offset = 0) {
  2608. this.x = array[offset];
  2609. this.y = array[offset + 1];
  2610. this.z = array[offset + 2];
  2611. return this;
  2612. }
  2613. toArray(array = [], offset = 0) {
  2614. array[offset] = this.x;
  2615. array[offset + 1] = this.y;
  2616. array[offset + 2] = this.z;
  2617. return array;
  2618. }
  2619. fromBufferAttribute(attribute, index, offset) {
  2620. if (offset !== undefined) {
  2621. console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
  2622. }
  2623. this.x = attribute.getX(index);
  2624. this.y = attribute.getY(index);
  2625. this.z = attribute.getZ(index);
  2626. return this;
  2627. }
  2628. random() {
  2629. this.x = Math.random();
  2630. this.y = Math.random();
  2631. this.z = Math.random();
  2632. return this;
  2633. }
  2634. randomDirection() {
  2635. // Derived from https://mathworld.wolfram.com/SpherePointPicking.html
  2636. const u = (Math.random() - 0.5) * 2;
  2637. const t = Math.random() * Math.PI * 2;
  2638. const f = Math.sqrt(1 - u ** 2);
  2639. this.x = f * Math.cos(t);
  2640. this.y = f * Math.sin(t);
  2641. this.z = u;
  2642. return this;
  2643. }
  2644. *[Symbol.iterator]() {
  2645. yield this.x;
  2646. yield this.y;
  2647. yield this.z;
  2648. }
  2649. }
  2650. Vector3.prototype.isVector3 = true;
  2651. const _vector$c = /*@__PURE__*/new Vector3();
  2652. const _quaternion$4 = /*@__PURE__*/new Quaternion();
  2653. class Box3 {
  2654. constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
  2655. this.min = min;
  2656. this.max = max;
  2657. }
  2658. set(min, max) {
  2659. this.min.copy(min);
  2660. this.max.copy(max);
  2661. return this;
  2662. }
  2663. setFromArray(array) {
  2664. let minX = +Infinity;
  2665. let minY = +Infinity;
  2666. let minZ = +Infinity;
  2667. let maxX = -Infinity;
  2668. let maxY = -Infinity;
  2669. let maxZ = -Infinity;
  2670. for (let i = 0, l = array.length; i < l; i += 3) {
  2671. const x = array[i];
  2672. const y = array[i + 1];
  2673. const z = array[i + 2];
  2674. if (x < minX) minX = x;
  2675. if (y < minY) minY = y;
  2676. if (z < minZ) minZ = z;
  2677. if (x > maxX) maxX = x;
  2678. if (y > maxY) maxY = y;
  2679. if (z > maxZ) maxZ = z;
  2680. }
  2681. this.min.set(minX, minY, minZ);
  2682. this.max.set(maxX, maxY, maxZ);
  2683. return this;
  2684. }
  2685. setFromBufferAttribute(attribute) {
  2686. let minX = +Infinity;
  2687. let minY = +Infinity;
  2688. let minZ = +Infinity;
  2689. let maxX = -Infinity;
  2690. let maxY = -Infinity;
  2691. let maxZ = -Infinity;
  2692. for (let i = 0, l = attribute.count; i < l; i++) {
  2693. const x = attribute.getX(i);
  2694. const y = attribute.getY(i);
  2695. const z = attribute.getZ(i);
  2696. if (x < minX) minX = x;
  2697. if (y < minY) minY = y;
  2698. if (z < minZ) minZ = z;
  2699. if (x > maxX) maxX = x;
  2700. if (y > maxY) maxY = y;
  2701. if (z > maxZ) maxZ = z;
  2702. }
  2703. this.min.set(minX, minY, minZ);
  2704. this.max.set(maxX, maxY, maxZ);
  2705. return this;
  2706. }
  2707. setFromPoints(points) {
  2708. this.makeEmpty();
  2709. for (let i = 0, il = points.length; i < il; i++) {
  2710. this.expandByPoint(points[i]);
  2711. }
  2712. return this;
  2713. }
  2714. setFromCenterAndSize(center, size) {
  2715. const halfSize = _vector$b.copy(size).multiplyScalar(0.5);
  2716. this.min.copy(center).sub(halfSize);
  2717. this.max.copy(center).add(halfSize);
  2718. return this;
  2719. }
  2720. setFromObject(object) {
  2721. this.makeEmpty();
  2722. return this.expandByObject(object);
  2723. }
  2724. clone() {
  2725. return new this.constructor().copy(this);
  2726. }
  2727. copy(box) {
  2728. this.min.copy(box.min);
  2729. this.max.copy(box.max);
  2730. return this;
  2731. }
  2732. makeEmpty() {
  2733. this.min.x = this.min.y = this.min.z = +Infinity;
  2734. this.max.x = this.max.y = this.max.z = -Infinity;
  2735. return this;
  2736. }
  2737. isEmpty() {
  2738. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2739. return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
  2740. }
  2741. getCenter(target) {
  2742. return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  2743. }
  2744. getSize(target) {
  2745. return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
  2746. }
  2747. expandByPoint(point) {
  2748. this.min.min(point);
  2749. this.max.max(point);
  2750. return this;
  2751. }
  2752. expandByVector(vector) {
  2753. this.min.sub(vector);
  2754. this.max.add(vector);
  2755. return this;
  2756. }
  2757. expandByScalar(scalar) {
  2758. this.min.addScalar(-scalar);
  2759. this.max.addScalar(scalar);
  2760. return this;
  2761. }
  2762. expandByObject(object) {
  2763. // Computes the world-axis-aligned bounding box of an object (including its children),
  2764. // accounting for both the object's, and children's, world transforms
  2765. object.updateWorldMatrix(false, false);
  2766. const geometry = object.geometry;
  2767. if (geometry !== undefined) {
  2768. if (geometry.boundingBox === null) {
  2769. geometry.computeBoundingBox();
  2770. }
  2771. _box$3.copy(geometry.boundingBox);
  2772. _box$3.applyMatrix4(object.matrixWorld);
  2773. this.union(_box$3);
  2774. }
  2775. const children = object.children;
  2776. for (let i = 0, l = children.length; i < l; i++) {
  2777. this.expandByObject(children[i]);
  2778. }
  2779. return this;
  2780. }
  2781. containsPoint(point) {
  2782. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;
  2783. }
  2784. containsBox(box) {
  2785. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
  2786. }
  2787. getParameter(point, target) {
  2788. // This can potentially have a divide by zero if the box
  2789. // has a size dimension of 0.
  2790. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));
  2791. }
  2792. intersectsBox(box) {
  2793. // using 6 splitting planes to rule out intersections.
  2794. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2795. }
  2796. intersectsSphere(sphere) {
  2797. // Find the point on the AABB closest to the sphere center.
  2798. this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect.
  2799. return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
  2800. }
  2801. intersectsPlane(plane) {
  2802. // We compute the minimum and maximum dot product values. If those values
  2803. // are on the same side (back or front) of the plane, then there is no intersection.
  2804. let min, max;
  2805. if (plane.normal.x > 0) {
  2806. min = plane.normal.x * this.min.x;
  2807. max = plane.normal.x * this.max.x;
  2808. } else {
  2809. min = plane.normal.x * this.max.x;
  2810. max = plane.normal.x * this.min.x;
  2811. }
  2812. if (plane.normal.y > 0) {
  2813. min += plane.normal.y * this.min.y;
  2814. max += plane.normal.y * this.max.y;
  2815. } else {
  2816. min += plane.normal.y * this.max.y;
  2817. max += plane.normal.y * this.min.y;
  2818. }
  2819. if (plane.normal.z > 0) {
  2820. min += plane.normal.z * this.min.z;
  2821. max += plane.normal.z * this.max.z;
  2822. } else {
  2823. min += plane.normal.z * this.max.z;
  2824. max += plane.normal.z * this.min.z;
  2825. }
  2826. return min <= -plane.constant && max >= -plane.constant;
  2827. }
  2828. intersectsTriangle(triangle) {
  2829. if (this.isEmpty()) {
  2830. return false;
  2831. } // compute box center and extents
  2832. this.getCenter(_center);
  2833. _extents.subVectors(this.max, _center); // translate triangle to aabb origin
  2834. _v0$2.subVectors(triangle.a, _center);
  2835. _v1$7.subVectors(triangle.b, _center);
  2836. _v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle
  2837. _f0.subVectors(_v1$7, _v0$2);
  2838. _f1.subVectors(_v2$3, _v1$7);
  2839. _f2.subVectors(_v0$2, _v2$3); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2840. // 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
  2841. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2842. let axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0];
  2843. if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
  2844. return false;
  2845. } // test 3 face normals from the aabb
  2846. axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  2847. if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
  2848. return false;
  2849. } // finally testing the face normal of the triangle
  2850. // use already existing triangle edge vectors here
  2851. _triangleNormal.crossVectors(_f0, _f1);
  2852. axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
  2853. return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents);
  2854. }
  2855. clampPoint(point, target) {
  2856. return target.copy(point).clamp(this.min, this.max);
  2857. }
  2858. distanceToPoint(point) {
  2859. const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);
  2860. return clampedPoint.sub(point).length();
  2861. }
  2862. getBoundingSphere(target) {
  2863. this.getCenter(target.center);
  2864. target.radius = this.getSize(_vector$b).length() * 0.5;
  2865. return target;
  2866. }
  2867. intersect(box) {
  2868. this.min.max(box.min);
  2869. this.max.min(box.max); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  2870. if (this.isEmpty()) this.makeEmpty();
  2871. return this;
  2872. }
  2873. union(box) {
  2874. this.min.min(box.min);
  2875. this.max.max(box.max);
  2876. return this;
  2877. }
  2878. applyMatrix4(matrix) {
  2879. // transform of empty box is an empty box.
  2880. if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2881. _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
  2882. _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
  2883. _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
  2884. _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
  2885. _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
  2886. _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
  2887. _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
  2888. _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
  2889. this.setFromPoints(_points);
  2890. return this;
  2891. }
  2892. translate(offset) {
  2893. this.min.add(offset);
  2894. this.max.add(offset);
  2895. return this;
  2896. }
  2897. equals(box) {
  2898. return box.min.equals(this.min) && box.max.equals(this.max);
  2899. }
  2900. }
  2901. Box3.prototype.isBox3 = true;
  2902. const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];
  2903. const _vector$b = /*@__PURE__*/new Vector3();
  2904. const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices
  2905. const _v0$2 = /*@__PURE__*/new Vector3();
  2906. const _v1$7 = /*@__PURE__*/new Vector3();
  2907. const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors
  2908. const _f0 = /*@__PURE__*/new Vector3();
  2909. const _f1 = /*@__PURE__*/new Vector3();
  2910. const _f2 = /*@__PURE__*/new Vector3();
  2911. const _center = /*@__PURE__*/new Vector3();
  2912. const _extents = /*@__PURE__*/new Vector3();
  2913. const _triangleNormal = /*@__PURE__*/new Vector3();
  2914. const _testAxis = /*@__PURE__*/new Vector3();
  2915. function satForAxes(axes, v0, v1, v2, extents) {
  2916. for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
  2917. _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
  2918. const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); // project all 3 vertices of the triangle onto the seperating axis
  2919. const p0 = v0.dot(_testAxis);
  2920. const p1 = v1.dot(_testAxis);
  2921. const p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r
  2922. if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
  2923. // points of the projected triangle are outside the projected half-length of the aabb
  2924. // the axis is seperating and we can exit
  2925. return false;
  2926. }
  2927. }
  2928. return true;
  2929. }
  2930. const _box$2 = /*@__PURE__*/new Box3();
  2931. const _v1$6 = /*@__PURE__*/new Vector3();
  2932. const _toFarthestPoint = /*@__PURE__*/new Vector3();
  2933. const _toPoint = /*@__PURE__*/new Vector3();
  2934. class Sphere {
  2935. constructor(center = new Vector3(), radius = -1) {
  2936. this.center = center;
  2937. this.radius = radius;
  2938. }
  2939. set(center, radius) {
  2940. this.center.copy(center);
  2941. this.radius = radius;
  2942. return this;
  2943. }
  2944. setFromPoints(points, optionalCenter) {
  2945. const center = this.center;
  2946. if (optionalCenter !== undefined) {
  2947. center.copy(optionalCenter);
  2948. } else {
  2949. _box$2.setFromPoints(points).getCenter(center);
  2950. }
  2951. let maxRadiusSq = 0;
  2952. for (let i = 0, il = points.length; i < il; i++) {
  2953. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
  2954. }
  2955. this.radius = Math.sqrt(maxRadiusSq);
  2956. return this;
  2957. }
  2958. copy(sphere) {
  2959. this.center.copy(sphere.center);
  2960. this.radius = sphere.radius;
  2961. return this;
  2962. }
  2963. isEmpty() {
  2964. return this.radius < 0;
  2965. }
  2966. makeEmpty() {
  2967. this.center.set(0, 0, 0);
  2968. this.radius = -1;
  2969. return this;
  2970. }
  2971. containsPoint(point) {
  2972. return point.distanceToSquared(this.center) <= this.radius * this.radius;
  2973. }
  2974. distanceToPoint(point) {
  2975. return point.distanceTo(this.center) - this.radius;
  2976. }
  2977. intersectsSphere(sphere) {
  2978. const radiusSum = this.radius + sphere.radius;
  2979. return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
  2980. }
  2981. intersectsBox(box) {
  2982. return box.intersectsSphere(this);
  2983. }
  2984. intersectsPlane(plane) {
  2985. return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
  2986. }
  2987. clampPoint(point, target) {
  2988. const deltaLengthSq = this.center.distanceToSquared(point);
  2989. target.copy(point);
  2990. if (deltaLengthSq > this.radius * this.radius) {
  2991. target.sub(this.center).normalize();
  2992. target.multiplyScalar(this.radius).add(this.center);
  2993. }
  2994. return target;
  2995. }
  2996. getBoundingBox(target) {
  2997. if (this.isEmpty()) {
  2998. // Empty sphere produces empty bounding box
  2999. target.makeEmpty();
  3000. return target;
  3001. }
  3002. target.set(this.center, this.center);
  3003. target.expandByScalar(this.radius);
  3004. return target;
  3005. }
  3006. applyMatrix4(matrix) {
  3007. this.center.applyMatrix4(matrix);
  3008. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3009. return this;
  3010. }
  3011. translate(offset) {
  3012. this.center.add(offset);
  3013. return this;
  3014. }
  3015. expandByPoint(point) {
  3016. // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
  3017. _toPoint.subVectors(point, this.center);
  3018. const lengthSq = _toPoint.lengthSq();
  3019. if (lengthSq > this.radius * this.radius) {
  3020. const length = Math.sqrt(lengthSq);
  3021. const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius,
  3022. // and the other half to position. This gives a tighter enclosure, instead of if
  3023. // the whole missing distance were just added to radius.
  3024. this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length));
  3025. this.radius += missingRadiusHalf;
  3026. }
  3027. return this;
  3028. }
  3029. union(sphere) {
  3030. // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
  3031. // To enclose another sphere into this sphere, we only need to enclose two points:
  3032. // 1) Enclose the farthest point on the other sphere into this sphere.
  3033. // 2) Enclose the opposite point of the farthest point into this sphere.
  3034. _toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius);
  3035. this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint));
  3036. this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint));
  3037. return this;
  3038. }
  3039. equals(sphere) {
  3040. return sphere.center.equals(this.center) && sphere.radius === this.radius;
  3041. }
  3042. clone() {
  3043. return new this.constructor().copy(this);
  3044. }
  3045. }
  3046. const _vector$a = /*@__PURE__*/new Vector3();
  3047. const _segCenter = /*@__PURE__*/new Vector3();
  3048. const _segDir = /*@__PURE__*/new Vector3();
  3049. const _diff = /*@__PURE__*/new Vector3();
  3050. const _edge1 = /*@__PURE__*/new Vector3();
  3051. const _edge2 = /*@__PURE__*/new Vector3();
  3052. const _normal$1 = /*@__PURE__*/new Vector3();
  3053. class Ray {
  3054. constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
  3055. this.origin = origin;
  3056. this.direction = direction;
  3057. }
  3058. set(origin, direction) {
  3059. this.origin.copy(origin);
  3060. this.direction.copy(direction);
  3061. return this;
  3062. }
  3063. copy(ray) {
  3064. this.origin.copy(ray.origin);
  3065. this.direction.copy(ray.direction);
  3066. return this;
  3067. }
  3068. at(t, target) {
  3069. return target.copy(this.direction).multiplyScalar(t).add(this.origin);
  3070. }
  3071. lookAt(v) {
  3072. this.direction.copy(v).sub(this.origin).normalize();
  3073. return this;
  3074. }
  3075. recast(t) {
  3076. this.origin.copy(this.at(t, _vector$a));
  3077. return this;
  3078. }
  3079. closestPointToPoint(point, target) {
  3080. target.subVectors(point, this.origin);
  3081. const directionDistance = target.dot(this.direction);
  3082. if (directionDistance < 0) {
  3083. return target.copy(this.origin);
  3084. }
  3085. return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3086. }
  3087. distanceToPoint(point) {
  3088. return Math.sqrt(this.distanceSqToPoint(point));
  3089. }
  3090. distanceSqToPoint(point) {
  3091. const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray
  3092. if (directionDistance < 0) {
  3093. return this.origin.distanceToSquared(point);
  3094. }
  3095. _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3096. return _vector$a.distanceToSquared(point);
  3097. }
  3098. distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
  3099. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3100. // It returns the min distance between the ray and the segment
  3101. // defined by v0 and v1
  3102. // It can also set two optional targets :
  3103. // - The closest point on the ray
  3104. // - The closest point on the segment
  3105. _segCenter.copy(v0).add(v1).multiplyScalar(0.5);
  3106. _segDir.copy(v1).sub(v0).normalize();
  3107. _diff.copy(this.origin).sub(_segCenter);
  3108. const segExtent = v0.distanceTo(v1) * 0.5;
  3109. const a01 = -this.direction.dot(_segDir);
  3110. const b0 = _diff.dot(this.direction);
  3111. const b1 = -_diff.dot(_segDir);
  3112. const c = _diff.lengthSq();
  3113. const det = Math.abs(1 - a01 * a01);
  3114. let s0, s1, sqrDist, extDet;
  3115. if (det > 0) {
  3116. // The ray and segment are not parallel.
  3117. s0 = a01 * b1 - b0;
  3118. s1 = a01 * b0 - b1;
  3119. extDet = segExtent * det;
  3120. if (s0 >= 0) {
  3121. if (s1 >= -extDet) {
  3122. if (s1 <= extDet) {
  3123. // region 0
  3124. // Minimum at interior points of ray and segment.
  3125. const invDet = 1 / det;
  3126. s0 *= invDet;
  3127. s1 *= invDet;
  3128. sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
  3129. } else {
  3130. // region 1
  3131. s1 = segExtent;
  3132. s0 = Math.max(0, -(a01 * s1 + b0));
  3133. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3134. }
  3135. } else {
  3136. // region 5
  3137. s1 = -segExtent;
  3138. s0 = Math.max(0, -(a01 * s1 + b0));
  3139. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3140. }
  3141. } else {
  3142. if (s1 <= -extDet) {
  3143. // region 4
  3144. s0 = Math.max(0, -(-a01 * segExtent + b0));
  3145. s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3146. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3147. } else if (s1 <= extDet) {
  3148. // region 3
  3149. s0 = 0;
  3150. s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
  3151. sqrDist = s1 * (s1 + 2 * b1) + c;
  3152. } else {
  3153. // region 2
  3154. s0 = Math.max(0, -(a01 * segExtent + b0));
  3155. s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3156. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3157. }
  3158. }
  3159. } else {
  3160. // Ray and segment are parallel.
  3161. s1 = a01 > 0 ? -segExtent : segExtent;
  3162. s0 = Math.max(0, -(a01 * s1 + b0));
  3163. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3164. }
  3165. if (optionalPointOnRay) {
  3166. optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
  3167. }
  3168. if (optionalPointOnSegment) {
  3169. optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
  3170. }
  3171. return sqrDist;
  3172. }
  3173. intersectSphere(sphere, target) {
  3174. _vector$a.subVectors(sphere.center, this.origin);
  3175. const tca = _vector$a.dot(this.direction);
  3176. const d2 = _vector$a.dot(_vector$a) - tca * tca;
  3177. const radius2 = sphere.radius * sphere.radius;
  3178. if (d2 > radius2) return null;
  3179. const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
  3180. const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
  3181. const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null
  3182. if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:
  3183. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3184. // in order to always return an intersect point that is in front of the ray.
  3185. if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0
  3186. return this.at(t0, target);
  3187. }
  3188. intersectsSphere(sphere) {
  3189. return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
  3190. }
  3191. distanceToPlane(plane) {
  3192. const denominator = plane.normal.dot(this.direction);
  3193. if (denominator === 0) {
  3194. // line is coplanar, return origin
  3195. if (plane.distanceToPoint(this.origin) === 0) {
  3196. return 0;
  3197. } // Null is preferable to undefined since undefined means.... it is undefined
  3198. return null;
  3199. }
  3200. const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
  3201. return t >= 0 ? t : null;
  3202. }
  3203. intersectPlane(plane, target) {
  3204. const t = this.distanceToPlane(plane);
  3205. if (t === null) {
  3206. return null;
  3207. }
  3208. return this.at(t, target);
  3209. }
  3210. intersectsPlane(plane) {
  3211. // check if the ray lies on the plane first
  3212. const distToPoint = plane.distanceToPoint(this.origin);
  3213. if (distToPoint === 0) {
  3214. return true;
  3215. }
  3216. const denominator = plane.normal.dot(this.direction);
  3217. if (denominator * distToPoint < 0) {
  3218. return true;
  3219. } // ray origin is behind the plane (and is pointing behind it)
  3220. return false;
  3221. }
  3222. intersectBox(box, target) {
  3223. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3224. const invdirx = 1 / this.direction.x,
  3225. invdiry = 1 / this.direction.y,
  3226. invdirz = 1 / this.direction.z;
  3227. const origin = this.origin;
  3228. if (invdirx >= 0) {
  3229. tmin = (box.min.x - origin.x) * invdirx;
  3230. tmax = (box.max.x - origin.x) * invdirx;
  3231. } else {
  3232. tmin = (box.max.x - origin.x) * invdirx;
  3233. tmax = (box.min.x - origin.x) * invdirx;
  3234. }
  3235. if (invdiry >= 0) {
  3236. tymin = (box.min.y - origin.y) * invdiry;
  3237. tymax = (box.max.y - origin.y) * invdiry;
  3238. } else {
  3239. tymin = (box.max.y - origin.y) * invdiry;
  3240. tymax = (box.min.y - origin.y) * invdiry;
  3241. }
  3242. if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN
  3243. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3244. if (tymin > tmin || tmin !== tmin) tmin = tymin;
  3245. if (tymax < tmax || tmax !== tmax) tmax = tymax;
  3246. if (invdirz >= 0) {
  3247. tzmin = (box.min.z - origin.z) * invdirz;
  3248. tzmax = (box.max.z - origin.z) * invdirz;
  3249. } else {
  3250. tzmin = (box.max.z - origin.z) * invdirz;
  3251. tzmax = (box.min.z - origin.z) * invdirz;
  3252. }
  3253. if (tmin > tzmax || tzmin > tmax) return null;
  3254. if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
  3255. if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)
  3256. if (tmax < 0) return null;
  3257. return this.at(tmin >= 0 ? tmin : tmax, target);
  3258. }
  3259. intersectsBox(box) {
  3260. return this.intersectBox(box, _vector$a) !== null;
  3261. }
  3262. intersectTriangle(a, b, c, backfaceCulling, target) {
  3263. // Compute the offset origin, edges, and normal.
  3264. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3265. _edge1.subVectors(b, a);
  3266. _edge2.subVectors(c, a);
  3267. _normal$1.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3268. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3269. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3270. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3271. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3272. let DdN = this.direction.dot(_normal$1);
  3273. let sign;
  3274. if (DdN > 0) {
  3275. if (backfaceCulling) return null;
  3276. sign = 1;
  3277. } else if (DdN < 0) {
  3278. sign = -1;
  3279. DdN = -DdN;
  3280. } else {
  3281. return null;
  3282. }
  3283. _diff.subVectors(this.origin, a);
  3284. const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
  3285. if (DdQxE2 < 0) {
  3286. return null;
  3287. }
  3288. const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
  3289. if (DdE1xQ < 0) {
  3290. return null;
  3291. } // b1+b2 > 1, no intersection
  3292. if (DdQxE2 + DdE1xQ > DdN) {
  3293. return null;
  3294. } // Line intersects triangle, check if ray does.
  3295. const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection
  3296. if (QdN < 0) {
  3297. return null;
  3298. } // Ray intersects triangle.
  3299. return this.at(QdN / DdN, target);
  3300. }
  3301. applyMatrix4(matrix4) {
  3302. this.origin.applyMatrix4(matrix4);
  3303. this.direction.transformDirection(matrix4);
  3304. return this;
  3305. }
  3306. equals(ray) {
  3307. return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
  3308. }
  3309. clone() {
  3310. return new this.constructor().copy(this);
  3311. }
  3312. }
  3313. class Matrix4 {
  3314. constructor() {
  3315. this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
  3316. if (arguments.length > 0) {
  3317. console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
  3318. }
  3319. }
  3320. set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
  3321. const te = this.elements;
  3322. te[0] = n11;
  3323. te[4] = n12;
  3324. te[8] = n13;
  3325. te[12] = n14;
  3326. te[1] = n21;
  3327. te[5] = n22;
  3328. te[9] = n23;
  3329. te[13] = n24;
  3330. te[2] = n31;
  3331. te[6] = n32;
  3332. te[10] = n33;
  3333. te[14] = n34;
  3334. te[3] = n41;
  3335. te[7] = n42;
  3336. te[11] = n43;
  3337. te[15] = n44;
  3338. return this;
  3339. }
  3340. identity() {
  3341. this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3342. return this;
  3343. }
  3344. clone() {
  3345. return new Matrix4().fromArray(this.elements);
  3346. }
  3347. copy(m) {
  3348. const te = this.elements;
  3349. const me = m.elements;
  3350. te[0] = me[0];
  3351. te[1] = me[1];
  3352. te[2] = me[2];
  3353. te[3] = me[3];
  3354. te[4] = me[4];
  3355. te[5] = me[5];
  3356. te[6] = me[6];
  3357. te[7] = me[7];
  3358. te[8] = me[8];
  3359. te[9] = me[9];
  3360. te[10] = me[10];
  3361. te[11] = me[11];
  3362. te[12] = me[12];
  3363. te[13] = me[13];
  3364. te[14] = me[14];
  3365. te[15] = me[15];
  3366. return this;
  3367. }
  3368. copyPosition(m) {
  3369. const te = this.elements,
  3370. me = m.elements;
  3371. te[12] = me[12];
  3372. te[13] = me[13];
  3373. te[14] = me[14];
  3374. return this;
  3375. }
  3376. setFromMatrix3(m) {
  3377. const me = m.elements;
  3378. this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
  3379. return this;
  3380. }
  3381. extractBasis(xAxis, yAxis, zAxis) {
  3382. xAxis.setFromMatrixColumn(this, 0);
  3383. yAxis.setFromMatrixColumn(this, 1);
  3384. zAxis.setFromMatrixColumn(this, 2);
  3385. return this;
  3386. }
  3387. makeBasis(xAxis, yAxis, zAxis) {
  3388. this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);
  3389. return this;
  3390. }
  3391. extractRotation(m) {
  3392. // this method does not support reflection matrices
  3393. const te = this.elements;
  3394. const me = m.elements;
  3395. const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();
  3396. const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();
  3397. const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length();
  3398. te[0] = me[0] * scaleX;
  3399. te[1] = me[1] * scaleX;
  3400. te[2] = me[2] * scaleX;
  3401. te[3] = 0;
  3402. te[4] = me[4] * scaleY;
  3403. te[5] = me[5] * scaleY;
  3404. te[6] = me[6] * scaleY;
  3405. te[7] = 0;
  3406. te[8] = me[8] * scaleZ;
  3407. te[9] = me[9] * scaleZ;
  3408. te[10] = me[10] * scaleZ;
  3409. te[11] = 0;
  3410. te[12] = 0;
  3411. te[13] = 0;
  3412. te[14] = 0;
  3413. te[15] = 1;
  3414. return this;
  3415. }
  3416. makeRotationFromEuler(euler) {
  3417. if (!(euler && euler.isEuler)) {
  3418. console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
  3419. }
  3420. const te = this.elements;
  3421. const x = euler.x,
  3422. y = euler.y,
  3423. z = euler.z;
  3424. const a = Math.cos(x),
  3425. b = Math.sin(x);
  3426. const c = Math.cos(y),
  3427. d = Math.sin(y);
  3428. const e = Math.cos(z),
  3429. f = Math.sin(z);
  3430. if (euler.order === 'XYZ') {
  3431. const ae = a * e,
  3432. af = a * f,
  3433. be = b * e,
  3434. bf = b * f;
  3435. te[0] = c * e;
  3436. te[4] = -c * f;
  3437. te[8] = d;
  3438. te[1] = af + be * d;
  3439. te[5] = ae - bf * d;
  3440. te[9] = -b * c;
  3441. te[2] = bf - ae * d;
  3442. te[6] = be + af * d;
  3443. te[10] = a * c;
  3444. } else if (euler.order === 'YXZ') {
  3445. const ce = c * e,
  3446. cf = c * f,
  3447. de = d * e,
  3448. df = d * f;
  3449. te[0] = ce + df * b;
  3450. te[4] = de * b - cf;
  3451. te[8] = a * d;
  3452. te[1] = a * f;
  3453. te[5] = a * e;
  3454. te[9] = -b;
  3455. te[2] = cf * b - de;
  3456. te[6] = df + ce * b;
  3457. te[10] = a * c;
  3458. } else if (euler.order === 'ZXY') {
  3459. const ce = c * e,
  3460. cf = c * f,
  3461. de = d * e,
  3462. df = d * f;
  3463. te[0] = ce - df * b;
  3464. te[4] = -a * f;
  3465. te[8] = de + cf * b;
  3466. te[1] = cf + de * b;
  3467. te[5] = a * e;
  3468. te[9] = df - ce * b;
  3469. te[2] = -a * d;
  3470. te[6] = b;
  3471. te[10] = a * c;
  3472. } else if (euler.order === 'ZYX') {
  3473. const ae = a * e,
  3474. af = a * f,
  3475. be = b * e,
  3476. bf = b * f;
  3477. te[0] = c * e;
  3478. te[4] = be * d - af;
  3479. te[8] = ae * d + bf;
  3480. te[1] = c * f;
  3481. te[5] = bf * d + ae;
  3482. te[9] = af * d - be;
  3483. te[2] = -d;
  3484. te[6] = b * c;
  3485. te[10] = a * c;
  3486. } else if (euler.order === 'YZX') {
  3487. const ac = a * c,
  3488. ad = a * d,
  3489. bc = b * c,
  3490. bd = b * d;
  3491. te[0] = c * e;
  3492. te[4] = bd - ac * f;
  3493. te[8] = bc * f + ad;
  3494. te[1] = f;
  3495. te[5] = a * e;
  3496. te[9] = -b * e;
  3497. te[2] = -d * e;
  3498. te[6] = ad * f + bc;
  3499. te[10] = ac - bd * f;
  3500. } else if (euler.order === 'XZY') {
  3501. const ac = a * c,
  3502. ad = a * d,
  3503. bc = b * c,
  3504. bd = b * d;
  3505. te[0] = c * e;
  3506. te[4] = -f;
  3507. te[8] = d * e;
  3508. te[1] = ac * f + bd;
  3509. te[5] = a * e;
  3510. te[9] = ad * f - bc;
  3511. te[2] = bc * f - ad;
  3512. te[6] = b * e;
  3513. te[10] = bd * f + ac;
  3514. } // bottom row
  3515. te[3] = 0;
  3516. te[7] = 0;
  3517. te[11] = 0; // last column
  3518. te[12] = 0;
  3519. te[13] = 0;
  3520. te[14] = 0;
  3521. te[15] = 1;
  3522. return this;
  3523. }
  3524. makeRotationFromQuaternion(q) {
  3525. return this.compose(_zero, q, _one);
  3526. }
  3527. lookAt(eye, target, up) {
  3528. const te = this.elements;
  3529. _z.subVectors(eye, target);
  3530. if (_z.lengthSq() === 0) {
  3531. // eye and target are in the same position
  3532. _z.z = 1;
  3533. }
  3534. _z.normalize();
  3535. _x.crossVectors(up, _z);
  3536. if (_x.lengthSq() === 0) {
  3537. // up and z are parallel
  3538. if (Math.abs(up.z) === 1) {
  3539. _z.x += 0.0001;
  3540. } else {
  3541. _z.z += 0.0001;
  3542. }
  3543. _z.normalize();
  3544. _x.crossVectors(up, _z);
  3545. }
  3546. _x.normalize();
  3547. _y.crossVectors(_z, _x);
  3548. te[0] = _x.x;
  3549. te[4] = _y.x;
  3550. te[8] = _z.x;
  3551. te[1] = _x.y;
  3552. te[5] = _y.y;
  3553. te[9] = _z.y;
  3554. te[2] = _x.z;
  3555. te[6] = _y.z;
  3556. te[10] = _z.z;
  3557. return this;
  3558. }
  3559. multiply(m, n) {
  3560. if (n !== undefined) {
  3561. console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
  3562. return this.multiplyMatrices(m, n);
  3563. }
  3564. return this.multiplyMatrices(this, m);
  3565. }
  3566. premultiply(m) {
  3567. return this.multiplyMatrices(m, this);
  3568. }
  3569. multiplyMatrices(a, b) {
  3570. const ae = a.elements;
  3571. const be = b.elements;
  3572. const te = this.elements;
  3573. const a11 = ae[0],
  3574. a12 = ae[4],
  3575. a13 = ae[8],
  3576. a14 = ae[12];
  3577. const a21 = ae[1],
  3578. a22 = ae[5],
  3579. a23 = ae[9],
  3580. a24 = ae[13];
  3581. const a31 = ae[2],
  3582. a32 = ae[6],
  3583. a33 = ae[10],
  3584. a34 = ae[14];
  3585. const a41 = ae[3],
  3586. a42 = ae[7],
  3587. a43 = ae[11],
  3588. a44 = ae[15];
  3589. const b11 = be[0],
  3590. b12 = be[4],
  3591. b13 = be[8],
  3592. b14 = be[12];
  3593. const b21 = be[1],
  3594. b22 = be[5],
  3595. b23 = be[9],
  3596. b24 = be[13];
  3597. const b31 = be[2],
  3598. b32 = be[6],
  3599. b33 = be[10],
  3600. b34 = be[14];
  3601. const b41 = be[3],
  3602. b42 = be[7],
  3603. b43 = be[11],
  3604. b44 = be[15];
  3605. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3606. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3607. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3608. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3609. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3610. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3611. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3612. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3613. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3614. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3615. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3616. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3617. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3618. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3619. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3620. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3621. return this;
  3622. }
  3623. multiplyScalar(s) {
  3624. const te = this.elements;
  3625. te[0] *= s;
  3626. te[4] *= s;
  3627. te[8] *= s;
  3628. te[12] *= s;
  3629. te[1] *= s;
  3630. te[5] *= s;
  3631. te[9] *= s;
  3632. te[13] *= s;
  3633. te[2] *= s;
  3634. te[6] *= s;
  3635. te[10] *= s;
  3636. te[14] *= s;
  3637. te[3] *= s;
  3638. te[7] *= s;
  3639. te[11] *= s;
  3640. te[15] *= s;
  3641. return this;
  3642. }
  3643. determinant() {
  3644. const te = this.elements;
  3645. const n11 = te[0],
  3646. n12 = te[4],
  3647. n13 = te[8],
  3648. n14 = te[12];
  3649. const n21 = te[1],
  3650. n22 = te[5],
  3651. n23 = te[9],
  3652. n24 = te[13];
  3653. const n31 = te[2],
  3654. n32 = te[6],
  3655. n33 = te[10],
  3656. n34 = te[14];
  3657. const n41 = te[3],
  3658. n42 = te[7],
  3659. n43 = te[11],
  3660. n44 = te[15]; //TODO: make this more efficient
  3661. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3662. return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);
  3663. }
  3664. transpose() {
  3665. const te = this.elements;
  3666. let tmp;
  3667. tmp = te[1];
  3668. te[1] = te[4];
  3669. te[4] = tmp;
  3670. tmp = te[2];
  3671. te[2] = te[8];
  3672. te[8] = tmp;
  3673. tmp = te[6];
  3674. te[6] = te[9];
  3675. te[9] = tmp;
  3676. tmp = te[3];
  3677. te[3] = te[12];
  3678. te[12] = tmp;
  3679. tmp = te[7];
  3680. te[7] = te[13];
  3681. te[13] = tmp;
  3682. tmp = te[11];
  3683. te[11] = te[14];
  3684. te[14] = tmp;
  3685. return this;
  3686. }
  3687. setPosition(x, y, z) {
  3688. const te = this.elements;
  3689. if (x.isVector3) {
  3690. te[12] = x.x;
  3691. te[13] = x.y;
  3692. te[14] = x.z;
  3693. } else {
  3694. te[12] = x;
  3695. te[13] = y;
  3696. te[14] = z;
  3697. }
  3698. return this;
  3699. }
  3700. invert() {
  3701. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3702. const te = this.elements,
  3703. n11 = te[0],
  3704. n21 = te[1],
  3705. n31 = te[2],
  3706. n41 = te[3],
  3707. n12 = te[4],
  3708. n22 = te[5],
  3709. n32 = te[6],
  3710. n42 = te[7],
  3711. n13 = te[8],
  3712. n23 = te[9],
  3713. n33 = te[10],
  3714. n43 = te[11],
  3715. n14 = te[12],
  3716. n24 = te[13],
  3717. n34 = te[14],
  3718. n44 = te[15],
  3719. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3720. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3721. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3722. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3723. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3724. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  3725. const detInv = 1 / det;
  3726. te[0] = t11 * detInv;
  3727. te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
  3728. te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
  3729. te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
  3730. te[4] = t12 * detInv;
  3731. te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
  3732. te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
  3733. te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
  3734. te[8] = t13 * detInv;
  3735. te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
  3736. te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
  3737. te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
  3738. te[12] = t14 * detInv;
  3739. te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
  3740. te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
  3741. te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
  3742. return this;
  3743. }
  3744. scale(v) {
  3745. const te = this.elements;
  3746. const x = v.x,
  3747. y = v.y,
  3748. z = v.z;
  3749. te[0] *= x;
  3750. te[4] *= y;
  3751. te[8] *= z;
  3752. te[1] *= x;
  3753. te[5] *= y;
  3754. te[9] *= z;
  3755. te[2] *= x;
  3756. te[6] *= y;
  3757. te[10] *= z;
  3758. te[3] *= x;
  3759. te[7] *= y;
  3760. te[11] *= z;
  3761. return this;
  3762. }
  3763. getMaxScaleOnAxis() {
  3764. const te = this.elements;
  3765. const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  3766. const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  3767. const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  3768. return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
  3769. }
  3770. makeTranslation(x, y, z) {
  3771. this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
  3772. return this;
  3773. }
  3774. makeRotationX(theta) {
  3775. const c = Math.cos(theta),
  3776. s = Math.sin(theta);
  3777. this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
  3778. return this;
  3779. }
  3780. makeRotationY(theta) {
  3781. const c = Math.cos(theta),
  3782. s = Math.sin(theta);
  3783. this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
  3784. return this;
  3785. }
  3786. makeRotationZ(theta) {
  3787. const c = Math.cos(theta),
  3788. s = Math.sin(theta);
  3789. this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3790. return this;
  3791. }
  3792. makeRotationAxis(axis, angle) {
  3793. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3794. const c = Math.cos(angle);
  3795. const s = Math.sin(angle);
  3796. const t = 1 - c;
  3797. const x = axis.x,
  3798. y = axis.y,
  3799. z = axis.z;
  3800. const tx = t * x,
  3801. ty = t * y;
  3802. this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);
  3803. return this;
  3804. }
  3805. makeScale(x, y, z) {
  3806. this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
  3807. return this;
  3808. }
  3809. makeShear(xy, xz, yx, yz, zx, zy) {
  3810. this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
  3811. return this;
  3812. }
  3813. compose(position, quaternion, scale) {
  3814. const te = this.elements;
  3815. const x = quaternion._x,
  3816. y = quaternion._y,
  3817. z = quaternion._z,
  3818. w = quaternion._w;
  3819. const x2 = x + x,
  3820. y2 = y + y,
  3821. z2 = z + z;
  3822. const xx = x * x2,
  3823. xy = x * y2,
  3824. xz = x * z2;
  3825. const yy = y * y2,
  3826. yz = y * z2,
  3827. zz = z * z2;
  3828. const wx = w * x2,
  3829. wy = w * y2,
  3830. wz = w * z2;
  3831. const sx = scale.x,
  3832. sy = scale.y,
  3833. sz = scale.z;
  3834. te[0] = (1 - (yy + zz)) * sx;
  3835. te[1] = (xy + wz) * sx;
  3836. te[2] = (xz - wy) * sx;
  3837. te[3] = 0;
  3838. te[4] = (xy - wz) * sy;
  3839. te[5] = (1 - (xx + zz)) * sy;
  3840. te[6] = (yz + wx) * sy;
  3841. te[7] = 0;
  3842. te[8] = (xz + wy) * sz;
  3843. te[9] = (yz - wx) * sz;
  3844. te[10] = (1 - (xx + yy)) * sz;
  3845. te[11] = 0;
  3846. te[12] = position.x;
  3847. te[13] = position.y;
  3848. te[14] = position.z;
  3849. te[15] = 1;
  3850. return this;
  3851. }
  3852. decompose(position, quaternion, scale) {
  3853. const te = this.elements;
  3854. let sx = _v1$5.set(te[0], te[1], te[2]).length();
  3855. const sy = _v1$5.set(te[4], te[5], te[6]).length();
  3856. const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
  3857. const det = this.determinant();
  3858. if (det < 0) sx = -sx;
  3859. position.x = te[12];
  3860. position.y = te[13];
  3861. position.z = te[14]; // scale the rotation part
  3862. _m1$2.copy(this);
  3863. const invSX = 1 / sx;
  3864. const invSY = 1 / sy;
  3865. const invSZ = 1 / sz;
  3866. _m1$2.elements[0] *= invSX;
  3867. _m1$2.elements[1] *= invSX;
  3868. _m1$2.elements[2] *= invSX;
  3869. _m1$2.elements[4] *= invSY;
  3870. _m1$2.elements[5] *= invSY;
  3871. _m1$2.elements[6] *= invSY;
  3872. _m1$2.elements[8] *= invSZ;
  3873. _m1$2.elements[9] *= invSZ;
  3874. _m1$2.elements[10] *= invSZ;
  3875. quaternion.setFromRotationMatrix(_m1$2);
  3876. scale.x = sx;
  3877. scale.y = sy;
  3878. scale.z = sz;
  3879. return this;
  3880. }
  3881. makePerspective(left, right, top, bottom, near, far) {
  3882. if (far === undefined) {
  3883. console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');
  3884. }
  3885. const te = this.elements;
  3886. const x = 2 * near / (right - left);
  3887. const y = 2 * near / (top - bottom);
  3888. const a = (right + left) / (right - left);
  3889. const b = (top + bottom) / (top - bottom);
  3890. const c = -(far + near) / (far - near);
  3891. const d = -2 * far * near / (far - near);
  3892. te[0] = x;
  3893. te[4] = 0;
  3894. te[8] = a;
  3895. te[12] = 0;
  3896. te[1] = 0;
  3897. te[5] = y;
  3898. te[9] = b;
  3899. te[13] = 0;
  3900. te[2] = 0;
  3901. te[6] = 0;
  3902. te[10] = c;
  3903. te[14] = d;
  3904. te[3] = 0;
  3905. te[7] = 0;
  3906. te[11] = -1;
  3907. te[15] = 0;
  3908. return this;
  3909. }
  3910. makeOrthographic(left, right, top, bottom, near, far) {
  3911. const te = this.elements;
  3912. const w = 1.0 / (right - left);
  3913. const h = 1.0 / (top - bottom);
  3914. const p = 1.0 / (far - near);
  3915. const x = (right + left) * w;
  3916. const y = (top + bottom) * h;
  3917. const z = (far + near) * p;
  3918. te[0] = 2 * w;
  3919. te[4] = 0;
  3920. te[8] = 0;
  3921. te[12] = -x;
  3922. te[1] = 0;
  3923. te[5] = 2 * h;
  3924. te[9] = 0;
  3925. te[13] = -y;
  3926. te[2] = 0;
  3927. te[6] = 0;
  3928. te[10] = -2 * p;
  3929. te[14] = -z;
  3930. te[3] = 0;
  3931. te[7] = 0;
  3932. te[11] = 0;
  3933. te[15] = 1;
  3934. return this;
  3935. }
  3936. equals(matrix) {
  3937. const te = this.elements;
  3938. const me = matrix.elements;
  3939. for (let i = 0; i < 16; i++) {
  3940. if (te[i] !== me[i]) return false;
  3941. }
  3942. return true;
  3943. }
  3944. fromArray(array, offset = 0) {
  3945. for (let i = 0; i < 16; i++) {
  3946. this.elements[i] = array[i + offset];
  3947. }
  3948. return this;
  3949. }
  3950. toArray(array = [], offset = 0) {
  3951. const te = this.elements;
  3952. array[offset] = te[0];
  3953. array[offset + 1] = te[1];
  3954. array[offset + 2] = te[2];
  3955. array[offset + 3] = te[3];
  3956. array[offset + 4] = te[4];
  3957. array[offset + 5] = te[5];
  3958. array[offset + 6] = te[6];
  3959. array[offset + 7] = te[7];
  3960. array[offset + 8] = te[8];
  3961. array[offset + 9] = te[9];
  3962. array[offset + 10] = te[10];
  3963. array[offset + 11] = te[11];
  3964. array[offset + 12] = te[12];
  3965. array[offset + 13] = te[13];
  3966. array[offset + 14] = te[14];
  3967. array[offset + 15] = te[15];
  3968. return array;
  3969. }
  3970. }
  3971. Matrix4.prototype.isMatrix4 = true;
  3972. const _v1$5 = /*@__PURE__*/new Vector3();
  3973. const _m1$2 = /*@__PURE__*/new Matrix4();
  3974. const _zero = /*@__PURE__*/new Vector3(0, 0, 0);
  3975. const _one = /*@__PURE__*/new Vector3(1, 1, 1);
  3976. const _x = /*@__PURE__*/new Vector3();
  3977. const _y = /*@__PURE__*/new Vector3();
  3978. const _z = /*@__PURE__*/new Vector3();
  3979. const _matrix$1 = /*@__PURE__*/new Matrix4();
  3980. const _quaternion$3 = /*@__PURE__*/new Quaternion();
  3981. class Euler {
  3982. constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
  3983. this._x = x;
  3984. this._y = y;
  3985. this._z = z;
  3986. this._order = order;
  3987. }
  3988. get x() {
  3989. return this._x;
  3990. }
  3991. set x(value) {
  3992. this._x = value;
  3993. this._onChangeCallback();
  3994. }
  3995. get y() {
  3996. return this._y;
  3997. }
  3998. set y(value) {
  3999. this._y = value;
  4000. this._onChangeCallback();
  4001. }
  4002. get z() {
  4003. return this._z;
  4004. }
  4005. set z(value) {
  4006. this._z = value;
  4007. this._onChangeCallback();
  4008. }
  4009. get order() {
  4010. return this._order;
  4011. }
  4012. set order(value) {
  4013. this._order = value;
  4014. this._onChangeCallback();
  4015. }
  4016. set(x, y, z, order = this._order) {
  4017. this._x = x;
  4018. this._y = y;
  4019. this._z = z;
  4020. this._order = order;
  4021. this._onChangeCallback();
  4022. return this;
  4023. }
  4024. clone() {
  4025. return new this.constructor(this._x, this._y, this._z, this._order);
  4026. }
  4027. copy(euler) {
  4028. this._x = euler._x;
  4029. this._y = euler._y;
  4030. this._z = euler._z;
  4031. this._order = euler._order;
  4032. this._onChangeCallback();
  4033. return this;
  4034. }
  4035. setFromRotationMatrix(m, order = this._order, update = true) {
  4036. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4037. const te = m.elements;
  4038. const m11 = te[0],
  4039. m12 = te[4],
  4040. m13 = te[8];
  4041. const m21 = te[1],
  4042. m22 = te[5],
  4043. m23 = te[9];
  4044. const m31 = te[2],
  4045. m32 = te[6],
  4046. m33 = te[10];
  4047. switch (order) {
  4048. case 'XYZ':
  4049. this._y = Math.asin(clamp(m13, -1, 1));
  4050. if (Math.abs(m13) < 0.9999999) {
  4051. this._x = Math.atan2(-m23, m33);
  4052. this._z = Math.atan2(-m12, m11);
  4053. } else {
  4054. this._x = Math.atan2(m32, m22);
  4055. this._z = 0;
  4056. }
  4057. break;
  4058. case 'YXZ':
  4059. this._x = Math.asin(-clamp(m23, -1, 1));
  4060. if (Math.abs(m23) < 0.9999999) {
  4061. this._y = Math.atan2(m13, m33);
  4062. this._z = Math.atan2(m21, m22);
  4063. } else {
  4064. this._y = Math.atan2(-m31, m11);
  4065. this._z = 0;
  4066. }
  4067. break;
  4068. case 'ZXY':
  4069. this._x = Math.asin(clamp(m32, -1, 1));
  4070. if (Math.abs(m32) < 0.9999999) {
  4071. this._y = Math.atan2(-m31, m33);
  4072. this._z = Math.atan2(-m12, m22);
  4073. } else {
  4074. this._y = 0;
  4075. this._z = Math.atan2(m21, m11);
  4076. }
  4077. break;
  4078. case 'ZYX':
  4079. this._y = Math.asin(-clamp(m31, -1, 1));
  4080. if (Math.abs(m31) < 0.9999999) {
  4081. this._x = Math.atan2(m32, m33);
  4082. this._z = Math.atan2(m21, m11);
  4083. } else {
  4084. this._x = 0;
  4085. this._z = Math.atan2(-m12, m22);
  4086. }
  4087. break;
  4088. case 'YZX':
  4089. this._z = Math.asin(clamp(m21, -1, 1));
  4090. if (Math.abs(m21) < 0.9999999) {
  4091. this._x = Math.atan2(-m23, m22);
  4092. this._y = Math.atan2(-m31, m11);
  4093. } else {
  4094. this._x = 0;
  4095. this._y = Math.atan2(m13, m33);
  4096. }
  4097. break;
  4098. case 'XZY':
  4099. this._z = Math.asin(-clamp(m12, -1, 1));
  4100. if (Math.abs(m12) < 0.9999999) {
  4101. this._x = Math.atan2(m32, m22);
  4102. this._y = Math.atan2(m13, m11);
  4103. } else {
  4104. this._x = Math.atan2(-m23, m33);
  4105. this._y = 0;
  4106. }
  4107. break;
  4108. default:
  4109. console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
  4110. }
  4111. this._order = order;
  4112. if (update === true) this._onChangeCallback();
  4113. return this;
  4114. }
  4115. setFromQuaternion(q, order, update) {
  4116. _matrix$1.makeRotationFromQuaternion(q);
  4117. return this.setFromRotationMatrix(_matrix$1, order, update);
  4118. }
  4119. setFromVector3(v, order = this._order) {
  4120. return this.set(v.x, v.y, v.z, order);
  4121. }
  4122. reorder(newOrder) {
  4123. // WARNING: this discards revolution information -bhouston
  4124. _quaternion$3.setFromEuler(this);
  4125. return this.setFromQuaternion(_quaternion$3, newOrder);
  4126. }
  4127. equals(euler) {
  4128. return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
  4129. }
  4130. fromArray(array) {
  4131. this._x = array[0];
  4132. this._y = array[1];
  4133. this._z = array[2];
  4134. if (array[3] !== undefined) this._order = array[3];
  4135. this._onChangeCallback();
  4136. return this;
  4137. }
  4138. toArray(array = [], offset = 0) {
  4139. array[offset] = this._x;
  4140. array[offset + 1] = this._y;
  4141. array[offset + 2] = this._z;
  4142. array[offset + 3] = this._order;
  4143. return array;
  4144. }
  4145. toVector3(optionalResult) {
  4146. if (optionalResult) {
  4147. return optionalResult.set(this._x, this._y, this._z);
  4148. } else {
  4149. return new Vector3(this._x, this._y, this._z);
  4150. }
  4151. }
  4152. _onChange(callback) {
  4153. this._onChangeCallback = callback;
  4154. return this;
  4155. }
  4156. _onChangeCallback() {}
  4157. }
  4158. Euler.prototype.isEuler = true;
  4159. Euler.DefaultOrder = 'XYZ';
  4160. Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
  4161. class Layers {
  4162. constructor() {
  4163. this.mask = 1 | 0;
  4164. }
  4165. set(channel) {
  4166. this.mask = 1 << channel | 0;
  4167. }
  4168. enable(channel) {
  4169. this.mask |= 1 << channel | 0;
  4170. }
  4171. enableAll() {
  4172. this.mask = 0xffffffff | 0;
  4173. }
  4174. toggle(channel) {
  4175. this.mask ^= 1 << channel | 0;
  4176. }
  4177. disable(channel) {
  4178. this.mask &= ~(1 << channel | 0);
  4179. }
  4180. disableAll() {
  4181. this.mask = 0;
  4182. }
  4183. test(layers) {
  4184. return (this.mask & layers.mask) !== 0;
  4185. }
  4186. }
  4187. let _object3DId = 0;
  4188. const _v1$4 = /*@__PURE__*/new Vector3();
  4189. const _q1 = /*@__PURE__*/new Quaternion();
  4190. const _m1$1 = /*@__PURE__*/new Matrix4();
  4191. const _target = /*@__PURE__*/new Vector3();
  4192. const _position$3 = /*@__PURE__*/new Vector3();
  4193. const _scale$2 = /*@__PURE__*/new Vector3();
  4194. const _quaternion$2 = /*@__PURE__*/new Quaternion();
  4195. const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0);
  4196. const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0);
  4197. const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1);
  4198. const _addedEvent = {
  4199. type: 'added'
  4200. };
  4201. const _removedEvent = {
  4202. type: 'removed'
  4203. };
  4204. class Object3D extends EventDispatcher {
  4205. constructor() {
  4206. super();
  4207. Object.defineProperty(this, 'id', {
  4208. value: _object3DId++
  4209. });
  4210. this.uuid = generateUUID();
  4211. this.name = '';
  4212. this.type = 'Object3D';
  4213. this.parent = null;
  4214. this.children = [];
  4215. this.up = Object3D.DefaultUp.clone();
  4216. const position = new Vector3();
  4217. const rotation = new Euler();
  4218. const quaternion = new Quaternion();
  4219. const scale = new Vector3(1, 1, 1);
  4220. function onRotationChange() {
  4221. quaternion.setFromEuler(rotation, false);
  4222. }
  4223. function onQuaternionChange() {
  4224. rotation.setFromQuaternion(quaternion, undefined, false);
  4225. }
  4226. rotation._onChange(onRotationChange);
  4227. quaternion._onChange(onQuaternionChange);
  4228. Object.defineProperties(this, {
  4229. position: {
  4230. configurable: true,
  4231. enumerable: true,
  4232. value: position
  4233. },
  4234. rotation: {
  4235. configurable: true,
  4236. enumerable: true,
  4237. value: rotation
  4238. },
  4239. quaternion: {
  4240. configurable: true,
  4241. enumerable: true,
  4242. value: quaternion
  4243. },
  4244. scale: {
  4245. configurable: true,
  4246. enumerable: true,
  4247. value: scale
  4248. },
  4249. modelViewMatrix: {
  4250. value: new Matrix4()
  4251. },
  4252. normalMatrix: {
  4253. value: new Matrix3()
  4254. }
  4255. });
  4256. this.matrix = new Matrix4();
  4257. this.matrixWorld = new Matrix4();
  4258. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  4259. this.matrixWorldNeedsUpdate = false;
  4260. this.layers = new Layers();
  4261. this.visible = true;
  4262. this.castShadow = false;
  4263. this.receiveShadow = false;
  4264. this.frustumCulled = true;
  4265. this.renderOrder = 0;
  4266. this.animations = [];
  4267. this.userData = {};
  4268. }
  4269. onBeforeRender() {}
  4270. onAfterRender() {}
  4271. applyMatrix4(matrix) {
  4272. if (this.matrixAutoUpdate) this.updateMatrix();
  4273. this.matrix.premultiply(matrix);
  4274. this.matrix.decompose(this.position, this.quaternion, this.scale);
  4275. }
  4276. applyQuaternion(q) {
  4277. this.quaternion.premultiply(q);
  4278. return this;
  4279. }
  4280. setRotationFromAxisAngle(axis, angle) {
  4281. // assumes axis is normalized
  4282. this.quaternion.setFromAxisAngle(axis, angle);
  4283. }
  4284. setRotationFromEuler(euler) {
  4285. this.quaternion.setFromEuler(euler, true);
  4286. }
  4287. setRotationFromMatrix(m) {
  4288. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4289. this.quaternion.setFromRotationMatrix(m);
  4290. }
  4291. setRotationFromQuaternion(q) {
  4292. // assumes q is normalized
  4293. this.quaternion.copy(q);
  4294. }
  4295. rotateOnAxis(axis, angle) {
  4296. // rotate object on axis in object space
  4297. // axis is assumed to be normalized
  4298. _q1.setFromAxisAngle(axis, angle);
  4299. this.quaternion.multiply(_q1);
  4300. return this;
  4301. }
  4302. rotateOnWorldAxis(axis, angle) {
  4303. // rotate object on axis in world space
  4304. // axis is assumed to be normalized
  4305. // method assumes no rotated parent
  4306. _q1.setFromAxisAngle(axis, angle);
  4307. this.quaternion.premultiply(_q1);
  4308. return this;
  4309. }
  4310. rotateX(angle) {
  4311. return this.rotateOnAxis(_xAxis, angle);
  4312. }
  4313. rotateY(angle) {
  4314. return this.rotateOnAxis(_yAxis, angle);
  4315. }
  4316. rotateZ(angle) {
  4317. return this.rotateOnAxis(_zAxis, angle);
  4318. }
  4319. translateOnAxis(axis, distance) {
  4320. // translate object by distance along axis in object space
  4321. // axis is assumed to be normalized
  4322. _v1$4.copy(axis).applyQuaternion(this.quaternion);
  4323. this.position.add(_v1$4.multiplyScalar(distance));
  4324. return this;
  4325. }
  4326. translateX(distance) {
  4327. return this.translateOnAxis(_xAxis, distance);
  4328. }
  4329. translateY(distance) {
  4330. return this.translateOnAxis(_yAxis, distance);
  4331. }
  4332. translateZ(distance) {
  4333. return this.translateOnAxis(_zAxis, distance);
  4334. }
  4335. localToWorld(vector) {
  4336. return vector.applyMatrix4(this.matrixWorld);
  4337. }
  4338. worldToLocal(vector) {
  4339. return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
  4340. }
  4341. lookAt(x, y, z) {
  4342. // This method does not support objects having non-uniformly-scaled parent(s)
  4343. if (x.isVector3) {
  4344. _target.copy(x);
  4345. } else {
  4346. _target.set(x, y, z);
  4347. }
  4348. const parent = this.parent;
  4349. this.updateWorldMatrix(true, false);
  4350. _position$3.setFromMatrixPosition(this.matrixWorld);
  4351. if (this.isCamera || this.isLight) {
  4352. _m1$1.lookAt(_position$3, _target, this.up);
  4353. } else {
  4354. _m1$1.lookAt(_target, _position$3, this.up);
  4355. }
  4356. this.quaternion.setFromRotationMatrix(_m1$1);
  4357. if (parent) {
  4358. _m1$1.extractRotation(parent.matrixWorld);
  4359. _q1.setFromRotationMatrix(_m1$1);
  4360. this.quaternion.premultiply(_q1.invert());
  4361. }
  4362. }
  4363. add(object) {
  4364. if (arguments.length > 1) {
  4365. for (let i = 0; i < arguments.length; i++) {
  4366. this.add(arguments[i]);
  4367. }
  4368. return this;
  4369. }
  4370. if (object === this) {
  4371. console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
  4372. return this;
  4373. }
  4374. if (object && object.isObject3D) {
  4375. if (object.parent !== null) {
  4376. object.parent.remove(object);
  4377. }
  4378. object.parent = this;
  4379. this.children.push(object);
  4380. object.dispatchEvent(_addedEvent);
  4381. } else {
  4382. console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
  4383. }
  4384. return this;
  4385. }
  4386. remove(object) {
  4387. if (arguments.length > 1) {
  4388. for (let i = 0; i < arguments.length; i++) {
  4389. this.remove(arguments[i]);
  4390. }
  4391. return this;
  4392. }
  4393. const index = this.children.indexOf(object);
  4394. if (index !== -1) {
  4395. object.parent = null;
  4396. this.children.splice(index, 1);
  4397. object.dispatchEvent(_removedEvent);
  4398. }
  4399. return this;
  4400. }
  4401. removeFromParent() {
  4402. const parent = this.parent;
  4403. if (parent !== null) {
  4404. parent.remove(this);
  4405. }
  4406. return this;
  4407. }
  4408. clear() {
  4409. for (let i = 0; i < this.children.length; i++) {
  4410. const object = this.children[i];
  4411. object.parent = null;
  4412. object.dispatchEvent(_removedEvent);
  4413. }
  4414. this.children.length = 0;
  4415. return this;
  4416. }
  4417. attach(object) {
  4418. // adds object as a child of this, while maintaining the object's world transform
  4419. this.updateWorldMatrix(true, false);
  4420. _m1$1.copy(this.matrixWorld).invert();
  4421. if (object.parent !== null) {
  4422. object.parent.updateWorldMatrix(true, false);
  4423. _m1$1.multiply(object.parent.matrixWorld);
  4424. }
  4425. object.applyMatrix4(_m1$1);
  4426. this.add(object);
  4427. object.updateWorldMatrix(false, true);
  4428. return this;
  4429. }
  4430. getObjectById(id) {
  4431. return this.getObjectByProperty('id', id);
  4432. }
  4433. getObjectByName(name) {
  4434. return this.getObjectByProperty('name', name);
  4435. }
  4436. getObjectByProperty(name, value) {
  4437. if (this[name] === value) return this;
  4438. for (let i = 0, l = this.children.length; i < l; i++) {
  4439. const child = this.children[i];
  4440. const object = child.getObjectByProperty(name, value);
  4441. if (object !== undefined) {
  4442. return object;
  4443. }
  4444. }
  4445. return undefined;
  4446. }
  4447. getWorldPosition(target) {
  4448. this.updateWorldMatrix(true, false);
  4449. return target.setFromMatrixPosition(this.matrixWorld);
  4450. }
  4451. getWorldQuaternion(target) {
  4452. this.updateWorldMatrix(true, false);
  4453. this.matrixWorld.decompose(_position$3, target, _scale$2);
  4454. return target;
  4455. }
  4456. getWorldScale(target) {
  4457. this.updateWorldMatrix(true, false);
  4458. this.matrixWorld.decompose(_position$3, _quaternion$2, target);
  4459. return target;
  4460. }
  4461. getWorldDirection(target) {
  4462. this.updateWorldMatrix(true, false);
  4463. const e = this.matrixWorld.elements;
  4464. return target.set(e[8], e[9], e[10]).normalize();
  4465. }
  4466. raycast() {}
  4467. traverse(callback) {
  4468. callback(this);
  4469. const children = this.children;
  4470. for (let i = 0, l = children.length; i < l; i++) {
  4471. children[i].traverse(callback);
  4472. }
  4473. }
  4474. traverseVisible(callback) {
  4475. if (this.visible === false) return;
  4476. callback(this);
  4477. const children = this.children;
  4478. for (let i = 0, l = children.length; i < l; i++) {
  4479. children[i].traverseVisible(callback);
  4480. }
  4481. }
  4482. traverseAncestors(callback) {
  4483. const parent = this.parent;
  4484. if (parent !== null) {
  4485. callback(parent);
  4486. parent.traverseAncestors(callback);
  4487. }
  4488. }
  4489. updateMatrix() {
  4490. this.matrix.compose(this.position, this.quaternion, this.scale);
  4491. this.matrixWorldNeedsUpdate = true;
  4492. }
  4493. updateMatrixWorld(force) {
  4494. if (this.matrixAutoUpdate) this.updateMatrix();
  4495. if (this.matrixWorldNeedsUpdate || force) {
  4496. if (this.parent === null) {
  4497. this.matrixWorld.copy(this.matrix);
  4498. } else {
  4499. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4500. }
  4501. this.matrixWorldNeedsUpdate = false;
  4502. force = true;
  4503. } // update children
  4504. const children = this.children;
  4505. for (let i = 0, l = children.length; i < l; i++) {
  4506. children[i].updateMatrixWorld(force);
  4507. }
  4508. }
  4509. updateWorldMatrix(updateParents, updateChildren) {
  4510. const parent = this.parent;
  4511. if (updateParents === true && parent !== null) {
  4512. parent.updateWorldMatrix(true, false);
  4513. }
  4514. if (this.matrixAutoUpdate) this.updateMatrix();
  4515. if (this.parent === null) {
  4516. this.matrixWorld.copy(this.matrix);
  4517. } else {
  4518. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4519. } // update children
  4520. if (updateChildren === true) {
  4521. const children = this.children;
  4522. for (let i = 0, l = children.length; i < l; i++) {
  4523. children[i].updateWorldMatrix(false, true);
  4524. }
  4525. }
  4526. }
  4527. toJSON(meta) {
  4528. // meta is a string when called from JSON.stringify
  4529. const isRootObject = meta === undefined || typeof meta === 'string';
  4530. const output = {}; // meta is a hash used to collect geometries, materials.
  4531. // not providing it implies that this is the root object
  4532. // being serialized.
  4533. if (isRootObject) {
  4534. // initialize meta obj
  4535. meta = {
  4536. geometries: {},
  4537. materials: {},
  4538. textures: {},
  4539. images: {},
  4540. shapes: {},
  4541. skeletons: {},
  4542. animations: {}
  4543. };
  4544. output.metadata = {
  4545. version: 4.5,
  4546. type: 'Object',
  4547. generator: 'Object3D.toJSON'
  4548. };
  4549. } // standard Object3D serialization
  4550. const object = {};
  4551. object.uuid = this.uuid;
  4552. object.type = this.type;
  4553. if (this.name !== '') object.name = this.name;
  4554. if (this.castShadow === true) object.castShadow = true;
  4555. if (this.receiveShadow === true) object.receiveShadow = true;
  4556. if (this.visible === false) object.visible = false;
  4557. if (this.frustumCulled === false) object.frustumCulled = false;
  4558. if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
  4559. if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;
  4560. object.layers = this.layers.mask;
  4561. object.matrix = this.matrix.toArray();
  4562. if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties
  4563. if (this.isInstancedMesh) {
  4564. object.type = 'InstancedMesh';
  4565. object.count = this.count;
  4566. object.instanceMatrix = this.instanceMatrix.toJSON();
  4567. if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
  4568. } //
  4569. function serialize(library, element) {
  4570. if (library[element.uuid] === undefined) {
  4571. library[element.uuid] = element.toJSON(meta);
  4572. }
  4573. return element.uuid;
  4574. }
  4575. if (this.isScene) {
  4576. if (this.background) {
  4577. if (this.background.isColor) {
  4578. object.background = this.background.toJSON();
  4579. } else if (this.background.isTexture) {
  4580. object.background = this.background.toJSON(meta).uuid;
  4581. }
  4582. }
  4583. if (this.environment && this.environment.isTexture) {
  4584. object.environment = this.environment.toJSON(meta).uuid;
  4585. }
  4586. } else if (this.isMesh || this.isLine || this.isPoints) {
  4587. object.geometry = serialize(meta.geometries, this.geometry);
  4588. const parameters = this.geometry.parameters;
  4589. if (parameters !== undefined && parameters.shapes !== undefined) {
  4590. const shapes = parameters.shapes;
  4591. if (Array.isArray(shapes)) {
  4592. for (let i = 0, l = shapes.length; i < l; i++) {
  4593. const shape = shapes[i];
  4594. serialize(meta.shapes, shape);
  4595. }
  4596. } else {
  4597. serialize(meta.shapes, shapes);
  4598. }
  4599. }
  4600. }
  4601. if (this.isSkinnedMesh) {
  4602. object.bindMode = this.bindMode;
  4603. object.bindMatrix = this.bindMatrix.toArray();
  4604. if (this.skeleton !== undefined) {
  4605. serialize(meta.skeletons, this.skeleton);
  4606. object.skeleton = this.skeleton.uuid;
  4607. }
  4608. }
  4609. if (this.material !== undefined) {
  4610. if (Array.isArray(this.material)) {
  4611. const uuids = [];
  4612. for (let i = 0, l = this.material.length; i < l; i++) {
  4613. uuids.push(serialize(meta.materials, this.material[i]));
  4614. }
  4615. object.material = uuids;
  4616. } else {
  4617. object.material = serialize(meta.materials, this.material);
  4618. }
  4619. } //
  4620. if (this.children.length > 0) {
  4621. object.children = [];
  4622. for (let i = 0; i < this.children.length; i++) {
  4623. object.children.push(this.children[i].toJSON(meta).object);
  4624. }
  4625. } //
  4626. if (this.animations.length > 0) {
  4627. object.animations = [];
  4628. for (let i = 0; i < this.animations.length; i++) {
  4629. const animation = this.animations[i];
  4630. object.animations.push(serialize(meta.animations, animation));
  4631. }
  4632. }
  4633. if (isRootObject) {
  4634. const geometries = extractFromCache(meta.geometries);
  4635. const materials = extractFromCache(meta.materials);
  4636. const textures = extractFromCache(meta.textures);
  4637. const images = extractFromCache(meta.images);
  4638. const shapes = extractFromCache(meta.shapes);
  4639. const skeletons = extractFromCache(meta.skeletons);
  4640. const animations = extractFromCache(meta.animations);
  4641. if (geometries.length > 0) output.geometries = geometries;
  4642. if (materials.length > 0) output.materials = materials;
  4643. if (textures.length > 0) output.textures = textures;
  4644. if (images.length > 0) output.images = images;
  4645. if (shapes.length > 0) output.shapes = shapes;
  4646. if (skeletons.length > 0) output.skeletons = skeletons;
  4647. if (animations.length > 0) output.animations = animations;
  4648. }
  4649. output.object = object;
  4650. return output; // extract data from the cache hash
  4651. // remove metadata on each item
  4652. // and return as array
  4653. function extractFromCache(cache) {
  4654. const values = [];
  4655. for (const key in cache) {
  4656. const data = cache[key];
  4657. delete data.metadata;
  4658. values.push(data);
  4659. }
  4660. return values;
  4661. }
  4662. }
  4663. clone(recursive) {
  4664. return new this.constructor().copy(this, recursive);
  4665. }
  4666. copy(source, recursive = true) {
  4667. this.name = source.name;
  4668. this.up.copy(source.up);
  4669. this.position.copy(source.position);
  4670. this.rotation.order = source.rotation.order;
  4671. this.quaternion.copy(source.quaternion);
  4672. this.scale.copy(source.scale);
  4673. this.matrix.copy(source.matrix);
  4674. this.matrixWorld.copy(source.matrixWorld);
  4675. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4676. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4677. this.layers.mask = source.layers.mask;
  4678. this.visible = source.visible;
  4679. this.castShadow = source.castShadow;
  4680. this.receiveShadow = source.receiveShadow;
  4681. this.frustumCulled = source.frustumCulled;
  4682. this.renderOrder = source.renderOrder;
  4683. this.userData = JSON.parse(JSON.stringify(source.userData));
  4684. if (recursive === true) {
  4685. for (let i = 0; i < source.children.length; i++) {
  4686. const child = source.children[i];
  4687. this.add(child.clone());
  4688. }
  4689. }
  4690. return this;
  4691. }
  4692. }
  4693. Object3D.DefaultUp = new Vector3(0, 1, 0);
  4694. Object3D.DefaultMatrixAutoUpdate = true;
  4695. Object3D.prototype.isObject3D = true;
  4696. const _v0$1 = /*@__PURE__*/new Vector3();
  4697. const _v1$3 = /*@__PURE__*/new Vector3();
  4698. const _v2$2 = /*@__PURE__*/new Vector3();
  4699. const _v3$1 = /*@__PURE__*/new Vector3();
  4700. const _vab = /*@__PURE__*/new Vector3();
  4701. const _vac = /*@__PURE__*/new Vector3();
  4702. const _vbc = /*@__PURE__*/new Vector3();
  4703. const _vap = /*@__PURE__*/new Vector3();
  4704. const _vbp = /*@__PURE__*/new Vector3();
  4705. const _vcp = /*@__PURE__*/new Vector3();
  4706. class Triangle {
  4707. constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
  4708. this.a = a;
  4709. this.b = b;
  4710. this.c = c;
  4711. }
  4712. static getNormal(a, b, c, target) {
  4713. target.subVectors(c, b);
  4714. _v0$1.subVectors(a, b);
  4715. target.cross(_v0$1);
  4716. const targetLengthSq = target.lengthSq();
  4717. if (targetLengthSq > 0) {
  4718. return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
  4719. }
  4720. return target.set(0, 0, 0);
  4721. } // static/instance method to calculate barycentric coordinates
  4722. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4723. static getBarycoord(point, a, b, c, target) {
  4724. _v0$1.subVectors(c, a);
  4725. _v1$3.subVectors(b, a);
  4726. _v2$2.subVectors(point, a);
  4727. const dot00 = _v0$1.dot(_v0$1);
  4728. const dot01 = _v0$1.dot(_v1$3);
  4729. const dot02 = _v0$1.dot(_v2$2);
  4730. const dot11 = _v1$3.dot(_v1$3);
  4731. const dot12 = _v1$3.dot(_v2$2);
  4732. const denom = dot00 * dot11 - dot01 * dot01; // collinear or singular triangle
  4733. if (denom === 0) {
  4734. // arbitrary location outside of triangle?
  4735. // not sure if this is the best idea, maybe should be returning undefined
  4736. return target.set(-2, -1, -1);
  4737. }
  4738. const invDenom = 1 / denom;
  4739. const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
  4740. const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
  4741. return target.set(1 - u - v, v, u);
  4742. }
  4743. static containsPoint(point, a, b, c) {
  4744. this.getBarycoord(point, a, b, c, _v3$1);
  4745. return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;
  4746. }
  4747. static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
  4748. this.getBarycoord(point, p1, p2, p3, _v3$1);
  4749. target.set(0, 0);
  4750. target.addScaledVector(uv1, _v3$1.x);
  4751. target.addScaledVector(uv2, _v3$1.y);
  4752. target.addScaledVector(uv3, _v3$1.z);
  4753. return target;
  4754. }
  4755. static isFrontFacing(a, b, c, direction) {
  4756. _v0$1.subVectors(c, b);
  4757. _v1$3.subVectors(a, b); // strictly front facing
  4758. return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
  4759. }
  4760. set(a, b, c) {
  4761. this.a.copy(a);
  4762. this.b.copy(b);
  4763. this.c.copy(c);
  4764. return this;
  4765. }
  4766. setFromPointsAndIndices(points, i0, i1, i2) {
  4767. this.a.copy(points[i0]);
  4768. this.b.copy(points[i1]);
  4769. this.c.copy(points[i2]);
  4770. return this;
  4771. }
  4772. setFromAttributeAndIndices(attribute, i0, i1, i2) {
  4773. this.a.fromBufferAttribute(attribute, i0);
  4774. this.b.fromBufferAttribute(attribute, i1);
  4775. this.c.fromBufferAttribute(attribute, i2);
  4776. return this;
  4777. }
  4778. clone() {
  4779. return new this.constructor().copy(this);
  4780. }
  4781. copy(triangle) {
  4782. this.a.copy(triangle.a);
  4783. this.b.copy(triangle.b);
  4784. this.c.copy(triangle.c);
  4785. return this;
  4786. }
  4787. getArea() {
  4788. _v0$1.subVectors(this.c, this.b);
  4789. _v1$3.subVectors(this.a, this.b);
  4790. return _v0$1.cross(_v1$3).length() * 0.5;
  4791. }
  4792. getMidpoint(target) {
  4793. return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
  4794. }
  4795. getNormal(target) {
  4796. return Triangle.getNormal(this.a, this.b, this.c, target);
  4797. }
  4798. getPlane(target) {
  4799. return target.setFromCoplanarPoints(this.a, this.b, this.c);
  4800. }
  4801. getBarycoord(point, target) {
  4802. return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
  4803. }
  4804. getUV(point, uv1, uv2, uv3, target) {
  4805. return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
  4806. }
  4807. containsPoint(point) {
  4808. return Triangle.containsPoint(point, this.a, this.b, this.c);
  4809. }
  4810. isFrontFacing(direction) {
  4811. return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
  4812. }
  4813. intersectsBox(box) {
  4814. return box.intersectsTriangle(this);
  4815. }
  4816. closestPointToPoint(p, target) {
  4817. const a = this.a,
  4818. b = this.b,
  4819. c = this.c;
  4820. let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4821. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4822. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4823. // basically, we're distinguishing which of the voronoi regions of the triangle
  4824. // the point lies in with the minimum amount of redundant computation.
  4825. _vab.subVectors(b, a);
  4826. _vac.subVectors(c, a);
  4827. _vap.subVectors(p, a);
  4828. const d1 = _vab.dot(_vap);
  4829. const d2 = _vac.dot(_vap);
  4830. if (d1 <= 0 && d2 <= 0) {
  4831. // vertex region of A; barycentric coords (1, 0, 0)
  4832. return target.copy(a);
  4833. }
  4834. _vbp.subVectors(p, b);
  4835. const d3 = _vab.dot(_vbp);
  4836. const d4 = _vac.dot(_vbp);
  4837. if (d3 >= 0 && d4 <= d3) {
  4838. // vertex region of B; barycentric coords (0, 1, 0)
  4839. return target.copy(b);
  4840. }
  4841. const vc = d1 * d4 - d3 * d2;
  4842. if (vc <= 0 && d1 >= 0 && d3 <= 0) {
  4843. v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
  4844. return target.copy(a).addScaledVector(_vab, v);
  4845. }
  4846. _vcp.subVectors(p, c);
  4847. const d5 = _vab.dot(_vcp);
  4848. const d6 = _vac.dot(_vcp);
  4849. if (d6 >= 0 && d5 <= d6) {
  4850. // vertex region of C; barycentric coords (0, 0, 1)
  4851. return target.copy(c);
  4852. }
  4853. const vb = d5 * d2 - d1 * d6;
  4854. if (vb <= 0 && d2 >= 0 && d6 <= 0) {
  4855. w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
  4856. return target.copy(a).addScaledVector(_vac, w);
  4857. }
  4858. const va = d3 * d6 - d5 * d4;
  4859. if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
  4860. _vbc.subVectors(c, b);
  4861. w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
  4862. return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
  4863. } // face region
  4864. const denom = 1 / (va + vb + vc); // u = va * denom
  4865. v = vb * denom;
  4866. w = vc * denom;
  4867. return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
  4868. }
  4869. equals(triangle) {
  4870. return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
  4871. }
  4872. }
  4873. let materialId = 0;
  4874. class Material extends EventDispatcher {
  4875. constructor() {
  4876. super();
  4877. Object.defineProperty(this, 'id', {
  4878. value: materialId++
  4879. });
  4880. this.uuid = generateUUID();
  4881. this.name = '';
  4882. this.type = 'Material';
  4883. this.fog = true;
  4884. this.blending = NormalBlending;
  4885. this.side = FrontSide;
  4886. this.vertexColors = false;
  4887. this.opacity = 1;
  4888. this.format = RGBAFormat;
  4889. this.transparent = false;
  4890. this.blendSrc = SrcAlphaFactor;
  4891. this.blendDst = OneMinusSrcAlphaFactor;
  4892. this.blendEquation = AddEquation;
  4893. this.blendSrcAlpha = null;
  4894. this.blendDstAlpha = null;
  4895. this.blendEquationAlpha = null;
  4896. this.depthFunc = LessEqualDepth;
  4897. this.depthTest = true;
  4898. this.depthWrite = true;
  4899. this.stencilWriteMask = 0xff;
  4900. this.stencilFunc = AlwaysStencilFunc;
  4901. this.stencilRef = 0;
  4902. this.stencilFuncMask = 0xff;
  4903. this.stencilFail = KeepStencilOp;
  4904. this.stencilZFail = KeepStencilOp;
  4905. this.stencilZPass = KeepStencilOp;
  4906. this.stencilWrite = false;
  4907. this.clippingPlanes = null;
  4908. this.clipIntersection = false;
  4909. this.clipShadows = false;
  4910. this.shadowSide = null;
  4911. this.colorWrite = true;
  4912. this.precision = null; // override the renderer's default precision for this material
  4913. this.polygonOffset = false;
  4914. this.polygonOffsetFactor = 0;
  4915. this.polygonOffsetUnits = 0;
  4916. this.dithering = false;
  4917. this.alphaToCoverage = false;
  4918. this.premultipliedAlpha = false;
  4919. this.visible = true;
  4920. this.toneMapped = true;
  4921. this.userData = {};
  4922. this.version = 0;
  4923. this._alphaTest = 0;
  4924. }
  4925. get alphaTest() {
  4926. return this._alphaTest;
  4927. }
  4928. set alphaTest(value) {
  4929. if (this._alphaTest > 0 !== value > 0) {
  4930. this.version++;
  4931. }
  4932. this._alphaTest = value;
  4933. }
  4934. onBuild() {}
  4935. onBeforeRender() {}
  4936. onBeforeCompile() {}
  4937. customProgramCacheKey() {
  4938. return this.onBeforeCompile.toString();
  4939. }
  4940. setValues(values) {
  4941. if (values === undefined) return;
  4942. for (const key in values) {
  4943. const newValue = values[key];
  4944. if (newValue === undefined) {
  4945. console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
  4946. continue;
  4947. } // for backward compatability if shading is set in the constructor
  4948. if (key === 'shading') {
  4949. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  4950. this.flatShading = newValue === FlatShading ? true : false;
  4951. continue;
  4952. }
  4953. const currentValue = this[key];
  4954. if (currentValue === undefined) {
  4955. console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
  4956. continue;
  4957. }
  4958. if (currentValue && currentValue.isColor) {
  4959. currentValue.set(newValue);
  4960. } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
  4961. currentValue.copy(newValue);
  4962. } else {
  4963. this[key] = newValue;
  4964. }
  4965. }
  4966. }
  4967. toJSON(meta) {
  4968. const isRoot = meta === undefined || typeof meta === 'string';
  4969. if (isRoot) {
  4970. meta = {
  4971. textures: {},
  4972. images: {}
  4973. };
  4974. }
  4975. const data = {
  4976. metadata: {
  4977. version: 4.5,
  4978. type: 'Material',
  4979. generator: 'Material.toJSON'
  4980. }
  4981. }; // standard Material serialization
  4982. data.uuid = this.uuid;
  4983. data.type = this.type;
  4984. if (this.name !== '') data.name = this.name;
  4985. if (this.color && this.color.isColor) data.color = this.color.getHex();
  4986. if (this.roughness !== undefined) data.roughness = this.roughness;
  4987. if (this.metalness !== undefined) data.metalness = this.metalness;
  4988. if (this.sheen !== undefined) data.sheen = this.sheen;
  4989. if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex();
  4990. if (this.sheenRoughness !== undefined) data.sheenRoughness = this.sheenRoughness;
  4991. if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
  4992. if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
  4993. if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
  4994. if (this.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity;
  4995. if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex();
  4996. if (this.shininess !== undefined) data.shininess = this.shininess;
  4997. if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;
  4998. if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;
  4999. if (this.clearcoatMap && this.clearcoatMap.isTexture) {
  5000. data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
  5001. }
  5002. if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
  5003. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
  5004. }
  5005. if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
  5006. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
  5007. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5008. }
  5009. if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
  5010. if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
  5011. if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
  5012. if (this.lightMap && this.lightMap.isTexture) {
  5013. data.lightMap = this.lightMap.toJSON(meta).uuid;
  5014. data.lightMapIntensity = this.lightMapIntensity;
  5015. }
  5016. if (this.aoMap && this.aoMap.isTexture) {
  5017. data.aoMap = this.aoMap.toJSON(meta).uuid;
  5018. data.aoMapIntensity = this.aoMapIntensity;
  5019. }
  5020. if (this.bumpMap && this.bumpMap.isTexture) {
  5021. data.bumpMap = this.bumpMap.toJSON(meta).uuid;
  5022. data.bumpScale = this.bumpScale;
  5023. }
  5024. if (this.normalMap && this.normalMap.isTexture) {
  5025. data.normalMap = this.normalMap.toJSON(meta).uuid;
  5026. data.normalMapType = this.normalMapType;
  5027. data.normalScale = this.normalScale.toArray();
  5028. }
  5029. if (this.displacementMap && this.displacementMap.isTexture) {
  5030. data.displacementMap = this.displacementMap.toJSON(meta).uuid;
  5031. data.displacementScale = this.displacementScale;
  5032. data.displacementBias = this.displacementBias;
  5033. }
  5034. if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
  5035. if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
  5036. if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
  5037. if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
  5038. if (this.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
  5039. if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid;
  5040. if (this.envMap && this.envMap.isTexture) {
  5041. data.envMap = this.envMap.toJSON(meta).uuid;
  5042. if (this.combine !== undefined) data.combine = this.combine;
  5043. }
  5044. if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
  5045. if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity;
  5046. if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio;
  5047. if (this.gradientMap && this.gradientMap.isTexture) {
  5048. data.gradientMap = this.gradientMap.toJSON(meta).uuid;
  5049. }
  5050. if (this.transmission !== undefined) data.transmission = this.transmission;
  5051. if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
  5052. if (this.thickness !== undefined) data.thickness = this.thickness;
  5053. if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
  5054. if (this.attenuationDistance !== undefined) data.attenuationDistance = this.attenuationDistance;
  5055. if (this.attenuationColor !== undefined) data.attenuationColor = this.attenuationColor.getHex();
  5056. if (this.size !== undefined) data.size = this.size;
  5057. if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
  5058. if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
  5059. if (this.blending !== NormalBlending) data.blending = this.blending;
  5060. if (this.side !== FrontSide) data.side = this.side;
  5061. if (this.vertexColors) data.vertexColors = true;
  5062. if (this.opacity < 1) data.opacity = this.opacity;
  5063. if (this.format !== RGBAFormat) data.format = this.format;
  5064. if (this.transparent === true) data.transparent = this.transparent;
  5065. data.depthFunc = this.depthFunc;
  5066. data.depthTest = this.depthTest;
  5067. data.depthWrite = this.depthWrite;
  5068. data.colorWrite = this.colorWrite;
  5069. data.stencilWrite = this.stencilWrite;
  5070. data.stencilWriteMask = this.stencilWriteMask;
  5071. data.stencilFunc = this.stencilFunc;
  5072. data.stencilRef = this.stencilRef;
  5073. data.stencilFuncMask = this.stencilFuncMask;
  5074. data.stencilFail = this.stencilFail;
  5075. data.stencilZFail = this.stencilZFail;
  5076. data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
  5077. if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
  5078. if (this.polygonOffset === true) data.polygonOffset = true;
  5079. if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5080. if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5081. if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;
  5082. if (this.dashSize !== undefined) data.dashSize = this.dashSize;
  5083. if (this.gapSize !== undefined) data.gapSize = this.gapSize;
  5084. if (this.scale !== undefined) data.scale = this.scale;
  5085. if (this.dithering === true) data.dithering = true;
  5086. if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
  5087. if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage;
  5088. if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;
  5089. if (this.wireframe === true) data.wireframe = this.wireframe;
  5090. if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
  5091. if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;
  5092. if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;
  5093. if (this.flatShading === true) data.flatShading = this.flatShading;
  5094. if (this.visible === false) data.visible = false;
  5095. if (this.toneMapped === false) data.toneMapped = false;
  5096. if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
  5097. function extractFromCache(cache) {
  5098. const values = [];
  5099. for (const key in cache) {
  5100. const data = cache[key];
  5101. delete data.metadata;
  5102. values.push(data);
  5103. }
  5104. return values;
  5105. }
  5106. if (isRoot) {
  5107. const textures = extractFromCache(meta.textures);
  5108. const images = extractFromCache(meta.images);
  5109. if (textures.length > 0) data.textures = textures;
  5110. if (images.length > 0) data.images = images;
  5111. }
  5112. return data;
  5113. }
  5114. clone() {
  5115. return new this.constructor().copy(this);
  5116. }
  5117. copy(source) {
  5118. this.name = source.name;
  5119. this.fog = source.fog;
  5120. this.blending = source.blending;
  5121. this.side = source.side;
  5122. this.vertexColors = source.vertexColors;
  5123. this.opacity = source.opacity;
  5124. this.format = source.format;
  5125. this.transparent = source.transparent;
  5126. this.blendSrc = source.blendSrc;
  5127. this.blendDst = source.blendDst;
  5128. this.blendEquation = source.blendEquation;
  5129. this.blendSrcAlpha = source.blendSrcAlpha;
  5130. this.blendDstAlpha = source.blendDstAlpha;
  5131. this.blendEquationAlpha = source.blendEquationAlpha;
  5132. this.depthFunc = source.depthFunc;
  5133. this.depthTest = source.depthTest;
  5134. this.depthWrite = source.depthWrite;
  5135. this.stencilWriteMask = source.stencilWriteMask;
  5136. this.stencilFunc = source.stencilFunc;
  5137. this.stencilRef = source.stencilRef;
  5138. this.stencilFuncMask = source.stencilFuncMask;
  5139. this.stencilFail = source.stencilFail;
  5140. this.stencilZFail = source.stencilZFail;
  5141. this.stencilZPass = source.stencilZPass;
  5142. this.stencilWrite = source.stencilWrite;
  5143. const srcPlanes = source.clippingPlanes;
  5144. let dstPlanes = null;
  5145. if (srcPlanes !== null) {
  5146. const n = srcPlanes.length;
  5147. dstPlanes = new Array(n);
  5148. for (let i = 0; i !== n; ++i) {
  5149. dstPlanes[i] = srcPlanes[i].clone();
  5150. }
  5151. }
  5152. this.clippingPlanes = dstPlanes;
  5153. this.clipIntersection = source.clipIntersection;
  5154. this.clipShadows = source.clipShadows;
  5155. this.shadowSide = source.shadowSide;
  5156. this.colorWrite = source.colorWrite;
  5157. this.precision = source.precision;
  5158. this.polygonOffset = source.polygonOffset;
  5159. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5160. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5161. this.dithering = source.dithering;
  5162. this.alphaTest = source.alphaTest;
  5163. this.alphaToCoverage = source.alphaToCoverage;
  5164. this.premultipliedAlpha = source.premultipliedAlpha;
  5165. this.visible = source.visible;
  5166. this.toneMapped = source.toneMapped;
  5167. this.userData = JSON.parse(JSON.stringify(source.userData));
  5168. return this;
  5169. }
  5170. dispose() {
  5171. this.dispatchEvent({
  5172. type: 'dispose'
  5173. });
  5174. }
  5175. set needsUpdate(value) {
  5176. if (value === true) this.version++;
  5177. }
  5178. }
  5179. Material.prototype.isMaterial = true;
  5180. const _colorKeywords = {
  5181. 'aliceblue': 0xF0F8FF,
  5182. 'antiquewhite': 0xFAEBD7,
  5183. 'aqua': 0x00FFFF,
  5184. 'aquamarine': 0x7FFFD4,
  5185. 'azure': 0xF0FFFF,
  5186. 'beige': 0xF5F5DC,
  5187. 'bisque': 0xFFE4C4,
  5188. 'black': 0x000000,
  5189. 'blanchedalmond': 0xFFEBCD,
  5190. 'blue': 0x0000FF,
  5191. 'blueviolet': 0x8A2BE2,
  5192. 'brown': 0xA52A2A,
  5193. 'burlywood': 0xDEB887,
  5194. 'cadetblue': 0x5F9EA0,
  5195. 'chartreuse': 0x7FFF00,
  5196. 'chocolate': 0xD2691E,
  5197. 'coral': 0xFF7F50,
  5198. 'cornflowerblue': 0x6495ED,
  5199. 'cornsilk': 0xFFF8DC,
  5200. 'crimson': 0xDC143C,
  5201. 'cyan': 0x00FFFF,
  5202. 'darkblue': 0x00008B,
  5203. 'darkcyan': 0x008B8B,
  5204. 'darkgoldenrod': 0xB8860B,
  5205. 'darkgray': 0xA9A9A9,
  5206. 'darkgreen': 0x006400,
  5207. 'darkgrey': 0xA9A9A9,
  5208. 'darkkhaki': 0xBDB76B,
  5209. 'darkmagenta': 0x8B008B,
  5210. 'darkolivegreen': 0x556B2F,
  5211. 'darkorange': 0xFF8C00,
  5212. 'darkorchid': 0x9932CC,
  5213. 'darkred': 0x8B0000,
  5214. 'darksalmon': 0xE9967A,
  5215. 'darkseagreen': 0x8FBC8F,
  5216. 'darkslateblue': 0x483D8B,
  5217. 'darkslategray': 0x2F4F4F,
  5218. 'darkslategrey': 0x2F4F4F,
  5219. 'darkturquoise': 0x00CED1,
  5220. 'darkviolet': 0x9400D3,
  5221. 'deeppink': 0xFF1493,
  5222. 'deepskyblue': 0x00BFFF,
  5223. 'dimgray': 0x696969,
  5224. 'dimgrey': 0x696969,
  5225. 'dodgerblue': 0x1E90FF,
  5226. 'firebrick': 0xB22222,
  5227. 'floralwhite': 0xFFFAF0,
  5228. 'forestgreen': 0x228B22,
  5229. 'fuchsia': 0xFF00FF,
  5230. 'gainsboro': 0xDCDCDC,
  5231. 'ghostwhite': 0xF8F8FF,
  5232. 'gold': 0xFFD700,
  5233. 'goldenrod': 0xDAA520,
  5234. 'gray': 0x808080,
  5235. 'green': 0x008000,
  5236. 'greenyellow': 0xADFF2F,
  5237. 'grey': 0x808080,
  5238. 'honeydew': 0xF0FFF0,
  5239. 'hotpink': 0xFF69B4,
  5240. 'indianred': 0xCD5C5C,
  5241. 'indigo': 0x4B0082,
  5242. 'ivory': 0xFFFFF0,
  5243. 'khaki': 0xF0E68C,
  5244. 'lavender': 0xE6E6FA,
  5245. 'lavenderblush': 0xFFF0F5,
  5246. 'lawngreen': 0x7CFC00,
  5247. 'lemonchiffon': 0xFFFACD,
  5248. 'lightblue': 0xADD8E6,
  5249. 'lightcoral': 0xF08080,
  5250. 'lightcyan': 0xE0FFFF,
  5251. 'lightgoldenrodyellow': 0xFAFAD2,
  5252. 'lightgray': 0xD3D3D3,
  5253. 'lightgreen': 0x90EE90,
  5254. 'lightgrey': 0xD3D3D3,
  5255. 'lightpink': 0xFFB6C1,
  5256. 'lightsalmon': 0xFFA07A,
  5257. 'lightseagreen': 0x20B2AA,
  5258. 'lightskyblue': 0x87CEFA,
  5259. 'lightslategray': 0x778899,
  5260. 'lightslategrey': 0x778899,
  5261. 'lightsteelblue': 0xB0C4DE,
  5262. 'lightyellow': 0xFFFFE0,
  5263. 'lime': 0x00FF00,
  5264. 'limegreen': 0x32CD32,
  5265. 'linen': 0xFAF0E6,
  5266. 'magenta': 0xFF00FF,
  5267. 'maroon': 0x800000,
  5268. 'mediumaquamarine': 0x66CDAA,
  5269. 'mediumblue': 0x0000CD,
  5270. 'mediumorchid': 0xBA55D3,
  5271. 'mediumpurple': 0x9370DB,
  5272. 'mediumseagreen': 0x3CB371,
  5273. 'mediumslateblue': 0x7B68EE,
  5274. 'mediumspringgreen': 0x00FA9A,
  5275. 'mediumturquoise': 0x48D1CC,
  5276. 'mediumvioletred': 0xC71585,
  5277. 'midnightblue': 0x191970,
  5278. 'mintcream': 0xF5FFFA,
  5279. 'mistyrose': 0xFFE4E1,
  5280. 'moccasin': 0xFFE4B5,
  5281. 'navajowhite': 0xFFDEAD,
  5282. 'navy': 0x000080,
  5283. 'oldlace': 0xFDF5E6,
  5284. 'olive': 0x808000,
  5285. 'olivedrab': 0x6B8E23,
  5286. 'orange': 0xFFA500,
  5287. 'orangered': 0xFF4500,
  5288. 'orchid': 0xDA70D6,
  5289. 'palegoldenrod': 0xEEE8AA,
  5290. 'palegreen': 0x98FB98,
  5291. 'paleturquoise': 0xAFEEEE,
  5292. 'palevioletred': 0xDB7093,
  5293. 'papayawhip': 0xFFEFD5,
  5294. 'peachpuff': 0xFFDAB9,
  5295. 'peru': 0xCD853F,
  5296. 'pink': 0xFFC0CB,
  5297. 'plum': 0xDDA0DD,
  5298. 'powderblue': 0xB0E0E6,
  5299. 'purple': 0x800080,
  5300. 'rebeccapurple': 0x663399,
  5301. 'red': 0xFF0000,
  5302. 'rosybrown': 0xBC8F8F,
  5303. 'royalblue': 0x4169E1,
  5304. 'saddlebrown': 0x8B4513,
  5305. 'salmon': 0xFA8072,
  5306. 'sandybrown': 0xF4A460,
  5307. 'seagreen': 0x2E8B57,
  5308. 'seashell': 0xFFF5EE,
  5309. 'sienna': 0xA0522D,
  5310. 'silver': 0xC0C0C0,
  5311. 'skyblue': 0x87CEEB,
  5312. 'slateblue': 0x6A5ACD,
  5313. 'slategray': 0x708090,
  5314. 'slategrey': 0x708090,
  5315. 'snow': 0xFFFAFA,
  5316. 'springgreen': 0x00FF7F,
  5317. 'steelblue': 0x4682B4,
  5318. 'tan': 0xD2B48C,
  5319. 'teal': 0x008080,
  5320. 'thistle': 0xD8BFD8,
  5321. 'tomato': 0xFF6347,
  5322. 'turquoise': 0x40E0D0,
  5323. 'violet': 0xEE82EE,
  5324. 'wheat': 0xF5DEB3,
  5325. 'white': 0xFFFFFF,
  5326. 'whitesmoke': 0xF5F5F5,
  5327. 'yellow': 0xFFFF00,
  5328. 'yellowgreen': 0x9ACD32
  5329. };
  5330. const _hslA = {
  5331. h: 0,
  5332. s: 0,
  5333. l: 0
  5334. };
  5335. const _hslB = {
  5336. h: 0,
  5337. s: 0,
  5338. l: 0
  5339. };
  5340. function hue2rgb(p, q, t) {
  5341. if (t < 0) t += 1;
  5342. if (t > 1) t -= 1;
  5343. if (t < 1 / 6) return p + (q - p) * 6 * t;
  5344. if (t < 1 / 2) return q;
  5345. if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  5346. return p;
  5347. }
  5348. function SRGBToLinear(c) {
  5349. return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
  5350. }
  5351. function LinearToSRGB(c) {
  5352. return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
  5353. }
  5354. class Color {
  5355. constructor(r, g, b) {
  5356. if (g === undefined && b === undefined) {
  5357. // r is THREE.Color, hex or string
  5358. return this.set(r);
  5359. }
  5360. return this.setRGB(r, g, b);
  5361. }
  5362. set(value) {
  5363. if (value && value.isColor) {
  5364. this.copy(value);
  5365. } else if (typeof value === 'number') {
  5366. this.setHex(value);
  5367. } else if (typeof value === 'string') {
  5368. this.setStyle(value);
  5369. }
  5370. return this;
  5371. }
  5372. setScalar(scalar) {
  5373. this.r = scalar;
  5374. this.g = scalar;
  5375. this.b = scalar;
  5376. return this;
  5377. }
  5378. setHex(hex) {
  5379. hex = Math.floor(hex);
  5380. this.r = (hex >> 16 & 255) / 255;
  5381. this.g = (hex >> 8 & 255) / 255;
  5382. this.b = (hex & 255) / 255;
  5383. return this;
  5384. }
  5385. setRGB(r, g, b) {
  5386. this.r = r;
  5387. this.g = g;
  5388. this.b = b;
  5389. return this;
  5390. }
  5391. setHSL(h, s, l) {
  5392. // h,s,l ranges are in 0.0 - 1.0
  5393. h = euclideanModulo(h, 1);
  5394. s = clamp(s, 0, 1);
  5395. l = clamp(l, 0, 1);
  5396. if (s === 0) {
  5397. this.r = this.g = this.b = l;
  5398. } else {
  5399. const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
  5400. const q = 2 * l - p;
  5401. this.r = hue2rgb(q, p, h + 1 / 3);
  5402. this.g = hue2rgb(q, p, h);
  5403. this.b = hue2rgb(q, p, h - 1 / 3);
  5404. }
  5405. return this;
  5406. }
  5407. setStyle(style) {
  5408. function handleAlpha(string) {
  5409. if (string === undefined) return;
  5410. if (parseFloat(string) < 1) {
  5411. console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
  5412. }
  5413. }
  5414. let m;
  5415. if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) {
  5416. // rgb / hsl
  5417. let color;
  5418. const name = m[1];
  5419. const components = m[2];
  5420. switch (name) {
  5421. case 'rgb':
  5422. case 'rgba':
  5423. if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5424. // rgb(255,0,0) rgba(255,0,0,0.5)
  5425. this.r = Math.min(255, parseInt(color[1], 10)) / 255;
  5426. this.g = Math.min(255, parseInt(color[2], 10)) / 255;
  5427. this.b = Math.min(255, parseInt(color[3], 10)) / 255;
  5428. handleAlpha(color[4]);
  5429. return this;
  5430. }
  5431. if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5432. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5433. this.r = Math.min(100, parseInt(color[1], 10)) / 100;
  5434. this.g = Math.min(100, parseInt(color[2], 10)) / 100;
  5435. this.b = Math.min(100, parseInt(color[3], 10)) / 100;
  5436. handleAlpha(color[4]);
  5437. return this;
  5438. }
  5439. break;
  5440. case 'hsl':
  5441. case 'hsla':
  5442. if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5443. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5444. const h = parseFloat(color[1]) / 360;
  5445. const s = parseInt(color[2], 10) / 100;
  5446. const l = parseInt(color[3], 10) / 100;
  5447. handleAlpha(color[4]);
  5448. return this.setHSL(h, s, l);
  5449. }
  5450. break;
  5451. }
  5452. } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
  5453. // hex color
  5454. const hex = m[1];
  5455. const size = hex.length;
  5456. if (size === 3) {
  5457. // #ff0
  5458. this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;
  5459. this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;
  5460. this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;
  5461. return this;
  5462. } else if (size === 6) {
  5463. // #ff0000
  5464. this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;
  5465. this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;
  5466. this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;
  5467. return this;
  5468. }
  5469. }
  5470. if (style && style.length > 0) {
  5471. return this.setColorName(style);
  5472. }
  5473. return this;
  5474. }
  5475. setColorName(style) {
  5476. // color keywords
  5477. const hex = _colorKeywords[style.toLowerCase()];
  5478. if (hex !== undefined) {
  5479. // red
  5480. this.setHex(hex);
  5481. } else {
  5482. // unknown color
  5483. console.warn('THREE.Color: Unknown color ' + style);
  5484. }
  5485. return this;
  5486. }
  5487. clone() {
  5488. return new this.constructor(this.r, this.g, this.b);
  5489. }
  5490. copy(color) {
  5491. this.r = color.r;
  5492. this.g = color.g;
  5493. this.b = color.b;
  5494. return this;
  5495. }
  5496. copyGammaToLinear(color, gammaFactor = 2.0) {
  5497. this.r = Math.pow(color.r, gammaFactor);
  5498. this.g = Math.pow(color.g, gammaFactor);
  5499. this.b = Math.pow(color.b, gammaFactor);
  5500. return this;
  5501. }
  5502. copyLinearToGamma(color, gammaFactor = 2.0) {
  5503. const safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;
  5504. this.r = Math.pow(color.r, safeInverse);
  5505. this.g = Math.pow(color.g, safeInverse);
  5506. this.b = Math.pow(color.b, safeInverse);
  5507. return this;
  5508. }
  5509. convertGammaToLinear(gammaFactor) {
  5510. this.copyGammaToLinear(this, gammaFactor);
  5511. return this;
  5512. }
  5513. convertLinearToGamma(gammaFactor) {
  5514. this.copyLinearToGamma(this, gammaFactor);
  5515. return this;
  5516. }
  5517. copySRGBToLinear(color) {
  5518. this.r = SRGBToLinear(color.r);
  5519. this.g = SRGBToLinear(color.g);
  5520. this.b = SRGBToLinear(color.b);
  5521. return this;
  5522. }
  5523. copyLinearToSRGB(color) {
  5524. this.r = LinearToSRGB(color.r);
  5525. this.g = LinearToSRGB(color.g);
  5526. this.b = LinearToSRGB(color.b);
  5527. return this;
  5528. }
  5529. convertSRGBToLinear() {
  5530. this.copySRGBToLinear(this);
  5531. return this;
  5532. }
  5533. convertLinearToSRGB() {
  5534. this.copyLinearToSRGB(this);
  5535. return this;
  5536. }
  5537. getHex() {
  5538. return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
  5539. }
  5540. getHexString() {
  5541. return ('000000' + this.getHex().toString(16)).slice(-6);
  5542. }
  5543. getHSL(target) {
  5544. // h,s,l ranges are in 0.0 - 1.0
  5545. const r = this.r,
  5546. g = this.g,
  5547. b = this.b;
  5548. const max = Math.max(r, g, b);
  5549. const min = Math.min(r, g, b);
  5550. let hue, saturation;
  5551. const lightness = (min + max) / 2.0;
  5552. if (min === max) {
  5553. hue = 0;
  5554. saturation = 0;
  5555. } else {
  5556. const delta = max - min;
  5557. saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
  5558. switch (max) {
  5559. case r:
  5560. hue = (g - b) / delta + (g < b ? 6 : 0);
  5561. break;
  5562. case g:
  5563. hue = (b - r) / delta + 2;
  5564. break;
  5565. case b:
  5566. hue = (r - g) / delta + 4;
  5567. break;
  5568. }
  5569. hue /= 6;
  5570. }
  5571. target.h = hue;
  5572. target.s = saturation;
  5573. target.l = lightness;
  5574. return target;
  5575. }
  5576. getStyle() {
  5577. return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
  5578. }
  5579. offsetHSL(h, s, l) {
  5580. this.getHSL(_hslA);
  5581. _hslA.h += h;
  5582. _hslA.s += s;
  5583. _hslA.l += l;
  5584. this.setHSL(_hslA.h, _hslA.s, _hslA.l);
  5585. return this;
  5586. }
  5587. add(color) {
  5588. this.r += color.r;
  5589. this.g += color.g;
  5590. this.b += color.b;
  5591. return this;
  5592. }
  5593. addColors(color1, color2) {
  5594. this.r = color1.r + color2.r;
  5595. this.g = color1.g + color2.g;
  5596. this.b = color1.b + color2.b;
  5597. return this;
  5598. }
  5599. addScalar(s) {
  5600. this.r += s;
  5601. this.g += s;
  5602. this.b += s;
  5603. return this;
  5604. }
  5605. sub(color) {
  5606. this.r = Math.max(0, this.r - color.r);
  5607. this.g = Math.max(0, this.g - color.g);
  5608. this.b = Math.max(0, this.b - color.b);
  5609. return this;
  5610. }
  5611. multiply(color) {
  5612. this.r *= color.r;
  5613. this.g *= color.g;
  5614. this.b *= color.b;
  5615. return this;
  5616. }
  5617. multiplyScalar(s) {
  5618. this.r *= s;
  5619. this.g *= s;
  5620. this.b *= s;
  5621. return this;
  5622. }
  5623. lerp(color, alpha) {
  5624. this.r += (color.r - this.r) * alpha;
  5625. this.g += (color.g - this.g) * alpha;
  5626. this.b += (color.b - this.b) * alpha;
  5627. return this;
  5628. }
  5629. lerpColors(color1, color2, alpha) {
  5630. this.r = color1.r + (color2.r - color1.r) * alpha;
  5631. this.g = color1.g + (color2.g - color1.g) * alpha;
  5632. this.b = color1.b + (color2.b - color1.b) * alpha;
  5633. return this;
  5634. }
  5635. lerpHSL(color, alpha) {
  5636. this.getHSL(_hslA);
  5637. color.getHSL(_hslB);
  5638. const h = lerp(_hslA.h, _hslB.h, alpha);
  5639. const s = lerp(_hslA.s, _hslB.s, alpha);
  5640. const l = lerp(_hslA.l, _hslB.l, alpha);
  5641. this.setHSL(h, s, l);
  5642. return this;
  5643. }
  5644. equals(c) {
  5645. return c.r === this.r && c.g === this.g && c.b === this.b;
  5646. }
  5647. fromArray(array, offset = 0) {
  5648. this.r = array[offset];
  5649. this.g = array[offset + 1];
  5650. this.b = array[offset + 2];
  5651. return this;
  5652. }
  5653. toArray(array = [], offset = 0) {
  5654. array[offset] = this.r;
  5655. array[offset + 1] = this.g;
  5656. array[offset + 2] = this.b;
  5657. return array;
  5658. }
  5659. fromBufferAttribute(attribute, index) {
  5660. this.r = attribute.getX(index);
  5661. this.g = attribute.getY(index);
  5662. this.b = attribute.getZ(index);
  5663. if (attribute.normalized === true) {
  5664. // assuming Uint8Array
  5665. this.r /= 255;
  5666. this.g /= 255;
  5667. this.b /= 255;
  5668. }
  5669. return this;
  5670. }
  5671. toJSON() {
  5672. return this.getHex();
  5673. }
  5674. }
  5675. Color.NAMES = _colorKeywords;
  5676. Color.prototype.isColor = true;
  5677. Color.prototype.r = 1;
  5678. Color.prototype.g = 1;
  5679. Color.prototype.b = 1;
  5680. /**
  5681. * parameters = {
  5682. * color: <hex>,
  5683. * opacity: <float>,
  5684. * map: new THREE.Texture( <Image> ),
  5685. *
  5686. * lightMap: new THREE.Texture( <Image> ),
  5687. * lightMapIntensity: <float>
  5688. *
  5689. * aoMap: new THREE.Texture( <Image> ),
  5690. * aoMapIntensity: <float>
  5691. *
  5692. * specularMap: new THREE.Texture( <Image> ),
  5693. *
  5694. * alphaMap: new THREE.Texture( <Image> ),
  5695. *
  5696. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5697. * combine: THREE.Multiply,
  5698. * reflectivity: <float>,
  5699. * refractionRatio: <float>,
  5700. *
  5701. * depthTest: <bool>,
  5702. * depthWrite: <bool>,
  5703. *
  5704. * wireframe: <boolean>,
  5705. * wireframeLinewidth: <float>,
  5706. * }
  5707. */
  5708. class MeshBasicMaterial extends Material {
  5709. constructor(parameters) {
  5710. super();
  5711. this.type = 'MeshBasicMaterial';
  5712. this.color = new Color(0xffffff); // emissive
  5713. this.map = null;
  5714. this.lightMap = null;
  5715. this.lightMapIntensity = 1.0;
  5716. this.aoMap = null;
  5717. this.aoMapIntensity = 1.0;
  5718. this.specularMap = null;
  5719. this.alphaMap = null;
  5720. this.envMap = null;
  5721. this.combine = MultiplyOperation;
  5722. this.reflectivity = 1;
  5723. this.refractionRatio = 0.98;
  5724. this.wireframe = false;
  5725. this.wireframeLinewidth = 1;
  5726. this.wireframeLinecap = 'round';
  5727. this.wireframeLinejoin = 'round';
  5728. this.setValues(parameters);
  5729. }
  5730. copy(source) {
  5731. super.copy(source);
  5732. this.color.copy(source.color);
  5733. this.map = source.map;
  5734. this.lightMap = source.lightMap;
  5735. this.lightMapIntensity = source.lightMapIntensity;
  5736. this.aoMap = source.aoMap;
  5737. this.aoMapIntensity = source.aoMapIntensity;
  5738. this.specularMap = source.specularMap;
  5739. this.alphaMap = source.alphaMap;
  5740. this.envMap = source.envMap;
  5741. this.combine = source.combine;
  5742. this.reflectivity = source.reflectivity;
  5743. this.refractionRatio = source.refractionRatio;
  5744. this.wireframe = source.wireframe;
  5745. this.wireframeLinewidth = source.wireframeLinewidth;
  5746. this.wireframeLinecap = source.wireframeLinecap;
  5747. this.wireframeLinejoin = source.wireframeLinejoin;
  5748. return this;
  5749. }
  5750. }
  5751. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5752. const _vector$9 = /*@__PURE__*/new Vector3();
  5753. const _vector2$1 = /*@__PURE__*/new Vector2();
  5754. class BufferAttribute {
  5755. constructor(array, itemSize, normalized) {
  5756. if (Array.isArray(array)) {
  5757. throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
  5758. }
  5759. this.name = '';
  5760. this.array = array;
  5761. this.itemSize = itemSize;
  5762. this.count = array !== undefined ? array.length / itemSize : 0;
  5763. this.normalized = normalized === true;
  5764. this.usage = StaticDrawUsage;
  5765. this.updateRange = {
  5766. offset: 0,
  5767. count: -1
  5768. };
  5769. this.version = 0;
  5770. }
  5771. onUploadCallback() {}
  5772. set needsUpdate(value) {
  5773. if (value === true) this.version++;
  5774. }
  5775. setUsage(value) {
  5776. this.usage = value;
  5777. return this;
  5778. }
  5779. copy(source) {
  5780. this.name = source.name;
  5781. this.array = new source.array.constructor(source.array);
  5782. this.itemSize = source.itemSize;
  5783. this.count = source.count;
  5784. this.normalized = source.normalized;
  5785. this.usage = source.usage;
  5786. return this;
  5787. }
  5788. copyAt(index1, attribute, index2) {
  5789. index1 *= this.itemSize;
  5790. index2 *= attribute.itemSize;
  5791. for (let i = 0, l = this.itemSize; i < l; i++) {
  5792. this.array[index1 + i] = attribute.array[index2 + i];
  5793. }
  5794. return this;
  5795. }
  5796. copyArray(array) {
  5797. this.array.set(array);
  5798. return this;
  5799. }
  5800. copyColorsArray(colors) {
  5801. const array = this.array;
  5802. let offset = 0;
  5803. for (let i = 0, l = colors.length; i < l; i++) {
  5804. let color = colors[i];
  5805. if (color === undefined) {
  5806. console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
  5807. color = new Color();
  5808. }
  5809. array[offset++] = color.r;
  5810. array[offset++] = color.g;
  5811. array[offset++] = color.b;
  5812. }
  5813. return this;
  5814. }
  5815. copyVector2sArray(vectors) {
  5816. const array = this.array;
  5817. let offset = 0;
  5818. for (let i = 0, l = vectors.length; i < l; i++) {
  5819. let vector = vectors[i];
  5820. if (vector === undefined) {
  5821. console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
  5822. vector = new Vector2();
  5823. }
  5824. array[offset++] = vector.x;
  5825. array[offset++] = vector.y;
  5826. }
  5827. return this;
  5828. }
  5829. copyVector3sArray(vectors) {
  5830. const array = this.array;
  5831. let offset = 0;
  5832. for (let i = 0, l = vectors.length; i < l; i++) {
  5833. let vector = vectors[i];
  5834. if (vector === undefined) {
  5835. console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
  5836. vector = new Vector3();
  5837. }
  5838. array[offset++] = vector.x;
  5839. array[offset++] = vector.y;
  5840. array[offset++] = vector.z;
  5841. }
  5842. return this;
  5843. }
  5844. copyVector4sArray(vectors) {
  5845. const array = this.array;
  5846. let offset = 0;
  5847. for (let i = 0, l = vectors.length; i < l; i++) {
  5848. let vector = vectors[i];
  5849. if (vector === undefined) {
  5850. console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
  5851. vector = new Vector4();
  5852. }
  5853. array[offset++] = vector.x;
  5854. array[offset++] = vector.y;
  5855. array[offset++] = vector.z;
  5856. array[offset++] = vector.w;
  5857. }
  5858. return this;
  5859. }
  5860. applyMatrix3(m) {
  5861. if (this.itemSize === 2) {
  5862. for (let i = 0, l = this.count; i < l; i++) {
  5863. _vector2$1.fromBufferAttribute(this, i);
  5864. _vector2$1.applyMatrix3(m);
  5865. this.setXY(i, _vector2$1.x, _vector2$1.y);
  5866. }
  5867. } else if (this.itemSize === 3) {
  5868. for (let i = 0, l = this.count; i < l; i++) {
  5869. _vector$9.fromBufferAttribute(this, i);
  5870. _vector$9.applyMatrix3(m);
  5871. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5872. }
  5873. }
  5874. return this;
  5875. }
  5876. applyMatrix4(m) {
  5877. for (let i = 0, l = this.count; i < l; i++) {
  5878. _vector$9.x = this.getX(i);
  5879. _vector$9.y = this.getY(i);
  5880. _vector$9.z = this.getZ(i);
  5881. _vector$9.applyMatrix4(m);
  5882. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5883. }
  5884. return this;
  5885. }
  5886. applyNormalMatrix(m) {
  5887. for (let i = 0, l = this.count; i < l; i++) {
  5888. _vector$9.x = this.getX(i);
  5889. _vector$9.y = this.getY(i);
  5890. _vector$9.z = this.getZ(i);
  5891. _vector$9.applyNormalMatrix(m);
  5892. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5893. }
  5894. return this;
  5895. }
  5896. transformDirection(m) {
  5897. for (let i = 0, l = this.count; i < l; i++) {
  5898. _vector$9.x = this.getX(i);
  5899. _vector$9.y = this.getY(i);
  5900. _vector$9.z = this.getZ(i);
  5901. _vector$9.transformDirection(m);
  5902. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5903. }
  5904. return this;
  5905. }
  5906. set(value, offset = 0) {
  5907. this.array.set(value, offset);
  5908. return this;
  5909. }
  5910. getX(index) {
  5911. return this.array[index * this.itemSize];
  5912. }
  5913. setX(index, x) {
  5914. this.array[index * this.itemSize] = x;
  5915. return this;
  5916. }
  5917. getY(index) {
  5918. return this.array[index * this.itemSize + 1];
  5919. }
  5920. setY(index, y) {
  5921. this.array[index * this.itemSize + 1] = y;
  5922. return this;
  5923. }
  5924. getZ(index) {
  5925. return this.array[index * this.itemSize + 2];
  5926. }
  5927. setZ(index, z) {
  5928. this.array[index * this.itemSize + 2] = z;
  5929. return this;
  5930. }
  5931. getW(index) {
  5932. return this.array[index * this.itemSize + 3];
  5933. }
  5934. setW(index, w) {
  5935. this.array[index * this.itemSize + 3] = w;
  5936. return this;
  5937. }
  5938. setXY(index, x, y) {
  5939. index *= this.itemSize;
  5940. this.array[index + 0] = x;
  5941. this.array[index + 1] = y;
  5942. return this;
  5943. }
  5944. setXYZ(index, x, y, z) {
  5945. index *= this.itemSize;
  5946. this.array[index + 0] = x;
  5947. this.array[index + 1] = y;
  5948. this.array[index + 2] = z;
  5949. return this;
  5950. }
  5951. setXYZW(index, x, y, z, w) {
  5952. index *= this.itemSize;
  5953. this.array[index + 0] = x;
  5954. this.array[index + 1] = y;
  5955. this.array[index + 2] = z;
  5956. this.array[index + 3] = w;
  5957. return this;
  5958. }
  5959. onUpload(callback) {
  5960. this.onUploadCallback = callback;
  5961. return this;
  5962. }
  5963. clone() {
  5964. return new this.constructor(this.array, this.itemSize).copy(this);
  5965. }
  5966. toJSON() {
  5967. const data = {
  5968. itemSize: this.itemSize,
  5969. type: this.array.constructor.name,
  5970. array: Array.prototype.slice.call(this.array),
  5971. normalized: this.normalized
  5972. };
  5973. if (this.name !== '') data.name = this.name;
  5974. if (this.usage !== StaticDrawUsage) data.usage = this.usage;
  5975. if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange;
  5976. return data;
  5977. }
  5978. }
  5979. BufferAttribute.prototype.isBufferAttribute = true; //
  5980. class Int8BufferAttribute extends BufferAttribute {
  5981. constructor(array, itemSize, normalized) {
  5982. super(new Int8Array(array), itemSize, normalized);
  5983. }
  5984. }
  5985. class Uint8BufferAttribute extends BufferAttribute {
  5986. constructor(array, itemSize, normalized) {
  5987. super(new Uint8Array(array), itemSize, normalized);
  5988. }
  5989. }
  5990. class Uint8ClampedBufferAttribute extends BufferAttribute {
  5991. constructor(array, itemSize, normalized) {
  5992. super(new Uint8ClampedArray(array), itemSize, normalized);
  5993. }
  5994. }
  5995. class Int16BufferAttribute extends BufferAttribute {
  5996. constructor(array, itemSize, normalized) {
  5997. super(new Int16Array(array), itemSize, normalized);
  5998. }
  5999. }
  6000. class Uint16BufferAttribute extends BufferAttribute {
  6001. constructor(array, itemSize, normalized) {
  6002. super(new Uint16Array(array), itemSize, normalized);
  6003. }
  6004. }
  6005. class Int32BufferAttribute extends BufferAttribute {
  6006. constructor(array, itemSize, normalized) {
  6007. super(new Int32Array(array), itemSize, normalized);
  6008. }
  6009. }
  6010. class Uint32BufferAttribute extends BufferAttribute {
  6011. constructor(array, itemSize, normalized) {
  6012. super(new Uint32Array(array), itemSize, normalized);
  6013. }
  6014. }
  6015. class Float16BufferAttribute extends BufferAttribute {
  6016. constructor(array, itemSize, normalized) {
  6017. super(new Uint16Array(array), itemSize, normalized);
  6018. }
  6019. }
  6020. Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
  6021. class Float32BufferAttribute extends BufferAttribute {
  6022. constructor(array, itemSize, normalized) {
  6023. super(new Float32Array(array), itemSize, normalized);
  6024. }
  6025. }
  6026. class Float64BufferAttribute extends BufferAttribute {
  6027. constructor(array, itemSize, normalized) {
  6028. super(new Float64Array(array), itemSize, normalized);
  6029. }
  6030. } //
  6031. let _id = 0;
  6032. const _m1 = /*@__PURE__*/new Matrix4();
  6033. const _obj = /*@__PURE__*/new Object3D();
  6034. const _offset = /*@__PURE__*/new Vector3();
  6035. const _box$1 = /*@__PURE__*/new Box3();
  6036. const _boxMorphTargets = /*@__PURE__*/new Box3();
  6037. const _vector$8 = /*@__PURE__*/new Vector3();
  6038. class BufferGeometry extends EventDispatcher {
  6039. constructor() {
  6040. super();
  6041. Object.defineProperty(this, 'id', {
  6042. value: _id++
  6043. });
  6044. this.uuid = generateUUID();
  6045. this.name = '';
  6046. this.type = 'BufferGeometry';
  6047. this.index = null;
  6048. this.attributes = {};
  6049. this.morphAttributes = {};
  6050. this.morphTargetsRelative = false;
  6051. this.groups = [];
  6052. this.boundingBox = null;
  6053. this.boundingSphere = null;
  6054. this.drawRange = {
  6055. start: 0,
  6056. count: Infinity
  6057. };
  6058. this.userData = {};
  6059. }
  6060. getIndex() {
  6061. return this.index;
  6062. }
  6063. setIndex(index) {
  6064. if (Array.isArray(index)) {
  6065. this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
  6066. } else {
  6067. this.index = index;
  6068. }
  6069. return this;
  6070. }
  6071. getAttribute(name) {
  6072. return this.attributes[name];
  6073. }
  6074. setAttribute(name, attribute) {
  6075. this.attributes[name] = attribute;
  6076. return this;
  6077. }
  6078. deleteAttribute(name) {
  6079. delete this.attributes[name];
  6080. return this;
  6081. }
  6082. hasAttribute(name) {
  6083. return this.attributes[name] !== undefined;
  6084. }
  6085. addGroup(start, count, materialIndex = 0) {
  6086. this.groups.push({
  6087. start: start,
  6088. count: count,
  6089. materialIndex: materialIndex
  6090. });
  6091. }
  6092. clearGroups() {
  6093. this.groups = [];
  6094. }
  6095. setDrawRange(start, count) {
  6096. this.drawRange.start = start;
  6097. this.drawRange.count = count;
  6098. }
  6099. applyMatrix4(matrix) {
  6100. const position = this.attributes.position;
  6101. if (position !== undefined) {
  6102. position.applyMatrix4(matrix);
  6103. position.needsUpdate = true;
  6104. }
  6105. const normal = this.attributes.normal;
  6106. if (normal !== undefined) {
  6107. const normalMatrix = new Matrix3().getNormalMatrix(matrix);
  6108. normal.applyNormalMatrix(normalMatrix);
  6109. normal.needsUpdate = true;
  6110. }
  6111. const tangent = this.attributes.tangent;
  6112. if (tangent !== undefined) {
  6113. tangent.transformDirection(matrix);
  6114. tangent.needsUpdate = true;
  6115. }
  6116. if (this.boundingBox !== null) {
  6117. this.computeBoundingBox();
  6118. }
  6119. if (this.boundingSphere !== null) {
  6120. this.computeBoundingSphere();
  6121. }
  6122. return this;
  6123. }
  6124. applyQuaternion(q) {
  6125. _m1.makeRotationFromQuaternion(q);
  6126. this.applyMatrix4(_m1);
  6127. return this;
  6128. }
  6129. rotateX(angle) {
  6130. // rotate geometry around world x-axis
  6131. _m1.makeRotationX(angle);
  6132. this.applyMatrix4(_m1);
  6133. return this;
  6134. }
  6135. rotateY(angle) {
  6136. // rotate geometry around world y-axis
  6137. _m1.makeRotationY(angle);
  6138. this.applyMatrix4(_m1);
  6139. return this;
  6140. }
  6141. rotateZ(angle) {
  6142. // rotate geometry around world z-axis
  6143. _m1.makeRotationZ(angle);
  6144. this.applyMatrix4(_m1);
  6145. return this;
  6146. }
  6147. translate(x, y, z) {
  6148. // translate geometry
  6149. _m1.makeTranslation(x, y, z);
  6150. this.applyMatrix4(_m1);
  6151. return this;
  6152. }
  6153. scale(x, y, z) {
  6154. // scale geometry
  6155. _m1.makeScale(x, y, z);
  6156. this.applyMatrix4(_m1);
  6157. return this;
  6158. }
  6159. lookAt(vector) {
  6160. _obj.lookAt(vector);
  6161. _obj.updateMatrix();
  6162. this.applyMatrix4(_obj.matrix);
  6163. return this;
  6164. }
  6165. center() {
  6166. this.computeBoundingBox();
  6167. this.boundingBox.getCenter(_offset).negate();
  6168. this.translate(_offset.x, _offset.y, _offset.z);
  6169. return this;
  6170. }
  6171. setFromPoints(points) {
  6172. const position = [];
  6173. for (let i = 0, l = points.length; i < l; i++) {
  6174. const point = points[i];
  6175. position.push(point.x, point.y, point.z || 0);
  6176. }
  6177. this.setAttribute('position', new Float32BufferAttribute(position, 3));
  6178. return this;
  6179. }
  6180. computeBoundingBox() {
  6181. if (this.boundingBox === null) {
  6182. this.boundingBox = new Box3();
  6183. }
  6184. const position = this.attributes.position;
  6185. const morphAttributesPosition = this.morphAttributes.position;
  6186. if (position && position.isGLBufferAttribute) {
  6187. console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
  6188. this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
  6189. return;
  6190. }
  6191. if (position !== undefined) {
  6192. this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
  6193. if (morphAttributesPosition) {
  6194. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6195. const morphAttribute = morphAttributesPosition[i];
  6196. _box$1.setFromBufferAttribute(morphAttribute);
  6197. if (this.morphTargetsRelative) {
  6198. _vector$8.addVectors(this.boundingBox.min, _box$1.min);
  6199. this.boundingBox.expandByPoint(_vector$8);
  6200. _vector$8.addVectors(this.boundingBox.max, _box$1.max);
  6201. this.boundingBox.expandByPoint(_vector$8);
  6202. } else {
  6203. this.boundingBox.expandByPoint(_box$1.min);
  6204. this.boundingBox.expandByPoint(_box$1.max);
  6205. }
  6206. }
  6207. }
  6208. } else {
  6209. this.boundingBox.makeEmpty();
  6210. }
  6211. if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
  6212. console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
  6213. }
  6214. }
  6215. computeBoundingSphere() {
  6216. if (this.boundingSphere === null) {
  6217. this.boundingSphere = new Sphere();
  6218. }
  6219. const position = this.attributes.position;
  6220. const morphAttributesPosition = this.morphAttributes.position;
  6221. if (position && position.isGLBufferAttribute) {
  6222. console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
  6223. this.boundingSphere.set(new Vector3(), Infinity);
  6224. return;
  6225. }
  6226. if (position) {
  6227. // first, find the center of the bounding sphere
  6228. const center = this.boundingSphere.center;
  6229. _box$1.setFromBufferAttribute(position); // process morph attributes if present
  6230. if (morphAttributesPosition) {
  6231. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6232. const morphAttribute = morphAttributesPosition[i];
  6233. _boxMorphTargets.setFromBufferAttribute(morphAttribute);
  6234. if (this.morphTargetsRelative) {
  6235. _vector$8.addVectors(_box$1.min, _boxMorphTargets.min);
  6236. _box$1.expandByPoint(_vector$8);
  6237. _vector$8.addVectors(_box$1.max, _boxMorphTargets.max);
  6238. _box$1.expandByPoint(_vector$8);
  6239. } else {
  6240. _box$1.expandByPoint(_boxMorphTargets.min);
  6241. _box$1.expandByPoint(_boxMorphTargets.max);
  6242. }
  6243. }
  6244. }
  6245. _box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
  6246. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6247. let maxRadiusSq = 0;
  6248. for (let i = 0, il = position.count; i < il; i++) {
  6249. _vector$8.fromBufferAttribute(position, i);
  6250. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
  6251. } // process morph attributes if present
  6252. if (morphAttributesPosition) {
  6253. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6254. const morphAttribute = morphAttributesPosition[i];
  6255. const morphTargetsRelative = this.morphTargetsRelative;
  6256. for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
  6257. _vector$8.fromBufferAttribute(morphAttribute, j);
  6258. if (morphTargetsRelative) {
  6259. _offset.fromBufferAttribute(position, j);
  6260. _vector$8.add(_offset);
  6261. }
  6262. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
  6263. }
  6264. }
  6265. }
  6266. this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
  6267. if (isNaN(this.boundingSphere.radius)) {
  6268. console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
  6269. }
  6270. }
  6271. }
  6272. computeTangents() {
  6273. const index = this.index;
  6274. const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
  6275. // (per vertex tangents)
  6276. if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
  6277. console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
  6278. return;
  6279. }
  6280. const indices = index.array;
  6281. const positions = attributes.position.array;
  6282. const normals = attributes.normal.array;
  6283. const uvs = attributes.uv.array;
  6284. const nVertices = positions.length / 3;
  6285. if (attributes.tangent === undefined) {
  6286. this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
  6287. }
  6288. const tangents = attributes.tangent.array;
  6289. const tan1 = [],
  6290. tan2 = [];
  6291. for (let i = 0; i < nVertices; i++) {
  6292. tan1[i] = new Vector3();
  6293. tan2[i] = new Vector3();
  6294. }
  6295. const vA = new Vector3(),
  6296. vB = new Vector3(),
  6297. vC = new Vector3(),
  6298. uvA = new Vector2(),
  6299. uvB = new Vector2(),
  6300. uvC = new Vector2(),
  6301. sdir = new Vector3(),
  6302. tdir = new Vector3();
  6303. function handleTriangle(a, b, c) {
  6304. vA.fromArray(positions, a * 3);
  6305. vB.fromArray(positions, b * 3);
  6306. vC.fromArray(positions, c * 3);
  6307. uvA.fromArray(uvs, a * 2);
  6308. uvB.fromArray(uvs, b * 2);
  6309. uvC.fromArray(uvs, c * 2);
  6310. vB.sub(vA);
  6311. vC.sub(vA);
  6312. uvB.sub(uvA);
  6313. uvC.sub(uvA);
  6314. const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices
  6315. if (!isFinite(r)) return;
  6316. sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
  6317. tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
  6318. tan1[a].add(sdir);
  6319. tan1[b].add(sdir);
  6320. tan1[c].add(sdir);
  6321. tan2[a].add(tdir);
  6322. tan2[b].add(tdir);
  6323. tan2[c].add(tdir);
  6324. }
  6325. let groups = this.groups;
  6326. if (groups.length === 0) {
  6327. groups = [{
  6328. start: 0,
  6329. count: indices.length
  6330. }];
  6331. }
  6332. for (let i = 0, il = groups.length; i < il; ++i) {
  6333. const group = groups[i];
  6334. const start = group.start;
  6335. const count = group.count;
  6336. for (let j = start, jl = start + count; j < jl; j += 3) {
  6337. handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
  6338. }
  6339. }
  6340. const tmp = new Vector3(),
  6341. tmp2 = new Vector3();
  6342. const n = new Vector3(),
  6343. n2 = new Vector3();
  6344. function handleVertex(v) {
  6345. n.fromArray(normals, v * 3);
  6346. n2.copy(n);
  6347. const t = tan1[v]; // Gram-Schmidt orthogonalize
  6348. tmp.copy(t);
  6349. tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness
  6350. tmp2.crossVectors(n2, t);
  6351. const test = tmp2.dot(tan2[v]);
  6352. const w = test < 0.0 ? -1.0 : 1.0;
  6353. tangents[v * 4] = tmp.x;
  6354. tangents[v * 4 + 1] = tmp.y;
  6355. tangents[v * 4 + 2] = tmp.z;
  6356. tangents[v * 4 + 3] = w;
  6357. }
  6358. for (let i = 0, il = groups.length; i < il; ++i) {
  6359. const group = groups[i];
  6360. const start = group.start;
  6361. const count = group.count;
  6362. for (let j = start, jl = start + count; j < jl; j += 3) {
  6363. handleVertex(indices[j + 0]);
  6364. handleVertex(indices[j + 1]);
  6365. handleVertex(indices[j + 2]);
  6366. }
  6367. }
  6368. }
  6369. computeVertexNormals() {
  6370. const index = this.index;
  6371. const positionAttribute = this.getAttribute('position');
  6372. if (positionAttribute !== undefined) {
  6373. let normalAttribute = this.getAttribute('normal');
  6374. if (normalAttribute === undefined) {
  6375. normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
  6376. this.setAttribute('normal', normalAttribute);
  6377. } else {
  6378. // reset existing normals to zero
  6379. for (let i = 0, il = normalAttribute.count; i < il; i++) {
  6380. normalAttribute.setXYZ(i, 0, 0, 0);
  6381. }
  6382. }
  6383. const pA = new Vector3(),
  6384. pB = new Vector3(),
  6385. pC = new Vector3();
  6386. const nA = new Vector3(),
  6387. nB = new Vector3(),
  6388. nC = new Vector3();
  6389. const cb = new Vector3(),
  6390. ab = new Vector3(); // indexed elements
  6391. if (index) {
  6392. for (let i = 0, il = index.count; i < il; i += 3) {
  6393. const vA = index.getX(i + 0);
  6394. const vB = index.getX(i + 1);
  6395. const vC = index.getX(i + 2);
  6396. pA.fromBufferAttribute(positionAttribute, vA);
  6397. pB.fromBufferAttribute(positionAttribute, vB);
  6398. pC.fromBufferAttribute(positionAttribute, vC);
  6399. cb.subVectors(pC, pB);
  6400. ab.subVectors(pA, pB);
  6401. cb.cross(ab);
  6402. nA.fromBufferAttribute(normalAttribute, vA);
  6403. nB.fromBufferAttribute(normalAttribute, vB);
  6404. nC.fromBufferAttribute(normalAttribute, vC);
  6405. nA.add(cb);
  6406. nB.add(cb);
  6407. nC.add(cb);
  6408. normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
  6409. normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
  6410. normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
  6411. }
  6412. } else {
  6413. // non-indexed elements (unconnected triangle soup)
  6414. for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
  6415. pA.fromBufferAttribute(positionAttribute, i + 0);
  6416. pB.fromBufferAttribute(positionAttribute, i + 1);
  6417. pC.fromBufferAttribute(positionAttribute, i + 2);
  6418. cb.subVectors(pC, pB);
  6419. ab.subVectors(pA, pB);
  6420. cb.cross(ab);
  6421. normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
  6422. normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
  6423. normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
  6424. }
  6425. }
  6426. this.normalizeNormals();
  6427. normalAttribute.needsUpdate = true;
  6428. }
  6429. }
  6430. merge(geometry, offset) {
  6431. if (!(geometry && geometry.isBufferGeometry)) {
  6432. console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
  6433. return;
  6434. }
  6435. if (offset === undefined) {
  6436. offset = 0;
  6437. console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
  6438. }
  6439. const attributes = this.attributes;
  6440. for (const key in attributes) {
  6441. if (geometry.attributes[key] === undefined) continue;
  6442. const attribute1 = attributes[key];
  6443. const attributeArray1 = attribute1.array;
  6444. const attribute2 = geometry.attributes[key];
  6445. const attributeArray2 = attribute2.array;
  6446. const attributeOffset = attribute2.itemSize * offset;
  6447. const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
  6448. for (let i = 0, j = attributeOffset; i < length; i++, j++) {
  6449. attributeArray1[j] = attributeArray2[i];
  6450. }
  6451. }
  6452. return this;
  6453. }
  6454. normalizeNormals() {
  6455. const normals = this.attributes.normal;
  6456. for (let i = 0, il = normals.count; i < il; i++) {
  6457. _vector$8.fromBufferAttribute(normals, i);
  6458. _vector$8.normalize();
  6459. normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
  6460. }
  6461. }
  6462. toNonIndexed() {
  6463. function convertBufferAttribute(attribute, indices) {
  6464. const array = attribute.array;
  6465. const itemSize = attribute.itemSize;
  6466. const normalized = attribute.normalized;
  6467. const array2 = new array.constructor(indices.length * itemSize);
  6468. let index = 0,
  6469. index2 = 0;
  6470. for (let i = 0, l = indices.length; i < l; i++) {
  6471. if (attribute.isInterleavedBufferAttribute) {
  6472. index = indices[i] * attribute.data.stride + attribute.offset;
  6473. } else {
  6474. index = indices[i] * itemSize;
  6475. }
  6476. for (let j = 0; j < itemSize; j++) {
  6477. array2[index2++] = array[index++];
  6478. }
  6479. }
  6480. return new BufferAttribute(array2, itemSize, normalized);
  6481. } //
  6482. if (this.index === null) {
  6483. console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
  6484. return this;
  6485. }
  6486. const geometry2 = new BufferGeometry();
  6487. const indices = this.index.array;
  6488. const attributes = this.attributes; // attributes
  6489. for (const name in attributes) {
  6490. const attribute = attributes[name];
  6491. const newAttribute = convertBufferAttribute(attribute, indices);
  6492. geometry2.setAttribute(name, newAttribute);
  6493. } // morph attributes
  6494. const morphAttributes = this.morphAttributes;
  6495. for (const name in morphAttributes) {
  6496. const morphArray = [];
  6497. const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
  6498. for (let i = 0, il = morphAttribute.length; i < il; i++) {
  6499. const attribute = morphAttribute[i];
  6500. const newAttribute = convertBufferAttribute(attribute, indices);
  6501. morphArray.push(newAttribute);
  6502. }
  6503. geometry2.morphAttributes[name] = morphArray;
  6504. }
  6505. geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
  6506. const groups = this.groups;
  6507. for (let i = 0, l = groups.length; i < l; i++) {
  6508. const group = groups[i];
  6509. geometry2.addGroup(group.start, group.count, group.materialIndex);
  6510. }
  6511. return geometry2;
  6512. }
  6513. toJSON() {
  6514. const data = {
  6515. metadata: {
  6516. version: 4.5,
  6517. type: 'BufferGeometry',
  6518. generator: 'BufferGeometry.toJSON'
  6519. }
  6520. }; // standard BufferGeometry serialization
  6521. data.uuid = this.uuid;
  6522. data.type = this.type;
  6523. if (this.name !== '') data.name = this.name;
  6524. if (Object.keys(this.userData).length > 0) data.userData = this.userData;
  6525. if (this.parameters !== undefined) {
  6526. const parameters = this.parameters;
  6527. for (const key in parameters) {
  6528. if (parameters[key] !== undefined) data[key] = parameters[key];
  6529. }
  6530. return data;
  6531. } // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6532. data.data = {
  6533. attributes: {}
  6534. };
  6535. const index = this.index;
  6536. if (index !== null) {
  6537. data.data.index = {
  6538. type: index.array.constructor.name,
  6539. array: Array.prototype.slice.call(index.array)
  6540. };
  6541. }
  6542. const attributes = this.attributes;
  6543. for (const key in attributes) {
  6544. const attribute = attributes[key];
  6545. data.data.attributes[key] = attribute.toJSON(data.data);
  6546. }
  6547. const morphAttributes = {};
  6548. let hasMorphAttributes = false;
  6549. for (const key in this.morphAttributes) {
  6550. const attributeArray = this.morphAttributes[key];
  6551. const array = [];
  6552. for (let i = 0, il = attributeArray.length; i < il; i++) {
  6553. const attribute = attributeArray[i];
  6554. array.push(attribute.toJSON(data.data));
  6555. }
  6556. if (array.length > 0) {
  6557. morphAttributes[key] = array;
  6558. hasMorphAttributes = true;
  6559. }
  6560. }
  6561. if (hasMorphAttributes) {
  6562. data.data.morphAttributes = morphAttributes;
  6563. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6564. }
  6565. const groups = this.groups;
  6566. if (groups.length > 0) {
  6567. data.data.groups = JSON.parse(JSON.stringify(groups));
  6568. }
  6569. const boundingSphere = this.boundingSphere;
  6570. if (boundingSphere !== null) {
  6571. data.data.boundingSphere = {
  6572. center: boundingSphere.center.toArray(),
  6573. radius: boundingSphere.radius
  6574. };
  6575. }
  6576. return data;
  6577. }
  6578. clone() {
  6579. return new this.constructor().copy(this);
  6580. }
  6581. copy(source) {
  6582. // reset
  6583. this.index = null;
  6584. this.attributes = {};
  6585. this.morphAttributes = {};
  6586. this.groups = [];
  6587. this.boundingBox = null;
  6588. this.boundingSphere = null; // used for storing cloned, shared data
  6589. const data = {}; // name
  6590. this.name = source.name; // index
  6591. const index = source.index;
  6592. if (index !== null) {
  6593. this.setIndex(index.clone(data));
  6594. } // attributes
  6595. const attributes = source.attributes;
  6596. for (const name in attributes) {
  6597. const attribute = attributes[name];
  6598. this.setAttribute(name, attribute.clone(data));
  6599. } // morph attributes
  6600. const morphAttributes = source.morphAttributes;
  6601. for (const name in morphAttributes) {
  6602. const array = [];
  6603. const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
  6604. for (let i = 0, l = morphAttribute.length; i < l; i++) {
  6605. array.push(morphAttribute[i].clone(data));
  6606. }
  6607. this.morphAttributes[name] = array;
  6608. }
  6609. this.morphTargetsRelative = source.morphTargetsRelative; // groups
  6610. const groups = source.groups;
  6611. for (let i = 0, l = groups.length; i < l; i++) {
  6612. const group = groups[i];
  6613. this.addGroup(group.start, group.count, group.materialIndex);
  6614. } // bounding box
  6615. const boundingBox = source.boundingBox;
  6616. if (boundingBox !== null) {
  6617. this.boundingBox = boundingBox.clone();
  6618. } // bounding sphere
  6619. const boundingSphere = source.boundingSphere;
  6620. if (boundingSphere !== null) {
  6621. this.boundingSphere = boundingSphere.clone();
  6622. } // draw range
  6623. this.drawRange.start = source.drawRange.start;
  6624. this.drawRange.count = source.drawRange.count; // user data
  6625. this.userData = source.userData; // geometry generator parameters
  6626. if (source.parameters !== undefined) this.parameters = Object.assign({}, source.parameters);
  6627. return this;
  6628. }
  6629. dispose() {
  6630. this.dispatchEvent({
  6631. type: 'dispose'
  6632. });
  6633. }
  6634. }
  6635. BufferGeometry.prototype.isBufferGeometry = true;
  6636. const _inverseMatrix$2 = /*@__PURE__*/new Matrix4();
  6637. const _ray$2 = /*@__PURE__*/new Ray();
  6638. const _sphere$3 = /*@__PURE__*/new Sphere();
  6639. const _vA$1 = /*@__PURE__*/new Vector3();
  6640. const _vB$1 = /*@__PURE__*/new Vector3();
  6641. const _vC$1 = /*@__PURE__*/new Vector3();
  6642. const _tempA = /*@__PURE__*/new Vector3();
  6643. const _tempB = /*@__PURE__*/new Vector3();
  6644. const _tempC = /*@__PURE__*/new Vector3();
  6645. const _morphA = /*@__PURE__*/new Vector3();
  6646. const _morphB = /*@__PURE__*/new Vector3();
  6647. const _morphC = /*@__PURE__*/new Vector3();
  6648. const _uvA$1 = /*@__PURE__*/new Vector2();
  6649. const _uvB$1 = /*@__PURE__*/new Vector2();
  6650. const _uvC$1 = /*@__PURE__*/new Vector2();
  6651. const _intersectionPoint = /*@__PURE__*/new Vector3();
  6652. const _intersectionPointWorld = /*@__PURE__*/new Vector3();
  6653. class Mesh extends Object3D {
  6654. constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
  6655. super();
  6656. this.type = 'Mesh';
  6657. this.geometry = geometry;
  6658. this.material = material;
  6659. this.updateMorphTargets();
  6660. }
  6661. copy(source) {
  6662. super.copy(source);
  6663. if (source.morphTargetInfluences !== undefined) {
  6664. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6665. }
  6666. if (source.morphTargetDictionary !== undefined) {
  6667. this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
  6668. }
  6669. this.material = source.material;
  6670. this.geometry = source.geometry;
  6671. return this;
  6672. }
  6673. updateMorphTargets() {
  6674. const geometry = this.geometry;
  6675. if (geometry.isBufferGeometry) {
  6676. const morphAttributes = geometry.morphAttributes;
  6677. const keys = Object.keys(morphAttributes);
  6678. if (keys.length > 0) {
  6679. const morphAttribute = morphAttributes[keys[0]];
  6680. if (morphAttribute !== undefined) {
  6681. this.morphTargetInfluences = [];
  6682. this.morphTargetDictionary = {};
  6683. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  6684. const name = morphAttribute[m].name || String(m);
  6685. this.morphTargetInfluences.push(0);
  6686. this.morphTargetDictionary[name] = m;
  6687. }
  6688. }
  6689. }
  6690. } else {
  6691. const morphTargets = geometry.morphTargets;
  6692. if (morphTargets !== undefined && morphTargets.length > 0) {
  6693. console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  6694. }
  6695. }
  6696. }
  6697. raycast(raycaster, intersects) {
  6698. const geometry = this.geometry;
  6699. const material = this.material;
  6700. const matrixWorld = this.matrixWorld;
  6701. if (material === undefined) return; // Checking boundingSphere distance to ray
  6702. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  6703. _sphere$3.copy(geometry.boundingSphere);
  6704. _sphere$3.applyMatrix4(matrixWorld);
  6705. if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
  6706. _inverseMatrix$2.copy(matrixWorld).invert();
  6707. _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing
  6708. if (geometry.boundingBox !== null) {
  6709. if (_ray$2.intersectsBox(geometry.boundingBox) === false) return;
  6710. }
  6711. let intersection;
  6712. if (geometry.isBufferGeometry) {
  6713. const index = geometry.index;
  6714. const position = geometry.attributes.position;
  6715. const morphPosition = geometry.morphAttributes.position;
  6716. const morphTargetsRelative = geometry.morphTargetsRelative;
  6717. const uv = geometry.attributes.uv;
  6718. const uv2 = geometry.attributes.uv2;
  6719. const groups = geometry.groups;
  6720. const drawRange = geometry.drawRange;
  6721. if (index !== null) {
  6722. // indexed buffer geometry
  6723. if (Array.isArray(material)) {
  6724. for (let i = 0, il = groups.length; i < il; i++) {
  6725. const group = groups[i];
  6726. const groupMaterial = material[group.materialIndex];
  6727. const start = Math.max(group.start, drawRange.start);
  6728. const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
  6729. for (let j = start, jl = end; j < jl; j += 3) {
  6730. const a = index.getX(j);
  6731. const b = index.getX(j + 1);
  6732. const c = index.getX(j + 2);
  6733. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6734. if (intersection) {
  6735. intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
  6736. intersection.face.materialIndex = group.materialIndex;
  6737. intersects.push(intersection);
  6738. }
  6739. }
  6740. }
  6741. } else {
  6742. const start = Math.max(0, drawRange.start);
  6743. const end = Math.min(index.count, drawRange.start + drawRange.count);
  6744. for (let i = start, il = end; i < il; i += 3) {
  6745. const a = index.getX(i);
  6746. const b = index.getX(i + 1);
  6747. const c = index.getX(i + 2);
  6748. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6749. if (intersection) {
  6750. intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
  6751. intersects.push(intersection);
  6752. }
  6753. }
  6754. }
  6755. } else if (position !== undefined) {
  6756. // non-indexed buffer geometry
  6757. if (Array.isArray(material)) {
  6758. for (let i = 0, il = groups.length; i < il; i++) {
  6759. const group = groups[i];
  6760. const groupMaterial = material[group.materialIndex];
  6761. const start = Math.max(group.start, drawRange.start);
  6762. const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
  6763. for (let j = start, jl = end; j < jl; j += 3) {
  6764. const a = j;
  6765. const b = j + 1;
  6766. const c = j + 2;
  6767. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6768. if (intersection) {
  6769. intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
  6770. intersection.face.materialIndex = group.materialIndex;
  6771. intersects.push(intersection);
  6772. }
  6773. }
  6774. }
  6775. } else {
  6776. const start = Math.max(0, drawRange.start);
  6777. const end = Math.min(position.count, drawRange.start + drawRange.count);
  6778. for (let i = start, il = end; i < il; i += 3) {
  6779. const a = i;
  6780. const b = i + 1;
  6781. const c = i + 2;
  6782. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6783. if (intersection) {
  6784. intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
  6785. intersects.push(intersection);
  6786. }
  6787. }
  6788. }
  6789. }
  6790. } else if (geometry.isGeometry) {
  6791. console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  6792. }
  6793. }
  6794. }
  6795. Mesh.prototype.isMesh = true;
  6796. function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
  6797. let intersect;
  6798. if (material.side === BackSide) {
  6799. intersect = ray.intersectTriangle(pC, pB, pA, true, point);
  6800. } else {
  6801. intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
  6802. }
  6803. if (intersect === null) return null;
  6804. _intersectionPointWorld.copy(point);
  6805. _intersectionPointWorld.applyMatrix4(object.matrixWorld);
  6806. const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
  6807. if (distance < raycaster.near || distance > raycaster.far) return null;
  6808. return {
  6809. distance: distance,
  6810. point: _intersectionPointWorld.clone(),
  6811. object: object
  6812. };
  6813. }
  6814. function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
  6815. _vA$1.fromBufferAttribute(position, a);
  6816. _vB$1.fromBufferAttribute(position, b);
  6817. _vC$1.fromBufferAttribute(position, c);
  6818. const morphInfluences = object.morphTargetInfluences;
  6819. if (morphPosition && morphInfluences) {
  6820. _morphA.set(0, 0, 0);
  6821. _morphB.set(0, 0, 0);
  6822. _morphC.set(0, 0, 0);
  6823. for (let i = 0, il = morphPosition.length; i < il; i++) {
  6824. const influence = morphInfluences[i];
  6825. const morphAttribute = morphPosition[i];
  6826. if (influence === 0) continue;
  6827. _tempA.fromBufferAttribute(morphAttribute, a);
  6828. _tempB.fromBufferAttribute(morphAttribute, b);
  6829. _tempC.fromBufferAttribute(morphAttribute, c);
  6830. if (morphTargetsRelative) {
  6831. _morphA.addScaledVector(_tempA, influence);
  6832. _morphB.addScaledVector(_tempB, influence);
  6833. _morphC.addScaledVector(_tempC, influence);
  6834. } else {
  6835. _morphA.addScaledVector(_tempA.sub(_vA$1), influence);
  6836. _morphB.addScaledVector(_tempB.sub(_vB$1), influence);
  6837. _morphC.addScaledVector(_tempC.sub(_vC$1), influence);
  6838. }
  6839. }
  6840. _vA$1.add(_morphA);
  6841. _vB$1.add(_morphB);
  6842. _vC$1.add(_morphC);
  6843. }
  6844. if (object.isSkinnedMesh) {
  6845. object.boneTransform(a, _vA$1);
  6846. object.boneTransform(b, _vB$1);
  6847. object.boneTransform(c, _vC$1);
  6848. }
  6849. const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);
  6850. if (intersection) {
  6851. if (uv) {
  6852. _uvA$1.fromBufferAttribute(uv, a);
  6853. _uvB$1.fromBufferAttribute(uv, b);
  6854. _uvC$1.fromBufferAttribute(uv, c);
  6855. intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
  6856. }
  6857. if (uv2) {
  6858. _uvA$1.fromBufferAttribute(uv2, a);
  6859. _uvB$1.fromBufferAttribute(uv2, b);
  6860. _uvC$1.fromBufferAttribute(uv2, c);
  6861. intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
  6862. }
  6863. const face = {
  6864. a: a,
  6865. b: b,
  6866. c: c,
  6867. normal: new Vector3(),
  6868. materialIndex: 0
  6869. };
  6870. Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
  6871. intersection.face = face;
  6872. }
  6873. return intersection;
  6874. }
  6875. class BoxGeometry extends BufferGeometry {
  6876. constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
  6877. super();
  6878. this.type = 'BoxGeometry';
  6879. this.parameters = {
  6880. width: width,
  6881. height: height,
  6882. depth: depth,
  6883. widthSegments: widthSegments,
  6884. heightSegments: heightSegments,
  6885. depthSegments: depthSegments
  6886. };
  6887. const scope = this; // segments
  6888. widthSegments = Math.floor(widthSegments);
  6889. heightSegments = Math.floor(heightSegments);
  6890. depthSegments = Math.floor(depthSegments); // buffers
  6891. const indices = [];
  6892. const vertices = [];
  6893. const normals = [];
  6894. const uvs = []; // helper variables
  6895. let numberOfVertices = 0;
  6896. let groupStart = 0; // build each side of the box geometry
  6897. buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
  6898. buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
  6899. buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
  6900. buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
  6901. buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
  6902. buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
  6903. // build geometry
  6904. this.setIndex(indices);
  6905. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  6906. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  6907. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  6908. function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
  6909. const segmentWidth = width / gridX;
  6910. const segmentHeight = height / gridY;
  6911. const widthHalf = width / 2;
  6912. const heightHalf = height / 2;
  6913. const depthHalf = depth / 2;
  6914. const gridX1 = gridX + 1;
  6915. const gridY1 = gridY + 1;
  6916. let vertexCounter = 0;
  6917. let groupCount = 0;
  6918. const vector = new Vector3(); // generate vertices, normals and uvs
  6919. for (let iy = 0; iy < gridY1; iy++) {
  6920. const y = iy * segmentHeight - heightHalf;
  6921. for (let ix = 0; ix < gridX1; ix++) {
  6922. const x = ix * segmentWidth - widthHalf; // set values to correct vector component
  6923. vector[u] = x * udir;
  6924. vector[v] = y * vdir;
  6925. vector[w] = depthHalf; // now apply vector to vertex buffer
  6926. vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
  6927. vector[u] = 0;
  6928. vector[v] = 0;
  6929. vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
  6930. normals.push(vector.x, vector.y, vector.z); // uvs
  6931. uvs.push(ix / gridX);
  6932. uvs.push(1 - iy / gridY); // counters
  6933. vertexCounter += 1;
  6934. }
  6935. } // indices
  6936. // 1. you need three indices to draw a single face
  6937. // 2. a single segment consists of two faces
  6938. // 3. so we need to generate six (2*3) indices per segment
  6939. for (let iy = 0; iy < gridY; iy++) {
  6940. for (let ix = 0; ix < gridX; ix++) {
  6941. const a = numberOfVertices + ix + gridX1 * iy;
  6942. const b = numberOfVertices + ix + gridX1 * (iy + 1);
  6943. const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
  6944. const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces
  6945. indices.push(a, b, d);
  6946. indices.push(b, c, d); // increase counter
  6947. groupCount += 6;
  6948. }
  6949. } // add a group to the geometry. this will ensure multi material support
  6950. scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups
  6951. groupStart += groupCount; // update total number of vertices
  6952. numberOfVertices += vertexCounter;
  6953. }
  6954. }
  6955. static fromJSON(data) {
  6956. return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
  6957. }
  6958. }
  6959. /**
  6960. * Uniform Utilities
  6961. */
  6962. function cloneUniforms(src) {
  6963. const dst = {};
  6964. for (const u in src) {
  6965. dst[u] = {};
  6966. for (const p in src[u]) {
  6967. const property = src[u][p];
  6968. if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
  6969. dst[u][p] = property.clone();
  6970. } else if (Array.isArray(property)) {
  6971. dst[u][p] = property.slice();
  6972. } else {
  6973. dst[u][p] = property;
  6974. }
  6975. }
  6976. }
  6977. return dst;
  6978. }
  6979. function mergeUniforms(uniforms) {
  6980. const merged = {};
  6981. for (let u = 0; u < uniforms.length; u++) {
  6982. const tmp = cloneUniforms(uniforms[u]);
  6983. for (const p in tmp) {
  6984. merged[p] = tmp[p];
  6985. }
  6986. }
  6987. return merged;
  6988. } // Legacy
  6989. const UniformsUtils = {
  6990. clone: cloneUniforms,
  6991. merge: mergeUniforms
  6992. };
  6993. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  6994. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  6995. /**
  6996. * parameters = {
  6997. * defines: { "label" : "value" },
  6998. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  6999. *
  7000. * fragmentShader: <string>,
  7001. * vertexShader: <string>,
  7002. *
  7003. * wireframe: <boolean>,
  7004. * wireframeLinewidth: <float>,
  7005. *
  7006. * lights: <bool>
  7007. * }
  7008. */
  7009. class ShaderMaterial extends Material {
  7010. constructor(parameters) {
  7011. super();
  7012. this.type = 'ShaderMaterial';
  7013. this.defines = {};
  7014. this.uniforms = {};
  7015. this.vertexShader = default_vertex;
  7016. this.fragmentShader = default_fragment;
  7017. this.linewidth = 1;
  7018. this.wireframe = false;
  7019. this.wireframeLinewidth = 1;
  7020. this.fog = false; // set to use scene fog
  7021. this.lights = false; // set to use scene lights
  7022. this.clipping = false; // set to use user-defined clipping planes
  7023. this.extensions = {
  7024. derivatives: false,
  7025. // set to use derivatives
  7026. fragDepth: false,
  7027. // set to use fragment depth values
  7028. drawBuffers: false,
  7029. // set to use draw buffers
  7030. shaderTextureLOD: false // set to use shader texture LOD
  7031. }; // When rendered geometry doesn't include these attributes but the material does,
  7032. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7033. this.defaultAttributeValues = {
  7034. 'color': [1, 1, 1],
  7035. 'uv': [0, 0],
  7036. 'uv2': [0, 0]
  7037. };
  7038. this.index0AttributeName = undefined;
  7039. this.uniformsNeedUpdate = false;
  7040. this.glslVersion = null;
  7041. if (parameters !== undefined) {
  7042. if (parameters.attributes !== undefined) {
  7043. console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
  7044. }
  7045. this.setValues(parameters);
  7046. }
  7047. }
  7048. copy(source) {
  7049. super.copy(source);
  7050. this.fragmentShader = source.fragmentShader;
  7051. this.vertexShader = source.vertexShader;
  7052. this.uniforms = cloneUniforms(source.uniforms);
  7053. this.defines = Object.assign({}, source.defines);
  7054. this.wireframe = source.wireframe;
  7055. this.wireframeLinewidth = source.wireframeLinewidth;
  7056. this.lights = source.lights;
  7057. this.clipping = source.clipping;
  7058. this.extensions = Object.assign({}, source.extensions);
  7059. this.glslVersion = source.glslVersion;
  7060. return this;
  7061. }
  7062. toJSON(meta) {
  7063. const data = super.toJSON(meta);
  7064. data.glslVersion = this.glslVersion;
  7065. data.uniforms = {};
  7066. for (const name in this.uniforms) {
  7067. const uniform = this.uniforms[name];
  7068. const value = uniform.value;
  7069. if (value && value.isTexture) {
  7070. data.uniforms[name] = {
  7071. type: 't',
  7072. value: value.toJSON(meta).uuid
  7073. };
  7074. } else if (value && value.isColor) {
  7075. data.uniforms[name] = {
  7076. type: 'c',
  7077. value: value.getHex()
  7078. };
  7079. } else if (value && value.isVector2) {
  7080. data.uniforms[name] = {
  7081. type: 'v2',
  7082. value: value.toArray()
  7083. };
  7084. } else if (value && value.isVector3) {
  7085. data.uniforms[name] = {
  7086. type: 'v3',
  7087. value: value.toArray()
  7088. };
  7089. } else if (value && value.isVector4) {
  7090. data.uniforms[name] = {
  7091. type: 'v4',
  7092. value: value.toArray()
  7093. };
  7094. } else if (value && value.isMatrix3) {
  7095. data.uniforms[name] = {
  7096. type: 'm3',
  7097. value: value.toArray()
  7098. };
  7099. } else if (value && value.isMatrix4) {
  7100. data.uniforms[name] = {
  7101. type: 'm4',
  7102. value: value.toArray()
  7103. };
  7104. } else {
  7105. data.uniforms[name] = {
  7106. value: value
  7107. }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7108. }
  7109. }
  7110. if (Object.keys(this.defines).length > 0) data.defines = this.defines;
  7111. data.vertexShader = this.vertexShader;
  7112. data.fragmentShader = this.fragmentShader;
  7113. const extensions = {};
  7114. for (const key in this.extensions) {
  7115. if (this.extensions[key] === true) extensions[key] = true;
  7116. }
  7117. if (Object.keys(extensions).length > 0) data.extensions = extensions;
  7118. return data;
  7119. }
  7120. }
  7121. ShaderMaterial.prototype.isShaderMaterial = true;
  7122. class Camera extends Object3D {
  7123. constructor() {
  7124. super();
  7125. this.type = 'Camera';
  7126. this.matrixWorldInverse = new Matrix4();
  7127. this.projectionMatrix = new Matrix4();
  7128. this.projectionMatrixInverse = new Matrix4();
  7129. }
  7130. copy(source, recursive) {
  7131. super.copy(source, recursive);
  7132. this.matrixWorldInverse.copy(source.matrixWorldInverse);
  7133. this.projectionMatrix.copy(source.projectionMatrix);
  7134. this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
  7135. return this;
  7136. }
  7137. getWorldDirection(target) {
  7138. this.updateWorldMatrix(true, false);
  7139. const e = this.matrixWorld.elements;
  7140. return target.set(-e[8], -e[9], -e[10]).normalize();
  7141. }
  7142. updateMatrixWorld(force) {
  7143. super.updateMatrixWorld(force);
  7144. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7145. }
  7146. updateWorldMatrix(updateParents, updateChildren) {
  7147. super.updateWorldMatrix(updateParents, updateChildren);
  7148. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7149. }
  7150. clone() {
  7151. return new this.constructor().copy(this);
  7152. }
  7153. }
  7154. Camera.prototype.isCamera = true;
  7155. class PerspectiveCamera extends Camera {
  7156. constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) {
  7157. super();
  7158. this.type = 'PerspectiveCamera';
  7159. this.fov = fov;
  7160. this.zoom = 1;
  7161. this.near = near;
  7162. this.far = far;
  7163. this.focus = 10;
  7164. this.aspect = aspect;
  7165. this.view = null;
  7166. this.filmGauge = 35; // width of the film (default in millimeters)
  7167. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7168. this.updateProjectionMatrix();
  7169. }
  7170. copy(source, recursive) {
  7171. super.copy(source, recursive);
  7172. this.fov = source.fov;
  7173. this.zoom = source.zoom;
  7174. this.near = source.near;
  7175. this.far = source.far;
  7176. this.focus = source.focus;
  7177. this.aspect = source.aspect;
  7178. this.view = source.view === null ? null : Object.assign({}, source.view);
  7179. this.filmGauge = source.filmGauge;
  7180. this.filmOffset = source.filmOffset;
  7181. return this;
  7182. }
  7183. /**
  7184. * Sets the FOV by focal length in respect to the current .filmGauge.
  7185. *
  7186. * The default film gauge is 35, so that the focal length can be specified for
  7187. * a 35mm (full frame) camera.
  7188. *
  7189. * Values for focal length and film gauge must have the same unit.
  7190. */
  7191. setFocalLength(focalLength) {
  7192. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7193. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7194. this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
  7195. this.updateProjectionMatrix();
  7196. }
  7197. /**
  7198. * Calculates the focal length from the current .fov and .filmGauge.
  7199. */
  7200. getFocalLength() {
  7201. const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
  7202. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7203. }
  7204. getEffectiveFOV() {
  7205. return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);
  7206. }
  7207. getFilmWidth() {
  7208. // film not completely covered in portrait format (aspect < 1)
  7209. return this.filmGauge * Math.min(this.aspect, 1);
  7210. }
  7211. getFilmHeight() {
  7212. // film not completely covered in landscape format (aspect > 1)
  7213. return this.filmGauge / Math.max(this.aspect, 1);
  7214. }
  7215. /**
  7216. * Sets an offset in a larger frustum. This is useful for multi-window or
  7217. * multi-monitor/multi-machine setups.
  7218. *
  7219. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7220. * the monitors are in grid like this
  7221. *
  7222. * +---+---+---+
  7223. * | A | B | C |
  7224. * +---+---+---+
  7225. * | D | E | F |
  7226. * +---+---+---+
  7227. *
  7228. * then for each monitor you would call it like this
  7229. *
  7230. * const w = 1920;
  7231. * const h = 1080;
  7232. * const fullWidth = w * 3;
  7233. * const fullHeight = h * 2;
  7234. *
  7235. * --A--
  7236. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7237. * --B--
  7238. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7239. * --C--
  7240. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7241. * --D--
  7242. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7243. * --E--
  7244. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7245. * --F--
  7246. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7247. *
  7248. * Note there is no reason monitors have to be the same size or in a grid.
  7249. */
  7250. setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  7251. this.aspect = fullWidth / fullHeight;
  7252. if (this.view === null) {
  7253. this.view = {
  7254. enabled: true,
  7255. fullWidth: 1,
  7256. fullHeight: 1,
  7257. offsetX: 0,
  7258. offsetY: 0,
  7259. width: 1,
  7260. height: 1
  7261. };
  7262. }
  7263. this.view.enabled = true;
  7264. this.view.fullWidth = fullWidth;
  7265. this.view.fullHeight = fullHeight;
  7266. this.view.offsetX = x;
  7267. this.view.offsetY = y;
  7268. this.view.width = width;
  7269. this.view.height = height;
  7270. this.updateProjectionMatrix();
  7271. }
  7272. clearViewOffset() {
  7273. if (this.view !== null) {
  7274. this.view.enabled = false;
  7275. }
  7276. this.updateProjectionMatrix();
  7277. }
  7278. updateProjectionMatrix() {
  7279. const near = this.near;
  7280. let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
  7281. let height = 2 * top;
  7282. let width = this.aspect * height;
  7283. let left = -0.5 * width;
  7284. const view = this.view;
  7285. if (this.view !== null && this.view.enabled) {
  7286. const fullWidth = view.fullWidth,
  7287. fullHeight = view.fullHeight;
  7288. left += view.offsetX * width / fullWidth;
  7289. top -= view.offsetY * height / fullHeight;
  7290. width *= view.width / fullWidth;
  7291. height *= view.height / fullHeight;
  7292. }
  7293. const skew = this.filmOffset;
  7294. if (skew !== 0) left += near * skew / this.getFilmWidth();
  7295. this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
  7296. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  7297. }
  7298. toJSON(meta) {
  7299. const data = super.toJSON(meta);
  7300. data.object.fov = this.fov;
  7301. data.object.zoom = this.zoom;
  7302. data.object.near = this.near;
  7303. data.object.far = this.far;
  7304. data.object.focus = this.focus;
  7305. data.object.aspect = this.aspect;
  7306. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  7307. data.object.filmGauge = this.filmGauge;
  7308. data.object.filmOffset = this.filmOffset;
  7309. return data;
  7310. }
  7311. }
  7312. PerspectiveCamera.prototype.isPerspectiveCamera = true;
  7313. const fov = 90,
  7314. aspect = 1;
  7315. class CubeCamera extends Object3D {
  7316. constructor(near, far, renderTarget) {
  7317. super();
  7318. this.type = 'CubeCamera';
  7319. if (renderTarget.isWebGLCubeRenderTarget !== true) {
  7320. console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
  7321. return;
  7322. }
  7323. this.renderTarget = renderTarget;
  7324. const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
  7325. cameraPX.layers = this.layers;
  7326. cameraPX.up.set(0, -1, 0);
  7327. cameraPX.lookAt(new Vector3(1, 0, 0));
  7328. this.add(cameraPX);
  7329. const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
  7330. cameraNX.layers = this.layers;
  7331. cameraNX.up.set(0, -1, 0);
  7332. cameraNX.lookAt(new Vector3(-1, 0, 0));
  7333. this.add(cameraNX);
  7334. const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
  7335. cameraPY.layers = this.layers;
  7336. cameraPY.up.set(0, 0, 1);
  7337. cameraPY.lookAt(new Vector3(0, 1, 0));
  7338. this.add(cameraPY);
  7339. const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
  7340. cameraNY.layers = this.layers;
  7341. cameraNY.up.set(0, 0, -1);
  7342. cameraNY.lookAt(new Vector3(0, -1, 0));
  7343. this.add(cameraNY);
  7344. const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
  7345. cameraPZ.layers = this.layers;
  7346. cameraPZ.up.set(0, -1, 0);
  7347. cameraPZ.lookAt(new Vector3(0, 0, 1));
  7348. this.add(cameraPZ);
  7349. const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
  7350. cameraNZ.layers = this.layers;
  7351. cameraNZ.up.set(0, -1, 0);
  7352. cameraNZ.lookAt(new Vector3(0, 0, -1));
  7353. this.add(cameraNZ);
  7354. }
  7355. update(renderer, scene) {
  7356. if (this.parent === null) this.updateMatrixWorld();
  7357. const renderTarget = this.renderTarget;
  7358. const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
  7359. const currentXrEnabled = renderer.xr.enabled;
  7360. const currentRenderTarget = renderer.getRenderTarget();
  7361. renderer.xr.enabled = false;
  7362. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7363. renderTarget.texture.generateMipmaps = false;
  7364. renderer.setRenderTarget(renderTarget, 0);
  7365. renderer.render(scene, cameraPX);
  7366. renderer.setRenderTarget(renderTarget, 1);
  7367. renderer.render(scene, cameraNX);
  7368. renderer.setRenderTarget(renderTarget, 2);
  7369. renderer.render(scene, cameraPY);
  7370. renderer.setRenderTarget(renderTarget, 3);
  7371. renderer.render(scene, cameraNY);
  7372. renderer.setRenderTarget(renderTarget, 4);
  7373. renderer.render(scene, cameraPZ);
  7374. renderTarget.texture.generateMipmaps = generateMipmaps;
  7375. renderer.setRenderTarget(renderTarget, 5);
  7376. renderer.render(scene, cameraNZ);
  7377. renderer.setRenderTarget(currentRenderTarget);
  7378. renderer.xr.enabled = currentXrEnabled;
  7379. }
  7380. }
  7381. class CubeTexture extends Texture {
  7382. constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  7383. images = images !== undefined ? images : [];
  7384. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7385. super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  7386. this.flipY = false;
  7387. }
  7388. get images() {
  7389. return this.image;
  7390. }
  7391. set images(value) {
  7392. this.image = value;
  7393. }
  7394. }
  7395. CubeTexture.prototype.isCubeTexture = true;
  7396. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7397. constructor(size, options, dummy) {
  7398. if (Number.isInteger(options)) {
  7399. console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
  7400. options = dummy;
  7401. }
  7402. super(size, size, options);
  7403. options = options || {}; // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7404. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7405. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7406. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7407. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  7408. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  7409. this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  7410. this.texture.isRenderTargetTexture = true;
  7411. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7412. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7413. this.texture._needsFlipEnvMap = false;
  7414. }
  7415. fromEquirectangularTexture(renderer, texture) {
  7416. this.texture.type = texture.type;
  7417. this.texture.format = RGBAFormat; // see #18859
  7418. this.texture.encoding = texture.encoding;
  7419. this.texture.generateMipmaps = texture.generateMipmaps;
  7420. this.texture.minFilter = texture.minFilter;
  7421. this.texture.magFilter = texture.magFilter;
  7422. const shader = {
  7423. uniforms: {
  7424. tEquirect: {
  7425. value: null
  7426. }
  7427. },
  7428. vertexShader:
  7429. /* glsl */
  7430. `
  7431. varying vec3 vWorldDirection;
  7432. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7433. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7434. }
  7435. void main() {
  7436. vWorldDirection = transformDirection( position, modelMatrix );
  7437. #include <begin_vertex>
  7438. #include <project_vertex>
  7439. }
  7440. `,
  7441. fragmentShader:
  7442. /* glsl */
  7443. `
  7444. uniform sampler2D tEquirect;
  7445. varying vec3 vWorldDirection;
  7446. #include <common>
  7447. void main() {
  7448. vec3 direction = normalize( vWorldDirection );
  7449. vec2 sampleUV = equirectUv( direction );
  7450. gl_FragColor = texture2D( tEquirect, sampleUV );
  7451. }
  7452. `
  7453. };
  7454. const geometry = new BoxGeometry(5, 5, 5);
  7455. const material = new ShaderMaterial({
  7456. name: 'CubemapFromEquirect',
  7457. uniforms: cloneUniforms(shader.uniforms),
  7458. vertexShader: shader.vertexShader,
  7459. fragmentShader: shader.fragmentShader,
  7460. side: BackSide,
  7461. blending: NoBlending
  7462. });
  7463. material.uniforms.tEquirect.value = texture;
  7464. const mesh = new Mesh(geometry, material);
  7465. const currentMinFilter = texture.minFilter; // Avoid blurred poles
  7466. if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
  7467. const camera = new CubeCamera(1, 10, this);
  7468. camera.update(renderer, mesh);
  7469. texture.minFilter = currentMinFilter;
  7470. mesh.geometry.dispose();
  7471. mesh.material.dispose();
  7472. return this;
  7473. }
  7474. clear(renderer, color, depth, stencil) {
  7475. const currentRenderTarget = renderer.getRenderTarget();
  7476. for (let i = 0; i < 6; i++) {
  7477. renderer.setRenderTarget(this, i);
  7478. renderer.clear(color, depth, stencil);
  7479. }
  7480. renderer.setRenderTarget(currentRenderTarget);
  7481. }
  7482. }
  7483. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  7484. const _vector1 = /*@__PURE__*/new Vector3();
  7485. const _vector2 = /*@__PURE__*/new Vector3();
  7486. const _normalMatrix = /*@__PURE__*/new Matrix3();
  7487. class Plane {
  7488. constructor(normal = new Vector3(1, 0, 0), constant = 0) {
  7489. // normal is assumed to be normalized
  7490. this.normal = normal;
  7491. this.constant = constant;
  7492. }
  7493. set(normal, constant) {
  7494. this.normal.copy(normal);
  7495. this.constant = constant;
  7496. return this;
  7497. }
  7498. setComponents(x, y, z, w) {
  7499. this.normal.set(x, y, z);
  7500. this.constant = w;
  7501. return this;
  7502. }
  7503. setFromNormalAndCoplanarPoint(normal, point) {
  7504. this.normal.copy(normal);
  7505. this.constant = -point.dot(this.normal);
  7506. return this;
  7507. }
  7508. setFromCoplanarPoints(a, b, c) {
  7509. const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  7510. this.setFromNormalAndCoplanarPoint(normal, a);
  7511. return this;
  7512. }
  7513. copy(plane) {
  7514. this.normal.copy(plane.normal);
  7515. this.constant = plane.constant;
  7516. return this;
  7517. }
  7518. normalize() {
  7519. // Note: will lead to a divide by zero if the plane is invalid.
  7520. const inverseNormalLength = 1.0 / this.normal.length();
  7521. this.normal.multiplyScalar(inverseNormalLength);
  7522. this.constant *= inverseNormalLength;
  7523. return this;
  7524. }
  7525. negate() {
  7526. this.constant *= -1;
  7527. this.normal.negate();
  7528. return this;
  7529. }
  7530. distanceToPoint(point) {
  7531. return this.normal.dot(point) + this.constant;
  7532. }
  7533. distanceToSphere(sphere) {
  7534. return this.distanceToPoint(sphere.center) - sphere.radius;
  7535. }
  7536. projectPoint(point, target) {
  7537. return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
  7538. }
  7539. intersectLine(line, target) {
  7540. const direction = line.delta(_vector1);
  7541. const denominator = this.normal.dot(direction);
  7542. if (denominator === 0) {
  7543. // line is coplanar, return origin
  7544. if (this.distanceToPoint(line.start) === 0) {
  7545. return target.copy(line.start);
  7546. } // Unsure if this is the correct method to handle this case.
  7547. return null;
  7548. }
  7549. const t = -(line.start.dot(this.normal) + this.constant) / denominator;
  7550. if (t < 0 || t > 1) {
  7551. return null;
  7552. }
  7553. return target.copy(direction).multiplyScalar(t).add(line.start);
  7554. }
  7555. intersectsLine(line) {
  7556. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  7557. const startSign = this.distanceToPoint(line.start);
  7558. const endSign = this.distanceToPoint(line.end);
  7559. return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
  7560. }
  7561. intersectsBox(box) {
  7562. return box.intersectsPlane(this);
  7563. }
  7564. intersectsSphere(sphere) {
  7565. return sphere.intersectsPlane(this);
  7566. }
  7567. coplanarPoint(target) {
  7568. return target.copy(this.normal).multiplyScalar(-this.constant);
  7569. }
  7570. applyMatrix4(matrix, optionalNormalMatrix) {
  7571. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
  7572. const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
  7573. const normal = this.normal.applyMatrix3(normalMatrix).normalize();
  7574. this.constant = -referencePoint.dot(normal);
  7575. return this;
  7576. }
  7577. translate(offset) {
  7578. this.constant -= offset.dot(this.normal);
  7579. return this;
  7580. }
  7581. equals(plane) {
  7582. return plane.normal.equals(this.normal) && plane.constant === this.constant;
  7583. }
  7584. clone() {
  7585. return new this.constructor().copy(this);
  7586. }
  7587. }
  7588. Plane.prototype.isPlane = true;
  7589. const _sphere$2 = /*@__PURE__*/new Sphere();
  7590. const _vector$7 = /*@__PURE__*/new Vector3();
  7591. class Frustum {
  7592. constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
  7593. this.planes = [p0, p1, p2, p3, p4, p5];
  7594. }
  7595. set(p0, p1, p2, p3, p4, p5) {
  7596. const planes = this.planes;
  7597. planes[0].copy(p0);
  7598. planes[1].copy(p1);
  7599. planes[2].copy(p2);
  7600. planes[3].copy(p3);
  7601. planes[4].copy(p4);
  7602. planes[5].copy(p5);
  7603. return this;
  7604. }
  7605. copy(frustum) {
  7606. const planes = this.planes;
  7607. for (let i = 0; i < 6; i++) {
  7608. planes[i].copy(frustum.planes[i]);
  7609. }
  7610. return this;
  7611. }
  7612. setFromProjectionMatrix(m) {
  7613. const planes = this.planes;
  7614. const me = m.elements;
  7615. const me0 = me[0],
  7616. me1 = me[1],
  7617. me2 = me[2],
  7618. me3 = me[3];
  7619. const me4 = me[4],
  7620. me5 = me[5],
  7621. me6 = me[6],
  7622. me7 = me[7];
  7623. const me8 = me[8],
  7624. me9 = me[9],
  7625. me10 = me[10],
  7626. me11 = me[11];
  7627. const me12 = me[12],
  7628. me13 = me[13],
  7629. me14 = me[14],
  7630. me15 = me[15];
  7631. planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
  7632. planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
  7633. planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
  7634. planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
  7635. planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
  7636. planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
  7637. return this;
  7638. }
  7639. intersectsObject(object) {
  7640. const geometry = object.geometry;
  7641. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  7642. _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
  7643. return this.intersectsSphere(_sphere$2);
  7644. }
  7645. intersectsSprite(sprite) {
  7646. _sphere$2.center.set(0, 0, 0);
  7647. _sphere$2.radius = 0.7071067811865476;
  7648. _sphere$2.applyMatrix4(sprite.matrixWorld);
  7649. return this.intersectsSphere(_sphere$2);
  7650. }
  7651. intersectsSphere(sphere) {
  7652. const planes = this.planes;
  7653. const center = sphere.center;
  7654. const negRadius = -sphere.radius;
  7655. for (let i = 0; i < 6; i++) {
  7656. const distance = planes[i].distanceToPoint(center);
  7657. if (distance < negRadius) {
  7658. return false;
  7659. }
  7660. }
  7661. return true;
  7662. }
  7663. intersectsBox(box) {
  7664. const planes = this.planes;
  7665. for (let i = 0; i < 6; i++) {
  7666. const plane = planes[i]; // corner at max distance
  7667. _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  7668. _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  7669. _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  7670. if (plane.distanceToPoint(_vector$7) < 0) {
  7671. return false;
  7672. }
  7673. }
  7674. return true;
  7675. }
  7676. containsPoint(point) {
  7677. const planes = this.planes;
  7678. for (let i = 0; i < 6; i++) {
  7679. if (planes[i].distanceToPoint(point) < 0) {
  7680. return false;
  7681. }
  7682. }
  7683. return true;
  7684. }
  7685. clone() {
  7686. return new this.constructor().copy(this);
  7687. }
  7688. }
  7689. function WebGLAnimation() {
  7690. let context = null;
  7691. let isAnimating = false;
  7692. let animationLoop = null;
  7693. let requestId = null;
  7694. function onAnimationFrame(time, frame) {
  7695. animationLoop(time, frame);
  7696. requestId = context.requestAnimationFrame(onAnimationFrame);
  7697. }
  7698. return {
  7699. start: function () {
  7700. if (isAnimating === true) return;
  7701. if (animationLoop === null) return;
  7702. requestId = context.requestAnimationFrame(onAnimationFrame);
  7703. isAnimating = true;
  7704. },
  7705. stop: function () {
  7706. context.cancelAnimationFrame(requestId);
  7707. isAnimating = false;
  7708. },
  7709. setAnimationLoop: function (callback) {
  7710. animationLoop = callback;
  7711. },
  7712. setContext: function (value) {
  7713. context = value;
  7714. }
  7715. };
  7716. }
  7717. function WebGLAttributes(gl, capabilities) {
  7718. const isWebGL2 = capabilities.isWebGL2;
  7719. const buffers = new WeakMap();
  7720. function createBuffer(attribute, bufferType) {
  7721. const array = attribute.array;
  7722. const usage = attribute.usage;
  7723. const buffer = gl.createBuffer();
  7724. gl.bindBuffer(bufferType, buffer);
  7725. gl.bufferData(bufferType, array, usage);
  7726. attribute.onUploadCallback();
  7727. let type = gl.FLOAT;
  7728. if (array instanceof Float32Array) {
  7729. type = gl.FLOAT;
  7730. } else if (array instanceof Float64Array) {
  7731. console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
  7732. } else if (array instanceof Uint16Array) {
  7733. if (attribute.isFloat16BufferAttribute) {
  7734. if (isWebGL2) {
  7735. type = gl.HALF_FLOAT;
  7736. } else {
  7737. console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
  7738. }
  7739. } else {
  7740. type = gl.UNSIGNED_SHORT;
  7741. }
  7742. } else if (array instanceof Int16Array) {
  7743. type = gl.SHORT;
  7744. } else if (array instanceof Uint32Array) {
  7745. type = gl.UNSIGNED_INT;
  7746. } else if (array instanceof Int32Array) {
  7747. type = gl.INT;
  7748. } else if (array instanceof Int8Array) {
  7749. type = gl.BYTE;
  7750. } else if (array instanceof Uint8Array) {
  7751. type = gl.UNSIGNED_BYTE;
  7752. } else if (array instanceof Uint8ClampedArray) {
  7753. type = gl.UNSIGNED_BYTE;
  7754. }
  7755. return {
  7756. buffer: buffer,
  7757. type: type,
  7758. bytesPerElement: array.BYTES_PER_ELEMENT,
  7759. version: attribute.version
  7760. };
  7761. }
  7762. function updateBuffer(buffer, attribute, bufferType) {
  7763. const array = attribute.array;
  7764. const updateRange = attribute.updateRange;
  7765. gl.bindBuffer(bufferType, buffer);
  7766. if (updateRange.count === -1) {
  7767. // Not using update ranges
  7768. gl.bufferSubData(bufferType, 0, array);
  7769. } else {
  7770. if (isWebGL2) {
  7771. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
  7772. } else {
  7773. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
  7774. }
  7775. updateRange.count = -1; // reset range
  7776. }
  7777. } //
  7778. function get(attribute) {
  7779. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7780. return buffers.get(attribute);
  7781. }
  7782. function remove(attribute) {
  7783. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7784. const data = buffers.get(attribute);
  7785. if (data) {
  7786. gl.deleteBuffer(data.buffer);
  7787. buffers.delete(attribute);
  7788. }
  7789. }
  7790. function update(attribute, bufferType) {
  7791. if (attribute.isGLBufferAttribute) {
  7792. const cached = buffers.get(attribute);
  7793. if (!cached || cached.version < attribute.version) {
  7794. buffers.set(attribute, {
  7795. buffer: attribute.buffer,
  7796. type: attribute.type,
  7797. bytesPerElement: attribute.elementSize,
  7798. version: attribute.version
  7799. });
  7800. }
  7801. return;
  7802. }
  7803. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7804. const data = buffers.get(attribute);
  7805. if (data === undefined) {
  7806. buffers.set(attribute, createBuffer(attribute, bufferType));
  7807. } else if (data.version < attribute.version) {
  7808. updateBuffer(data.buffer, attribute, bufferType);
  7809. data.version = attribute.version;
  7810. }
  7811. }
  7812. return {
  7813. get: get,
  7814. remove: remove,
  7815. update: update
  7816. };
  7817. }
  7818. class PlaneGeometry extends BufferGeometry {
  7819. constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
  7820. super();
  7821. this.type = 'PlaneGeometry';
  7822. this.parameters = {
  7823. width: width,
  7824. height: height,
  7825. widthSegments: widthSegments,
  7826. heightSegments: heightSegments
  7827. };
  7828. const width_half = width / 2;
  7829. const height_half = height / 2;
  7830. const gridX = Math.floor(widthSegments);
  7831. const gridY = Math.floor(heightSegments);
  7832. const gridX1 = gridX + 1;
  7833. const gridY1 = gridY + 1;
  7834. const segment_width = width / gridX;
  7835. const segment_height = height / gridY; //
  7836. const indices = [];
  7837. const vertices = [];
  7838. const normals = [];
  7839. const uvs = [];
  7840. for (let iy = 0; iy < gridY1; iy++) {
  7841. const y = iy * segment_height - height_half;
  7842. for (let ix = 0; ix < gridX1; ix++) {
  7843. const x = ix * segment_width - width_half;
  7844. vertices.push(x, -y, 0);
  7845. normals.push(0, 0, 1);
  7846. uvs.push(ix / gridX);
  7847. uvs.push(1 - iy / gridY);
  7848. }
  7849. }
  7850. for (let iy = 0; iy < gridY; iy++) {
  7851. for (let ix = 0; ix < gridX; ix++) {
  7852. const a = ix + gridX1 * iy;
  7853. const b = ix + gridX1 * (iy + 1);
  7854. const c = ix + 1 + gridX1 * (iy + 1);
  7855. const d = ix + 1 + gridX1 * iy;
  7856. indices.push(a, b, d);
  7857. indices.push(b, c, d);
  7858. }
  7859. }
  7860. this.setIndex(indices);
  7861. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  7862. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  7863. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  7864. }
  7865. static fromJSON(data) {
  7866. return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
  7867. }
  7868. }
  7869. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  7870. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  7871. var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif";
  7872. var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
  7873. 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.roughness );\n\t#endif\n#endif";
  7874. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  7875. var begin_vertex = "vec3 transformed = vec3( position );";
  7876. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  7877. var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat V_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_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * 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}\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif";
  7878. 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, float faceDirection ) {\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 ) * faceDirection;\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";
  7879. 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";
  7880. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  7881. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  7882. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  7883. var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
  7884. var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
  7885. var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
  7886. var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
  7887. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\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 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 USE_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}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  7888. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
  7889. 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";
  7890. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  7891. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  7892. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  7893. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  7894. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  7895. 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}";
  7896. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#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";
  7897. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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";
  7898. 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";
  7899. 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";
  7900. 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";
  7901. var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
  7902. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";
  7903. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  7904. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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";
  7905. 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}";
  7906. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tlightMapIrradiance *= PI;\n\t#endif\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";
  7907. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  7908. 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.normal );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\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\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = 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\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = 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\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = 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.normal );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  7909. 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 vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
  7910. 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 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec;\n\t\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\t\treflectVec = reflect( - viewDir, normal );\n\t\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\t#else\n\t\t\t\treflectVec = refract( - viewDir, normal, refractionRatio );\n\t\t\t#endif\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif";
  7911. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  7912. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_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)";
  7913. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  7914. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_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)";
  7915. 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.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= specularColorMapTexelToLinear( texture2D( specularColorMap, vUv ) ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\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 = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= sheenColorMapTexelToLinear( texture2D( sheenColorMap, vUv ) ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif";
  7916. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\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\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.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}\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += 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}";
  7917. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_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\tgetPointLightInfo( 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\tgetSpotLightInfo( 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\tgetDirectionalLightInfo( 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.normal );\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.normal );\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";
  7918. 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 += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
  7919. 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";
  7920. 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";
  7921. 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";
  7922. 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";
  7923. 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";
  7924. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  7925. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  7926. 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";
  7927. 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";
  7928. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  7929. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  7930. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif";
  7931. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform vec2 morphTargetsTextureSize;\n\t\tvec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) {\n\t\t\tfloat texelIndex = float( vertexIndex * stride + offset );\n\t\t\tfloat y = floor( texelIndex / morphTargetsTextureSize.x );\n\t\t\tfloat x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tvec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex );\n\t\t\treturn texture( morphTargetsTexture, morphUV ).xyz;\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif";
  7932. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\t#ifndef USE_MORPHNORMALS\n\t\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ];\n\t\t\t#else\n\t\t\t\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ];\n\t\t\t#endif\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";
  7933. var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#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 * faceDirection;\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 * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\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;";
  7934. 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 * faceDirection;\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, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
  7935. var normal_pars_fragment = "#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";
  7936. var normal_pars_vertex = "#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";
  7937. var normal_vertex = "#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";
  7938. 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, float faceDirection ) {\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\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";
  7939. var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  7940. 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, faceDirection );\n\t#endif\n#endif";
  7941. 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";
  7942. var output_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
  7943. 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}";
  7944. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  7945. 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;";
  7946. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  7947. 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";
  7948. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  7949. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  7950. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  7951. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  7952. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  7953. 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}";
  7954. 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";
  7955. 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";
  7956. 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";
  7957. 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";
  7958. 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";
  7959. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  7960. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  7961. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  7962. var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\n#endif";
  7963. var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( float roughness, float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif";
  7964. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  7965. 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";
  7966. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  7967. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  7968. 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";
  7969. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  7970. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\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";
  7971. const vertex$g = "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}";
  7972. const fragment$g = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7973. const vertex$f = "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}";
  7974. const fragment$f = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7975. const vertex$e = "#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}";
  7976. const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  7977. const vertex$d = "#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}";
  7978. const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  7979. const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  7980. const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7981. const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  7982. const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  7983. const vertex$a = "#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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\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 <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  7984. const fragment$a = "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 <alphatest_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\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\t#include <output_fragment>\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}";
  7985. const vertex$9 = "#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}";
  7986. const fragment$9 = "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 <alphatest_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_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_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\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}";
  7987. const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\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 <normal_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#include <normal_vertex>\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}";
  7988. const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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 <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_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\t#include <output_fragment>\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}";
  7989. const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\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}";
  7990. const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_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}";
  7991. const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
  7992. const fragment$6 = "#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 <alphatest_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 <normal_pars_fragment>\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\t#include <output_fragment>\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}";
  7993. const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\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 <normal_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 <normal_vertex>\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#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
  7994. const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\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 <alphatest_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 <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_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 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - clearcoat * Fcc ) + clearcoatSpecular * clearcoat;\n\t#endif\n\t#include <output_fragment>\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}";
  7995. const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
  7996. const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_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 <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <output_fragment>\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}";
  7997. const vertex$3 = "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}";
  7998. const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  7999. const vertex$2 = "#include <common>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\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 <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8000. const fragment$2 = "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}";
  8001. const vertex$1 = "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}";
  8002. const fragment$1 = "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 <alphatest_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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8003. const ShaderChunk = {
  8004. alphamap_fragment: alphamap_fragment,
  8005. alphamap_pars_fragment: alphamap_pars_fragment,
  8006. alphatest_fragment: alphatest_fragment,
  8007. alphatest_pars_fragment: alphatest_pars_fragment,
  8008. aomap_fragment: aomap_fragment,
  8009. aomap_pars_fragment: aomap_pars_fragment,
  8010. begin_vertex: begin_vertex,
  8011. beginnormal_vertex: beginnormal_vertex,
  8012. bsdfs: bsdfs,
  8013. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8014. clipping_planes_fragment: clipping_planes_fragment,
  8015. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8016. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8017. clipping_planes_vertex: clipping_planes_vertex,
  8018. color_fragment: color_fragment,
  8019. color_pars_fragment: color_pars_fragment,
  8020. color_pars_vertex: color_pars_vertex,
  8021. color_vertex: color_vertex,
  8022. common: common,
  8023. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8024. defaultnormal_vertex: defaultnormal_vertex,
  8025. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8026. displacementmap_vertex: displacementmap_vertex,
  8027. emissivemap_fragment: emissivemap_fragment,
  8028. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8029. encodings_fragment: encodings_fragment,
  8030. encodings_pars_fragment: encodings_pars_fragment,
  8031. envmap_fragment: envmap_fragment,
  8032. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8033. envmap_pars_fragment: envmap_pars_fragment,
  8034. envmap_pars_vertex: envmap_pars_vertex,
  8035. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8036. envmap_vertex: envmap_vertex,
  8037. fog_vertex: fog_vertex,
  8038. fog_pars_vertex: fog_pars_vertex,
  8039. fog_fragment: fog_fragment,
  8040. fog_pars_fragment: fog_pars_fragment,
  8041. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8042. lightmap_fragment: lightmap_fragment,
  8043. lightmap_pars_fragment: lightmap_pars_fragment,
  8044. lights_lambert_vertex: lights_lambert_vertex,
  8045. lights_pars_begin: lights_pars_begin,
  8046. lights_toon_fragment: lights_toon_fragment,
  8047. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8048. lights_phong_fragment: lights_phong_fragment,
  8049. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8050. lights_physical_fragment: lights_physical_fragment,
  8051. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8052. lights_fragment_begin: lights_fragment_begin,
  8053. lights_fragment_maps: lights_fragment_maps,
  8054. lights_fragment_end: lights_fragment_end,
  8055. logdepthbuf_fragment: logdepthbuf_fragment,
  8056. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8057. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8058. logdepthbuf_vertex: logdepthbuf_vertex,
  8059. map_fragment: map_fragment,
  8060. map_pars_fragment: map_pars_fragment,
  8061. map_particle_fragment: map_particle_fragment,
  8062. map_particle_pars_fragment: map_particle_pars_fragment,
  8063. metalnessmap_fragment: metalnessmap_fragment,
  8064. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8065. morphnormal_vertex: morphnormal_vertex,
  8066. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8067. morphtarget_vertex: morphtarget_vertex,
  8068. normal_fragment_begin: normal_fragment_begin,
  8069. normal_fragment_maps: normal_fragment_maps,
  8070. normal_pars_fragment: normal_pars_fragment,
  8071. normal_pars_vertex: normal_pars_vertex,
  8072. normal_vertex: normal_vertex,
  8073. normalmap_pars_fragment: normalmap_pars_fragment,
  8074. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8075. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8076. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8077. output_fragment: output_fragment,
  8078. packing: packing,
  8079. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8080. project_vertex: project_vertex,
  8081. dithering_fragment: dithering_fragment,
  8082. dithering_pars_fragment: dithering_pars_fragment,
  8083. roughnessmap_fragment: roughnessmap_fragment,
  8084. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8085. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8086. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8087. shadowmap_vertex: shadowmap_vertex,
  8088. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8089. skinbase_vertex: skinbase_vertex,
  8090. skinning_pars_vertex: skinning_pars_vertex,
  8091. skinning_vertex: skinning_vertex,
  8092. skinnormal_vertex: skinnormal_vertex,
  8093. specularmap_fragment: specularmap_fragment,
  8094. specularmap_pars_fragment: specularmap_pars_fragment,
  8095. tonemapping_fragment: tonemapping_fragment,
  8096. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8097. transmission_fragment: transmission_fragment,
  8098. transmission_pars_fragment: transmission_pars_fragment,
  8099. uv_pars_fragment: uv_pars_fragment,
  8100. uv_pars_vertex: uv_pars_vertex,
  8101. uv_vertex: uv_vertex,
  8102. uv2_pars_fragment: uv2_pars_fragment,
  8103. uv2_pars_vertex: uv2_pars_vertex,
  8104. uv2_vertex: uv2_vertex,
  8105. worldpos_vertex: worldpos_vertex,
  8106. background_vert: vertex$g,
  8107. background_frag: fragment$g,
  8108. cube_vert: vertex$f,
  8109. cube_frag: fragment$f,
  8110. depth_vert: vertex$e,
  8111. depth_frag: fragment$e,
  8112. distanceRGBA_vert: vertex$d,
  8113. distanceRGBA_frag: fragment$d,
  8114. equirect_vert: vertex$c,
  8115. equirect_frag: fragment$c,
  8116. linedashed_vert: vertex$b,
  8117. linedashed_frag: fragment$b,
  8118. meshbasic_vert: vertex$a,
  8119. meshbasic_frag: fragment$a,
  8120. meshlambert_vert: vertex$9,
  8121. meshlambert_frag: fragment$9,
  8122. meshmatcap_vert: vertex$8,
  8123. meshmatcap_frag: fragment$8,
  8124. meshnormal_vert: vertex$7,
  8125. meshnormal_frag: fragment$7,
  8126. meshphong_vert: vertex$6,
  8127. meshphong_frag: fragment$6,
  8128. meshphysical_vert: vertex$5,
  8129. meshphysical_frag: fragment$5,
  8130. meshtoon_vert: vertex$4,
  8131. meshtoon_frag: fragment$4,
  8132. points_vert: vertex$3,
  8133. points_frag: fragment$3,
  8134. shadow_vert: vertex$2,
  8135. shadow_frag: fragment$2,
  8136. sprite_vert: vertex$1,
  8137. sprite_frag: fragment$1
  8138. };
  8139. /**
  8140. * Uniforms library for shared webgl shaders
  8141. */
  8142. const UniformsLib = {
  8143. common: {
  8144. diffuse: {
  8145. value: new Color(0xffffff)
  8146. },
  8147. opacity: {
  8148. value: 1.0
  8149. },
  8150. map: {
  8151. value: null
  8152. },
  8153. uvTransform: {
  8154. value: new Matrix3()
  8155. },
  8156. uv2Transform: {
  8157. value: new Matrix3()
  8158. },
  8159. alphaMap: {
  8160. value: null
  8161. },
  8162. alphaTest: {
  8163. value: 0
  8164. }
  8165. },
  8166. specularmap: {
  8167. specularMap: {
  8168. value: null
  8169. }
  8170. },
  8171. envmap: {
  8172. envMap: {
  8173. value: null
  8174. },
  8175. flipEnvMap: {
  8176. value: -1
  8177. },
  8178. reflectivity: {
  8179. value: 1.0
  8180. },
  8181. // basic, lambert, phong
  8182. ior: {
  8183. value: 1.5
  8184. },
  8185. // standard, physical
  8186. refractionRatio: {
  8187. value: 0.98
  8188. }
  8189. },
  8190. aomap: {
  8191. aoMap: {
  8192. value: null
  8193. },
  8194. aoMapIntensity: {
  8195. value: 1
  8196. }
  8197. },
  8198. lightmap: {
  8199. lightMap: {
  8200. value: null
  8201. },
  8202. lightMapIntensity: {
  8203. value: 1
  8204. }
  8205. },
  8206. emissivemap: {
  8207. emissiveMap: {
  8208. value: null
  8209. }
  8210. },
  8211. bumpmap: {
  8212. bumpMap: {
  8213. value: null
  8214. },
  8215. bumpScale: {
  8216. value: 1
  8217. }
  8218. },
  8219. normalmap: {
  8220. normalMap: {
  8221. value: null
  8222. },
  8223. normalScale: {
  8224. value: new Vector2(1, 1)
  8225. }
  8226. },
  8227. displacementmap: {
  8228. displacementMap: {
  8229. value: null
  8230. },
  8231. displacementScale: {
  8232. value: 1
  8233. },
  8234. displacementBias: {
  8235. value: 0
  8236. }
  8237. },
  8238. roughnessmap: {
  8239. roughnessMap: {
  8240. value: null
  8241. }
  8242. },
  8243. metalnessmap: {
  8244. metalnessMap: {
  8245. value: null
  8246. }
  8247. },
  8248. gradientmap: {
  8249. gradientMap: {
  8250. value: null
  8251. }
  8252. },
  8253. fog: {
  8254. fogDensity: {
  8255. value: 0.00025
  8256. },
  8257. fogNear: {
  8258. value: 1
  8259. },
  8260. fogFar: {
  8261. value: 2000
  8262. },
  8263. fogColor: {
  8264. value: new Color(0xffffff)
  8265. }
  8266. },
  8267. lights: {
  8268. ambientLightColor: {
  8269. value: []
  8270. },
  8271. lightProbe: {
  8272. value: []
  8273. },
  8274. directionalLights: {
  8275. value: [],
  8276. properties: {
  8277. direction: {},
  8278. color: {}
  8279. }
  8280. },
  8281. directionalLightShadows: {
  8282. value: [],
  8283. properties: {
  8284. shadowBias: {},
  8285. shadowNormalBias: {},
  8286. shadowRadius: {},
  8287. shadowMapSize: {}
  8288. }
  8289. },
  8290. directionalShadowMap: {
  8291. value: []
  8292. },
  8293. directionalShadowMatrix: {
  8294. value: []
  8295. },
  8296. spotLights: {
  8297. value: [],
  8298. properties: {
  8299. color: {},
  8300. position: {},
  8301. direction: {},
  8302. distance: {},
  8303. coneCos: {},
  8304. penumbraCos: {},
  8305. decay: {}
  8306. }
  8307. },
  8308. spotLightShadows: {
  8309. value: [],
  8310. properties: {
  8311. shadowBias: {},
  8312. shadowNormalBias: {},
  8313. shadowRadius: {},
  8314. shadowMapSize: {}
  8315. }
  8316. },
  8317. spotShadowMap: {
  8318. value: []
  8319. },
  8320. spotShadowMatrix: {
  8321. value: []
  8322. },
  8323. pointLights: {
  8324. value: [],
  8325. properties: {
  8326. color: {},
  8327. position: {},
  8328. decay: {},
  8329. distance: {}
  8330. }
  8331. },
  8332. pointLightShadows: {
  8333. value: [],
  8334. properties: {
  8335. shadowBias: {},
  8336. shadowNormalBias: {},
  8337. shadowRadius: {},
  8338. shadowMapSize: {},
  8339. shadowCameraNear: {},
  8340. shadowCameraFar: {}
  8341. }
  8342. },
  8343. pointShadowMap: {
  8344. value: []
  8345. },
  8346. pointShadowMatrix: {
  8347. value: []
  8348. },
  8349. hemisphereLights: {
  8350. value: [],
  8351. properties: {
  8352. direction: {},
  8353. skyColor: {},
  8354. groundColor: {}
  8355. }
  8356. },
  8357. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8358. rectAreaLights: {
  8359. value: [],
  8360. properties: {
  8361. color: {},
  8362. position: {},
  8363. width: {},
  8364. height: {}
  8365. }
  8366. },
  8367. ltc_1: {
  8368. value: null
  8369. },
  8370. ltc_2: {
  8371. value: null
  8372. }
  8373. },
  8374. points: {
  8375. diffuse: {
  8376. value: new Color(0xffffff)
  8377. },
  8378. opacity: {
  8379. value: 1.0
  8380. },
  8381. size: {
  8382. value: 1.0
  8383. },
  8384. scale: {
  8385. value: 1.0
  8386. },
  8387. map: {
  8388. value: null
  8389. },
  8390. alphaMap: {
  8391. value: null
  8392. },
  8393. alphaTest: {
  8394. value: 0
  8395. },
  8396. uvTransform: {
  8397. value: new Matrix3()
  8398. }
  8399. },
  8400. sprite: {
  8401. diffuse: {
  8402. value: new Color(0xffffff)
  8403. },
  8404. opacity: {
  8405. value: 1.0
  8406. },
  8407. center: {
  8408. value: new Vector2(0.5, 0.5)
  8409. },
  8410. rotation: {
  8411. value: 0.0
  8412. },
  8413. map: {
  8414. value: null
  8415. },
  8416. alphaMap: {
  8417. value: null
  8418. },
  8419. alphaTest: {
  8420. value: 0
  8421. },
  8422. uvTransform: {
  8423. value: new Matrix3()
  8424. }
  8425. }
  8426. };
  8427. const ShaderLib = {
  8428. basic: {
  8429. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
  8430. vertexShader: ShaderChunk.meshbasic_vert,
  8431. fragmentShader: ShaderChunk.meshbasic_frag
  8432. },
  8433. lambert: {
  8434. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
  8435. emissive: {
  8436. value: new Color(0x000000)
  8437. }
  8438. }]),
  8439. vertexShader: ShaderChunk.meshlambert_vert,
  8440. fragmentShader: ShaderChunk.meshlambert_frag
  8441. },
  8442. phong: {
  8443. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
  8444. emissive: {
  8445. value: new Color(0x000000)
  8446. },
  8447. specular: {
  8448. value: new Color(0x111111)
  8449. },
  8450. shininess: {
  8451. value: 30
  8452. }
  8453. }]),
  8454. vertexShader: ShaderChunk.meshphong_vert,
  8455. fragmentShader: ShaderChunk.meshphong_frag
  8456. },
  8457. standard: {
  8458. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {
  8459. emissive: {
  8460. value: new Color(0x000000)
  8461. },
  8462. roughness: {
  8463. value: 1.0
  8464. },
  8465. metalness: {
  8466. value: 0.0
  8467. },
  8468. envMapIntensity: {
  8469. value: 1
  8470. } // temporary
  8471. }]),
  8472. vertexShader: ShaderChunk.meshphysical_vert,
  8473. fragmentShader: ShaderChunk.meshphysical_frag
  8474. },
  8475. toon: {
  8476. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
  8477. emissive: {
  8478. value: new Color(0x000000)
  8479. }
  8480. }]),
  8481. vertexShader: ShaderChunk.meshtoon_vert,
  8482. fragmentShader: ShaderChunk.meshtoon_frag
  8483. },
  8484. matcap: {
  8485. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
  8486. matcap: {
  8487. value: null
  8488. }
  8489. }]),
  8490. vertexShader: ShaderChunk.meshmatcap_vert,
  8491. fragmentShader: ShaderChunk.meshmatcap_frag
  8492. },
  8493. points: {
  8494. uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
  8495. vertexShader: ShaderChunk.points_vert,
  8496. fragmentShader: ShaderChunk.points_frag
  8497. },
  8498. dashed: {
  8499. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
  8500. scale: {
  8501. value: 1
  8502. },
  8503. dashSize: {
  8504. value: 1
  8505. },
  8506. totalSize: {
  8507. value: 2
  8508. }
  8509. }]),
  8510. vertexShader: ShaderChunk.linedashed_vert,
  8511. fragmentShader: ShaderChunk.linedashed_frag
  8512. },
  8513. depth: {
  8514. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
  8515. vertexShader: ShaderChunk.depth_vert,
  8516. fragmentShader: ShaderChunk.depth_frag
  8517. },
  8518. normal: {
  8519. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
  8520. opacity: {
  8521. value: 1.0
  8522. }
  8523. }]),
  8524. vertexShader: ShaderChunk.meshnormal_vert,
  8525. fragmentShader: ShaderChunk.meshnormal_frag
  8526. },
  8527. sprite: {
  8528. uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
  8529. vertexShader: ShaderChunk.sprite_vert,
  8530. fragmentShader: ShaderChunk.sprite_frag
  8531. },
  8532. background: {
  8533. uniforms: {
  8534. uvTransform: {
  8535. value: new Matrix3()
  8536. },
  8537. t2D: {
  8538. value: null
  8539. }
  8540. },
  8541. vertexShader: ShaderChunk.background_vert,
  8542. fragmentShader: ShaderChunk.background_frag
  8543. },
  8544. /* -------------------------------------------------------------------------
  8545. // Cube map shader
  8546. ------------------------------------------------------------------------- */
  8547. cube: {
  8548. uniforms: mergeUniforms([UniformsLib.envmap, {
  8549. opacity: {
  8550. value: 1.0
  8551. }
  8552. }]),
  8553. vertexShader: ShaderChunk.cube_vert,
  8554. fragmentShader: ShaderChunk.cube_frag
  8555. },
  8556. equirect: {
  8557. uniforms: {
  8558. tEquirect: {
  8559. value: null
  8560. }
  8561. },
  8562. vertexShader: ShaderChunk.equirect_vert,
  8563. fragmentShader: ShaderChunk.equirect_frag
  8564. },
  8565. distanceRGBA: {
  8566. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
  8567. referencePosition: {
  8568. value: new Vector3()
  8569. },
  8570. nearDistance: {
  8571. value: 1
  8572. },
  8573. farDistance: {
  8574. value: 1000
  8575. }
  8576. }]),
  8577. vertexShader: ShaderChunk.distanceRGBA_vert,
  8578. fragmentShader: ShaderChunk.distanceRGBA_frag
  8579. },
  8580. shadow: {
  8581. uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
  8582. color: {
  8583. value: new Color(0x00000)
  8584. },
  8585. opacity: {
  8586. value: 1.0
  8587. }
  8588. }]),
  8589. vertexShader: ShaderChunk.shadow_vert,
  8590. fragmentShader: ShaderChunk.shadow_frag
  8591. }
  8592. };
  8593. ShaderLib.physical = {
  8594. uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
  8595. clearcoat: {
  8596. value: 0
  8597. },
  8598. clearcoatMap: {
  8599. value: null
  8600. },
  8601. clearcoatRoughness: {
  8602. value: 0
  8603. },
  8604. clearcoatRoughnessMap: {
  8605. value: null
  8606. },
  8607. clearcoatNormalScale: {
  8608. value: new Vector2(1, 1)
  8609. },
  8610. clearcoatNormalMap: {
  8611. value: null
  8612. },
  8613. sheen: {
  8614. value: 0
  8615. },
  8616. sheenColor: {
  8617. value: new Color(0x000000)
  8618. },
  8619. sheenColorMap: {
  8620. value: null
  8621. },
  8622. sheenRoughness: {
  8623. value: 0
  8624. },
  8625. sheenRoughnessMap: {
  8626. value: null
  8627. },
  8628. transmission: {
  8629. value: 0
  8630. },
  8631. transmissionMap: {
  8632. value: null
  8633. },
  8634. transmissionSamplerSize: {
  8635. value: new Vector2()
  8636. },
  8637. transmissionSamplerMap: {
  8638. value: null
  8639. },
  8640. thickness: {
  8641. value: 0
  8642. },
  8643. thicknessMap: {
  8644. value: null
  8645. },
  8646. attenuationDistance: {
  8647. value: 0
  8648. },
  8649. attenuationColor: {
  8650. value: new Color(0x000000)
  8651. },
  8652. specularIntensity: {
  8653. value: 0
  8654. },
  8655. specularIntensityMap: {
  8656. value: null
  8657. },
  8658. specularColor: {
  8659. value: new Color(1, 1, 1)
  8660. },
  8661. specularColorMap: {
  8662. value: null
  8663. }
  8664. }]),
  8665. vertexShader: ShaderChunk.meshphysical_vert,
  8666. fragmentShader: ShaderChunk.meshphysical_frag
  8667. };
  8668. function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
  8669. const clearColor = new Color(0x000000);
  8670. let clearAlpha = 0;
  8671. let planeMesh;
  8672. let boxMesh;
  8673. let currentBackground = null;
  8674. let currentBackgroundVersion = 0;
  8675. let currentTonemapping = null;
  8676. function render(renderList, scene) {
  8677. let forceClear = false;
  8678. let background = scene.isScene === true ? scene.background : null;
  8679. if (background && background.isTexture) {
  8680. background = cubemaps.get(background);
  8681. } // Ignore background in AR
  8682. // TODO: Reconsider this.
  8683. const xr = renderer.xr;
  8684. const session = xr.getSession && xr.getSession();
  8685. if (session && session.environmentBlendMode === 'additive') {
  8686. background = null;
  8687. }
  8688. if (background === null) {
  8689. setClear(clearColor, clearAlpha);
  8690. } else if (background && background.isColor) {
  8691. setClear(background, 1);
  8692. forceClear = true;
  8693. }
  8694. if (renderer.autoClear || forceClear) {
  8695. renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
  8696. }
  8697. if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
  8698. if (boxMesh === undefined) {
  8699. boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
  8700. name: 'BackgroundCubeMaterial',
  8701. uniforms: cloneUniforms(ShaderLib.cube.uniforms),
  8702. vertexShader: ShaderLib.cube.vertexShader,
  8703. fragmentShader: ShaderLib.cube.fragmentShader,
  8704. side: BackSide,
  8705. depthTest: false,
  8706. depthWrite: false,
  8707. fog: false
  8708. }));
  8709. boxMesh.geometry.deleteAttribute('normal');
  8710. boxMesh.geometry.deleteAttribute('uv');
  8711. boxMesh.onBeforeRender = function (renderer, scene, camera) {
  8712. this.matrixWorld.copyPosition(camera.matrixWorld);
  8713. }; // enable code injection for non-built-in material
  8714. Object.defineProperty(boxMesh.material, 'envMap', {
  8715. get: function () {
  8716. return this.uniforms.envMap.value;
  8717. }
  8718. });
  8719. objects.update(boxMesh);
  8720. }
  8721. boxMesh.material.uniforms.envMap.value = background;
  8722. boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;
  8723. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8724. boxMesh.material.needsUpdate = true;
  8725. currentBackground = background;
  8726. currentBackgroundVersion = background.version;
  8727. currentTonemapping = renderer.toneMapping;
  8728. } // push to the pre-sorted opaque render list
  8729. renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
  8730. } else if (background && background.isTexture) {
  8731. if (planeMesh === undefined) {
  8732. planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
  8733. name: 'BackgroundMaterial',
  8734. uniforms: cloneUniforms(ShaderLib.background.uniforms),
  8735. vertexShader: ShaderLib.background.vertexShader,
  8736. fragmentShader: ShaderLib.background.fragmentShader,
  8737. side: FrontSide,
  8738. depthTest: false,
  8739. depthWrite: false,
  8740. fog: false
  8741. }));
  8742. planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
  8743. Object.defineProperty(planeMesh.material, 'map', {
  8744. get: function () {
  8745. return this.uniforms.t2D.value;
  8746. }
  8747. });
  8748. objects.update(planeMesh);
  8749. }
  8750. planeMesh.material.uniforms.t2D.value = background;
  8751. if (background.matrixAutoUpdate === true) {
  8752. background.updateMatrix();
  8753. }
  8754. planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
  8755. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8756. planeMesh.material.needsUpdate = true;
  8757. currentBackground = background;
  8758. currentBackgroundVersion = background.version;
  8759. currentTonemapping = renderer.toneMapping;
  8760. } // push to the pre-sorted opaque render list
  8761. renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
  8762. }
  8763. }
  8764. function setClear(color, alpha) {
  8765. state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
  8766. }
  8767. return {
  8768. getClearColor: function () {
  8769. return clearColor;
  8770. },
  8771. setClearColor: function (color, alpha = 1) {
  8772. clearColor.set(color);
  8773. clearAlpha = alpha;
  8774. setClear(clearColor, clearAlpha);
  8775. },
  8776. getClearAlpha: function () {
  8777. return clearAlpha;
  8778. },
  8779. setClearAlpha: function (alpha) {
  8780. clearAlpha = alpha;
  8781. setClear(clearColor, clearAlpha);
  8782. },
  8783. render: render
  8784. };
  8785. }
  8786. function WebGLBindingStates(gl, extensions, attributes, capabilities) {
  8787. const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  8788. const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
  8789. const vaoAvailable = capabilities.isWebGL2 || extension !== null;
  8790. const bindingStates = {};
  8791. const defaultState = createBindingState(null);
  8792. let currentState = defaultState;
  8793. function setup(object, material, program, geometry, index) {
  8794. let updateBuffers = false;
  8795. if (vaoAvailable) {
  8796. const state = getBindingState(geometry, program, material);
  8797. if (currentState !== state) {
  8798. currentState = state;
  8799. bindVertexArrayObject(currentState.object);
  8800. }
  8801. updateBuffers = needsUpdate(geometry, index);
  8802. if (updateBuffers) saveCache(geometry, index);
  8803. } else {
  8804. const wireframe = material.wireframe === true;
  8805. if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
  8806. currentState.geometry = geometry.id;
  8807. currentState.program = program.id;
  8808. currentState.wireframe = wireframe;
  8809. updateBuffers = true;
  8810. }
  8811. }
  8812. if (object.isInstancedMesh === true) {
  8813. updateBuffers = true;
  8814. }
  8815. if (index !== null) {
  8816. attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
  8817. }
  8818. if (updateBuffers) {
  8819. setupVertexAttributes(object, material, program, geometry);
  8820. if (index !== null) {
  8821. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
  8822. }
  8823. }
  8824. }
  8825. function createVertexArrayObject() {
  8826. if (capabilities.isWebGL2) return gl.createVertexArray();
  8827. return extension.createVertexArrayOES();
  8828. }
  8829. function bindVertexArrayObject(vao) {
  8830. if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
  8831. return extension.bindVertexArrayOES(vao);
  8832. }
  8833. function deleteVertexArrayObject(vao) {
  8834. if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
  8835. return extension.deleteVertexArrayOES(vao);
  8836. }
  8837. function getBindingState(geometry, program, material) {
  8838. const wireframe = material.wireframe === true;
  8839. let programMap = bindingStates[geometry.id];
  8840. if (programMap === undefined) {
  8841. programMap = {};
  8842. bindingStates[geometry.id] = programMap;
  8843. }
  8844. let stateMap = programMap[program.id];
  8845. if (stateMap === undefined) {
  8846. stateMap = {};
  8847. programMap[program.id] = stateMap;
  8848. }
  8849. let state = stateMap[wireframe];
  8850. if (state === undefined) {
  8851. state = createBindingState(createVertexArrayObject());
  8852. stateMap[wireframe] = state;
  8853. }
  8854. return state;
  8855. }
  8856. function createBindingState(vao) {
  8857. const newAttributes = [];
  8858. const enabledAttributes = [];
  8859. const attributeDivisors = [];
  8860. for (let i = 0; i < maxVertexAttributes; i++) {
  8861. newAttributes[i] = 0;
  8862. enabledAttributes[i] = 0;
  8863. attributeDivisors[i] = 0;
  8864. }
  8865. return {
  8866. // for backward compatibility on non-VAO support browser
  8867. geometry: null,
  8868. program: null,
  8869. wireframe: false,
  8870. newAttributes: newAttributes,
  8871. enabledAttributes: enabledAttributes,
  8872. attributeDivisors: attributeDivisors,
  8873. object: vao,
  8874. attributes: {},
  8875. index: null
  8876. };
  8877. }
  8878. function needsUpdate(geometry, index) {
  8879. const cachedAttributes = currentState.attributes;
  8880. const geometryAttributes = geometry.attributes;
  8881. let attributesNum = 0;
  8882. for (const key in geometryAttributes) {
  8883. const cachedAttribute = cachedAttributes[key];
  8884. const geometryAttribute = geometryAttributes[key];
  8885. if (cachedAttribute === undefined) return true;
  8886. if (cachedAttribute.attribute !== geometryAttribute) return true;
  8887. if (cachedAttribute.data !== geometryAttribute.data) return true;
  8888. attributesNum++;
  8889. }
  8890. if (currentState.attributesNum !== attributesNum) return true;
  8891. if (currentState.index !== index) return true;
  8892. return false;
  8893. }
  8894. function saveCache(geometry, index) {
  8895. const cache = {};
  8896. const attributes = geometry.attributes;
  8897. let attributesNum = 0;
  8898. for (const key in attributes) {
  8899. const attribute = attributes[key];
  8900. const data = {};
  8901. data.attribute = attribute;
  8902. if (attribute.data) {
  8903. data.data = attribute.data;
  8904. }
  8905. cache[key] = data;
  8906. attributesNum++;
  8907. }
  8908. currentState.attributes = cache;
  8909. currentState.attributesNum = attributesNum;
  8910. currentState.index = index;
  8911. }
  8912. function initAttributes() {
  8913. const newAttributes = currentState.newAttributes;
  8914. for (let i = 0, il = newAttributes.length; i < il; i++) {
  8915. newAttributes[i] = 0;
  8916. }
  8917. }
  8918. function enableAttribute(attribute) {
  8919. enableAttributeAndDivisor(attribute, 0);
  8920. }
  8921. function enableAttributeAndDivisor(attribute, meshPerAttribute) {
  8922. const newAttributes = currentState.newAttributes;
  8923. const enabledAttributes = currentState.enabledAttributes;
  8924. const attributeDivisors = currentState.attributeDivisors;
  8925. newAttributes[attribute] = 1;
  8926. if (enabledAttributes[attribute] === 0) {
  8927. gl.enableVertexAttribArray(attribute);
  8928. enabledAttributes[attribute] = 1;
  8929. }
  8930. if (attributeDivisors[attribute] !== meshPerAttribute) {
  8931. const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
  8932. extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
  8933. attributeDivisors[attribute] = meshPerAttribute;
  8934. }
  8935. }
  8936. function disableUnusedAttributes() {
  8937. const newAttributes = currentState.newAttributes;
  8938. const enabledAttributes = currentState.enabledAttributes;
  8939. for (let i = 0, il = enabledAttributes.length; i < il; i++) {
  8940. if (enabledAttributes[i] !== newAttributes[i]) {
  8941. gl.disableVertexAttribArray(i);
  8942. enabledAttributes[i] = 0;
  8943. }
  8944. }
  8945. }
  8946. function vertexAttribPointer(index, size, type, normalized, stride, offset) {
  8947. if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) {
  8948. gl.vertexAttribIPointer(index, size, type, stride, offset);
  8949. } else {
  8950. gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
  8951. }
  8952. }
  8953. function setupVertexAttributes(object, material, program, geometry) {
  8954. if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
  8955. if (extensions.get('ANGLE_instanced_arrays') === null) return;
  8956. }
  8957. initAttributes();
  8958. const geometryAttributes = geometry.attributes;
  8959. const programAttributes = program.getAttributes();
  8960. const materialDefaultAttributeValues = material.defaultAttributeValues;
  8961. for (const name in programAttributes) {
  8962. const programAttribute = programAttributes[name];
  8963. if (programAttribute.location >= 0) {
  8964. let geometryAttribute = geometryAttributes[name];
  8965. if (geometryAttribute === undefined) {
  8966. if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
  8967. if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor;
  8968. }
  8969. if (geometryAttribute !== undefined) {
  8970. const normalized = geometryAttribute.normalized;
  8971. const size = geometryAttribute.itemSize;
  8972. const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
  8973. if (attribute === undefined) continue;
  8974. const buffer = attribute.buffer;
  8975. const type = attribute.type;
  8976. const bytesPerElement = attribute.bytesPerElement;
  8977. if (geometryAttribute.isInterleavedBufferAttribute) {
  8978. const data = geometryAttribute.data;
  8979. const stride = data.stride;
  8980. const offset = geometryAttribute.offset;
  8981. if (data && data.isInstancedInterleavedBuffer) {
  8982. for (let i = 0; i < programAttribute.locationSize; i++) {
  8983. enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
  8984. }
  8985. if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
  8986. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  8987. }
  8988. } else {
  8989. for (let i = 0; i < programAttribute.locationSize; i++) {
  8990. enableAttribute(programAttribute.location + i);
  8991. }
  8992. }
  8993. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  8994. for (let i = 0; i < programAttribute.locationSize; i++) {
  8995. vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement);
  8996. }
  8997. } else {
  8998. if (geometryAttribute.isInstancedBufferAttribute) {
  8999. for (let i = 0; i < programAttribute.locationSize; i++) {
  9000. enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
  9001. }
  9002. if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
  9003. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9004. }
  9005. } else {
  9006. for (let i = 0; i < programAttribute.locationSize; i++) {
  9007. enableAttribute(programAttribute.location + i);
  9008. }
  9009. }
  9010. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  9011. for (let i = 0; i < programAttribute.locationSize; i++) {
  9012. vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement);
  9013. }
  9014. }
  9015. } else if (materialDefaultAttributeValues !== undefined) {
  9016. const value = materialDefaultAttributeValues[name];
  9017. if (value !== undefined) {
  9018. switch (value.length) {
  9019. case 2:
  9020. gl.vertexAttrib2fv(programAttribute.location, value);
  9021. break;
  9022. case 3:
  9023. gl.vertexAttrib3fv(programAttribute.location, value);
  9024. break;
  9025. case 4:
  9026. gl.vertexAttrib4fv(programAttribute.location, value);
  9027. break;
  9028. default:
  9029. gl.vertexAttrib1fv(programAttribute.location, value);
  9030. }
  9031. }
  9032. }
  9033. }
  9034. }
  9035. disableUnusedAttributes();
  9036. }
  9037. function dispose() {
  9038. reset();
  9039. for (const geometryId in bindingStates) {
  9040. const programMap = bindingStates[geometryId];
  9041. for (const programId in programMap) {
  9042. const stateMap = programMap[programId];
  9043. for (const wireframe in stateMap) {
  9044. deleteVertexArrayObject(stateMap[wireframe].object);
  9045. delete stateMap[wireframe];
  9046. }
  9047. delete programMap[programId];
  9048. }
  9049. delete bindingStates[geometryId];
  9050. }
  9051. }
  9052. function releaseStatesOfGeometry(geometry) {
  9053. if (bindingStates[geometry.id] === undefined) return;
  9054. const programMap = bindingStates[geometry.id];
  9055. for (const programId in programMap) {
  9056. const stateMap = programMap[programId];
  9057. for (const wireframe in stateMap) {
  9058. deleteVertexArrayObject(stateMap[wireframe].object);
  9059. delete stateMap[wireframe];
  9060. }
  9061. delete programMap[programId];
  9062. }
  9063. delete bindingStates[geometry.id];
  9064. }
  9065. function releaseStatesOfProgram(program) {
  9066. for (const geometryId in bindingStates) {
  9067. const programMap = bindingStates[geometryId];
  9068. if (programMap[program.id] === undefined) continue;
  9069. const stateMap = programMap[program.id];
  9070. for (const wireframe in stateMap) {
  9071. deleteVertexArrayObject(stateMap[wireframe].object);
  9072. delete stateMap[wireframe];
  9073. }
  9074. delete programMap[program.id];
  9075. }
  9076. }
  9077. function reset() {
  9078. resetDefaultState();
  9079. if (currentState === defaultState) return;
  9080. currentState = defaultState;
  9081. bindVertexArrayObject(currentState.object);
  9082. } // for backward-compatilibity
  9083. function resetDefaultState() {
  9084. defaultState.geometry = null;
  9085. defaultState.program = null;
  9086. defaultState.wireframe = false;
  9087. }
  9088. return {
  9089. setup: setup,
  9090. reset: reset,
  9091. resetDefaultState: resetDefaultState,
  9092. dispose: dispose,
  9093. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9094. releaseStatesOfProgram: releaseStatesOfProgram,
  9095. initAttributes: initAttributes,
  9096. enableAttribute: enableAttribute,
  9097. disableUnusedAttributes: disableUnusedAttributes
  9098. };
  9099. }
  9100. function WebGLBufferRenderer(gl, extensions, info, capabilities) {
  9101. const isWebGL2 = capabilities.isWebGL2;
  9102. let mode;
  9103. function setMode(value) {
  9104. mode = value;
  9105. }
  9106. function render(start, count) {
  9107. gl.drawArrays(mode, start, count);
  9108. info.update(count, mode, 1);
  9109. }
  9110. function renderInstances(start, count, primcount) {
  9111. if (primcount === 0) return;
  9112. let extension, methodName;
  9113. if (isWebGL2) {
  9114. extension = gl;
  9115. methodName = 'drawArraysInstanced';
  9116. } else {
  9117. extension = extensions.get('ANGLE_instanced_arrays');
  9118. methodName = 'drawArraysInstancedANGLE';
  9119. if (extension === null) {
  9120. console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9121. return;
  9122. }
  9123. }
  9124. extension[methodName](mode, start, count, primcount);
  9125. info.update(count, mode, primcount);
  9126. } //
  9127. this.setMode = setMode;
  9128. this.render = render;
  9129. this.renderInstances = renderInstances;
  9130. }
  9131. function WebGLCapabilities(gl, extensions, parameters) {
  9132. let maxAnisotropy;
  9133. function getMaxAnisotropy() {
  9134. if (maxAnisotropy !== undefined) return maxAnisotropy;
  9135. if (extensions.has('EXT_texture_filter_anisotropic') === true) {
  9136. const extension = extensions.get('EXT_texture_filter_anisotropic');
  9137. maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
  9138. } else {
  9139. maxAnisotropy = 0;
  9140. }
  9141. return maxAnisotropy;
  9142. }
  9143. function getMaxPrecision(precision) {
  9144. if (precision === 'highp') {
  9145. if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) {
  9146. return 'highp';
  9147. }
  9148. precision = 'mediump';
  9149. }
  9150. if (precision === 'mediump') {
  9151. if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) {
  9152. return 'mediump';
  9153. }
  9154. }
  9155. return 'lowp';
  9156. }
  9157. /* eslint-disable no-undef */
  9158. const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
  9159. /* eslint-enable no-undef */
  9160. let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9161. const maxPrecision = getMaxPrecision(precision);
  9162. if (maxPrecision !== precision) {
  9163. console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
  9164. precision = maxPrecision;
  9165. }
  9166. const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers');
  9167. const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9168. const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
  9169. const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  9170. const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
  9171. const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  9172. const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  9173. const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
  9174. const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
  9175. const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  9176. const vertexTextures = maxVertexTextures > 0;
  9177. const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float');
  9178. const floatVertexTextures = vertexTextures && floatFragmentTextures;
  9179. const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0;
  9180. return {
  9181. isWebGL2: isWebGL2,
  9182. drawBuffers: drawBuffers,
  9183. getMaxAnisotropy: getMaxAnisotropy,
  9184. getMaxPrecision: getMaxPrecision,
  9185. precision: precision,
  9186. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9187. maxTextures: maxTextures,
  9188. maxVertexTextures: maxVertexTextures,
  9189. maxTextureSize: maxTextureSize,
  9190. maxCubemapSize: maxCubemapSize,
  9191. maxAttributes: maxAttributes,
  9192. maxVertexUniforms: maxVertexUniforms,
  9193. maxVaryings: maxVaryings,
  9194. maxFragmentUniforms: maxFragmentUniforms,
  9195. vertexTextures: vertexTextures,
  9196. floatFragmentTextures: floatFragmentTextures,
  9197. floatVertexTextures: floatVertexTextures,
  9198. maxSamples: maxSamples
  9199. };
  9200. }
  9201. function WebGLClipping(properties) {
  9202. const scope = this;
  9203. let globalState = null,
  9204. numGlobalPlanes = 0,
  9205. localClippingEnabled = false,
  9206. renderingShadows = false;
  9207. const plane = new Plane(),
  9208. viewNormalMatrix = new Matrix3(),
  9209. uniform = {
  9210. value: null,
  9211. needsUpdate: false
  9212. };
  9213. this.uniform = uniform;
  9214. this.numPlanes = 0;
  9215. this.numIntersection = 0;
  9216. this.init = function (planes, enableLocalClipping, camera) {
  9217. const enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
  9218. // run another frame in order to reset the state:
  9219. numGlobalPlanes !== 0 || localClippingEnabled;
  9220. localClippingEnabled = enableLocalClipping;
  9221. globalState = projectPlanes(planes, camera, 0);
  9222. numGlobalPlanes = planes.length;
  9223. return enabled;
  9224. };
  9225. this.beginShadows = function () {
  9226. renderingShadows = true;
  9227. projectPlanes(null);
  9228. };
  9229. this.endShadows = function () {
  9230. renderingShadows = false;
  9231. resetGlobalState();
  9232. };
  9233. this.setState = function (material, camera, useCache) {
  9234. const planes = material.clippingPlanes,
  9235. clipIntersection = material.clipIntersection,
  9236. clipShadows = material.clipShadows;
  9237. const materialProperties = properties.get(material);
  9238. if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
  9239. // there's no local clipping
  9240. if (renderingShadows) {
  9241. // there's no global clipping
  9242. projectPlanes(null);
  9243. } else {
  9244. resetGlobalState();
  9245. }
  9246. } else {
  9247. const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9248. lGlobal = nGlobal * 4;
  9249. let dstArray = materialProperties.clippingState || null;
  9250. uniform.value = dstArray; // ensure unique state
  9251. dstArray = projectPlanes(planes, camera, lGlobal, useCache);
  9252. for (let i = 0; i !== lGlobal; ++i) {
  9253. dstArray[i] = globalState[i];
  9254. }
  9255. materialProperties.clippingState = dstArray;
  9256. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9257. this.numPlanes += nGlobal;
  9258. }
  9259. };
  9260. function resetGlobalState() {
  9261. if (uniform.value !== globalState) {
  9262. uniform.value = globalState;
  9263. uniform.needsUpdate = numGlobalPlanes > 0;
  9264. }
  9265. scope.numPlanes = numGlobalPlanes;
  9266. scope.numIntersection = 0;
  9267. }
  9268. function projectPlanes(planes, camera, dstOffset, skipTransform) {
  9269. const nPlanes = planes !== null ? planes.length : 0;
  9270. let dstArray = null;
  9271. if (nPlanes !== 0) {
  9272. dstArray = uniform.value;
  9273. if (skipTransform !== true || dstArray === null) {
  9274. const flatSize = dstOffset + nPlanes * 4,
  9275. viewMatrix = camera.matrixWorldInverse;
  9276. viewNormalMatrix.getNormalMatrix(viewMatrix);
  9277. if (dstArray === null || dstArray.length < flatSize) {
  9278. dstArray = new Float32Array(flatSize);
  9279. }
  9280. for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
  9281. plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
  9282. plane.normal.toArray(dstArray, i4);
  9283. dstArray[i4 + 3] = plane.constant;
  9284. }
  9285. }
  9286. uniform.value = dstArray;
  9287. uniform.needsUpdate = true;
  9288. }
  9289. scope.numPlanes = nPlanes;
  9290. scope.numIntersection = 0;
  9291. return dstArray;
  9292. }
  9293. }
  9294. function WebGLCubeMaps(renderer) {
  9295. let cubemaps = new WeakMap();
  9296. function mapTextureMapping(texture, mapping) {
  9297. if (mapping === EquirectangularReflectionMapping) {
  9298. texture.mapping = CubeReflectionMapping;
  9299. } else if (mapping === EquirectangularRefractionMapping) {
  9300. texture.mapping = CubeRefractionMapping;
  9301. }
  9302. return texture;
  9303. }
  9304. function get(texture) {
  9305. if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
  9306. const mapping = texture.mapping;
  9307. if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
  9308. if (cubemaps.has(texture)) {
  9309. const cubemap = cubemaps.get(texture).texture;
  9310. return mapTextureMapping(cubemap, texture.mapping);
  9311. } else {
  9312. const image = texture.image;
  9313. if (image && image.height > 0) {
  9314. const currentRenderTarget = renderer.getRenderTarget();
  9315. const renderTarget = new WebGLCubeRenderTarget(image.height / 2);
  9316. renderTarget.fromEquirectangularTexture(renderer, texture);
  9317. cubemaps.set(texture, renderTarget);
  9318. renderer.setRenderTarget(currentRenderTarget);
  9319. texture.addEventListener('dispose', onTextureDispose);
  9320. return mapTextureMapping(renderTarget.texture, texture.mapping);
  9321. } else {
  9322. // image not yet ready. try the conversion next frame
  9323. return null;
  9324. }
  9325. }
  9326. }
  9327. }
  9328. return texture;
  9329. }
  9330. function onTextureDispose(event) {
  9331. const texture = event.target;
  9332. texture.removeEventListener('dispose', onTextureDispose);
  9333. const cubemap = cubemaps.get(texture);
  9334. if (cubemap !== undefined) {
  9335. cubemaps.delete(texture);
  9336. cubemap.dispose();
  9337. }
  9338. }
  9339. function dispose() {
  9340. cubemaps = new WeakMap();
  9341. }
  9342. return {
  9343. get: get,
  9344. dispose: dispose
  9345. };
  9346. }
  9347. class OrthographicCamera extends Camera {
  9348. constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) {
  9349. super();
  9350. this.type = 'OrthographicCamera';
  9351. this.zoom = 1;
  9352. this.view = null;
  9353. this.left = left;
  9354. this.right = right;
  9355. this.top = top;
  9356. this.bottom = bottom;
  9357. this.near = near;
  9358. this.far = far;
  9359. this.updateProjectionMatrix();
  9360. }
  9361. copy(source, recursive) {
  9362. super.copy(source, recursive);
  9363. this.left = source.left;
  9364. this.right = source.right;
  9365. this.top = source.top;
  9366. this.bottom = source.bottom;
  9367. this.near = source.near;
  9368. this.far = source.far;
  9369. this.zoom = source.zoom;
  9370. this.view = source.view === null ? null : Object.assign({}, source.view);
  9371. return this;
  9372. }
  9373. setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  9374. if (this.view === null) {
  9375. this.view = {
  9376. enabled: true,
  9377. fullWidth: 1,
  9378. fullHeight: 1,
  9379. offsetX: 0,
  9380. offsetY: 0,
  9381. width: 1,
  9382. height: 1
  9383. };
  9384. }
  9385. this.view.enabled = true;
  9386. this.view.fullWidth = fullWidth;
  9387. this.view.fullHeight = fullHeight;
  9388. this.view.offsetX = x;
  9389. this.view.offsetY = y;
  9390. this.view.width = width;
  9391. this.view.height = height;
  9392. this.updateProjectionMatrix();
  9393. }
  9394. clearViewOffset() {
  9395. if (this.view !== null) {
  9396. this.view.enabled = false;
  9397. }
  9398. this.updateProjectionMatrix();
  9399. }
  9400. updateProjectionMatrix() {
  9401. const dx = (this.right - this.left) / (2 * this.zoom);
  9402. const dy = (this.top - this.bottom) / (2 * this.zoom);
  9403. const cx = (this.right + this.left) / 2;
  9404. const cy = (this.top + this.bottom) / 2;
  9405. let left = cx - dx;
  9406. let right = cx + dx;
  9407. let top = cy + dy;
  9408. let bottom = cy - dy;
  9409. if (this.view !== null && this.view.enabled) {
  9410. const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
  9411. const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
  9412. left += scaleW * this.view.offsetX;
  9413. right = left + scaleW * this.view.width;
  9414. top -= scaleH * this.view.offsetY;
  9415. bottom = top - scaleH * this.view.height;
  9416. }
  9417. this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
  9418. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  9419. }
  9420. toJSON(meta) {
  9421. const data = super.toJSON(meta);
  9422. data.object.zoom = this.zoom;
  9423. data.object.left = this.left;
  9424. data.object.right = this.right;
  9425. data.object.top = this.top;
  9426. data.object.bottom = this.bottom;
  9427. data.object.near = this.near;
  9428. data.object.far = this.far;
  9429. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  9430. return data;
  9431. }
  9432. }
  9433. OrthographicCamera.prototype.isOrthographicCamera = true;
  9434. class RawShaderMaterial extends ShaderMaterial {
  9435. constructor(parameters) {
  9436. super(parameters);
  9437. this.type = 'RawShaderMaterial';
  9438. }
  9439. }
  9440. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  9441. const LOD_MIN = 4;
  9442. const LOD_MAX = 8;
  9443. const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
  9444. // chosen to approximate a Trowbridge-Reitz distribution function times the
  9445. // geometric shadowing function. These sigma values squared must match the
  9446. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  9447. const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
  9448. const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
  9449. // samples and exit early, but not recompile the shader.
  9450. const MAX_SAMPLES = 20;
  9451. const ENCODINGS = {
  9452. [LinearEncoding]: 0,
  9453. [sRGBEncoding]: 1,
  9454. [RGBEEncoding]: 2,
  9455. [RGBM7Encoding]: 3,
  9456. [RGBM16Encoding]: 4,
  9457. [RGBDEncoding]: 5,
  9458. [GammaEncoding]: 6
  9459. };
  9460. const _flatCamera = /*@__PURE__*/new OrthographicCamera();
  9461. const {
  9462. _lodPlanes,
  9463. _sizeLods,
  9464. _sigmas
  9465. } = /*@__PURE__*/_createPlanes();
  9466. const _clearColor = /*@__PURE__*/new Color();
  9467. let _oldTarget = null; // Golden Ratio
  9468. const PHI = (1 + Math.sqrt(5)) / 2;
  9469. const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
  9470. // same axis), used as axis directions evenly spread on a sphere.
  9471. const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];
  9472. /**
  9473. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  9474. * (PMREM) from a cubeMap environment texture. This allows different levels of
  9475. * blur to be quickly accessed based on material roughness. It is packed into a
  9476. * special CubeUV format that allows us to perform custom interpolation so that
  9477. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  9478. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  9479. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  9480. * higher roughness levels. In this way we maintain resolution to smoothly
  9481. * interpolate diffuse lighting while limiting sampling computation.
  9482. *
  9483. * Paper: Fast, Accurate Image-Based Lighting
  9484. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  9485. */
  9486. class PMREMGenerator {
  9487. constructor(renderer) {
  9488. this._renderer = renderer;
  9489. this._pingPongRenderTarget = null;
  9490. this._blurMaterial = _getBlurShader(MAX_SAMPLES);
  9491. this._equirectShader = null;
  9492. this._cubemapShader = null;
  9493. this._compileMaterial(this._blurMaterial);
  9494. }
  9495. /**
  9496. * Generates a PMREM from a supplied Scene, which can be faster than using an
  9497. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  9498. * in radians to be applied to the scene before PMREM generation. Optional near
  9499. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  9500. * is placed at the origin).
  9501. */
  9502. fromScene(scene, sigma = 0, near = 0.1, far = 100) {
  9503. _oldTarget = this._renderer.getRenderTarget();
  9504. const cubeUVRenderTarget = this._allocateTargets();
  9505. this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
  9506. if (sigma > 0) {
  9507. this._blur(cubeUVRenderTarget, 0, 0, sigma);
  9508. }
  9509. this._applyPMREM(cubeUVRenderTarget);
  9510. this._cleanup(cubeUVRenderTarget);
  9511. return cubeUVRenderTarget;
  9512. }
  9513. /**
  9514. * Generates a PMREM from an equirectangular texture, which can be either LDR
  9515. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  9516. * as this matches best with the 256 x 256 cubemap output.
  9517. */
  9518. fromEquirectangular(equirectangular) {
  9519. return this._fromTexture(equirectangular);
  9520. }
  9521. /**
  9522. * Generates a PMREM from an cubemap texture, which can be either LDR
  9523. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  9524. * as this matches best with the 256 x 256 cubemap output.
  9525. */
  9526. fromCubemap(cubemap) {
  9527. return this._fromTexture(cubemap);
  9528. }
  9529. /**
  9530. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  9531. * your texture's network fetch for increased concurrency.
  9532. */
  9533. compileCubemapShader() {
  9534. if (this._cubemapShader === null) {
  9535. this._cubemapShader = _getCubemapShader();
  9536. this._compileMaterial(this._cubemapShader);
  9537. }
  9538. }
  9539. /**
  9540. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  9541. * your texture's network fetch for increased concurrency.
  9542. */
  9543. compileEquirectangularShader() {
  9544. if (this._equirectShader === null) {
  9545. this._equirectShader = _getEquirectShader();
  9546. this._compileMaterial(this._equirectShader);
  9547. }
  9548. }
  9549. /**
  9550. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  9551. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  9552. * one of them will cause any others to also become unusable.
  9553. */
  9554. dispose() {
  9555. this._blurMaterial.dispose();
  9556. if (this._cubemapShader !== null) this._cubemapShader.dispose();
  9557. if (this._equirectShader !== null) this._equirectShader.dispose();
  9558. for (let i = 0; i < _lodPlanes.length; i++) {
  9559. _lodPlanes[i].dispose();
  9560. }
  9561. } // private interface
  9562. _cleanup(outputTarget) {
  9563. this._pingPongRenderTarget.dispose();
  9564. this._renderer.setRenderTarget(_oldTarget);
  9565. outputTarget.scissorTest = false;
  9566. _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
  9567. }
  9568. _fromTexture(texture) {
  9569. _oldTarget = this._renderer.getRenderTarget();
  9570. const cubeUVRenderTarget = this._allocateTargets(texture);
  9571. this._textureToCubeUV(texture, cubeUVRenderTarget);
  9572. this._applyPMREM(cubeUVRenderTarget);
  9573. this._cleanup(cubeUVRenderTarget);
  9574. return cubeUVRenderTarget;
  9575. }
  9576. _allocateTargets(texture) {
  9577. // warning: null texture is valid
  9578. const params = {
  9579. magFilter: NearestFilter,
  9580. minFilter: NearestFilter,
  9581. generateMipmaps: false,
  9582. type: UnsignedByteType,
  9583. format: RGBEFormat,
  9584. encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
  9585. depthBuffer: false
  9586. };
  9587. const cubeUVRenderTarget = _createRenderTarget(params);
  9588. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  9589. this._pingPongRenderTarget = _createRenderTarget(params);
  9590. return cubeUVRenderTarget;
  9591. }
  9592. _compileMaterial(material) {
  9593. const tmpMesh = new Mesh(_lodPlanes[0], material);
  9594. this._renderer.compile(tmpMesh, _flatCamera);
  9595. }
  9596. _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
  9597. const fov = 90;
  9598. const aspect = 1;
  9599. const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
  9600. const upSign = [1, -1, 1, 1, 1, 1];
  9601. const forwardSign = [1, 1, 1, -1, -1, -1];
  9602. const renderer = this._renderer;
  9603. const originalAutoClear = renderer.autoClear;
  9604. const outputEncoding = renderer.outputEncoding;
  9605. const toneMapping = renderer.toneMapping;
  9606. renderer.getClearColor(_clearColor);
  9607. renderer.toneMapping = NoToneMapping;
  9608. renderer.outputEncoding = LinearEncoding;
  9609. renderer.autoClear = false;
  9610. const backgroundMaterial = new MeshBasicMaterial({
  9611. name: 'PMREM.Background',
  9612. side: BackSide,
  9613. depthWrite: false,
  9614. depthTest: false
  9615. });
  9616. const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
  9617. let useSolidColor = false;
  9618. const background = scene.background;
  9619. if (background) {
  9620. if (background.isColor) {
  9621. backgroundMaterial.color.copy(background);
  9622. scene.background = null;
  9623. useSolidColor = true;
  9624. }
  9625. } else {
  9626. backgroundMaterial.color.copy(_clearColor);
  9627. useSolidColor = true;
  9628. }
  9629. for (let i = 0; i < 6; i++) {
  9630. const col = i % 3;
  9631. if (col == 0) {
  9632. cubeCamera.up.set(0, upSign[i], 0);
  9633. cubeCamera.lookAt(forwardSign[i], 0, 0);
  9634. } else if (col == 1) {
  9635. cubeCamera.up.set(0, 0, upSign[i]);
  9636. cubeCamera.lookAt(0, forwardSign[i], 0);
  9637. } else {
  9638. cubeCamera.up.set(0, upSign[i], 0);
  9639. cubeCamera.lookAt(0, 0, forwardSign[i]);
  9640. }
  9641. _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
  9642. renderer.setRenderTarget(cubeUVRenderTarget);
  9643. if (useSolidColor) {
  9644. renderer.render(backgroundBox, cubeCamera);
  9645. }
  9646. renderer.render(scene, cubeCamera);
  9647. }
  9648. backgroundBox.geometry.dispose();
  9649. backgroundBox.material.dispose();
  9650. renderer.toneMapping = toneMapping;
  9651. renderer.outputEncoding = outputEncoding;
  9652. renderer.autoClear = originalAutoClear;
  9653. scene.background = background;
  9654. }
  9655. _setEncoding(uniform, texture) {
  9656. if (this._renderer.capabilities.isWebGL2 === true && texture.format === RGBAFormat && texture.type === UnsignedByteType && texture.encoding === sRGBEncoding) {
  9657. uniform.value = ENCODINGS[LinearEncoding];
  9658. } else {
  9659. uniform.value = ENCODINGS[texture.encoding];
  9660. }
  9661. }
  9662. _textureToCubeUV(texture, cubeUVRenderTarget) {
  9663. const renderer = this._renderer;
  9664. const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping;
  9665. if (isCubeTexture) {
  9666. if (this._cubemapShader == null) {
  9667. this._cubemapShader = _getCubemapShader();
  9668. }
  9669. } else {
  9670. if (this._equirectShader == null) {
  9671. this._equirectShader = _getEquirectShader();
  9672. }
  9673. }
  9674. const material = isCubeTexture ? this._cubemapShader : this._equirectShader;
  9675. const mesh = new Mesh(_lodPlanes[0], material);
  9676. const uniforms = material.uniforms;
  9677. uniforms['envMap'].value = texture;
  9678. if (!isCubeTexture) {
  9679. uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
  9680. }
  9681. this._setEncoding(uniforms['inputEncoding'], texture);
  9682. this._setEncoding(uniforms['outputEncoding'], cubeUVRenderTarget.texture);
  9683. _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
  9684. renderer.setRenderTarget(cubeUVRenderTarget);
  9685. renderer.render(mesh, _flatCamera);
  9686. }
  9687. _applyPMREM(cubeUVRenderTarget) {
  9688. const renderer = this._renderer;
  9689. const autoClear = renderer.autoClear;
  9690. renderer.autoClear = false;
  9691. for (let i = 1; i < TOTAL_LODS; i++) {
  9692. const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
  9693. const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
  9694. this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
  9695. }
  9696. renderer.autoClear = autoClear;
  9697. }
  9698. /**
  9699. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  9700. * vertically and horizontally, but this breaks down on a cube. Here we apply
  9701. * the blur latitudinally (around the poles), and then longitudinally (towards
  9702. * the poles) to approximate the orthogonally-separable blur. It is least
  9703. * accurate at the poles, but still does a decent job.
  9704. */
  9705. _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
  9706. const pingPongRenderTarget = this._pingPongRenderTarget;
  9707. this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
  9708. this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
  9709. }
  9710. _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
  9711. const renderer = this._renderer;
  9712. const blurMaterial = this._blurMaterial;
  9713. if (direction !== 'latitudinal' && direction !== 'longitudinal') {
  9714. console.error('blur direction must be either latitudinal or longitudinal!');
  9715. } // Number of standard deviations at which to cut off the discrete approximation.
  9716. const STANDARD_DEVIATIONS = 3;
  9717. const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
  9718. const blurUniforms = blurMaterial.uniforms;
  9719. const pixels = _sizeLods[lodIn] - 1;
  9720. const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
  9721. const sigmaPixels = sigmaRadians / radiansPerPixel;
  9722. const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
  9723. if (samples > MAX_SAMPLES) {
  9724. console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
  9725. }
  9726. const weights = [];
  9727. let sum = 0;
  9728. for (let i = 0; i < MAX_SAMPLES; ++i) {
  9729. const x = i / sigmaPixels;
  9730. const weight = Math.exp(-x * x / 2);
  9731. weights.push(weight);
  9732. if (i == 0) {
  9733. sum += weight;
  9734. } else if (i < samples) {
  9735. sum += 2 * weight;
  9736. }
  9737. }
  9738. for (let i = 0; i < weights.length; i++) {
  9739. weights[i] = weights[i] / sum;
  9740. }
  9741. blurUniforms['envMap'].value = targetIn.texture;
  9742. blurUniforms['samples'].value = samples;
  9743. blurUniforms['weights'].value = weights;
  9744. blurUniforms['latitudinal'].value = direction === 'latitudinal';
  9745. if (poleAxis) {
  9746. blurUniforms['poleAxis'].value = poleAxis;
  9747. }
  9748. blurUniforms['dTheta'].value = radiansPerPixel;
  9749. blurUniforms['mipInt'].value = LOD_MAX - lodIn;
  9750. this._setEncoding(blurUniforms['inputEncoding'], targetIn.texture);
  9751. this._setEncoding(blurUniforms['outputEncoding'], targetIn.texture);
  9752. const outputSize = _sizeLods[lodOut];
  9753. const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
  9754. const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
  9755. _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
  9756. renderer.setRenderTarget(targetOut);
  9757. renderer.render(blurMesh, _flatCamera);
  9758. }
  9759. }
  9760. function _isLDR(texture) {
  9761. if (texture === undefined || texture.type !== UnsignedByteType) return false;
  9762. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  9763. }
  9764. function _createPlanes() {
  9765. const _lodPlanes = [];
  9766. const _sizeLods = [];
  9767. const _sigmas = [];
  9768. let lod = LOD_MAX;
  9769. for (let i = 0; i < TOTAL_LODS; i++) {
  9770. const sizeLod = Math.pow(2, lod);
  9771. _sizeLods.push(sizeLod);
  9772. let sigma = 1.0 / sizeLod;
  9773. if (i > LOD_MAX - LOD_MIN) {
  9774. sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
  9775. } else if (i == 0) {
  9776. sigma = 0;
  9777. }
  9778. _sigmas.push(sigma);
  9779. const texelSize = 1.0 / (sizeLod - 1);
  9780. const min = -texelSize / 2;
  9781. const max = 1 + texelSize / 2;
  9782. const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
  9783. const cubeFaces = 6;
  9784. const vertices = 6;
  9785. const positionSize = 3;
  9786. const uvSize = 2;
  9787. const faceIndexSize = 1;
  9788. const position = new Float32Array(positionSize * vertices * cubeFaces);
  9789. const uv = new Float32Array(uvSize * vertices * cubeFaces);
  9790. const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
  9791. for (let face = 0; face < cubeFaces; face++) {
  9792. const x = face % 3 * 2 / 3 - 1;
  9793. const y = face > 2 ? 0 : -1;
  9794. const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
  9795. position.set(coordinates, positionSize * vertices * face);
  9796. uv.set(uv1, uvSize * vertices * face);
  9797. const fill = [face, face, face, face, face, face];
  9798. faceIndex.set(fill, faceIndexSize * vertices * face);
  9799. }
  9800. const planes = new BufferGeometry();
  9801. planes.setAttribute('position', new BufferAttribute(position, positionSize));
  9802. planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
  9803. planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
  9804. _lodPlanes.push(planes);
  9805. if (lod > LOD_MIN) {
  9806. lod--;
  9807. }
  9808. }
  9809. return {
  9810. _lodPlanes,
  9811. _sizeLods,
  9812. _sigmas
  9813. };
  9814. }
  9815. function _createRenderTarget(params) {
  9816. const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
  9817. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  9818. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  9819. cubeUVRenderTarget.scissorTest = true;
  9820. return cubeUVRenderTarget;
  9821. }
  9822. function _setViewport(target, x, y, width, height) {
  9823. target.viewport.set(x, y, width, height);
  9824. target.scissor.set(x, y, width, height);
  9825. }
  9826. function _getBlurShader(maxSamples) {
  9827. const weights = new Float32Array(maxSamples);
  9828. const poleAxis = new Vector3(0, 1, 0);
  9829. const shaderMaterial = new RawShaderMaterial({
  9830. name: 'SphericalGaussianBlur',
  9831. defines: {
  9832. 'n': maxSamples
  9833. },
  9834. uniforms: {
  9835. 'envMap': {
  9836. value: null
  9837. },
  9838. 'samples': {
  9839. value: 1
  9840. },
  9841. 'weights': {
  9842. value: weights
  9843. },
  9844. 'latitudinal': {
  9845. value: false
  9846. },
  9847. 'dTheta': {
  9848. value: 0
  9849. },
  9850. 'mipInt': {
  9851. value: 0
  9852. },
  9853. 'poleAxis': {
  9854. value: poleAxis
  9855. },
  9856. 'inputEncoding': {
  9857. value: ENCODINGS[LinearEncoding]
  9858. },
  9859. 'outputEncoding': {
  9860. value: ENCODINGS[LinearEncoding]
  9861. }
  9862. },
  9863. vertexShader: _getCommonVertexShader(),
  9864. fragmentShader:
  9865. /* glsl */
  9866. `
  9867. precision mediump float;
  9868. precision mediump int;
  9869. varying vec3 vOutputDirection;
  9870. uniform sampler2D envMap;
  9871. uniform int samples;
  9872. uniform float weights[ n ];
  9873. uniform bool latitudinal;
  9874. uniform float dTheta;
  9875. uniform float mipInt;
  9876. uniform vec3 poleAxis;
  9877. ${_getEncodings()}
  9878. #define ENVMAP_TYPE_CUBE_UV
  9879. #include <cube_uv_reflection_fragment>
  9880. vec3 getSample( float theta, vec3 axis ) {
  9881. float cosTheta = cos( theta );
  9882. // Rodrigues' axis-angle rotation
  9883. vec3 sampleDirection = vOutputDirection * cosTheta
  9884. + cross( axis, vOutputDirection ) * sin( theta )
  9885. + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
  9886. return bilinearCubeUV( envMap, sampleDirection, mipInt );
  9887. }
  9888. void main() {
  9889. vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
  9890. if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
  9891. axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
  9892. }
  9893. axis = normalize( axis );
  9894. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  9895. gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
  9896. for ( int i = 1; i < n; i++ ) {
  9897. if ( i >= samples ) {
  9898. break;
  9899. }
  9900. float theta = dTheta * float( i );
  9901. gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
  9902. gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
  9903. }
  9904. gl_FragColor = linearToOutputTexel( gl_FragColor );
  9905. }
  9906. `,
  9907. blending: NoBlending,
  9908. depthTest: false,
  9909. depthWrite: false
  9910. });
  9911. return shaderMaterial;
  9912. }
  9913. function _getEquirectShader() {
  9914. const texelSize = new Vector2(1, 1);
  9915. const shaderMaterial = new RawShaderMaterial({
  9916. name: 'EquirectangularToCubeUV',
  9917. uniforms: {
  9918. 'envMap': {
  9919. value: null
  9920. },
  9921. 'texelSize': {
  9922. value: texelSize
  9923. },
  9924. 'inputEncoding': {
  9925. value: ENCODINGS[LinearEncoding]
  9926. },
  9927. 'outputEncoding': {
  9928. value: ENCODINGS[LinearEncoding]
  9929. }
  9930. },
  9931. vertexShader: _getCommonVertexShader(),
  9932. fragmentShader:
  9933. /* glsl */
  9934. `
  9935. precision mediump float;
  9936. precision mediump int;
  9937. varying vec3 vOutputDirection;
  9938. uniform sampler2D envMap;
  9939. uniform vec2 texelSize;
  9940. ${_getEncodings()}
  9941. #include <common>
  9942. void main() {
  9943. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  9944. vec3 outputDirection = normalize( vOutputDirection );
  9945. vec2 uv = equirectUv( outputDirection );
  9946. vec2 f = fract( uv / texelSize - 0.5 );
  9947. uv -= f * texelSize;
  9948. vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9949. uv.x += texelSize.x;
  9950. vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9951. uv.y += texelSize.y;
  9952. vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9953. uv.x -= texelSize.x;
  9954. vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  9955. vec3 tm = mix( tl, tr, f.x );
  9956. vec3 bm = mix( bl, br, f.x );
  9957. gl_FragColor.rgb = mix( tm, bm, f.y );
  9958. gl_FragColor = linearToOutputTexel( gl_FragColor );
  9959. }
  9960. `,
  9961. blending: NoBlending,
  9962. depthTest: false,
  9963. depthWrite: false
  9964. });
  9965. return shaderMaterial;
  9966. }
  9967. function _getCubemapShader() {
  9968. const shaderMaterial = new RawShaderMaterial({
  9969. name: 'CubemapToCubeUV',
  9970. uniforms: {
  9971. 'envMap': {
  9972. value: null
  9973. },
  9974. 'inputEncoding': {
  9975. value: ENCODINGS[LinearEncoding]
  9976. },
  9977. 'outputEncoding': {
  9978. value: ENCODINGS[LinearEncoding]
  9979. }
  9980. },
  9981. vertexShader: _getCommonVertexShader(),
  9982. fragmentShader:
  9983. /* glsl */
  9984. `
  9985. precision mediump float;
  9986. precision mediump int;
  9987. varying vec3 vOutputDirection;
  9988. uniform samplerCube envMap;
  9989. ${_getEncodings()}
  9990. void main() {
  9991. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  9992. gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
  9993. gl_FragColor = linearToOutputTexel( gl_FragColor );
  9994. }
  9995. `,
  9996. blending: NoBlending,
  9997. depthTest: false,
  9998. depthWrite: false
  9999. });
  10000. return shaderMaterial;
  10001. }
  10002. function _getCommonVertexShader() {
  10003. return (
  10004. /* glsl */
  10005. `
  10006. precision mediump float;
  10007. precision mediump int;
  10008. attribute vec3 position;
  10009. attribute vec2 uv;
  10010. attribute float faceIndex;
  10011. varying vec3 vOutputDirection;
  10012. // RH coordinate system; PMREM face-indexing convention
  10013. vec3 getDirection( vec2 uv, float face ) {
  10014. uv = 2.0 * uv - 1.0;
  10015. vec3 direction = vec3( uv, 1.0 );
  10016. if ( face == 0.0 ) {
  10017. direction = direction.zyx; // ( 1, v, u ) pos x
  10018. } else if ( face == 1.0 ) {
  10019. direction = direction.xzy;
  10020. direction.xz *= -1.0; // ( -u, 1, -v ) pos y
  10021. } else if ( face == 2.0 ) {
  10022. direction.x *= -1.0; // ( -u, v, 1 ) pos z
  10023. } else if ( face == 3.0 ) {
  10024. direction = direction.zyx;
  10025. direction.xz *= -1.0; // ( -1, v, -u ) neg x
  10026. } else if ( face == 4.0 ) {
  10027. direction = direction.xzy;
  10028. direction.xy *= -1.0; // ( -u, -1, v ) neg y
  10029. } else if ( face == 5.0 ) {
  10030. direction.z *= -1.0; // ( u, v, -1 ) neg z
  10031. }
  10032. return direction;
  10033. }
  10034. void main() {
  10035. vOutputDirection = getDirection( uv, faceIndex );
  10036. gl_Position = vec4( position, 1.0 );
  10037. }
  10038. `
  10039. );
  10040. }
  10041. function _getEncodings() {
  10042. return (
  10043. /* glsl */
  10044. `
  10045. uniform int inputEncoding;
  10046. uniform int outputEncoding;
  10047. #include <encodings_pars_fragment>
  10048. vec4 inputTexelToLinear( vec4 value ) {
  10049. if ( inputEncoding == 0 ) {
  10050. return value;
  10051. } else if ( inputEncoding == 1 ) {
  10052. return sRGBToLinear( value );
  10053. } else if ( inputEncoding == 2 ) {
  10054. return RGBEToLinear( value );
  10055. } else if ( inputEncoding == 3 ) {
  10056. return RGBMToLinear( value, 7.0 );
  10057. } else if ( inputEncoding == 4 ) {
  10058. return RGBMToLinear( value, 16.0 );
  10059. } else if ( inputEncoding == 5 ) {
  10060. return RGBDToLinear( value, 256.0 );
  10061. } else {
  10062. return GammaToLinear( value, 2.2 );
  10063. }
  10064. }
  10065. vec4 linearToOutputTexel( vec4 value ) {
  10066. if ( outputEncoding == 0 ) {
  10067. return value;
  10068. } else if ( outputEncoding == 1 ) {
  10069. return LinearTosRGB( value );
  10070. } else if ( outputEncoding == 2 ) {
  10071. return LinearToRGBE( value );
  10072. } else if ( outputEncoding == 3 ) {
  10073. return LinearToRGBM( value, 7.0 );
  10074. } else if ( outputEncoding == 4 ) {
  10075. return LinearToRGBM( value, 16.0 );
  10076. } else if ( outputEncoding == 5 ) {
  10077. return LinearToRGBD( value, 256.0 );
  10078. } else {
  10079. return LinearToGamma( value, 2.2 );
  10080. }
  10081. }
  10082. vec4 envMapTexelToLinear( vec4 color ) {
  10083. return inputTexelToLinear( color );
  10084. }
  10085. `
  10086. );
  10087. }
  10088. function WebGLCubeUVMaps(renderer) {
  10089. let cubeUVmaps = new WeakMap();
  10090. let pmremGenerator = null;
  10091. function get(texture) {
  10092. if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
  10093. const mapping = texture.mapping;
  10094. const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;
  10095. const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping;
  10096. if (isEquirectMap || isCubeMap) {
  10097. // equirect/cube map to cubeUV conversion
  10098. if (cubeUVmaps.has(texture)) {
  10099. return cubeUVmaps.get(texture).texture;
  10100. } else {
  10101. const image = texture.image;
  10102. if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
  10103. const currentRenderTarget = renderer.getRenderTarget();
  10104. if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
  10105. const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
  10106. cubeUVmaps.set(texture, renderTarget);
  10107. renderer.setRenderTarget(currentRenderTarget);
  10108. texture.addEventListener('dispose', onTextureDispose);
  10109. return renderTarget.texture;
  10110. } else {
  10111. // image not yet ready. try the conversion next frame
  10112. return null;
  10113. }
  10114. }
  10115. }
  10116. }
  10117. return texture;
  10118. }
  10119. function isCubeTextureComplete(image) {
  10120. let count = 0;
  10121. const length = 6;
  10122. for (let i = 0; i < length; i++) {
  10123. if (image[i] !== undefined) count++;
  10124. }
  10125. return count === length;
  10126. }
  10127. function onTextureDispose(event) {
  10128. const texture = event.target;
  10129. texture.removeEventListener('dispose', onTextureDispose);
  10130. const cubemapUV = cubeUVmaps.get(texture);
  10131. if (cubemapUV !== undefined) {
  10132. cubeUVmaps.delete(texture);
  10133. cubemapUV.dispose();
  10134. }
  10135. }
  10136. function dispose() {
  10137. cubeUVmaps = new WeakMap();
  10138. if (pmremGenerator !== null) {
  10139. pmremGenerator.dispose();
  10140. pmremGenerator = null;
  10141. }
  10142. }
  10143. return {
  10144. get: get,
  10145. dispose: dispose
  10146. };
  10147. }
  10148. function WebGLExtensions(gl) {
  10149. const extensions = {};
  10150. function getExtension(name) {
  10151. if (extensions[name] !== undefined) {
  10152. return extensions[name];
  10153. }
  10154. let extension;
  10155. switch (name) {
  10156. case 'WEBGL_depth_texture':
  10157. extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');
  10158. break;
  10159. case 'EXT_texture_filter_anisotropic':
  10160. extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
  10161. break;
  10162. case 'WEBGL_compressed_texture_s3tc':
  10163. extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  10164. break;
  10165. case 'WEBGL_compressed_texture_pvrtc':
  10166. extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  10167. break;
  10168. default:
  10169. extension = gl.getExtension(name);
  10170. }
  10171. extensions[name] = extension;
  10172. return extension;
  10173. }
  10174. return {
  10175. has: function (name) {
  10176. return getExtension(name) !== null;
  10177. },
  10178. init: function (capabilities) {
  10179. if (capabilities.isWebGL2) {
  10180. getExtension('EXT_color_buffer_float');
  10181. } else {
  10182. getExtension('WEBGL_depth_texture');
  10183. getExtension('OES_texture_float');
  10184. getExtension('OES_texture_half_float');
  10185. getExtension('OES_texture_half_float_linear');
  10186. getExtension('OES_standard_derivatives');
  10187. getExtension('OES_element_index_uint');
  10188. getExtension('OES_vertex_array_object');
  10189. getExtension('ANGLE_instanced_arrays');
  10190. }
  10191. getExtension('OES_texture_float_linear');
  10192. getExtension('EXT_color_buffer_half_float');
  10193. },
  10194. get: function (name) {
  10195. const extension = getExtension(name);
  10196. if (extension === null) {
  10197. console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
  10198. }
  10199. return extension;
  10200. }
  10201. };
  10202. }
  10203. function WebGLGeometries(gl, attributes, info, bindingStates) {
  10204. const geometries = {};
  10205. const wireframeAttributes = new WeakMap();
  10206. function onGeometryDispose(event) {
  10207. const geometry = event.target;
  10208. if (geometry.index !== null) {
  10209. attributes.remove(geometry.index);
  10210. }
  10211. for (const name in geometry.attributes) {
  10212. attributes.remove(geometry.attributes[name]);
  10213. }
  10214. geometry.removeEventListener('dispose', onGeometryDispose);
  10215. delete geometries[geometry.id];
  10216. const attribute = wireframeAttributes.get(geometry);
  10217. if (attribute) {
  10218. attributes.remove(attribute);
  10219. wireframeAttributes.delete(geometry);
  10220. }
  10221. bindingStates.releaseStatesOfGeometry(geometry);
  10222. if (geometry.isInstancedBufferGeometry === true) {
  10223. delete geometry._maxInstanceCount;
  10224. } //
  10225. info.memory.geometries--;
  10226. }
  10227. function get(object, geometry) {
  10228. if (geometries[geometry.id] === true) return geometry;
  10229. geometry.addEventListener('dispose', onGeometryDispose);
  10230. geometries[geometry.id] = true;
  10231. info.memory.geometries++;
  10232. return geometry;
  10233. }
  10234. function update(geometry) {
  10235. const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
  10236. for (const name in geometryAttributes) {
  10237. attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
  10238. } // morph targets
  10239. const morphAttributes = geometry.morphAttributes;
  10240. for (const name in morphAttributes) {
  10241. const array = morphAttributes[name];
  10242. for (let i = 0, l = array.length; i < l; i++) {
  10243. attributes.update(array[i], gl.ARRAY_BUFFER);
  10244. }
  10245. }
  10246. }
  10247. function updateWireframeAttribute(geometry) {
  10248. const indices = [];
  10249. const geometryIndex = geometry.index;
  10250. const geometryPosition = geometry.attributes.position;
  10251. let version = 0;
  10252. if (geometryIndex !== null) {
  10253. const array = geometryIndex.array;
  10254. version = geometryIndex.version;
  10255. for (let i = 0, l = array.length; i < l; i += 3) {
  10256. const a = array[i + 0];
  10257. const b = array[i + 1];
  10258. const c = array[i + 2];
  10259. indices.push(a, b, b, c, c, a);
  10260. }
  10261. } else {
  10262. const array = geometryPosition.array;
  10263. version = geometryPosition.version;
  10264. for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
  10265. const a = i + 0;
  10266. const b = i + 1;
  10267. const c = i + 2;
  10268. indices.push(a, b, b, c, c, a);
  10269. }
  10270. }
  10271. const attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
  10272. attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
  10273. //
  10274. const previousAttribute = wireframeAttributes.get(geometry);
  10275. if (previousAttribute) attributes.remove(previousAttribute); //
  10276. wireframeAttributes.set(geometry, attribute);
  10277. }
  10278. function getWireframeAttribute(geometry) {
  10279. const currentAttribute = wireframeAttributes.get(geometry);
  10280. if (currentAttribute) {
  10281. const geometryIndex = geometry.index;
  10282. if (geometryIndex !== null) {
  10283. // if the attribute is obsolete, create a new one
  10284. if (currentAttribute.version < geometryIndex.version) {
  10285. updateWireframeAttribute(geometry);
  10286. }
  10287. }
  10288. } else {
  10289. updateWireframeAttribute(geometry);
  10290. }
  10291. return wireframeAttributes.get(geometry);
  10292. }
  10293. return {
  10294. get: get,
  10295. update: update,
  10296. getWireframeAttribute: getWireframeAttribute
  10297. };
  10298. }
  10299. function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
  10300. const isWebGL2 = capabilities.isWebGL2;
  10301. let mode;
  10302. function setMode(value) {
  10303. mode = value;
  10304. }
  10305. let type, bytesPerElement;
  10306. function setIndex(value) {
  10307. type = value.type;
  10308. bytesPerElement = value.bytesPerElement;
  10309. }
  10310. function render(start, count) {
  10311. gl.drawElements(mode, count, type, start * bytesPerElement);
  10312. info.update(count, mode, 1);
  10313. }
  10314. function renderInstances(start, count, primcount) {
  10315. if (primcount === 0) return;
  10316. let extension, methodName;
  10317. if (isWebGL2) {
  10318. extension = gl;
  10319. methodName = 'drawElementsInstanced';
  10320. } else {
  10321. extension = extensions.get('ANGLE_instanced_arrays');
  10322. methodName = 'drawElementsInstancedANGLE';
  10323. if (extension === null) {
  10324. console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  10325. return;
  10326. }
  10327. }
  10328. extension[methodName](mode, count, type, start * bytesPerElement, primcount);
  10329. info.update(count, mode, primcount);
  10330. } //
  10331. this.setMode = setMode;
  10332. this.setIndex = setIndex;
  10333. this.render = render;
  10334. this.renderInstances = renderInstances;
  10335. }
  10336. function WebGLInfo(gl) {
  10337. const memory = {
  10338. geometries: 0,
  10339. textures: 0
  10340. };
  10341. const render = {
  10342. frame: 0,
  10343. calls: 0,
  10344. triangles: 0,
  10345. points: 0,
  10346. lines: 0
  10347. };
  10348. function update(count, mode, instanceCount) {
  10349. render.calls++;
  10350. switch (mode) {
  10351. case gl.TRIANGLES:
  10352. render.triangles += instanceCount * (count / 3);
  10353. break;
  10354. case gl.LINES:
  10355. render.lines += instanceCount * (count / 2);
  10356. break;
  10357. case gl.LINE_STRIP:
  10358. render.lines += instanceCount * (count - 1);
  10359. break;
  10360. case gl.LINE_LOOP:
  10361. render.lines += instanceCount * count;
  10362. break;
  10363. case gl.POINTS:
  10364. render.points += instanceCount * count;
  10365. break;
  10366. default:
  10367. console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
  10368. break;
  10369. }
  10370. }
  10371. function reset() {
  10372. render.frame++;
  10373. render.calls = 0;
  10374. render.triangles = 0;
  10375. render.points = 0;
  10376. render.lines = 0;
  10377. }
  10378. return {
  10379. memory: memory,
  10380. render: render,
  10381. programs: null,
  10382. autoReset: true,
  10383. reset: reset,
  10384. update: update
  10385. };
  10386. }
  10387. class DataTexture2DArray extends Texture {
  10388. constructor(data = null, width = 1, height = 1, depth = 1) {
  10389. super(null);
  10390. this.image = {
  10391. data,
  10392. width,
  10393. height,
  10394. depth
  10395. };
  10396. this.magFilter = NearestFilter;
  10397. this.minFilter = NearestFilter;
  10398. this.wrapR = ClampToEdgeWrapping;
  10399. this.generateMipmaps = false;
  10400. this.flipY = false;
  10401. this.unpackAlignment = 1;
  10402. this.needsUpdate = true;
  10403. }
  10404. }
  10405. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10406. function numericalSort(a, b) {
  10407. return a[0] - b[0];
  10408. }
  10409. function absNumericalSort(a, b) {
  10410. return Math.abs(b[1]) - Math.abs(a[1]);
  10411. }
  10412. function denormalize(morph, attribute) {
  10413. let denominator = 1;
  10414. const array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;
  10415. if (array instanceof Int8Array) denominator = 127;else if (array instanceof Int16Array) denominator = 32767;else if (array instanceof Int32Array) denominator = 2147483647;else console.error('THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array);
  10416. morph.divideScalar(denominator);
  10417. }
  10418. function WebGLMorphtargets(gl, capabilities, textures) {
  10419. const influencesList = {};
  10420. const morphInfluences = new Float32Array(8);
  10421. const morphTextures = new WeakMap();
  10422. const morph = new Vector3();
  10423. const workInfluences = [];
  10424. for (let i = 0; i < 8; i++) {
  10425. workInfluences[i] = [i, 0];
  10426. }
  10427. function update(object, geometry, material, program) {
  10428. const objectInfluences = object.morphTargetInfluences;
  10429. if (capabilities.isWebGL2 === true) {
  10430. // instead of using attributes, the WebGL 2 code path encodes morph targets
  10431. // into an array of data textures. Each layer represents a single morph target.
  10432. const numberOfMorphTargets = geometry.morphAttributes.position.length;
  10433. let entry = morphTextures.get(geometry);
  10434. if (entry === undefined || entry.count !== numberOfMorphTargets) {
  10435. if (entry !== undefined) entry.texture.dispose();
  10436. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  10437. const morphTargets = geometry.morphAttributes.position;
  10438. const morphNormals = geometry.morphAttributes.normal || [];
  10439. const numberOfVertices = geometry.attributes.position.count;
  10440. const numberOfVertexData = hasMorphNormals === true ? 2 : 1; // (v,n) vs. (v)
  10441. let width = numberOfVertices * numberOfVertexData;
  10442. let height = 1;
  10443. if (width > capabilities.maxTextureSize) {
  10444. height = Math.ceil(width / capabilities.maxTextureSize);
  10445. width = capabilities.maxTextureSize;
  10446. }
  10447. const buffer = new Float32Array(width * height * 4 * numberOfMorphTargets);
  10448. const texture = new DataTexture2DArray(buffer, width, height, numberOfMorphTargets);
  10449. texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower)
  10450. texture.type = FloatType; // fill buffer
  10451. const vertexDataStride = numberOfVertexData * 4;
  10452. for (let i = 0; i < numberOfMorphTargets; i++) {
  10453. const morphTarget = morphTargets[i];
  10454. const morphNormal = morphNormals[i];
  10455. const offset = width * height * 4 * i;
  10456. for (let j = 0; j < morphTarget.count; j++) {
  10457. morph.fromBufferAttribute(morphTarget, j);
  10458. if (morphTarget.normalized === true) denormalize(morph, morphTarget);
  10459. const stride = j * vertexDataStride;
  10460. buffer[offset + stride + 0] = morph.x;
  10461. buffer[offset + stride + 1] = morph.y;
  10462. buffer[offset + stride + 2] = morph.z;
  10463. buffer[offset + stride + 3] = 0;
  10464. if (hasMorphNormals === true) {
  10465. morph.fromBufferAttribute(morphNormal, j);
  10466. if (morphNormal.normalized === true) denormalize(morph, morphNormal);
  10467. buffer[offset + stride + 4] = morph.x;
  10468. buffer[offset + stride + 5] = morph.y;
  10469. buffer[offset + stride + 6] = morph.z;
  10470. buffer[offset + stride + 7] = 0;
  10471. }
  10472. }
  10473. }
  10474. entry = {
  10475. count: numberOfMorphTargets,
  10476. texture: texture,
  10477. size: new Vector2(width, height)
  10478. };
  10479. morphTextures.set(geometry, entry);
  10480. } //
  10481. let morphInfluencesSum = 0;
  10482. for (let i = 0; i < objectInfluences.length; i++) {
  10483. morphInfluencesSum += objectInfluences[i];
  10484. }
  10485. const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10486. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  10487. program.getUniforms().setValue(gl, 'morphTargetInfluences', objectInfluences);
  10488. program.getUniforms().setValue(gl, 'morphTargetsTexture', entry.texture, textures);
  10489. program.getUniforms().setValue(gl, 'morphTargetsTextureSize', entry.size);
  10490. } else {
  10491. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10492. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10493. const length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10494. let influences = influencesList[geometry.id];
  10495. if (influences === undefined || influences.length !== length) {
  10496. // initialise list
  10497. influences = [];
  10498. for (let i = 0; i < length; i++) {
  10499. influences[i] = [i, 0];
  10500. }
  10501. influencesList[geometry.id] = influences;
  10502. } // Collect influences
  10503. for (let i = 0; i < length; i++) {
  10504. const influence = influences[i];
  10505. influence[0] = i;
  10506. influence[1] = objectInfluences[i];
  10507. }
  10508. influences.sort(absNumericalSort);
  10509. for (let i = 0; i < 8; i++) {
  10510. if (i < length && influences[i][1]) {
  10511. workInfluences[i][0] = influences[i][0];
  10512. workInfluences[i][1] = influences[i][1];
  10513. } else {
  10514. workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
  10515. workInfluences[i][1] = 0;
  10516. }
  10517. }
  10518. workInfluences.sort(numericalSort);
  10519. const morphTargets = geometry.morphAttributes.position;
  10520. const morphNormals = geometry.morphAttributes.normal;
  10521. let morphInfluencesSum = 0;
  10522. for (let i = 0; i < 8; i++) {
  10523. const influence = workInfluences[i];
  10524. const index = influence[0];
  10525. const value = influence[1];
  10526. if (index !== Number.MAX_SAFE_INTEGER && value) {
  10527. if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
  10528. geometry.setAttribute('morphTarget' + i, morphTargets[index]);
  10529. }
  10530. if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
  10531. geometry.setAttribute('morphNormal' + i, morphNormals[index]);
  10532. }
  10533. morphInfluences[i] = value;
  10534. morphInfluencesSum += value;
  10535. } else {
  10536. if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
  10537. geometry.deleteAttribute('morphTarget' + i);
  10538. }
  10539. if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
  10540. geometry.deleteAttribute('morphNormal' + i);
  10541. }
  10542. morphInfluences[i] = 0;
  10543. }
  10544. } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10545. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10546. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10547. const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10548. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  10549. program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
  10550. }
  10551. }
  10552. return {
  10553. update: update
  10554. };
  10555. }
  10556. function WebGLObjects(gl, geometries, attributes, info) {
  10557. let updateMap = new WeakMap();
  10558. function update(object) {
  10559. const frame = info.render.frame;
  10560. const geometry = object.geometry;
  10561. const buffergeometry = geometries.get(object, geometry); // Update once per frame
  10562. if (updateMap.get(buffergeometry) !== frame) {
  10563. geometries.update(buffergeometry);
  10564. updateMap.set(buffergeometry, frame);
  10565. }
  10566. if (object.isInstancedMesh) {
  10567. if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
  10568. object.addEventListener('dispose', onInstancedMeshDispose);
  10569. }
  10570. attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
  10571. if (object.instanceColor !== null) {
  10572. attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
  10573. }
  10574. }
  10575. return buffergeometry;
  10576. }
  10577. function dispose() {
  10578. updateMap = new WeakMap();
  10579. }
  10580. function onInstancedMeshDispose(event) {
  10581. const instancedMesh = event.target;
  10582. instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
  10583. attributes.remove(instancedMesh.instanceMatrix);
  10584. if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
  10585. }
  10586. return {
  10587. update: update,
  10588. dispose: dispose
  10589. };
  10590. }
  10591. class DataTexture3D extends Texture {
  10592. constructor(data = null, width = 1, height = 1, depth = 1) {
  10593. // We're going to add .setXXX() methods for setting properties later.
  10594. // Users can still set in DataTexture3D directly.
  10595. //
  10596. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10597. // texture.anisotropy = 16;
  10598. //
  10599. // See #14839
  10600. super(null);
  10601. this.image = {
  10602. data,
  10603. width,
  10604. height,
  10605. depth
  10606. };
  10607. this.magFilter = NearestFilter;
  10608. this.minFilter = NearestFilter;
  10609. this.wrapR = ClampToEdgeWrapping;
  10610. this.generateMipmaps = false;
  10611. this.flipY = false;
  10612. this.unpackAlignment = 1;
  10613. this.needsUpdate = true;
  10614. }
  10615. }
  10616. DataTexture3D.prototype.isDataTexture3D = true;
  10617. /**
  10618. * Uniforms of a program.
  10619. * Those form a tree structure with a special top-level container for the root,
  10620. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10621. *
  10622. *
  10623. * Properties of inner nodes including the top-level container:
  10624. *
  10625. * .seq - array of nested uniforms
  10626. * .map - nested uniforms by name
  10627. *
  10628. *
  10629. * Methods of all nodes except the top-level container:
  10630. *
  10631. * .setValue( gl, value, [textures] )
  10632. *
  10633. * uploads a uniform value(s)
  10634. * the 'textures' parameter is needed for sampler uniforms
  10635. *
  10636. *
  10637. * Static methods of the top-level container (textures factorizations):
  10638. *
  10639. * .upload( gl, seq, values, textures )
  10640. *
  10641. * sets uniforms in 'seq' to 'values[id].value'
  10642. *
  10643. * .seqWithValue( seq, values ) : filteredSeq
  10644. *
  10645. * filters 'seq' entries with corresponding entry in values
  10646. *
  10647. *
  10648. * Methods of the top-level container (textures factorizations):
  10649. *
  10650. * .setValue( gl, name, value, textures )
  10651. *
  10652. * sets uniform with name 'name' to 'value'
  10653. *
  10654. * .setOptional( gl, obj, prop )
  10655. *
  10656. * like .set for an optional property of the object
  10657. *
  10658. */
  10659. const emptyTexture = new Texture();
  10660. const emptyTexture2dArray = new DataTexture2DArray();
  10661. const emptyTexture3d = new DataTexture3D();
  10662. const emptyCubeTexture = new CubeTexture(); // --- Utilities ---
  10663. // Array Caches (provide typed arrays for temporary by size)
  10664. const arrayCacheF32 = [];
  10665. const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
  10666. const mat4array = new Float32Array(16);
  10667. const mat3array = new Float32Array(9);
  10668. const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
  10669. function flatten(array, nBlocks, blockSize) {
  10670. const firstElem = array[0];
  10671. if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
  10672. // see http://jacksondunstan.com/articles/983
  10673. const n = nBlocks * blockSize;
  10674. let r = arrayCacheF32[n];
  10675. if (r === undefined) {
  10676. r = new Float32Array(n);
  10677. arrayCacheF32[n] = r;
  10678. }
  10679. if (nBlocks !== 0) {
  10680. firstElem.toArray(r, 0);
  10681. for (let i = 1, offset = 0; i !== nBlocks; ++i) {
  10682. offset += blockSize;
  10683. array[i].toArray(r, offset);
  10684. }
  10685. }
  10686. return r;
  10687. }
  10688. function arraysEqual(a, b) {
  10689. if (a.length !== b.length) return false;
  10690. for (let i = 0, l = a.length; i < l; i++) {
  10691. if (a[i] !== b[i]) return false;
  10692. }
  10693. return true;
  10694. }
  10695. function copyArray(a, b) {
  10696. for (let i = 0, l = b.length; i < l; i++) {
  10697. a[i] = b[i];
  10698. }
  10699. } // Texture unit allocation
  10700. function allocTexUnits(textures, n) {
  10701. let r = arrayCacheI32[n];
  10702. if (r === undefined) {
  10703. r = new Int32Array(n);
  10704. arrayCacheI32[n] = r;
  10705. }
  10706. for (let i = 0; i !== n; ++i) {
  10707. r[i] = textures.allocateTextureUnit();
  10708. }
  10709. return r;
  10710. } // --- Setters ---
  10711. // Note: Defining these methods externally, because they come in a bunch
  10712. // and this way their names minify.
  10713. // Single scalar
  10714. function setValueV1f(gl, v) {
  10715. const cache = this.cache;
  10716. if (cache[0] === v) return;
  10717. gl.uniform1f(this.addr, v);
  10718. cache[0] = v;
  10719. } // Single float vector (from flat array or THREE.VectorN)
  10720. function setValueV2f(gl, v) {
  10721. const cache = this.cache;
  10722. if (v.x !== undefined) {
  10723. if (cache[0] !== v.x || cache[1] !== v.y) {
  10724. gl.uniform2f(this.addr, v.x, v.y);
  10725. cache[0] = v.x;
  10726. cache[1] = v.y;
  10727. }
  10728. } else {
  10729. if (arraysEqual(cache, v)) return;
  10730. gl.uniform2fv(this.addr, v);
  10731. copyArray(cache, v);
  10732. }
  10733. }
  10734. function setValueV3f(gl, v) {
  10735. const cache = this.cache;
  10736. if (v.x !== undefined) {
  10737. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
  10738. gl.uniform3f(this.addr, v.x, v.y, v.z);
  10739. cache[0] = v.x;
  10740. cache[1] = v.y;
  10741. cache[2] = v.z;
  10742. }
  10743. } else if (v.r !== undefined) {
  10744. if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
  10745. gl.uniform3f(this.addr, v.r, v.g, v.b);
  10746. cache[0] = v.r;
  10747. cache[1] = v.g;
  10748. cache[2] = v.b;
  10749. }
  10750. } else {
  10751. if (arraysEqual(cache, v)) return;
  10752. gl.uniform3fv(this.addr, v);
  10753. copyArray(cache, v);
  10754. }
  10755. }
  10756. function setValueV4f(gl, v) {
  10757. const cache = this.cache;
  10758. if (v.x !== undefined) {
  10759. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
  10760. gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
  10761. cache[0] = v.x;
  10762. cache[1] = v.y;
  10763. cache[2] = v.z;
  10764. cache[3] = v.w;
  10765. }
  10766. } else {
  10767. if (arraysEqual(cache, v)) return;
  10768. gl.uniform4fv(this.addr, v);
  10769. copyArray(cache, v);
  10770. }
  10771. } // Single matrix (from flat array or THREE.MatrixN)
  10772. function setValueM2(gl, v) {
  10773. const cache = this.cache;
  10774. const elements = v.elements;
  10775. if (elements === undefined) {
  10776. if (arraysEqual(cache, v)) return;
  10777. gl.uniformMatrix2fv(this.addr, false, v);
  10778. copyArray(cache, v);
  10779. } else {
  10780. if (arraysEqual(cache, elements)) return;
  10781. mat2array.set(elements);
  10782. gl.uniformMatrix2fv(this.addr, false, mat2array);
  10783. copyArray(cache, elements);
  10784. }
  10785. }
  10786. function setValueM3(gl, v) {
  10787. const cache = this.cache;
  10788. const elements = v.elements;
  10789. if (elements === undefined) {
  10790. if (arraysEqual(cache, v)) return;
  10791. gl.uniformMatrix3fv(this.addr, false, v);
  10792. copyArray(cache, v);
  10793. } else {
  10794. if (arraysEqual(cache, elements)) return;
  10795. mat3array.set(elements);
  10796. gl.uniformMatrix3fv(this.addr, false, mat3array);
  10797. copyArray(cache, elements);
  10798. }
  10799. }
  10800. function setValueM4(gl, v) {
  10801. const cache = this.cache;
  10802. const elements = v.elements;
  10803. if (elements === undefined) {
  10804. if (arraysEqual(cache, v)) return;
  10805. gl.uniformMatrix4fv(this.addr, false, v);
  10806. copyArray(cache, v);
  10807. } else {
  10808. if (arraysEqual(cache, elements)) return;
  10809. mat4array.set(elements);
  10810. gl.uniformMatrix4fv(this.addr, false, mat4array);
  10811. copyArray(cache, elements);
  10812. }
  10813. } // Single integer / boolean
  10814. function setValueV1i(gl, v) {
  10815. const cache = this.cache;
  10816. if (cache[0] === v) return;
  10817. gl.uniform1i(this.addr, v);
  10818. cache[0] = v;
  10819. } // Single integer / boolean vector (from flat array)
  10820. function setValueV2i(gl, v) {
  10821. const cache = this.cache;
  10822. if (arraysEqual(cache, v)) return;
  10823. gl.uniform2iv(this.addr, v);
  10824. copyArray(cache, v);
  10825. }
  10826. function setValueV3i(gl, v) {
  10827. const cache = this.cache;
  10828. if (arraysEqual(cache, v)) return;
  10829. gl.uniform3iv(this.addr, v);
  10830. copyArray(cache, v);
  10831. }
  10832. function setValueV4i(gl, v) {
  10833. const cache = this.cache;
  10834. if (arraysEqual(cache, v)) return;
  10835. gl.uniform4iv(this.addr, v);
  10836. copyArray(cache, v);
  10837. } // Single unsigned integer
  10838. function setValueV1ui(gl, v) {
  10839. const cache = this.cache;
  10840. if (cache[0] === v) return;
  10841. gl.uniform1ui(this.addr, v);
  10842. cache[0] = v;
  10843. } // Single unsigned integer vector (from flat array)
  10844. function setValueV2ui(gl, v) {
  10845. const cache = this.cache;
  10846. if (arraysEqual(cache, v)) return;
  10847. gl.uniform2uiv(this.addr, v);
  10848. copyArray(cache, v);
  10849. }
  10850. function setValueV3ui(gl, v) {
  10851. const cache = this.cache;
  10852. if (arraysEqual(cache, v)) return;
  10853. gl.uniform3uiv(this.addr, v);
  10854. copyArray(cache, v);
  10855. }
  10856. function setValueV4ui(gl, v) {
  10857. const cache = this.cache;
  10858. if (arraysEqual(cache, v)) return;
  10859. gl.uniform4uiv(this.addr, v);
  10860. copyArray(cache, v);
  10861. } // Single texture (2D / Cube)
  10862. function setValueT1(gl, v, textures) {
  10863. const cache = this.cache;
  10864. const unit = textures.allocateTextureUnit();
  10865. if (cache[0] !== unit) {
  10866. gl.uniform1i(this.addr, unit);
  10867. cache[0] = unit;
  10868. }
  10869. textures.safeSetTexture2D(v || emptyTexture, unit);
  10870. }
  10871. function setValueT3D1(gl, v, textures) {
  10872. const cache = this.cache;
  10873. const unit = textures.allocateTextureUnit();
  10874. if (cache[0] !== unit) {
  10875. gl.uniform1i(this.addr, unit);
  10876. cache[0] = unit;
  10877. }
  10878. textures.setTexture3D(v || emptyTexture3d, unit);
  10879. }
  10880. function setValueT6(gl, v, textures) {
  10881. const cache = this.cache;
  10882. const unit = textures.allocateTextureUnit();
  10883. if (cache[0] !== unit) {
  10884. gl.uniform1i(this.addr, unit);
  10885. cache[0] = unit;
  10886. }
  10887. textures.safeSetTextureCube(v || emptyCubeTexture, unit);
  10888. }
  10889. function setValueT2DArray1(gl, v, textures) {
  10890. const cache = this.cache;
  10891. const unit = textures.allocateTextureUnit();
  10892. if (cache[0] !== unit) {
  10893. gl.uniform1i(this.addr, unit);
  10894. cache[0] = unit;
  10895. }
  10896. textures.setTexture2DArray(v || emptyTexture2dArray, unit);
  10897. } // Helper to pick the right setter for the singular case
  10898. function getSingularSetter(type) {
  10899. switch (type) {
  10900. case 0x1406:
  10901. return setValueV1f;
  10902. // FLOAT
  10903. case 0x8b50:
  10904. return setValueV2f;
  10905. // _VEC2
  10906. case 0x8b51:
  10907. return setValueV3f;
  10908. // _VEC3
  10909. case 0x8b52:
  10910. return setValueV4f;
  10911. // _VEC4
  10912. case 0x8b5a:
  10913. return setValueM2;
  10914. // _MAT2
  10915. case 0x8b5b:
  10916. return setValueM3;
  10917. // _MAT3
  10918. case 0x8b5c:
  10919. return setValueM4;
  10920. // _MAT4
  10921. case 0x1404:
  10922. case 0x8b56:
  10923. return setValueV1i;
  10924. // INT, BOOL
  10925. case 0x8b53:
  10926. case 0x8b57:
  10927. return setValueV2i;
  10928. // _VEC2
  10929. case 0x8b54:
  10930. case 0x8b58:
  10931. return setValueV3i;
  10932. // _VEC3
  10933. case 0x8b55:
  10934. case 0x8b59:
  10935. return setValueV4i;
  10936. // _VEC4
  10937. case 0x1405:
  10938. return setValueV1ui;
  10939. // UINT
  10940. case 0x8dc6:
  10941. return setValueV2ui;
  10942. // _VEC2
  10943. case 0x8dc7:
  10944. return setValueV3ui;
  10945. // _VEC3
  10946. case 0x8dc8:
  10947. return setValueV4ui;
  10948. // _VEC4
  10949. case 0x8b5e: // SAMPLER_2D
  10950. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10951. case 0x8dca: // INT_SAMPLER_2D
  10952. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10953. case 0x8b62:
  10954. // SAMPLER_2D_SHADOW
  10955. return setValueT1;
  10956. case 0x8b5f: // SAMPLER_3D
  10957. case 0x8dcb: // INT_SAMPLER_3D
  10958. case 0x8dd3:
  10959. // UNSIGNED_INT_SAMPLER_3D
  10960. return setValueT3D1;
  10961. case 0x8b60: // SAMPLER_CUBE
  10962. case 0x8dcc: // INT_SAMPLER_CUBE
  10963. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10964. case 0x8dc5:
  10965. // SAMPLER_CUBE_SHADOW
  10966. return setValueT6;
  10967. case 0x8dc1: // SAMPLER_2D_ARRAY
  10968. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10969. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10970. case 0x8dc4:
  10971. // SAMPLER_2D_ARRAY_SHADOW
  10972. return setValueT2DArray1;
  10973. }
  10974. } // Array of scalars
  10975. function setValueV1fArray(gl, v) {
  10976. gl.uniform1fv(this.addr, v);
  10977. } // Array of vectors (from flat array or array of THREE.VectorN)
  10978. function setValueV2fArray(gl, v) {
  10979. const data = flatten(v, this.size, 2);
  10980. gl.uniform2fv(this.addr, data);
  10981. }
  10982. function setValueV3fArray(gl, v) {
  10983. const data = flatten(v, this.size, 3);
  10984. gl.uniform3fv(this.addr, data);
  10985. }
  10986. function setValueV4fArray(gl, v) {
  10987. const data = flatten(v, this.size, 4);
  10988. gl.uniform4fv(this.addr, data);
  10989. } // Array of matrices (from flat array or array of THREE.MatrixN)
  10990. function setValueM2Array(gl, v) {
  10991. const data = flatten(v, this.size, 4);
  10992. gl.uniformMatrix2fv(this.addr, false, data);
  10993. }
  10994. function setValueM3Array(gl, v) {
  10995. const data = flatten(v, this.size, 9);
  10996. gl.uniformMatrix3fv(this.addr, false, data);
  10997. }
  10998. function setValueM4Array(gl, v) {
  10999. const data = flatten(v, this.size, 16);
  11000. gl.uniformMatrix4fv(this.addr, false, data);
  11001. } // Array of integer / boolean
  11002. function setValueV1iArray(gl, v) {
  11003. gl.uniform1iv(this.addr, v);
  11004. } // Array of integer / boolean vectors (from flat array)
  11005. function setValueV2iArray(gl, v) {
  11006. gl.uniform2iv(this.addr, v);
  11007. }
  11008. function setValueV3iArray(gl, v) {
  11009. gl.uniform3iv(this.addr, v);
  11010. }
  11011. function setValueV4iArray(gl, v) {
  11012. gl.uniform4iv(this.addr, v);
  11013. } // Array of unsigned integer
  11014. function setValueV1uiArray(gl, v) {
  11015. gl.uniform1uiv(this.addr, v);
  11016. } // Array of unsigned integer vectors (from flat array)
  11017. function setValueV2uiArray(gl, v) {
  11018. gl.uniform2uiv(this.addr, v);
  11019. }
  11020. function setValueV3uiArray(gl, v) {
  11021. gl.uniform3uiv(this.addr, v);
  11022. }
  11023. function setValueV4uiArray(gl, v) {
  11024. gl.uniform4uiv(this.addr, v);
  11025. } // Array of textures (2D / Cube)
  11026. function setValueT1Array(gl, v, textures) {
  11027. const n = v.length;
  11028. const units = allocTexUnits(textures, n);
  11029. gl.uniform1iv(this.addr, units);
  11030. for (let i = 0; i !== n; ++i) {
  11031. textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
  11032. }
  11033. }
  11034. function setValueT6Array(gl, v, textures) {
  11035. const n = v.length;
  11036. const units = allocTexUnits(textures, n);
  11037. gl.uniform1iv(this.addr, units);
  11038. for (let i = 0; i !== n; ++i) {
  11039. textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
  11040. }
  11041. } // Helper to pick the right setter for a pure (bottom-level) array
  11042. function getPureArraySetter(type) {
  11043. switch (type) {
  11044. case 0x1406:
  11045. return setValueV1fArray;
  11046. // FLOAT
  11047. case 0x8b50:
  11048. return setValueV2fArray;
  11049. // _VEC2
  11050. case 0x8b51:
  11051. return setValueV3fArray;
  11052. // _VEC3
  11053. case 0x8b52:
  11054. return setValueV4fArray;
  11055. // _VEC4
  11056. case 0x8b5a:
  11057. return setValueM2Array;
  11058. // _MAT2
  11059. case 0x8b5b:
  11060. return setValueM3Array;
  11061. // _MAT3
  11062. case 0x8b5c:
  11063. return setValueM4Array;
  11064. // _MAT4
  11065. case 0x1404:
  11066. case 0x8b56:
  11067. return setValueV1iArray;
  11068. // INT, BOOL
  11069. case 0x8b53:
  11070. case 0x8b57:
  11071. return setValueV2iArray;
  11072. // _VEC2
  11073. case 0x8b54:
  11074. case 0x8b58:
  11075. return setValueV3iArray;
  11076. // _VEC3
  11077. case 0x8b55:
  11078. case 0x8b59:
  11079. return setValueV4iArray;
  11080. // _VEC4
  11081. case 0x1405:
  11082. return setValueV1uiArray;
  11083. // UINT
  11084. case 0x8dc6:
  11085. return setValueV2uiArray;
  11086. // _VEC2
  11087. case 0x8dc7:
  11088. return setValueV3uiArray;
  11089. // _VEC3
  11090. case 0x8dc8:
  11091. return setValueV4uiArray;
  11092. // _VEC4
  11093. case 0x8b5e: // SAMPLER_2D
  11094. case 0x8d66: // SAMPLER_EXTERNAL_OES
  11095. case 0x8dca: // INT_SAMPLER_2D
  11096. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  11097. case 0x8b62:
  11098. // SAMPLER_2D_SHADOW
  11099. return setValueT1Array;
  11100. case 0x8b60: // SAMPLER_CUBE
  11101. case 0x8dcc: // INT_SAMPLER_CUBE
  11102. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  11103. case 0x8dc5:
  11104. // SAMPLER_CUBE_SHADOW
  11105. return setValueT6Array;
  11106. }
  11107. } // --- Uniform Classes ---
  11108. function SingleUniform(id, activeInfo, addr) {
  11109. this.id = id;
  11110. this.addr = addr;
  11111. this.cache = [];
  11112. this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  11113. }
  11114. function PureArrayUniform(id, activeInfo, addr) {
  11115. this.id = id;
  11116. this.addr = addr;
  11117. this.cache = [];
  11118. this.size = activeInfo.size;
  11119. this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  11120. }
  11121. PureArrayUniform.prototype.updateCache = function (data) {
  11122. const cache = this.cache;
  11123. if (data instanceof Float32Array && cache.length !== data.length) {
  11124. this.cache = new Float32Array(data.length);
  11125. }
  11126. copyArray(cache, data);
  11127. };
  11128. function StructuredUniform(id) {
  11129. this.id = id;
  11130. this.seq = [];
  11131. this.map = {};
  11132. }
  11133. StructuredUniform.prototype.setValue = function (gl, value, textures) {
  11134. const seq = this.seq;
  11135. for (let i = 0, n = seq.length; i !== n; ++i) {
  11136. const u = seq[i];
  11137. u.setValue(gl, value[u.id], textures);
  11138. }
  11139. }; // --- Top-level ---
  11140. // Parser - builds up the property tree from the path strings
  11141. const RePathPart = /(\w+)(\])?(\[|\.)?/g; // extracts
  11142. // - the identifier (member name or array index)
  11143. // - followed by an optional right bracket (found when array index)
  11144. // - followed by an optional left bracket or dot (type of subscript)
  11145. //
  11146. // Note: These portions can be read in a non-overlapping fashion and
  11147. // allow straightforward parsing of the hierarchy that WebGL encodes
  11148. // in the uniform names.
  11149. function addUniform(container, uniformObject) {
  11150. container.seq.push(uniformObject);
  11151. container.map[uniformObject.id] = uniformObject;
  11152. }
  11153. function parseUniform(activeInfo, addr, container) {
  11154. const path = activeInfo.name,
  11155. pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
  11156. RePathPart.lastIndex = 0;
  11157. while (true) {
  11158. const match = RePathPart.exec(path),
  11159. matchEnd = RePathPart.lastIndex;
  11160. let id = match[1];
  11161. const idIsIndex = match[2] === ']',
  11162. subscript = match[3];
  11163. if (idIsIndex) id = id | 0; // convert to integer
  11164. if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {
  11165. // bare name or "pure" bottom-level array "[0]" suffix
  11166. addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
  11167. break;
  11168. } else {
  11169. // step into inner node / create it in case it doesn't exist
  11170. const map = container.map;
  11171. let next = map[id];
  11172. if (next === undefined) {
  11173. next = new StructuredUniform(id);
  11174. addUniform(container, next);
  11175. }
  11176. container = next;
  11177. }
  11178. }
  11179. } // Root Container
  11180. function WebGLUniforms(gl, program) {
  11181. this.seq = [];
  11182. this.map = {};
  11183. const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  11184. for (let i = 0; i < n; ++i) {
  11185. const info = gl.getActiveUniform(program, i),
  11186. addr = gl.getUniformLocation(program, info.name);
  11187. parseUniform(info, addr, this);
  11188. }
  11189. }
  11190. WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
  11191. const u = this.map[name];
  11192. if (u !== undefined) u.setValue(gl, value, textures);
  11193. };
  11194. WebGLUniforms.prototype.setOptional = function (gl, object, name) {
  11195. const v = object[name];
  11196. if (v !== undefined) this.setValue(gl, name, v);
  11197. }; // Static interface
  11198. WebGLUniforms.upload = function (gl, seq, values, textures) {
  11199. for (let i = 0, n = seq.length; i !== n; ++i) {
  11200. const u = seq[i],
  11201. v = values[u.id];
  11202. if (v.needsUpdate !== false) {
  11203. // note: always updating when .needsUpdate is undefined
  11204. u.setValue(gl, v.value, textures);
  11205. }
  11206. }
  11207. };
  11208. WebGLUniforms.seqWithValue = function (seq, values) {
  11209. const r = [];
  11210. for (let i = 0, n = seq.length; i !== n; ++i) {
  11211. const u = seq[i];
  11212. if (u.id in values) r.push(u);
  11213. }
  11214. return r;
  11215. };
  11216. function WebGLShader(gl, type, string) {
  11217. const shader = gl.createShader(type);
  11218. gl.shaderSource(shader, string);
  11219. gl.compileShader(shader);
  11220. return shader;
  11221. }
  11222. let programIdCount = 0;
  11223. function addLineNumbers(string) {
  11224. const lines = string.split('\n');
  11225. for (let i = 0; i < lines.length; i++) {
  11226. lines[i] = i + 1 + ': ' + lines[i];
  11227. }
  11228. return lines.join('\n');
  11229. }
  11230. function getEncodingComponents(encoding) {
  11231. switch (encoding) {
  11232. case LinearEncoding:
  11233. return ['Linear', '( value )'];
  11234. case sRGBEncoding:
  11235. return ['sRGB', '( value )'];
  11236. case RGBEEncoding:
  11237. return ['RGBE', '( value )'];
  11238. case RGBM7Encoding:
  11239. return ['RGBM', '( value, 7.0 )'];
  11240. case RGBM16Encoding:
  11241. return ['RGBM', '( value, 16.0 )'];
  11242. case RGBDEncoding:
  11243. return ['RGBD', '( value, 256.0 )'];
  11244. case GammaEncoding:
  11245. return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
  11246. case LogLuvEncoding:
  11247. return ['LogLuv', '( value )'];
  11248. default:
  11249. console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
  11250. return ['Linear', '( value )'];
  11251. }
  11252. }
  11253. function getShaderErrors(gl, shader, type) {
  11254. const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  11255. const errors = gl.getShaderInfoLog(shader).trim();
  11256. if (status && errors === '') return ''; // --enable-privileged-webgl-extension
  11257. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  11258. return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers(gl.getShaderSource(shader));
  11259. }
  11260. function getTexelDecodingFunction(functionName, encoding) {
  11261. const components = getEncodingComponents(encoding);
  11262. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
  11263. }
  11264. function getTexelEncodingFunction(functionName, encoding) {
  11265. const components = getEncodingComponents(encoding);
  11266. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
  11267. }
  11268. function getToneMappingFunction(functionName, toneMapping) {
  11269. let toneMappingName;
  11270. switch (toneMapping) {
  11271. case LinearToneMapping:
  11272. toneMappingName = 'Linear';
  11273. break;
  11274. case ReinhardToneMapping:
  11275. toneMappingName = 'Reinhard';
  11276. break;
  11277. case CineonToneMapping:
  11278. toneMappingName = 'OptimizedCineon';
  11279. break;
  11280. case ACESFilmicToneMapping:
  11281. toneMappingName = 'ACESFilmic';
  11282. break;
  11283. case CustomToneMapping:
  11284. toneMappingName = 'Custom';
  11285. break;
  11286. default:
  11287. console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
  11288. toneMappingName = 'Linear';
  11289. }
  11290. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11291. }
  11292. function generateExtensions(parameters) {
  11293. const chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
  11294. return chunks.filter(filterEmptyLine).join('\n');
  11295. }
  11296. function generateDefines(defines) {
  11297. const chunks = [];
  11298. for (const name in defines) {
  11299. const value = defines[name];
  11300. if (value === false) continue;
  11301. chunks.push('#define ' + name + ' ' + value);
  11302. }
  11303. return chunks.join('\n');
  11304. }
  11305. function fetchAttributeLocations(gl, program) {
  11306. const attributes = {};
  11307. const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  11308. for (let i = 0; i < n; i++) {
  11309. const info = gl.getActiveAttrib(program, i);
  11310. const name = info.name;
  11311. let locationSize = 1;
  11312. if (info.type === gl.FLOAT_MAT2) locationSize = 2;
  11313. if (info.type === gl.FLOAT_MAT3) locationSize = 3;
  11314. if (info.type === gl.FLOAT_MAT4) locationSize = 4; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11315. attributes[name] = {
  11316. type: info.type,
  11317. location: gl.getAttribLocation(program, name),
  11318. locationSize: locationSize
  11319. };
  11320. }
  11321. return attributes;
  11322. }
  11323. function filterEmptyLine(string) {
  11324. return string !== '';
  11325. }
  11326. function replaceLightNums(string, parameters) {
  11327. return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
  11328. }
  11329. function replaceClippingPlaneNums(string, parameters) {
  11330. return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
  11331. } // Resolve Includes
  11332. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11333. function resolveIncludes(string) {
  11334. return string.replace(includePattern, includeReplacer);
  11335. }
  11336. function includeReplacer(match, include) {
  11337. const string = ShaderChunk[include];
  11338. if (string === undefined) {
  11339. throw new Error('Can not resolve #include <' + include + '>');
  11340. }
  11341. return resolveIncludes(string);
  11342. } // Unroll Loops
  11343. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11344. const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
  11345. function unrollLoops(string) {
  11346. return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
  11347. }
  11348. function deprecatedLoopReplacer(match, start, end, snippet) {
  11349. console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
  11350. return loopReplacer(match, start, end, snippet);
  11351. }
  11352. function loopReplacer(match, start, end, snippet) {
  11353. let string = '';
  11354. for (let i = parseInt(start); i < parseInt(end); i++) {
  11355. string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
  11356. }
  11357. return string;
  11358. } //
  11359. function generatePrecision(parameters) {
  11360. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  11361. if (parameters.precision === 'highp') {
  11362. precisionstring += '\n#define HIGH_PRECISION';
  11363. } else if (parameters.precision === 'mediump') {
  11364. precisionstring += '\n#define MEDIUM_PRECISION';
  11365. } else if (parameters.precision === 'lowp') {
  11366. precisionstring += '\n#define LOW_PRECISION';
  11367. }
  11368. return precisionstring;
  11369. }
  11370. function generateShadowMapTypeDefine(parameters) {
  11371. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11372. if (parameters.shadowMapType === PCFShadowMap) {
  11373. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11374. } else if (parameters.shadowMapType === PCFSoftShadowMap) {
  11375. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11376. } else if (parameters.shadowMapType === VSMShadowMap) {
  11377. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11378. }
  11379. return shadowMapTypeDefine;
  11380. }
  11381. function generateEnvMapTypeDefine(parameters) {
  11382. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11383. if (parameters.envMap) {
  11384. switch (parameters.envMapMode) {
  11385. case CubeReflectionMapping:
  11386. case CubeRefractionMapping:
  11387. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11388. break;
  11389. case CubeUVReflectionMapping:
  11390. case CubeUVRefractionMapping:
  11391. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11392. break;
  11393. }
  11394. }
  11395. return envMapTypeDefine;
  11396. }
  11397. function generateEnvMapModeDefine(parameters) {
  11398. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11399. if (parameters.envMap) {
  11400. switch (parameters.envMapMode) {
  11401. case CubeRefractionMapping:
  11402. case CubeUVRefractionMapping:
  11403. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11404. break;
  11405. }
  11406. }
  11407. return envMapModeDefine;
  11408. }
  11409. function generateEnvMapBlendingDefine(parameters) {
  11410. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11411. if (parameters.envMap) {
  11412. switch (parameters.combine) {
  11413. case MultiplyOperation:
  11414. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11415. break;
  11416. case MixOperation:
  11417. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11418. break;
  11419. case AddOperation:
  11420. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11421. break;
  11422. }
  11423. }
  11424. return envMapBlendingDefine;
  11425. }
  11426. function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
  11427. // TODO Send this event to Three.js DevTools
  11428. // console.log( 'WebGLProgram', cacheKey );
  11429. const gl = renderer.getContext();
  11430. const defines = parameters.defines;
  11431. let vertexShader = parameters.vertexShader;
  11432. let fragmentShader = parameters.fragmentShader;
  11433. const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
  11434. const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
  11435. const envMapModeDefine = generateEnvMapModeDefine(parameters);
  11436. const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
  11437. const gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
  11438. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
  11439. const customDefines = generateDefines(defines);
  11440. const program = gl.createProgram();
  11441. let prefixVertex, prefixFragment;
  11442. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  11443. if (parameters.isRawShaderMaterial) {
  11444. prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
  11445. if (prefixVertex.length > 0) {
  11446. prefixVertex += '\n';
  11447. }
  11448. prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
  11449. if (prefixFragment.length > 0) {
  11450. prefixFragment += '\n';
  11451. }
  11452. } else {
  11453. prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.morphTargets && parameters.isWebGL2 ? '#define MORPHTARGETS_TEXTURE' : '', parameters.morphTargets && parameters.isWebGL2 ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n');
  11454. prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '', parameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
  11455. parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.format === RGBFormat ? '#define OPAQUE' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
  11456. parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.specularColorMap ? getTexelDecodingFunction('specularColorMapTexelToLinear', parameters.specularColorMapEncoding) : '', parameters.sheenColorMap ? getTexelDecodingFunction('sheenColorMapTexelToLinear', parameters.sheenColorMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
  11457. }
  11458. vertexShader = resolveIncludes(vertexShader);
  11459. vertexShader = replaceLightNums(vertexShader, parameters);
  11460. vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
  11461. fragmentShader = resolveIncludes(fragmentShader);
  11462. fragmentShader = replaceLightNums(fragmentShader, parameters);
  11463. fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
  11464. vertexShader = unrollLoops(vertexShader);
  11465. fragmentShader = unrollLoops(fragmentShader);
  11466. if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
  11467. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  11468. versionString = '#version 300 es\n';
  11469. prefixVertex = ['precision mediump sampler2DArray;', '#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
  11470. prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment;
  11471. }
  11472. const vertexGlsl = versionString + prefixVertex + vertexShader;
  11473. const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
  11474. // console.log( '*FRAGMENT*', fragmentGlsl );
  11475. const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
  11476. const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
  11477. gl.attachShader(program, glVertexShader);
  11478. gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
  11479. if (parameters.index0AttributeName !== undefined) {
  11480. gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
  11481. } else if (parameters.morphTargets === true) {
  11482. // programs with morphTargets displace position out of attribute 0
  11483. gl.bindAttribLocation(program, 0, 'position');
  11484. }
  11485. gl.linkProgram(program); // check for link errors
  11486. if (renderer.debug.checkShaderErrors) {
  11487. const programLog = gl.getProgramInfoLog(program).trim();
  11488. const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
  11489. const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
  11490. let runnable = true;
  11491. let haveDiagnostics = true;
  11492. if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
  11493. runnable = false;
  11494. const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
  11495. const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
  11496. console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors);
  11497. } else if (programLog !== '') {
  11498. console.warn('THREE.WebGLProgram: Program Info Log:', programLog);
  11499. } else if (vertexLog === '' || fragmentLog === '') {
  11500. haveDiagnostics = false;
  11501. }
  11502. if (haveDiagnostics) {
  11503. this.diagnostics = {
  11504. runnable: runnable,
  11505. programLog: programLog,
  11506. vertexShader: {
  11507. log: vertexLog,
  11508. prefix: prefixVertex
  11509. },
  11510. fragmentShader: {
  11511. log: fragmentLog,
  11512. prefix: prefixFragment
  11513. }
  11514. };
  11515. }
  11516. } // Clean up
  11517. // Crashes in iOS9 and iOS10. #18402
  11518. // gl.detachShader( program, glVertexShader );
  11519. // gl.detachShader( program, glFragmentShader );
  11520. gl.deleteShader(glVertexShader);
  11521. gl.deleteShader(glFragmentShader); // set up caching for uniform locations
  11522. let cachedUniforms;
  11523. this.getUniforms = function () {
  11524. if (cachedUniforms === undefined) {
  11525. cachedUniforms = new WebGLUniforms(gl, program);
  11526. }
  11527. return cachedUniforms;
  11528. }; // set up caching for attribute locations
  11529. let cachedAttributes;
  11530. this.getAttributes = function () {
  11531. if (cachedAttributes === undefined) {
  11532. cachedAttributes = fetchAttributeLocations(gl, program);
  11533. }
  11534. return cachedAttributes;
  11535. }; // free resource
  11536. this.destroy = function () {
  11537. bindingStates.releaseStatesOfProgram(this);
  11538. gl.deleteProgram(program);
  11539. this.program = undefined;
  11540. }; //
  11541. this.name = parameters.shaderName;
  11542. this.id = programIdCount++;
  11543. this.cacheKey = cacheKey;
  11544. this.usedTimes = 1;
  11545. this.program = program;
  11546. this.vertexShader = glVertexShader;
  11547. this.fragmentShader = glFragmentShader;
  11548. return this;
  11549. }
  11550. function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {
  11551. const programs = [];
  11552. const isWebGL2 = capabilities.isWebGL2;
  11553. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11554. const floatVertexTextures = capabilities.floatVertexTextures;
  11555. const maxVertexUniforms = capabilities.maxVertexUniforms;
  11556. const vertexTextures = capabilities.vertexTextures;
  11557. let precision = capabilities.precision;
  11558. const shaderIDs = {
  11559. MeshDepthMaterial: 'depth',
  11560. MeshDistanceMaterial: 'distanceRGBA',
  11561. MeshNormalMaterial: 'normal',
  11562. MeshBasicMaterial: 'basic',
  11563. MeshLambertMaterial: 'lambert',
  11564. MeshPhongMaterial: 'phong',
  11565. MeshToonMaterial: 'toon',
  11566. MeshStandardMaterial: 'physical',
  11567. MeshPhysicalMaterial: 'physical',
  11568. MeshMatcapMaterial: 'matcap',
  11569. LineBasicMaterial: 'basic',
  11570. LineDashedMaterial: 'dashed',
  11571. PointsMaterial: 'points',
  11572. ShadowMaterial: 'shadow',
  11573. SpriteMaterial: 'sprite'
  11574. };
  11575. const parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoat', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',, 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'alphaTest', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'morphTargetsCount', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'format', 'specularIntensityMap', 'specularColorMap', 'specularColorMapEncoding', 'transmission', 'transmissionMap', 'thicknessMap', 'sheen', 'sheenColorMap', 'sheenColorMapEncoding', 'sheenRoughnessMap'];
  11576. function getMaxBones(object) {
  11577. const skeleton = object.skeleton;
  11578. const bones = skeleton.bones;
  11579. if (floatVertexTextures) {
  11580. return 1024;
  11581. } else {
  11582. // default for when object is not specified
  11583. // ( for example when prebuilding shader to be used with multiple objects )
  11584. //
  11585. // - leave some extra space for other uniforms
  11586. // - limit here is ANGLE's 254 max uniform vectors
  11587. // (up to 54 should be safe)
  11588. const nVertexUniforms = maxVertexUniforms;
  11589. const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
  11590. const maxBones = Math.min(nVertexMatrices, bones.length);
  11591. if (maxBones < bones.length) {
  11592. console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
  11593. return 0;
  11594. }
  11595. return maxBones;
  11596. }
  11597. }
  11598. function getTextureEncodingFromMap(map) {
  11599. let encoding;
  11600. if (map && map.isTexture) {
  11601. encoding = map.encoding;
  11602. } else if (map && map.isWebGLRenderTarget) {
  11603. console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
  11604. encoding = map.texture.encoding;
  11605. } else {
  11606. encoding = LinearEncoding;
  11607. }
  11608. if (isWebGL2 && map && map.isTexture && map.format === RGBAFormat && map.type === UnsignedByteType && map.encoding === sRGBEncoding) {
  11609. encoding = LinearEncoding; // disable inline decode for sRGB textures in WebGL 2
  11610. }
  11611. return encoding;
  11612. }
  11613. function getParameters(material, lights, shadows, scene, object) {
  11614. const fog = scene.fog;
  11615. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  11616. const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
  11617. const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
  11618. // (not to blow over maxLights budget)
  11619. const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
  11620. if (material.precision !== null) {
  11621. precision = capabilities.getMaxPrecision(material.precision);
  11622. if (precision !== material.precision) {
  11623. console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
  11624. }
  11625. }
  11626. let vertexShader, fragmentShader;
  11627. if (shaderID) {
  11628. const shader = ShaderLib[shaderID];
  11629. vertexShader = shader.vertexShader;
  11630. fragmentShader = shader.fragmentShader;
  11631. } else {
  11632. vertexShader = material.vertexShader;
  11633. fragmentShader = material.fragmentShader;
  11634. }
  11635. const currentRenderTarget = renderer.getRenderTarget();
  11636. const useAlphaTest = material.alphaTest > 0;
  11637. const useClearcoat = material.clearcoat > 0;
  11638. const parameters = {
  11639. isWebGL2: isWebGL2,
  11640. shaderID: shaderID,
  11641. shaderName: material.type,
  11642. vertexShader: vertexShader,
  11643. fragmentShader: fragmentShader,
  11644. defines: material.defines,
  11645. isRawShaderMaterial: material.isRawShaderMaterial === true,
  11646. glslVersion: material.glslVersion,
  11647. precision: precision,
  11648. instancing: object.isInstancedMesh === true,
  11649. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  11650. supportsVertexTextures: vertexTextures,
  11651. outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
  11652. map: !!material.map,
  11653. mapEncoding: getTextureEncodingFromMap(material.map),
  11654. matcap: !!material.matcap,
  11655. matcapEncoding: getTextureEncodingFromMap(material.matcap),
  11656. envMap: !!envMap,
  11657. envMapMode: envMap && envMap.mapping,
  11658. envMapEncoding: getTextureEncodingFromMap(envMap),
  11659. envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
  11660. lightMap: !!material.lightMap,
  11661. lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
  11662. aoMap: !!material.aoMap,
  11663. emissiveMap: !!material.emissiveMap,
  11664. emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
  11665. bumpMap: !!material.bumpMap,
  11666. normalMap: !!material.normalMap,
  11667. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11668. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11669. clearcoat: useClearcoat,
  11670. clearcoatMap: useClearcoat && !!material.clearcoatMap,
  11671. clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap,
  11672. clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap,
  11673. displacementMap: !!material.displacementMap,
  11674. roughnessMap: !!material.roughnessMap,
  11675. metalnessMap: !!material.metalnessMap,
  11676. specularMap: !!material.specularMap,
  11677. specularIntensityMap: !!material.specularIntensityMap,
  11678. specularColorMap: !!material.specularColorMap,
  11679. specularColorMapEncoding: getTextureEncodingFromMap(material.specularColorMap),
  11680. alphaMap: !!material.alphaMap,
  11681. alphaTest: useAlphaTest,
  11682. gradientMap: !!material.gradientMap,
  11683. sheen: material.sheen > 0,
  11684. sheenColorMap: !!material.sheenColorMap,
  11685. sheenColorMapEncoding: getTextureEncodingFromMap(material.sheenColorMap),
  11686. sheenRoughnessMap: !!material.sheenRoughnessMap,
  11687. transmission: material.transmission > 0,
  11688. transmissionMap: !!material.transmissionMap,
  11689. thicknessMap: !!material.thicknessMap,
  11690. combine: material.combine,
  11691. vertexTangents: !!material.normalMap && !!object.geometry && !!object.geometry.attributes.tangent,
  11692. vertexColors: material.vertexColors,
  11693. vertexAlphas: material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
  11694. vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || !!material.sheenColorMap || material.sheenRoughnessMap,
  11695. uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || material.sheen > 0 || !!material.sheenColorMap || !!material.sheenRoughnessMap) && !!material.displacementMap,
  11696. fog: !!fog,
  11697. useFog: material.fog,
  11698. fogExp2: fog && fog.isFogExp2,
  11699. flatShading: !!material.flatShading,
  11700. sizeAttenuation: material.sizeAttenuation,
  11701. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11702. skinning: object.isSkinnedMesh === true && maxBones > 0,
  11703. maxBones: maxBones,
  11704. useVertexTexture: floatVertexTextures,
  11705. morphTargets: !!object.geometry && !!object.geometry.morphAttributes.position,
  11706. morphNormals: !!object.geometry && !!object.geometry.morphAttributes.normal,
  11707. morphTargetsCount: !!object.geometry && !!object.geometry.morphAttributes.position ? object.geometry.morphAttributes.position.length : 0,
  11708. numDirLights: lights.directional.length,
  11709. numPointLights: lights.point.length,
  11710. numSpotLights: lights.spot.length,
  11711. numRectAreaLights: lights.rectArea.length,
  11712. numHemiLights: lights.hemi.length,
  11713. numDirLightShadows: lights.directionalShadowMap.length,
  11714. numPointLightShadows: lights.pointShadowMap.length,
  11715. numSpotLightShadows: lights.spotShadowMap.length,
  11716. numClippingPlanes: clipping.numPlanes,
  11717. numClipIntersection: clipping.numIntersection,
  11718. format: material.format,
  11719. dithering: material.dithering,
  11720. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11721. shadowMapType: renderer.shadowMap.type,
  11722. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11723. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11724. premultipliedAlpha: material.premultipliedAlpha,
  11725. doubleSided: material.side === DoubleSide,
  11726. flipSided: material.side === BackSide,
  11727. depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
  11728. index0AttributeName: material.index0AttributeName,
  11729. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11730. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11731. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11732. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11733. rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
  11734. rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
  11735. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
  11736. customProgramCacheKey: material.customProgramCacheKey()
  11737. };
  11738. return parameters;
  11739. }
  11740. function getProgramCacheKey(parameters) {
  11741. const array = [];
  11742. if (parameters.shaderID) {
  11743. array.push(parameters.shaderID);
  11744. } else {
  11745. array.push(hashString(parameters.fragmentShader));
  11746. array.push(hashString(parameters.vertexShader));
  11747. }
  11748. if (parameters.defines !== undefined) {
  11749. for (const name in parameters.defines) {
  11750. array.push(name);
  11751. array.push(parameters.defines[name]);
  11752. }
  11753. }
  11754. if (parameters.isRawShaderMaterial === false) {
  11755. for (let i = 0; i < parameterNames.length; i++) {
  11756. array.push(parameters[parameterNames[i]]);
  11757. }
  11758. array.push(renderer.outputEncoding);
  11759. array.push(renderer.gammaFactor);
  11760. }
  11761. array.push(parameters.customProgramCacheKey);
  11762. return array.join();
  11763. }
  11764. function getUniforms(material) {
  11765. const shaderID = shaderIDs[material.type];
  11766. let uniforms;
  11767. if (shaderID) {
  11768. const shader = ShaderLib[shaderID];
  11769. uniforms = UniformsUtils.clone(shader.uniforms);
  11770. } else {
  11771. uniforms = material.uniforms;
  11772. }
  11773. return uniforms;
  11774. }
  11775. function acquireProgram(parameters, cacheKey) {
  11776. let program; // Check if code has been already compiled
  11777. for (let p = 0, pl = programs.length; p < pl; p++) {
  11778. const preexistingProgram = programs[p];
  11779. if (preexistingProgram.cacheKey === cacheKey) {
  11780. program = preexistingProgram;
  11781. ++program.usedTimes;
  11782. break;
  11783. }
  11784. }
  11785. if (program === undefined) {
  11786. program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
  11787. programs.push(program);
  11788. }
  11789. return program;
  11790. }
  11791. function releaseProgram(program) {
  11792. if (--program.usedTimes === 0) {
  11793. // Remove from unordered set
  11794. const i = programs.indexOf(program);
  11795. programs[i] = programs[programs.length - 1];
  11796. programs.pop(); // Free WebGL resources
  11797. program.destroy();
  11798. }
  11799. }
  11800. return {
  11801. getParameters: getParameters,
  11802. getProgramCacheKey: getProgramCacheKey,
  11803. getUniforms: getUniforms,
  11804. acquireProgram: acquireProgram,
  11805. releaseProgram: releaseProgram,
  11806. // Exposed for resource monitoring & error feedback via renderer.info:
  11807. programs: programs
  11808. };
  11809. }
  11810. function WebGLProperties() {
  11811. let properties = new WeakMap();
  11812. function get(object) {
  11813. let map = properties.get(object);
  11814. if (map === undefined) {
  11815. map = {};
  11816. properties.set(object, map);
  11817. }
  11818. return map;
  11819. }
  11820. function remove(object) {
  11821. properties.delete(object);
  11822. }
  11823. function update(object, key, value) {
  11824. properties.get(object)[key] = value;
  11825. }
  11826. function dispose() {
  11827. properties = new WeakMap();
  11828. }
  11829. return {
  11830. get: get,
  11831. remove: remove,
  11832. update: update,
  11833. dispose: dispose
  11834. };
  11835. }
  11836. function painterSortStable(a, b) {
  11837. if (a.groupOrder !== b.groupOrder) {
  11838. return a.groupOrder - b.groupOrder;
  11839. } else if (a.renderOrder !== b.renderOrder) {
  11840. return a.renderOrder - b.renderOrder;
  11841. } else if (a.program !== b.program) {
  11842. return a.program.id - b.program.id;
  11843. } else if (a.material.id !== b.material.id) {
  11844. return a.material.id - b.material.id;
  11845. } else if (a.z !== b.z) {
  11846. return a.z - b.z;
  11847. } else {
  11848. return a.id - b.id;
  11849. }
  11850. }
  11851. function reversePainterSortStable(a, b) {
  11852. if (a.groupOrder !== b.groupOrder) {
  11853. return a.groupOrder - b.groupOrder;
  11854. } else if (a.renderOrder !== b.renderOrder) {
  11855. return a.renderOrder - b.renderOrder;
  11856. } else if (a.z !== b.z) {
  11857. return b.z - a.z;
  11858. } else {
  11859. return a.id - b.id;
  11860. }
  11861. }
  11862. function WebGLRenderList(properties) {
  11863. const renderItems = [];
  11864. let renderItemsIndex = 0;
  11865. const opaque = [];
  11866. const transmissive = [];
  11867. const transparent = [];
  11868. const defaultProgram = {
  11869. id: -1
  11870. };
  11871. function init() {
  11872. renderItemsIndex = 0;
  11873. opaque.length = 0;
  11874. transmissive.length = 0;
  11875. transparent.length = 0;
  11876. }
  11877. function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
  11878. let renderItem = renderItems[renderItemsIndex];
  11879. const materialProperties = properties.get(material);
  11880. if (renderItem === undefined) {
  11881. renderItem = {
  11882. id: object.id,
  11883. object: object,
  11884. geometry: geometry,
  11885. material: material,
  11886. program: materialProperties.program || defaultProgram,
  11887. groupOrder: groupOrder,
  11888. renderOrder: object.renderOrder,
  11889. z: z,
  11890. group: group
  11891. };
  11892. renderItems[renderItemsIndex] = renderItem;
  11893. } else {
  11894. renderItem.id = object.id;
  11895. renderItem.object = object;
  11896. renderItem.geometry = geometry;
  11897. renderItem.material = material;
  11898. renderItem.program = materialProperties.program || defaultProgram;
  11899. renderItem.groupOrder = groupOrder;
  11900. renderItem.renderOrder = object.renderOrder;
  11901. renderItem.z = z;
  11902. renderItem.group = group;
  11903. }
  11904. renderItemsIndex++;
  11905. return renderItem;
  11906. }
  11907. function push(object, geometry, material, groupOrder, z, group) {
  11908. const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11909. if (material.transmission > 0.0) {
  11910. transmissive.push(renderItem);
  11911. } else if (material.transparent === true) {
  11912. transparent.push(renderItem);
  11913. } else {
  11914. opaque.push(renderItem);
  11915. }
  11916. }
  11917. function unshift(object, geometry, material, groupOrder, z, group) {
  11918. const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  11919. if (material.transmission > 0.0) {
  11920. transmissive.unshift(renderItem);
  11921. } else if (material.transparent === true) {
  11922. transparent.unshift(renderItem);
  11923. } else {
  11924. opaque.unshift(renderItem);
  11925. }
  11926. }
  11927. function sort(customOpaqueSort, customTransparentSort) {
  11928. if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
  11929. if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
  11930. if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
  11931. }
  11932. function finish() {
  11933. // Clear references from inactive renderItems in the list
  11934. for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
  11935. const renderItem = renderItems[i];
  11936. if (renderItem.id === null) break;
  11937. renderItem.id = null;
  11938. renderItem.object = null;
  11939. renderItem.geometry = null;
  11940. renderItem.material = null;
  11941. renderItem.program = null;
  11942. renderItem.group = null;
  11943. }
  11944. }
  11945. return {
  11946. opaque: opaque,
  11947. transmissive: transmissive,
  11948. transparent: transparent,
  11949. init: init,
  11950. push: push,
  11951. unshift: unshift,
  11952. finish: finish,
  11953. sort: sort
  11954. };
  11955. }
  11956. function WebGLRenderLists(properties) {
  11957. let lists = new WeakMap();
  11958. function get(scene, renderCallDepth) {
  11959. let list;
  11960. if (lists.has(scene) === false) {
  11961. list = new WebGLRenderList(properties);
  11962. lists.set(scene, [list]);
  11963. } else {
  11964. if (renderCallDepth >= lists.get(scene).length) {
  11965. list = new WebGLRenderList(properties);
  11966. lists.get(scene).push(list);
  11967. } else {
  11968. list = lists.get(scene)[renderCallDepth];
  11969. }
  11970. }
  11971. return list;
  11972. }
  11973. function dispose() {
  11974. lists = new WeakMap();
  11975. }
  11976. return {
  11977. get: get,
  11978. dispose: dispose
  11979. };
  11980. }
  11981. function UniformsCache() {
  11982. const lights = {};
  11983. return {
  11984. get: function (light) {
  11985. if (lights[light.id] !== undefined) {
  11986. return lights[light.id];
  11987. }
  11988. let uniforms;
  11989. switch (light.type) {
  11990. case 'DirectionalLight':
  11991. uniforms = {
  11992. direction: new Vector3(),
  11993. color: new Color()
  11994. };
  11995. break;
  11996. case 'SpotLight':
  11997. uniforms = {
  11998. position: new Vector3(),
  11999. direction: new Vector3(),
  12000. color: new Color(),
  12001. distance: 0,
  12002. coneCos: 0,
  12003. penumbraCos: 0,
  12004. decay: 0
  12005. };
  12006. break;
  12007. case 'PointLight':
  12008. uniforms = {
  12009. position: new Vector3(),
  12010. color: new Color(),
  12011. distance: 0,
  12012. decay: 0
  12013. };
  12014. break;
  12015. case 'HemisphereLight':
  12016. uniforms = {
  12017. direction: new Vector3(),
  12018. skyColor: new Color(),
  12019. groundColor: new Color()
  12020. };
  12021. break;
  12022. case 'RectAreaLight':
  12023. uniforms = {
  12024. color: new Color(),
  12025. position: new Vector3(),
  12026. halfWidth: new Vector3(),
  12027. halfHeight: new Vector3()
  12028. };
  12029. break;
  12030. }
  12031. lights[light.id] = uniforms;
  12032. return uniforms;
  12033. }
  12034. };
  12035. }
  12036. function ShadowUniformsCache() {
  12037. const lights = {};
  12038. return {
  12039. get: function (light) {
  12040. if (lights[light.id] !== undefined) {
  12041. return lights[light.id];
  12042. }
  12043. let uniforms;
  12044. switch (light.type) {
  12045. case 'DirectionalLight':
  12046. uniforms = {
  12047. shadowBias: 0,
  12048. shadowNormalBias: 0,
  12049. shadowRadius: 1,
  12050. shadowMapSize: new Vector2()
  12051. };
  12052. break;
  12053. case 'SpotLight':
  12054. uniforms = {
  12055. shadowBias: 0,
  12056. shadowNormalBias: 0,
  12057. shadowRadius: 1,
  12058. shadowMapSize: new Vector2()
  12059. };
  12060. break;
  12061. case 'PointLight':
  12062. uniforms = {
  12063. shadowBias: 0,
  12064. shadowNormalBias: 0,
  12065. shadowRadius: 1,
  12066. shadowMapSize: new Vector2(),
  12067. shadowCameraNear: 1,
  12068. shadowCameraFar: 1000
  12069. };
  12070. break;
  12071. // TODO (abelnation): set RectAreaLight shadow uniforms
  12072. }
  12073. lights[light.id] = uniforms;
  12074. return uniforms;
  12075. }
  12076. };
  12077. }
  12078. let nextVersion = 0;
  12079. function shadowCastingLightsFirst(lightA, lightB) {
  12080. return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
  12081. }
  12082. function WebGLLights(extensions, capabilities) {
  12083. const cache = new UniformsCache();
  12084. const shadowCache = ShadowUniformsCache();
  12085. const state = {
  12086. version: 0,
  12087. hash: {
  12088. directionalLength: -1,
  12089. pointLength: -1,
  12090. spotLength: -1,
  12091. rectAreaLength: -1,
  12092. hemiLength: -1,
  12093. numDirectionalShadows: -1,
  12094. numPointShadows: -1,
  12095. numSpotShadows: -1
  12096. },
  12097. ambient: [0, 0, 0],
  12098. probe: [],
  12099. directional: [],
  12100. directionalShadow: [],
  12101. directionalShadowMap: [],
  12102. directionalShadowMatrix: [],
  12103. spot: [],
  12104. spotShadow: [],
  12105. spotShadowMap: [],
  12106. spotShadowMatrix: [],
  12107. rectArea: [],
  12108. rectAreaLTC1: null,
  12109. rectAreaLTC2: null,
  12110. point: [],
  12111. pointShadow: [],
  12112. pointShadowMap: [],
  12113. pointShadowMatrix: [],
  12114. hemi: []
  12115. };
  12116. for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
  12117. const vector3 = new Vector3();
  12118. const matrix4 = new Matrix4();
  12119. const matrix42 = new Matrix4();
  12120. function setup(lights, physicallyCorrectLights) {
  12121. let r = 0,
  12122. g = 0,
  12123. b = 0;
  12124. for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
  12125. let directionalLength = 0;
  12126. let pointLength = 0;
  12127. let spotLength = 0;
  12128. let rectAreaLength = 0;
  12129. let hemiLength = 0;
  12130. let numDirectionalShadows = 0;
  12131. let numPointShadows = 0;
  12132. let numSpotShadows = 0;
  12133. lights.sort(shadowCastingLightsFirst); // artist-friendly light intensity scaling factor
  12134. const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1;
  12135. for (let i = 0, l = lights.length; i < l; i++) {
  12136. const light = lights[i];
  12137. const color = light.color;
  12138. const intensity = light.intensity;
  12139. const distance = light.distance;
  12140. const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
  12141. if (light.isAmbientLight) {
  12142. r += color.r * intensity * scaleFactor;
  12143. g += color.g * intensity * scaleFactor;
  12144. b += color.b * intensity * scaleFactor;
  12145. } else if (light.isLightProbe) {
  12146. for (let j = 0; j < 9; j++) {
  12147. state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
  12148. }
  12149. } else if (light.isDirectionalLight) {
  12150. const uniforms = cache.get(light);
  12151. uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
  12152. if (light.castShadow) {
  12153. const shadow = light.shadow;
  12154. const shadowUniforms = shadowCache.get(light);
  12155. shadowUniforms.shadowBias = shadow.bias;
  12156. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12157. shadowUniforms.shadowRadius = shadow.radius;
  12158. shadowUniforms.shadowMapSize = shadow.mapSize;
  12159. state.directionalShadow[directionalLength] = shadowUniforms;
  12160. state.directionalShadowMap[directionalLength] = shadowMap;
  12161. state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
  12162. numDirectionalShadows++;
  12163. }
  12164. state.directional[directionalLength] = uniforms;
  12165. directionalLength++;
  12166. } else if (light.isSpotLight) {
  12167. const uniforms = cache.get(light);
  12168. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12169. uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor);
  12170. uniforms.distance = distance;
  12171. uniforms.coneCos = Math.cos(light.angle);
  12172. uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
  12173. uniforms.decay = light.decay;
  12174. if (light.castShadow) {
  12175. const shadow = light.shadow;
  12176. const shadowUniforms = shadowCache.get(light);
  12177. shadowUniforms.shadowBias = shadow.bias;
  12178. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12179. shadowUniforms.shadowRadius = shadow.radius;
  12180. shadowUniforms.shadowMapSize = shadow.mapSize;
  12181. state.spotShadow[spotLength] = shadowUniforms;
  12182. state.spotShadowMap[spotLength] = shadowMap;
  12183. state.spotShadowMatrix[spotLength] = light.shadow.matrix;
  12184. numSpotShadows++;
  12185. }
  12186. state.spot[spotLength] = uniforms;
  12187. spotLength++;
  12188. } else if (light.isRectAreaLight) {
  12189. const uniforms = cache.get(light); // (a) intensity is the total visible light emitted
  12190. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12191. // (b) intensity is the brightness of the light
  12192. uniforms.color.copy(color).multiplyScalar(intensity);
  12193. uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  12194. uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
  12195. state.rectArea[rectAreaLength] = uniforms;
  12196. rectAreaLength++;
  12197. } else if (light.isPointLight) {
  12198. const uniforms = cache.get(light);
  12199. uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
  12200. uniforms.distance = light.distance;
  12201. uniforms.decay = light.decay;
  12202. if (light.castShadow) {
  12203. const shadow = light.shadow;
  12204. const shadowUniforms = shadowCache.get(light);
  12205. shadowUniforms.shadowBias = shadow.bias;
  12206. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12207. shadowUniforms.shadowRadius = shadow.radius;
  12208. shadowUniforms.shadowMapSize = shadow.mapSize;
  12209. shadowUniforms.shadowCameraNear = shadow.camera.near;
  12210. shadowUniforms.shadowCameraFar = shadow.camera.far;
  12211. state.pointShadow[pointLength] = shadowUniforms;
  12212. state.pointShadowMap[pointLength] = shadowMap;
  12213. state.pointShadowMatrix[pointLength] = light.shadow.matrix;
  12214. numPointShadows++;
  12215. }
  12216. state.point[pointLength] = uniforms;
  12217. pointLength++;
  12218. } else if (light.isHemisphereLight) {
  12219. const uniforms = cache.get(light);
  12220. uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor);
  12221. uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor);
  12222. state.hemi[hemiLength] = uniforms;
  12223. hemiLength++;
  12224. }
  12225. }
  12226. if (rectAreaLength > 0) {
  12227. if (capabilities.isWebGL2) {
  12228. // WebGL 2
  12229. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  12230. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  12231. } else {
  12232. // WebGL 1
  12233. if (extensions.has('OES_texture_float_linear') === true) {
  12234. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  12235. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  12236. } else if (extensions.has('OES_texture_half_float_linear') === true) {
  12237. state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  12238. state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
  12239. } else {
  12240. console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
  12241. }
  12242. }
  12243. }
  12244. state.ambient[0] = r;
  12245. state.ambient[1] = g;
  12246. state.ambient[2] = b;
  12247. const hash = state.hash;
  12248. if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {
  12249. state.directional.length = directionalLength;
  12250. state.spot.length = spotLength;
  12251. state.rectArea.length = rectAreaLength;
  12252. state.point.length = pointLength;
  12253. state.hemi.length = hemiLength;
  12254. state.directionalShadow.length = numDirectionalShadows;
  12255. state.directionalShadowMap.length = numDirectionalShadows;
  12256. state.pointShadow.length = numPointShadows;
  12257. state.pointShadowMap.length = numPointShadows;
  12258. state.spotShadow.length = numSpotShadows;
  12259. state.spotShadowMap.length = numSpotShadows;
  12260. state.directionalShadowMatrix.length = numDirectionalShadows;
  12261. state.pointShadowMatrix.length = numPointShadows;
  12262. state.spotShadowMatrix.length = numSpotShadows;
  12263. hash.directionalLength = directionalLength;
  12264. hash.pointLength = pointLength;
  12265. hash.spotLength = spotLength;
  12266. hash.rectAreaLength = rectAreaLength;
  12267. hash.hemiLength = hemiLength;
  12268. hash.numDirectionalShadows = numDirectionalShadows;
  12269. hash.numPointShadows = numPointShadows;
  12270. hash.numSpotShadows = numSpotShadows;
  12271. state.version = nextVersion++;
  12272. }
  12273. }
  12274. function setupView(lights, camera) {
  12275. let directionalLength = 0;
  12276. let pointLength = 0;
  12277. let spotLength = 0;
  12278. let rectAreaLength = 0;
  12279. let hemiLength = 0;
  12280. const viewMatrix = camera.matrixWorldInverse;
  12281. for (let i = 0, l = lights.length; i < l; i++) {
  12282. const light = lights[i];
  12283. if (light.isDirectionalLight) {
  12284. const uniforms = state.directional[directionalLength];
  12285. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  12286. vector3.setFromMatrixPosition(light.target.matrixWorld);
  12287. uniforms.direction.sub(vector3);
  12288. uniforms.direction.transformDirection(viewMatrix);
  12289. directionalLength++;
  12290. } else if (light.isSpotLight) {
  12291. const uniforms = state.spot[spotLength];
  12292. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12293. uniforms.position.applyMatrix4(viewMatrix);
  12294. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  12295. vector3.setFromMatrixPosition(light.target.matrixWorld);
  12296. uniforms.direction.sub(vector3);
  12297. uniforms.direction.transformDirection(viewMatrix);
  12298. spotLength++;
  12299. } else if (light.isRectAreaLight) {
  12300. const uniforms = state.rectArea[rectAreaLength];
  12301. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12302. uniforms.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors
  12303. matrix42.identity();
  12304. matrix4.copy(light.matrixWorld);
  12305. matrix4.premultiply(viewMatrix);
  12306. matrix42.extractRotation(matrix4);
  12307. uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  12308. uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
  12309. uniforms.halfWidth.applyMatrix4(matrix42);
  12310. uniforms.halfHeight.applyMatrix4(matrix42);
  12311. rectAreaLength++;
  12312. } else if (light.isPointLight) {
  12313. const uniforms = state.point[pointLength];
  12314. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  12315. uniforms.position.applyMatrix4(viewMatrix);
  12316. pointLength++;
  12317. } else if (light.isHemisphereLight) {
  12318. const uniforms = state.hemi[hemiLength];
  12319. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  12320. uniforms.direction.transformDirection(viewMatrix);
  12321. uniforms.direction.normalize();
  12322. hemiLength++;
  12323. }
  12324. }
  12325. }
  12326. return {
  12327. setup: setup,
  12328. setupView: setupView,
  12329. state: state
  12330. };
  12331. }
  12332. function WebGLRenderState(extensions, capabilities) {
  12333. const lights = new WebGLLights(extensions, capabilities);
  12334. const lightsArray = [];
  12335. const shadowsArray = [];
  12336. function init() {
  12337. lightsArray.length = 0;
  12338. shadowsArray.length = 0;
  12339. }
  12340. function pushLight(light) {
  12341. lightsArray.push(light);
  12342. }
  12343. function pushShadow(shadowLight) {
  12344. shadowsArray.push(shadowLight);
  12345. }
  12346. function setupLights(physicallyCorrectLights) {
  12347. lights.setup(lightsArray, physicallyCorrectLights);
  12348. }
  12349. function setupLightsView(camera) {
  12350. lights.setupView(lightsArray, camera);
  12351. }
  12352. const state = {
  12353. lightsArray: lightsArray,
  12354. shadowsArray: shadowsArray,
  12355. lights: lights
  12356. };
  12357. return {
  12358. init: init,
  12359. state: state,
  12360. setupLights: setupLights,
  12361. setupLightsView: setupLightsView,
  12362. pushLight: pushLight,
  12363. pushShadow: pushShadow
  12364. };
  12365. }
  12366. function WebGLRenderStates(extensions, capabilities) {
  12367. let renderStates = new WeakMap();
  12368. function get(scene, renderCallDepth = 0) {
  12369. let renderState;
  12370. if (renderStates.has(scene) === false) {
  12371. renderState = new WebGLRenderState(extensions, capabilities);
  12372. renderStates.set(scene, [renderState]);
  12373. } else {
  12374. if (renderCallDepth >= renderStates.get(scene).length) {
  12375. renderState = new WebGLRenderState(extensions, capabilities);
  12376. renderStates.get(scene).push(renderState);
  12377. } else {
  12378. renderState = renderStates.get(scene)[renderCallDepth];
  12379. }
  12380. }
  12381. return renderState;
  12382. }
  12383. function dispose() {
  12384. renderStates = new WeakMap();
  12385. }
  12386. return {
  12387. get: get,
  12388. dispose: dispose
  12389. };
  12390. }
  12391. /**
  12392. * parameters = {
  12393. *
  12394. * opacity: <float>,
  12395. *
  12396. * map: new THREE.Texture( <Image> ),
  12397. *
  12398. * alphaMap: new THREE.Texture( <Image> ),
  12399. *
  12400. * displacementMap: new THREE.Texture( <Image> ),
  12401. * displacementScale: <float>,
  12402. * displacementBias: <float>,
  12403. *
  12404. * wireframe: <boolean>,
  12405. * wireframeLinewidth: <float>
  12406. * }
  12407. */
  12408. class MeshDepthMaterial extends Material {
  12409. constructor(parameters) {
  12410. super();
  12411. this.type = 'MeshDepthMaterial';
  12412. this.depthPacking = BasicDepthPacking;
  12413. this.map = null;
  12414. this.alphaMap = null;
  12415. this.displacementMap = null;
  12416. this.displacementScale = 1;
  12417. this.displacementBias = 0;
  12418. this.wireframe = false;
  12419. this.wireframeLinewidth = 1;
  12420. this.fog = false;
  12421. this.setValues(parameters);
  12422. }
  12423. copy(source) {
  12424. super.copy(source);
  12425. this.depthPacking = source.depthPacking;
  12426. this.map = source.map;
  12427. this.alphaMap = source.alphaMap;
  12428. this.displacementMap = source.displacementMap;
  12429. this.displacementScale = source.displacementScale;
  12430. this.displacementBias = source.displacementBias;
  12431. this.wireframe = source.wireframe;
  12432. this.wireframeLinewidth = source.wireframeLinewidth;
  12433. return this;
  12434. }
  12435. }
  12436. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12437. /**
  12438. * parameters = {
  12439. *
  12440. * referencePosition: <float>,
  12441. * nearDistance: <float>,
  12442. * farDistance: <float>,
  12443. *
  12444. * map: new THREE.Texture( <Image> ),
  12445. *
  12446. * alphaMap: new THREE.Texture( <Image> ),
  12447. *
  12448. * displacementMap: new THREE.Texture( <Image> ),
  12449. * displacementScale: <float>,
  12450. * displacementBias: <float>
  12451. *
  12452. * }
  12453. */
  12454. class MeshDistanceMaterial extends Material {
  12455. constructor(parameters) {
  12456. super();
  12457. this.type = 'MeshDistanceMaterial';
  12458. this.referencePosition = new Vector3();
  12459. this.nearDistance = 1;
  12460. this.farDistance = 1000;
  12461. this.map = null;
  12462. this.alphaMap = null;
  12463. this.displacementMap = null;
  12464. this.displacementScale = 1;
  12465. this.displacementBias = 0;
  12466. this.fog = false;
  12467. this.setValues(parameters);
  12468. }
  12469. copy(source) {
  12470. super.copy(source);
  12471. this.referencePosition.copy(source.referencePosition);
  12472. this.nearDistance = source.nearDistance;
  12473. this.farDistance = source.farDistance;
  12474. this.map = source.map;
  12475. this.alphaMap = source.alphaMap;
  12476. this.displacementMap = source.displacementMap;
  12477. this.displacementScale = source.displacementScale;
  12478. this.displacementBias = source.displacementBias;
  12479. return this;
  12480. }
  12481. }
  12482. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12483. const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12484. const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12485. function WebGLShadowMap(_renderer, _objects, _capabilities) {
  12486. let _frustum = new Frustum();
  12487. const _shadowMapSize = new Vector2(),
  12488. _viewportSize = new Vector2(),
  12489. _viewport = new Vector4(),
  12490. _depthMaterial = new MeshDepthMaterial({
  12491. depthPacking: RGBADepthPacking
  12492. }),
  12493. _distanceMaterial = new MeshDistanceMaterial(),
  12494. _materialCache = {},
  12495. _maxTextureSize = _capabilities.maxTextureSize;
  12496. const shadowSide = {
  12497. 0: BackSide,
  12498. 1: FrontSide,
  12499. 2: DoubleSide
  12500. };
  12501. const shadowMaterialVertical = new ShaderMaterial({
  12502. defines: {
  12503. VSM_SAMPLES: 8
  12504. },
  12505. uniforms: {
  12506. shadow_pass: {
  12507. value: null
  12508. },
  12509. resolution: {
  12510. value: new Vector2()
  12511. },
  12512. radius: {
  12513. value: 4.0
  12514. }
  12515. },
  12516. vertexShader: vertex,
  12517. fragmentShader: fragment
  12518. });
  12519. const shadowMaterialHorizontal = shadowMaterialVertical.clone();
  12520. shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
  12521. const fullScreenTri = new BufferGeometry();
  12522. fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
  12523. const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
  12524. const scope = this;
  12525. this.enabled = false;
  12526. this.autoUpdate = true;
  12527. this.needsUpdate = false;
  12528. this.type = PCFShadowMap;
  12529. this.render = function (lights, scene, camera) {
  12530. if (scope.enabled === false) return;
  12531. if (scope.autoUpdate === false && scope.needsUpdate === false) return;
  12532. if (lights.length === 0) return;
  12533. const currentRenderTarget = _renderer.getRenderTarget();
  12534. const activeCubeFace = _renderer.getActiveCubeFace();
  12535. const activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12536. const _state = _renderer.state; // Set GL state for depth map.
  12537. _state.setBlending(NoBlending);
  12538. _state.buffers.color.setClear(1, 1, 1, 1);
  12539. _state.buffers.depth.setTest(true);
  12540. _state.setScissorTest(false); // render depth map
  12541. for (let i = 0, il = lights.length; i < il; i++) {
  12542. const light = lights[i];
  12543. const shadow = light.shadow;
  12544. if (shadow === undefined) {
  12545. console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
  12546. continue;
  12547. }
  12548. if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
  12549. _shadowMapSize.copy(shadow.mapSize);
  12550. const shadowFrameExtents = shadow.getFrameExtents();
  12551. _shadowMapSize.multiply(shadowFrameExtents);
  12552. _viewportSize.copy(shadow.mapSize);
  12553. if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
  12554. if (_shadowMapSize.x > _maxTextureSize) {
  12555. _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
  12556. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12557. shadow.mapSize.x = _viewportSize.x;
  12558. }
  12559. if (_shadowMapSize.y > _maxTextureSize) {
  12560. _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
  12561. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12562. shadow.mapSize.y = _viewportSize.y;
  12563. }
  12564. }
  12565. if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
  12566. const pars = {
  12567. minFilter: LinearFilter,
  12568. magFilter: LinearFilter,
  12569. format: RGBAFormat
  12570. };
  12571. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12572. shadow.map.texture.name = light.name + '.shadowMap';
  12573. shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12574. shadow.camera.updateProjectionMatrix();
  12575. }
  12576. if (shadow.map === null) {
  12577. const pars = {
  12578. minFilter: NearestFilter,
  12579. magFilter: NearestFilter,
  12580. format: RGBAFormat
  12581. };
  12582. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  12583. shadow.map.texture.name = light.name + '.shadowMap';
  12584. shadow.camera.updateProjectionMatrix();
  12585. }
  12586. _renderer.setRenderTarget(shadow.map);
  12587. _renderer.clear();
  12588. const viewportCount = shadow.getViewportCount();
  12589. for (let vp = 0; vp < viewportCount; vp++) {
  12590. const viewport = shadow.getViewport(vp);
  12591. _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
  12592. _state.viewport(_viewport);
  12593. shadow.updateMatrices(light, vp);
  12594. _frustum = shadow.getFrustum();
  12595. renderObject(scene, camera, shadow.camera, light, this.type);
  12596. } // do blur pass for VSM
  12597. if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
  12598. VSMPass(shadow, camera);
  12599. }
  12600. shadow.needsUpdate = false;
  12601. }
  12602. scope.needsUpdate = false;
  12603. _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
  12604. };
  12605. function VSMPass(shadow, camera) {
  12606. const geometry = _objects.update(fullScreenMesh);
  12607. if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) {
  12608. shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
  12609. shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
  12610. shadowMaterialVertical.needsUpdate = true;
  12611. shadowMaterialHorizontal.needsUpdate = true;
  12612. } // vertical pass
  12613. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12614. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12615. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12616. _renderer.setRenderTarget(shadow.mapPass);
  12617. _renderer.clear();
  12618. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass
  12619. shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12620. shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
  12621. shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
  12622. _renderer.setRenderTarget(shadow.map);
  12623. _renderer.clear();
  12624. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
  12625. }
  12626. function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
  12627. let result = null;
  12628. const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;
  12629. if (customMaterial !== undefined) {
  12630. result = customMaterial;
  12631. } else {
  12632. result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
  12633. }
  12634. if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0) {
  12635. // in this case we need a unique material instance reflecting the
  12636. // appropriate state
  12637. const keyA = result.uuid,
  12638. keyB = material.uuid;
  12639. let materialsForVariant = _materialCache[keyA];
  12640. if (materialsForVariant === undefined) {
  12641. materialsForVariant = {};
  12642. _materialCache[keyA] = materialsForVariant;
  12643. }
  12644. let cachedMaterial = materialsForVariant[keyB];
  12645. if (cachedMaterial === undefined) {
  12646. cachedMaterial = result.clone();
  12647. materialsForVariant[keyB] = cachedMaterial;
  12648. }
  12649. result = cachedMaterial;
  12650. }
  12651. result.visible = material.visible;
  12652. result.wireframe = material.wireframe;
  12653. if (type === VSMShadowMap) {
  12654. result.side = material.shadowSide !== null ? material.shadowSide : material.side;
  12655. } else {
  12656. result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
  12657. }
  12658. result.alphaMap = material.alphaMap;
  12659. result.alphaTest = material.alphaTest;
  12660. result.clipShadows = material.clipShadows;
  12661. result.clippingPlanes = material.clippingPlanes;
  12662. result.clipIntersection = material.clipIntersection;
  12663. result.displacementMap = material.displacementMap;
  12664. result.displacementScale = material.displacementScale;
  12665. result.displacementBias = material.displacementBias;
  12666. result.wireframeLinewidth = material.wireframeLinewidth;
  12667. result.linewidth = material.linewidth;
  12668. if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
  12669. result.referencePosition.setFromMatrixPosition(light.matrixWorld);
  12670. result.nearDistance = shadowCameraNear;
  12671. result.farDistance = shadowCameraFar;
  12672. }
  12673. return result;
  12674. }
  12675. function renderObject(object, camera, shadowCamera, light, type) {
  12676. if (object.visible === false) return;
  12677. const visible = object.layers.test(camera.layers);
  12678. if (visible && (object.isMesh || object.isLine || object.isPoints)) {
  12679. if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
  12680. object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
  12681. const geometry = _objects.update(object);
  12682. const material = object.material;
  12683. if (Array.isArray(material)) {
  12684. const groups = geometry.groups;
  12685. for (let k = 0, kl = groups.length; k < kl; k++) {
  12686. const group = groups[k];
  12687. const groupMaterial = material[group.materialIndex];
  12688. if (groupMaterial && groupMaterial.visible) {
  12689. const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
  12690. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
  12691. }
  12692. }
  12693. } else if (material.visible) {
  12694. const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
  12695. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
  12696. }
  12697. }
  12698. }
  12699. const children = object.children;
  12700. for (let i = 0, l = children.length; i < l; i++) {
  12701. renderObject(children[i], camera, shadowCamera, light, type);
  12702. }
  12703. }
  12704. }
  12705. function WebGLState(gl, extensions, capabilities) {
  12706. const isWebGL2 = capabilities.isWebGL2;
  12707. function ColorBuffer() {
  12708. let locked = false;
  12709. const color = new Vector4();
  12710. let currentColorMask = null;
  12711. const currentColorClear = new Vector4(0, 0, 0, 0);
  12712. return {
  12713. setMask: function (colorMask) {
  12714. if (currentColorMask !== colorMask && !locked) {
  12715. gl.colorMask(colorMask, colorMask, colorMask, colorMask);
  12716. currentColorMask = colorMask;
  12717. }
  12718. },
  12719. setLocked: function (lock) {
  12720. locked = lock;
  12721. },
  12722. setClear: function (r, g, b, a, premultipliedAlpha) {
  12723. if (premultipliedAlpha === true) {
  12724. r *= a;
  12725. g *= a;
  12726. b *= a;
  12727. }
  12728. color.set(r, g, b, a);
  12729. if (currentColorClear.equals(color) === false) {
  12730. gl.clearColor(r, g, b, a);
  12731. currentColorClear.copy(color);
  12732. }
  12733. },
  12734. reset: function () {
  12735. locked = false;
  12736. currentColorMask = null;
  12737. currentColorClear.set(-1, 0, 0, 0); // set to invalid state
  12738. }
  12739. };
  12740. }
  12741. function DepthBuffer() {
  12742. let locked = false;
  12743. let currentDepthMask = null;
  12744. let currentDepthFunc = null;
  12745. let currentDepthClear = null;
  12746. return {
  12747. setTest: function (depthTest) {
  12748. if (depthTest) {
  12749. enable(gl.DEPTH_TEST);
  12750. } else {
  12751. disable(gl.DEPTH_TEST);
  12752. }
  12753. },
  12754. setMask: function (depthMask) {
  12755. if (currentDepthMask !== depthMask && !locked) {
  12756. gl.depthMask(depthMask);
  12757. currentDepthMask = depthMask;
  12758. }
  12759. },
  12760. setFunc: function (depthFunc) {
  12761. if (currentDepthFunc !== depthFunc) {
  12762. if (depthFunc) {
  12763. switch (depthFunc) {
  12764. case NeverDepth:
  12765. gl.depthFunc(gl.NEVER);
  12766. break;
  12767. case AlwaysDepth:
  12768. gl.depthFunc(gl.ALWAYS);
  12769. break;
  12770. case LessDepth:
  12771. gl.depthFunc(gl.LESS);
  12772. break;
  12773. case LessEqualDepth:
  12774. gl.depthFunc(gl.LEQUAL);
  12775. break;
  12776. case EqualDepth:
  12777. gl.depthFunc(gl.EQUAL);
  12778. break;
  12779. case GreaterEqualDepth:
  12780. gl.depthFunc(gl.GEQUAL);
  12781. break;
  12782. case GreaterDepth:
  12783. gl.depthFunc(gl.GREATER);
  12784. break;
  12785. case NotEqualDepth:
  12786. gl.depthFunc(gl.NOTEQUAL);
  12787. break;
  12788. default:
  12789. gl.depthFunc(gl.LEQUAL);
  12790. }
  12791. } else {
  12792. gl.depthFunc(gl.LEQUAL);
  12793. }
  12794. currentDepthFunc = depthFunc;
  12795. }
  12796. },
  12797. setLocked: function (lock) {
  12798. locked = lock;
  12799. },
  12800. setClear: function (depth) {
  12801. if (currentDepthClear !== depth) {
  12802. gl.clearDepth(depth);
  12803. currentDepthClear = depth;
  12804. }
  12805. },
  12806. reset: function () {
  12807. locked = false;
  12808. currentDepthMask = null;
  12809. currentDepthFunc = null;
  12810. currentDepthClear = null;
  12811. }
  12812. };
  12813. }
  12814. function StencilBuffer() {
  12815. let locked = false;
  12816. let currentStencilMask = null;
  12817. let currentStencilFunc = null;
  12818. let currentStencilRef = null;
  12819. let currentStencilFuncMask = null;
  12820. let currentStencilFail = null;
  12821. let currentStencilZFail = null;
  12822. let currentStencilZPass = null;
  12823. let currentStencilClear = null;
  12824. return {
  12825. setTest: function (stencilTest) {
  12826. if (!locked) {
  12827. if (stencilTest) {
  12828. enable(gl.STENCIL_TEST);
  12829. } else {
  12830. disable(gl.STENCIL_TEST);
  12831. }
  12832. }
  12833. },
  12834. setMask: function (stencilMask) {
  12835. if (currentStencilMask !== stencilMask && !locked) {
  12836. gl.stencilMask(stencilMask);
  12837. currentStencilMask = stencilMask;
  12838. }
  12839. },
  12840. setFunc: function (stencilFunc, stencilRef, stencilMask) {
  12841. if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
  12842. gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
  12843. currentStencilFunc = stencilFunc;
  12844. currentStencilRef = stencilRef;
  12845. currentStencilFuncMask = stencilMask;
  12846. }
  12847. },
  12848. setOp: function (stencilFail, stencilZFail, stencilZPass) {
  12849. if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
  12850. gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
  12851. currentStencilFail = stencilFail;
  12852. currentStencilZFail = stencilZFail;
  12853. currentStencilZPass = stencilZPass;
  12854. }
  12855. },
  12856. setLocked: function (lock) {
  12857. locked = lock;
  12858. },
  12859. setClear: function (stencil) {
  12860. if (currentStencilClear !== stencil) {
  12861. gl.clearStencil(stencil);
  12862. currentStencilClear = stencil;
  12863. }
  12864. },
  12865. reset: function () {
  12866. locked = false;
  12867. currentStencilMask = null;
  12868. currentStencilFunc = null;
  12869. currentStencilRef = null;
  12870. currentStencilFuncMask = null;
  12871. currentStencilFail = null;
  12872. currentStencilZFail = null;
  12873. currentStencilZPass = null;
  12874. currentStencilClear = null;
  12875. }
  12876. };
  12877. } //
  12878. const colorBuffer = new ColorBuffer();
  12879. const depthBuffer = new DepthBuffer();
  12880. const stencilBuffer = new StencilBuffer();
  12881. let enabledCapabilities = {};
  12882. let xrFramebuffer = null;
  12883. let currentBoundFramebuffers = {};
  12884. let currentProgram = null;
  12885. let currentBlendingEnabled = false;
  12886. let currentBlending = null;
  12887. let currentBlendEquation = null;
  12888. let currentBlendSrc = null;
  12889. let currentBlendDst = null;
  12890. let currentBlendEquationAlpha = null;
  12891. let currentBlendSrcAlpha = null;
  12892. let currentBlendDstAlpha = null;
  12893. let currentPremultipledAlpha = false;
  12894. let currentFlipSided = null;
  12895. let currentCullFace = null;
  12896. let currentLineWidth = null;
  12897. let currentPolygonOffsetFactor = null;
  12898. let currentPolygonOffsetUnits = null;
  12899. const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12900. let lineWidthAvailable = false;
  12901. let version = 0;
  12902. const glVersion = gl.getParameter(gl.VERSION);
  12903. if (glVersion.indexOf('WebGL') !== -1) {
  12904. version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
  12905. lineWidthAvailable = version >= 1.0;
  12906. } else if (glVersion.indexOf('OpenGL ES') !== -1) {
  12907. version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
  12908. lineWidthAvailable = version >= 2.0;
  12909. }
  12910. let currentTextureSlot = null;
  12911. let currentBoundTextures = {};
  12912. const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
  12913. const viewportParam = gl.getParameter(gl.VIEWPORT);
  12914. const currentScissor = new Vector4().fromArray(scissorParam);
  12915. const currentViewport = new Vector4().fromArray(viewportParam);
  12916. function createTexture(type, target, count) {
  12917. const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
  12918. const texture = gl.createTexture();
  12919. gl.bindTexture(type, texture);
  12920. gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  12921. gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  12922. for (let i = 0; i < count; i++) {
  12923. gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
  12924. }
  12925. return texture;
  12926. }
  12927. const emptyTextures = {};
  12928. emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1);
  12929. emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); // init
  12930. colorBuffer.setClear(0, 0, 0, 1);
  12931. depthBuffer.setClear(1);
  12932. stencilBuffer.setClear(0);
  12933. enable(gl.DEPTH_TEST);
  12934. depthBuffer.setFunc(LessEqualDepth);
  12935. setFlipSided(false);
  12936. setCullFace(CullFaceBack);
  12937. enable(gl.CULL_FACE);
  12938. setBlending(NoBlending); //
  12939. function enable(id) {
  12940. if (enabledCapabilities[id] !== true) {
  12941. gl.enable(id);
  12942. enabledCapabilities[id] = true;
  12943. }
  12944. }
  12945. function disable(id) {
  12946. if (enabledCapabilities[id] !== false) {
  12947. gl.disable(id);
  12948. enabledCapabilities[id] = false;
  12949. }
  12950. }
  12951. function bindXRFramebuffer(framebuffer) {
  12952. if (framebuffer !== xrFramebuffer) {
  12953. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  12954. xrFramebuffer = framebuffer;
  12955. }
  12956. }
  12957. function bindFramebuffer(target, framebuffer) {
  12958. if (framebuffer === null && xrFramebuffer !== null) framebuffer = xrFramebuffer; // use active XR framebuffer if available
  12959. if (currentBoundFramebuffers[target] !== framebuffer) {
  12960. gl.bindFramebuffer(target, framebuffer);
  12961. currentBoundFramebuffers[target] = framebuffer;
  12962. if (isWebGL2) {
  12963. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  12964. if (target === gl.DRAW_FRAMEBUFFER) {
  12965. currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
  12966. }
  12967. if (target === gl.FRAMEBUFFER) {
  12968. currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
  12969. }
  12970. }
  12971. return true;
  12972. }
  12973. return false;
  12974. }
  12975. function useProgram(program) {
  12976. if (currentProgram !== program) {
  12977. gl.useProgram(program);
  12978. currentProgram = program;
  12979. return true;
  12980. }
  12981. return false;
  12982. }
  12983. const equationToGL = {
  12984. [AddEquation]: gl.FUNC_ADD,
  12985. [SubtractEquation]: gl.FUNC_SUBTRACT,
  12986. [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
  12987. };
  12988. if (isWebGL2) {
  12989. equationToGL[MinEquation] = gl.MIN;
  12990. equationToGL[MaxEquation] = gl.MAX;
  12991. } else {
  12992. const extension = extensions.get('EXT_blend_minmax');
  12993. if (extension !== null) {
  12994. equationToGL[MinEquation] = extension.MIN_EXT;
  12995. equationToGL[MaxEquation] = extension.MAX_EXT;
  12996. }
  12997. }
  12998. const factorToGL = {
  12999. [ZeroFactor]: gl.ZERO,
  13000. [OneFactor]: gl.ONE,
  13001. [SrcColorFactor]: gl.SRC_COLOR,
  13002. [SrcAlphaFactor]: gl.SRC_ALPHA,
  13003. [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
  13004. [DstColorFactor]: gl.DST_COLOR,
  13005. [DstAlphaFactor]: gl.DST_ALPHA,
  13006. [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
  13007. [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
  13008. [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
  13009. [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA
  13010. };
  13011. function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
  13012. if (blending === NoBlending) {
  13013. if (currentBlendingEnabled === true) {
  13014. disable(gl.BLEND);
  13015. currentBlendingEnabled = false;
  13016. }
  13017. return;
  13018. }
  13019. if (currentBlendingEnabled === false) {
  13020. enable(gl.BLEND);
  13021. currentBlendingEnabled = true;
  13022. }
  13023. if (blending !== CustomBlending) {
  13024. if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
  13025. if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
  13026. gl.blendEquation(gl.FUNC_ADD);
  13027. currentBlendEquation = AddEquation;
  13028. currentBlendEquationAlpha = AddEquation;
  13029. }
  13030. if (premultipliedAlpha) {
  13031. switch (blending) {
  13032. case NormalBlending:
  13033. gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  13034. break;
  13035. case AdditiveBlending:
  13036. gl.blendFunc(gl.ONE, gl.ONE);
  13037. break;
  13038. case SubtractiveBlending:
  13039. gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA);
  13040. break;
  13041. case MultiplyBlending:
  13042. gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA);
  13043. break;
  13044. default:
  13045. console.error('THREE.WebGLState: Invalid blending: ', blending);
  13046. break;
  13047. }
  13048. } else {
  13049. switch (blending) {
  13050. case NormalBlending:
  13051. gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  13052. break;
  13053. case AdditiveBlending:
  13054. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  13055. break;
  13056. case SubtractiveBlending:
  13057. gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR);
  13058. break;
  13059. case MultiplyBlending:
  13060. gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
  13061. break;
  13062. default:
  13063. console.error('THREE.WebGLState: Invalid blending: ', blending);
  13064. break;
  13065. }
  13066. }
  13067. currentBlendSrc = null;
  13068. currentBlendDst = null;
  13069. currentBlendSrcAlpha = null;
  13070. currentBlendDstAlpha = null;
  13071. currentBlending = blending;
  13072. currentPremultipledAlpha = premultipliedAlpha;
  13073. }
  13074. return;
  13075. } // custom blending
  13076. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13077. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13078. blendDstAlpha = blendDstAlpha || blendDst;
  13079. if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
  13080. gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
  13081. currentBlendEquation = blendEquation;
  13082. currentBlendEquationAlpha = blendEquationAlpha;
  13083. }
  13084. if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
  13085. gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
  13086. currentBlendSrc = blendSrc;
  13087. currentBlendDst = blendDst;
  13088. currentBlendSrcAlpha = blendSrcAlpha;
  13089. currentBlendDstAlpha = blendDstAlpha;
  13090. }
  13091. currentBlending = blending;
  13092. currentPremultipledAlpha = null;
  13093. }
  13094. function setMaterial(material, frontFaceCW) {
  13095. material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
  13096. let flipSided = material.side === BackSide;
  13097. if (frontFaceCW) flipSided = !flipSided;
  13098. setFlipSided(flipSided);
  13099. material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);
  13100. depthBuffer.setFunc(material.depthFunc);
  13101. depthBuffer.setTest(material.depthTest);
  13102. depthBuffer.setMask(material.depthWrite);
  13103. colorBuffer.setMask(material.colorWrite);
  13104. const stencilWrite = material.stencilWrite;
  13105. stencilBuffer.setTest(stencilWrite);
  13106. if (stencilWrite) {
  13107. stencilBuffer.setMask(material.stencilWriteMask);
  13108. stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
  13109. stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
  13110. }
  13111. setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
  13112. material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  13113. } //
  13114. function setFlipSided(flipSided) {
  13115. if (currentFlipSided !== flipSided) {
  13116. if (flipSided) {
  13117. gl.frontFace(gl.CW);
  13118. } else {
  13119. gl.frontFace(gl.CCW);
  13120. }
  13121. currentFlipSided = flipSided;
  13122. }
  13123. }
  13124. function setCullFace(cullFace) {
  13125. if (cullFace !== CullFaceNone) {
  13126. enable(gl.CULL_FACE);
  13127. if (cullFace !== currentCullFace) {
  13128. if (cullFace === CullFaceBack) {
  13129. gl.cullFace(gl.BACK);
  13130. } else if (cullFace === CullFaceFront) {
  13131. gl.cullFace(gl.FRONT);
  13132. } else {
  13133. gl.cullFace(gl.FRONT_AND_BACK);
  13134. }
  13135. }
  13136. } else {
  13137. disable(gl.CULL_FACE);
  13138. }
  13139. currentCullFace = cullFace;
  13140. }
  13141. function setLineWidth(width) {
  13142. if (width !== currentLineWidth) {
  13143. if (lineWidthAvailable) gl.lineWidth(width);
  13144. currentLineWidth = width;
  13145. }
  13146. }
  13147. function setPolygonOffset(polygonOffset, factor, units) {
  13148. if (polygonOffset) {
  13149. enable(gl.POLYGON_OFFSET_FILL);
  13150. if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
  13151. gl.polygonOffset(factor, units);
  13152. currentPolygonOffsetFactor = factor;
  13153. currentPolygonOffsetUnits = units;
  13154. }
  13155. } else {
  13156. disable(gl.POLYGON_OFFSET_FILL);
  13157. }
  13158. }
  13159. function setScissorTest(scissorTest) {
  13160. if (scissorTest) {
  13161. enable(gl.SCISSOR_TEST);
  13162. } else {
  13163. disable(gl.SCISSOR_TEST);
  13164. }
  13165. } // texture
  13166. function activeTexture(webglSlot) {
  13167. if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  13168. if (currentTextureSlot !== webglSlot) {
  13169. gl.activeTexture(webglSlot);
  13170. currentTextureSlot = webglSlot;
  13171. }
  13172. }
  13173. function bindTexture(webglType, webglTexture) {
  13174. if (currentTextureSlot === null) {
  13175. activeTexture();
  13176. }
  13177. let boundTexture = currentBoundTextures[currentTextureSlot];
  13178. if (boundTexture === undefined) {
  13179. boundTexture = {
  13180. type: undefined,
  13181. texture: undefined
  13182. };
  13183. currentBoundTextures[currentTextureSlot] = boundTexture;
  13184. }
  13185. if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
  13186. gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
  13187. boundTexture.type = webglType;
  13188. boundTexture.texture = webglTexture;
  13189. }
  13190. }
  13191. function unbindTexture() {
  13192. const boundTexture = currentBoundTextures[currentTextureSlot];
  13193. if (boundTexture !== undefined && boundTexture.type !== undefined) {
  13194. gl.bindTexture(boundTexture.type, null);
  13195. boundTexture.type = undefined;
  13196. boundTexture.texture = undefined;
  13197. }
  13198. }
  13199. function compressedTexImage2D() {
  13200. try {
  13201. gl.compressedTexImage2D.apply(gl, arguments);
  13202. } catch (error) {
  13203. console.error('THREE.WebGLState:', error);
  13204. }
  13205. }
  13206. function texImage2D() {
  13207. try {
  13208. gl.texImage2D.apply(gl, arguments);
  13209. } catch (error) {
  13210. console.error('THREE.WebGLState:', error);
  13211. }
  13212. }
  13213. function texImage3D() {
  13214. try {
  13215. gl.texImage3D.apply(gl, arguments);
  13216. } catch (error) {
  13217. console.error('THREE.WebGLState:', error);
  13218. }
  13219. } //
  13220. function scissor(scissor) {
  13221. if (currentScissor.equals(scissor) === false) {
  13222. gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
  13223. currentScissor.copy(scissor);
  13224. }
  13225. }
  13226. function viewport(viewport) {
  13227. if (currentViewport.equals(viewport) === false) {
  13228. gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
  13229. currentViewport.copy(viewport);
  13230. }
  13231. } //
  13232. function reset() {
  13233. // reset state
  13234. gl.disable(gl.BLEND);
  13235. gl.disable(gl.CULL_FACE);
  13236. gl.disable(gl.DEPTH_TEST);
  13237. gl.disable(gl.POLYGON_OFFSET_FILL);
  13238. gl.disable(gl.SCISSOR_TEST);
  13239. gl.disable(gl.STENCIL_TEST);
  13240. gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  13241. gl.blendEquation(gl.FUNC_ADD);
  13242. gl.blendFunc(gl.ONE, gl.ZERO);
  13243. gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
  13244. gl.colorMask(true, true, true, true);
  13245. gl.clearColor(0, 0, 0, 0);
  13246. gl.depthMask(true);
  13247. gl.depthFunc(gl.LESS);
  13248. gl.clearDepth(1);
  13249. gl.stencilMask(0xffffffff);
  13250. gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff);
  13251. gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
  13252. gl.clearStencil(0);
  13253. gl.cullFace(gl.BACK);
  13254. gl.frontFace(gl.CCW);
  13255. gl.polygonOffset(0, 0);
  13256. gl.activeTexture(gl.TEXTURE0);
  13257. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  13258. if (isWebGL2 === true) {
  13259. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
  13260. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
  13261. }
  13262. gl.useProgram(null);
  13263. gl.lineWidth(1);
  13264. gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
  13265. gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals
  13266. enabledCapabilities = {};
  13267. currentTextureSlot = null;
  13268. currentBoundTextures = {};
  13269. xrFramebuffer = null;
  13270. currentBoundFramebuffers = {};
  13271. currentProgram = null;
  13272. currentBlendingEnabled = false;
  13273. currentBlending = null;
  13274. currentBlendEquation = null;
  13275. currentBlendSrc = null;
  13276. currentBlendDst = null;
  13277. currentBlendEquationAlpha = null;
  13278. currentBlendSrcAlpha = null;
  13279. currentBlendDstAlpha = null;
  13280. currentPremultipledAlpha = false;
  13281. currentFlipSided = null;
  13282. currentCullFace = null;
  13283. currentLineWidth = null;
  13284. currentPolygonOffsetFactor = null;
  13285. currentPolygonOffsetUnits = null;
  13286. currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
  13287. currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
  13288. colorBuffer.reset();
  13289. depthBuffer.reset();
  13290. stencilBuffer.reset();
  13291. }
  13292. return {
  13293. buffers: {
  13294. color: colorBuffer,
  13295. depth: depthBuffer,
  13296. stencil: stencilBuffer
  13297. },
  13298. enable: enable,
  13299. disable: disable,
  13300. bindFramebuffer: bindFramebuffer,
  13301. bindXRFramebuffer: bindXRFramebuffer,
  13302. useProgram: useProgram,
  13303. setBlending: setBlending,
  13304. setMaterial: setMaterial,
  13305. setFlipSided: setFlipSided,
  13306. setCullFace: setCullFace,
  13307. setLineWidth: setLineWidth,
  13308. setPolygonOffset: setPolygonOffset,
  13309. setScissorTest: setScissorTest,
  13310. activeTexture: activeTexture,
  13311. bindTexture: bindTexture,
  13312. unbindTexture: unbindTexture,
  13313. compressedTexImage2D: compressedTexImage2D,
  13314. texImage2D: texImage2D,
  13315. texImage3D: texImage3D,
  13316. scissor: scissor,
  13317. viewport: viewport,
  13318. reset: reset
  13319. };
  13320. }
  13321. function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
  13322. const isWebGL2 = capabilities.isWebGL2;
  13323. const maxTextures = capabilities.maxTextures;
  13324. const maxCubemapSize = capabilities.maxCubemapSize;
  13325. const maxTextureSize = capabilities.maxTextureSize;
  13326. const maxSamples = capabilities.maxSamples;
  13327. const _videoTextures = new WeakMap();
  13328. let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13329. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13330. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13331. let useOffscreenCanvas = false;
  13332. try {
  13333. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
  13334. } catch (err) {// Ignore any errors
  13335. }
  13336. function createCanvas(width, height) {
  13337. // Use OffscreenCanvas when available. Specially needed in web workers
  13338. return useOffscreenCanvas ? new OffscreenCanvas(width, height) : createElementNS('canvas');
  13339. }
  13340. function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
  13341. let scale = 1; // handle case if texture exceeds max size
  13342. if (image.width > maxSize || image.height > maxSize) {
  13343. scale = maxSize / Math.max(image.width, image.height);
  13344. } // only perform resize if necessary
  13345. if (scale < 1 || needsPowerOfTwo === true) {
  13346. // only perform resize for certain image types
  13347. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  13348. const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
  13349. const width = floor(scale * image.width);
  13350. const height = floor(scale * image.height);
  13351. if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
  13352. const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
  13353. canvas.width = width;
  13354. canvas.height = height;
  13355. const context = canvas.getContext('2d');
  13356. context.drawImage(image, 0, 0, width, height);
  13357. console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
  13358. return canvas;
  13359. } else {
  13360. if ('data' in image) {
  13361. console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
  13362. }
  13363. return image;
  13364. }
  13365. }
  13366. return image;
  13367. }
  13368. function isPowerOfTwo$1(image) {
  13369. return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);
  13370. }
  13371. function textureNeedsPowerOfTwo(texture) {
  13372. if (isWebGL2) return false;
  13373. return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13374. }
  13375. function textureNeedsGenerateMipmaps(texture, supportsMips) {
  13376. return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13377. }
  13378. function generateMipmap(target) {
  13379. _gl.generateMipmap(target);
  13380. }
  13381. function getInternalFormat(internalFormatName, glFormat, glType, encoding) {
  13382. if (isWebGL2 === false) return glFormat;
  13383. if (internalFormatName !== null) {
  13384. if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
  13385. console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
  13386. }
  13387. let internalFormat = glFormat;
  13388. if (glFormat === _gl.RED) {
  13389. if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
  13390. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
  13391. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
  13392. }
  13393. if (glFormat === _gl.RGB) {
  13394. if (glType === _gl.FLOAT) internalFormat = _gl.RGB32F;
  13395. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGB16F;
  13396. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8;
  13397. }
  13398. if (glFormat === _gl.RGBA) {
  13399. if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
  13400. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
  13401. if (glType === _gl.UNSIGNED_BYTE) internalFormat = encoding === sRGBEncoding ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
  13402. }
  13403. if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
  13404. extensions.get('EXT_color_buffer_float');
  13405. }
  13406. return internalFormat;
  13407. } // Fallback filters for non-power-of-2 textures
  13408. function filterFallback(f) {
  13409. if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
  13410. return _gl.NEAREST;
  13411. }
  13412. return _gl.LINEAR;
  13413. } //
  13414. function onTextureDispose(event) {
  13415. const texture = event.target;
  13416. texture.removeEventListener('dispose', onTextureDispose);
  13417. deallocateTexture(texture);
  13418. if (texture.isVideoTexture) {
  13419. _videoTextures.delete(texture);
  13420. }
  13421. info.memory.textures--;
  13422. }
  13423. function onRenderTargetDispose(event) {
  13424. const renderTarget = event.target;
  13425. renderTarget.removeEventListener('dispose', onRenderTargetDispose);
  13426. deallocateRenderTarget(renderTarget);
  13427. } //
  13428. function deallocateTexture(texture) {
  13429. const textureProperties = properties.get(texture);
  13430. if (textureProperties.__webglInit === undefined) return;
  13431. _gl.deleteTexture(textureProperties.__webglTexture);
  13432. properties.remove(texture);
  13433. }
  13434. function deallocateRenderTarget(renderTarget) {
  13435. const texture = renderTarget.texture;
  13436. const renderTargetProperties = properties.get(renderTarget);
  13437. const textureProperties = properties.get(texture);
  13438. if (!renderTarget) return;
  13439. if (textureProperties.__webglTexture !== undefined) {
  13440. _gl.deleteTexture(textureProperties.__webglTexture);
  13441. info.memory.textures--;
  13442. }
  13443. if (renderTarget.depthTexture) {
  13444. renderTarget.depthTexture.dispose();
  13445. }
  13446. if (renderTarget.isWebGLCubeRenderTarget) {
  13447. for (let i = 0; i < 6; i++) {
  13448. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
  13449. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
  13450. }
  13451. } else {
  13452. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
  13453. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
  13454. if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
  13455. if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
  13456. if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
  13457. }
  13458. if (renderTarget.isWebGLMultipleRenderTargets) {
  13459. for (let i = 0, il = texture.length; i < il; i++) {
  13460. const attachmentProperties = properties.get(texture[i]);
  13461. if (attachmentProperties.__webglTexture) {
  13462. _gl.deleteTexture(attachmentProperties.__webglTexture);
  13463. info.memory.textures--;
  13464. }
  13465. properties.remove(texture[i]);
  13466. }
  13467. }
  13468. properties.remove(texture);
  13469. properties.remove(renderTarget);
  13470. } //
  13471. let textureUnits = 0;
  13472. function resetTextureUnits() {
  13473. textureUnits = 0;
  13474. }
  13475. function allocateTextureUnit() {
  13476. const textureUnit = textureUnits;
  13477. if (textureUnit >= maxTextures) {
  13478. console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
  13479. }
  13480. textureUnits += 1;
  13481. return textureUnit;
  13482. } //
  13483. function setTexture2D(texture, slot) {
  13484. const textureProperties = properties.get(texture);
  13485. if (texture.isVideoTexture) updateVideoTexture(texture);
  13486. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13487. const image = texture.image;
  13488. if (image === undefined) {
  13489. console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
  13490. } else if (image.complete === false) {
  13491. console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
  13492. } else {
  13493. uploadTexture(textureProperties, texture, slot);
  13494. return;
  13495. }
  13496. }
  13497. state.activeTexture(_gl.TEXTURE0 + slot);
  13498. state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture);
  13499. }
  13500. function setTexture2DArray(texture, slot) {
  13501. const textureProperties = properties.get(texture);
  13502. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13503. uploadTexture(textureProperties, texture, slot);
  13504. return;
  13505. }
  13506. state.activeTexture(_gl.TEXTURE0 + slot);
  13507. state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture);
  13508. }
  13509. function setTexture3D(texture, slot) {
  13510. const textureProperties = properties.get(texture);
  13511. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13512. uploadTexture(textureProperties, texture, slot);
  13513. return;
  13514. }
  13515. state.activeTexture(_gl.TEXTURE0 + slot);
  13516. state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture);
  13517. }
  13518. function setTextureCube(texture, slot) {
  13519. const textureProperties = properties.get(texture);
  13520. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  13521. uploadCubeTexture(textureProperties, texture, slot);
  13522. return;
  13523. }
  13524. state.activeTexture(_gl.TEXTURE0 + slot);
  13525. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  13526. }
  13527. const wrappingToGL = {
  13528. [RepeatWrapping]: _gl.REPEAT,
  13529. [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
  13530. [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
  13531. };
  13532. const filterToGL = {
  13533. [NearestFilter]: _gl.NEAREST,
  13534. [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
  13535. [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
  13536. [LinearFilter]: _gl.LINEAR,
  13537. [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
  13538. [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
  13539. };
  13540. function setTextureParameters(textureType, texture, supportsMips) {
  13541. if (supportsMips) {
  13542. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
  13543. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
  13544. if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
  13545. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
  13546. }
  13547. _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
  13548. _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
  13549. } else {
  13550. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
  13551. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
  13552. if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
  13553. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE);
  13554. }
  13555. if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
  13556. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
  13557. }
  13558. _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));
  13559. _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter));
  13560. if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
  13561. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
  13562. }
  13563. }
  13564. if (extensions.has('EXT_texture_filter_anisotropic') === true) {
  13565. const extension = extensions.get('EXT_texture_filter_anisotropic');
  13566. if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2
  13567. if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only
  13568. if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
  13569. _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
  13570. properties.get(texture).__currentAnisotropy = texture.anisotropy;
  13571. }
  13572. }
  13573. }
  13574. function initTexture(textureProperties, texture) {
  13575. if (textureProperties.__webglInit === undefined) {
  13576. textureProperties.__webglInit = true;
  13577. texture.addEventListener('dispose', onTextureDispose);
  13578. textureProperties.__webglTexture = _gl.createTexture();
  13579. info.memory.textures++;
  13580. }
  13581. }
  13582. function uploadTexture(textureProperties, texture, slot) {
  13583. let textureType = _gl.TEXTURE_2D;
  13584. if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY;
  13585. if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D;
  13586. initTexture(textureProperties, texture);
  13587. state.activeTexture(_gl.TEXTURE0 + slot);
  13588. state.bindTexture(textureType, textureProperties.__webglTexture);
  13589. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  13590. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  13591. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  13592. _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
  13593. const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;
  13594. const image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
  13595. const supportsMips = isPowerOfTwo$1(image) || isWebGL2,
  13596. glFormat = utils.convert(texture.format);
  13597. let glType = utils.convert(texture.type),
  13598. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13599. setTextureParameters(textureType, texture, supportsMips);
  13600. let mipmap;
  13601. const mipmaps = texture.mipmaps;
  13602. if (texture.isDepthTexture) {
  13603. // populate depth texture with dummy data
  13604. glInternalFormat = _gl.DEPTH_COMPONENT;
  13605. if (isWebGL2) {
  13606. if (texture.type === FloatType) {
  13607. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  13608. } else if (texture.type === UnsignedIntType) {
  13609. glInternalFormat = _gl.DEPTH_COMPONENT24;
  13610. } else if (texture.type === UnsignedInt248Type) {
  13611. glInternalFormat = _gl.DEPTH24_STENCIL8;
  13612. } else {
  13613. glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
  13614. }
  13615. } else {
  13616. if (texture.type === FloatType) {
  13617. console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
  13618. }
  13619. } // validation checks for WebGL 1
  13620. if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
  13621. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13622. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13623. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13624. if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
  13625. console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
  13626. texture.type = UnsignedShortType;
  13627. glType = utils.convert(texture.type);
  13628. }
  13629. }
  13630. if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
  13631. // Depth stencil textures need the DEPTH_STENCIL internal format
  13632. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13633. glInternalFormat = _gl.DEPTH_STENCIL; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13634. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13635. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13636. if (texture.type !== UnsignedInt248Type) {
  13637. console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
  13638. texture.type = UnsignedInt248Type;
  13639. glType = utils.convert(texture.type);
  13640. }
  13641. } //
  13642. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
  13643. } else if (texture.isDataTexture) {
  13644. // use manually created mipmaps if available
  13645. // if there are no manual mipmaps
  13646. // set 0 level mipmap and then use GL to generate other mipmap levels
  13647. if (mipmaps.length > 0 && supportsMips) {
  13648. for (let i = 0, il = mipmaps.length; i < il; i++) {
  13649. mipmap = mipmaps[i];
  13650. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13651. }
  13652. texture.generateMipmaps = false;
  13653. } else {
  13654. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
  13655. }
  13656. } else if (texture.isCompressedTexture) {
  13657. for (let i = 0, il = mipmaps.length; i < il; i++) {
  13658. mipmap = mipmaps[i];
  13659. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  13660. if (glFormat !== null) {
  13661. state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  13662. } else {
  13663. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
  13664. }
  13665. } else {
  13666. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13667. }
  13668. }
  13669. } else if (texture.isDataTexture2DArray) {
  13670. state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  13671. } else if (texture.isDataTexture3D) {
  13672. state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  13673. } else {
  13674. // regular Texture (image, video, canvas)
  13675. // use manually created mipmaps if available
  13676. // if there are no manual mipmaps
  13677. // set 0 level mipmap and then use GL to generate other mipmap levels
  13678. if (mipmaps.length > 0 && supportsMips) {
  13679. for (let i = 0, il = mipmaps.length; i < il; i++) {
  13680. mipmap = mipmaps[i];
  13681. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
  13682. }
  13683. texture.generateMipmaps = false;
  13684. } else {
  13685. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
  13686. }
  13687. }
  13688. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13689. generateMipmap(textureType);
  13690. }
  13691. textureProperties.__version = texture.version;
  13692. if (texture.onUpdate) texture.onUpdate(texture);
  13693. }
  13694. function uploadCubeTexture(textureProperties, texture, slot) {
  13695. if (texture.image.length !== 6) return;
  13696. initTexture(textureProperties, texture);
  13697. state.activeTexture(_gl.TEXTURE0 + slot);
  13698. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  13699. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  13700. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  13701. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  13702. _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
  13703. const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
  13704. const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
  13705. const cubeImage = [];
  13706. for (let i = 0; i < 6; i++) {
  13707. if (!isCompressed && !isDataTexture) {
  13708. cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
  13709. } else {
  13710. cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
  13711. }
  13712. }
  13713. const image = cubeImage[0],
  13714. supportsMips = isPowerOfTwo$1(image) || isWebGL2,
  13715. glFormat = utils.convert(texture.format),
  13716. glType = utils.convert(texture.type),
  13717. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13718. setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
  13719. let mipmaps;
  13720. if (isCompressed) {
  13721. for (let i = 0; i < 6; i++) {
  13722. mipmaps = cubeImage[i].mipmaps;
  13723. for (let j = 0; j < mipmaps.length; j++) {
  13724. const mipmap = mipmaps[j];
  13725. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  13726. if (glFormat !== null) {
  13727. state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  13728. } else {
  13729. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
  13730. }
  13731. } else {
  13732. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  13733. }
  13734. }
  13735. }
  13736. } else {
  13737. mipmaps = texture.mipmaps;
  13738. for (let i = 0; i < 6; i++) {
  13739. if (isDataTexture) {
  13740. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
  13741. for (let j = 0; j < mipmaps.length; j++) {
  13742. const mipmap = mipmaps[j];
  13743. const mipmapImage = mipmap.image[i].image;
  13744. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
  13745. }
  13746. } else {
  13747. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
  13748. for (let j = 0; j < mipmaps.length; j++) {
  13749. const mipmap = mipmaps[j];
  13750. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
  13751. }
  13752. }
  13753. }
  13754. }
  13755. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13756. // We assume images for cube map have the same size.
  13757. generateMipmap(_gl.TEXTURE_CUBE_MAP);
  13758. }
  13759. textureProperties.__version = texture.version;
  13760. if (texture.onUpdate) texture.onUpdate(texture);
  13761. } // Render targets
  13762. // Setup storage for target texture and bind it to correct framebuffer
  13763. function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {
  13764. const glFormat = utils.convert(texture.format);
  13765. const glType = utils.convert(texture.type);
  13766. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13767. if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
  13768. state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);
  13769. } else {
  13770. state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
  13771. }
  13772. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  13773. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0);
  13774. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  13775. } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13776. function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
  13777. _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
  13778. if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
  13779. let glInternalFormat = _gl.DEPTH_COMPONENT16;
  13780. if (isMultisample) {
  13781. const depthTexture = renderTarget.depthTexture;
  13782. if (depthTexture && depthTexture.isDepthTexture) {
  13783. if (depthTexture.type === FloatType) {
  13784. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  13785. } else if (depthTexture.type === UnsignedIntType) {
  13786. glInternalFormat = _gl.DEPTH_COMPONENT24;
  13787. }
  13788. }
  13789. const samples = getRenderTargetSamples(renderTarget);
  13790. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13791. } else {
  13792. _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
  13793. }
  13794. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
  13795. } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
  13796. if (isMultisample) {
  13797. const samples = getRenderTargetSamples(renderTarget);
  13798. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
  13799. } else {
  13800. _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
  13801. }
  13802. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
  13803. } else {
  13804. // Use the first texture for MRT so far
  13805. const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture;
  13806. const glFormat = utils.convert(texture.format);
  13807. const glType = utils.convert(texture.type);
  13808. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13809. if (isMultisample) {
  13810. const samples = getRenderTargetSamples(renderTarget);
  13811. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13812. } else {
  13813. _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
  13814. }
  13815. }
  13816. _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  13817. } // Setup resources for a Depth Texture for a FBO (needs an extension)
  13818. function setupDepthTexture(framebuffer, renderTarget) {
  13819. const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
  13820. if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
  13821. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  13822. if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
  13823. throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  13824. } // upload an empty depth texture with framebuffer size
  13825. if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
  13826. renderTarget.depthTexture.image.width = renderTarget.width;
  13827. renderTarget.depthTexture.image.height = renderTarget.height;
  13828. renderTarget.depthTexture.needsUpdate = true;
  13829. }
  13830. setTexture2D(renderTarget.depthTexture, 0);
  13831. const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
  13832. if (renderTarget.depthTexture.format === DepthFormat) {
  13833. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
  13834. } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
  13835. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
  13836. } else {
  13837. throw new Error('Unknown depthTexture format');
  13838. }
  13839. } // Setup GL resources for a non-texture depth buffer
  13840. function setupDepthRenderbuffer(renderTarget) {
  13841. const renderTargetProperties = properties.get(renderTarget);
  13842. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13843. if (renderTarget.depthTexture) {
  13844. if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');
  13845. setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);
  13846. } else {
  13847. if (isCube) {
  13848. renderTargetProperties.__webglDepthbuffer = [];
  13849. for (let i = 0; i < 6; i++) {
  13850. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
  13851. renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
  13852. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
  13853. }
  13854. } else {
  13855. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
  13856. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13857. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
  13858. }
  13859. }
  13860. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  13861. } // Set up GL resources for the render target
  13862. function setupRenderTarget(renderTarget) {
  13863. const texture = renderTarget.texture;
  13864. const renderTargetProperties = properties.get(renderTarget);
  13865. const textureProperties = properties.get(texture);
  13866. renderTarget.addEventListener('dispose', onRenderTargetDispose);
  13867. if (renderTarget.isWebGLMultipleRenderTargets !== true) {
  13868. textureProperties.__webglTexture = _gl.createTexture();
  13869. textureProperties.__version = texture.version;
  13870. info.memory.textures++;
  13871. }
  13872. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  13873. const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;
  13874. const isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
  13875. const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
  13876. const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
  13877. if (isWebGL2 && texture.format === RGBFormat && (texture.type === FloatType || texture.type === HalfFloatType)) {
  13878. texture.format = RGBAFormat;
  13879. console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
  13880. } // Setup framebuffer
  13881. if (isCube) {
  13882. renderTargetProperties.__webglFramebuffer = [];
  13883. for (let i = 0; i < 6; i++) {
  13884. renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
  13885. }
  13886. } else {
  13887. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13888. if (isMultipleRenderTargets) {
  13889. if (capabilities.drawBuffers) {
  13890. const textures = renderTarget.texture;
  13891. for (let i = 0, il = textures.length; i < il; i++) {
  13892. const attachmentProperties = properties.get(textures[i]);
  13893. if (attachmentProperties.__webglTexture === undefined) {
  13894. attachmentProperties.__webglTexture = _gl.createTexture();
  13895. info.memory.textures++;
  13896. }
  13897. }
  13898. } else {
  13899. console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.');
  13900. }
  13901. } else if (isMultisample) {
  13902. if (isWebGL2) {
  13903. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13904. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13905. _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
  13906. const glFormat = utils.convert(texture.format);
  13907. const glType = utils.convert(texture.type);
  13908. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);
  13909. const samples = getRenderTargetSamples(renderTarget);
  13910. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  13911. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  13912. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
  13913. _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  13914. if (renderTarget.depthBuffer) {
  13915. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13916. setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
  13917. }
  13918. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  13919. } else {
  13920. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13921. }
  13922. }
  13923. } // Setup color buffer
  13924. if (isCube) {
  13925. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  13926. setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
  13927. for (let i = 0; i < 6; i++) {
  13928. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
  13929. }
  13930. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13931. generateMipmap(_gl.TEXTURE_CUBE_MAP);
  13932. }
  13933. state.unbindTexture();
  13934. } else if (isMultipleRenderTargets) {
  13935. const textures = renderTarget.texture;
  13936. for (let i = 0, il = textures.length; i < il; i++) {
  13937. const attachment = textures[i];
  13938. const attachmentProperties = properties.get(attachment);
  13939. state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture);
  13940. setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips);
  13941. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D);
  13942. if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {
  13943. generateMipmap(_gl.TEXTURE_2D);
  13944. }
  13945. }
  13946. state.unbindTexture();
  13947. } else {
  13948. let glTextureType = _gl.TEXTURE_2D;
  13949. if (isRenderTarget3D) {
  13950. // Render targets containing layers, i.e: Texture 3D and 2d arrays
  13951. if (isWebGL2) {
  13952. const isTexture3D = texture.isDataTexture3D;
  13953. glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
  13954. } else {
  13955. console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.');
  13956. }
  13957. }
  13958. state.bindTexture(glTextureType, textureProperties.__webglTexture);
  13959. setTextureParameters(glTextureType, texture, supportsMips);
  13960. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType);
  13961. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13962. generateMipmap(glTextureType);
  13963. }
  13964. state.unbindTexture();
  13965. } // Setup depth and stencil buffers
  13966. if (renderTarget.depthBuffer) {
  13967. setupDepthRenderbuffer(renderTarget);
  13968. }
  13969. }
  13970. function updateRenderTargetMipmap(renderTarget) {
  13971. const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;
  13972. const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];
  13973. for (let i = 0, il = textures.length; i < il; i++) {
  13974. const texture = textures[i];
  13975. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13976. const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  13977. const webglTexture = properties.get(texture).__webglTexture;
  13978. state.bindTexture(target, webglTexture);
  13979. generateMipmap(target);
  13980. state.unbindTexture();
  13981. }
  13982. }
  13983. }
  13984. function updateMultisampleRenderTarget(renderTarget) {
  13985. if (renderTarget.isWebGLMultisampleRenderTarget) {
  13986. if (isWebGL2) {
  13987. const width = renderTarget.width;
  13988. const height = renderTarget.height;
  13989. let mask = _gl.COLOR_BUFFER_BIT;
  13990. if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
  13991. if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
  13992. const renderTargetProperties = properties.get(renderTarget);
  13993. state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  13994. state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
  13995. _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
  13996. state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
  13997. state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  13998. } else {
  13999. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  14000. }
  14001. }
  14002. }
  14003. function getRenderTargetSamples(renderTarget) {
  14004. return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;
  14005. }
  14006. function updateVideoTexture(texture) {
  14007. const frame = info.render.frame; // Check the last frame we updated the VideoTexture
  14008. if (_videoTextures.get(texture) !== frame) {
  14009. _videoTextures.set(texture, frame);
  14010. texture.update();
  14011. }
  14012. } // backwards compatibility
  14013. let warnedTexture2D = false;
  14014. let warnedTextureCube = false;
  14015. function safeSetTexture2D(texture, slot) {
  14016. if (texture && texture.isWebGLRenderTarget) {
  14017. if (warnedTexture2D === false) {
  14018. console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
  14019. warnedTexture2D = true;
  14020. }
  14021. texture = texture.texture;
  14022. }
  14023. setTexture2D(texture, slot);
  14024. }
  14025. function safeSetTextureCube(texture, slot) {
  14026. if (texture && texture.isWebGLCubeRenderTarget) {
  14027. if (warnedTextureCube === false) {
  14028. console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
  14029. warnedTextureCube = true;
  14030. }
  14031. texture = texture.texture;
  14032. }
  14033. setTextureCube(texture, slot);
  14034. } //
  14035. this.allocateTextureUnit = allocateTextureUnit;
  14036. this.resetTextureUnits = resetTextureUnits;
  14037. this.setTexture2D = setTexture2D;
  14038. this.setTexture2DArray = setTexture2DArray;
  14039. this.setTexture3D = setTexture3D;
  14040. this.setTextureCube = setTextureCube;
  14041. this.setupRenderTarget = setupRenderTarget;
  14042. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  14043. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  14044. this.safeSetTexture2D = safeSetTexture2D;
  14045. this.safeSetTextureCube = safeSetTextureCube;
  14046. }
  14047. function WebGLUtils(gl, extensions, capabilities) {
  14048. const isWebGL2 = capabilities.isWebGL2;
  14049. function convert(p) {
  14050. let extension;
  14051. if (p === UnsignedByteType) return gl.UNSIGNED_BYTE;
  14052. if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4;
  14053. if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1;
  14054. if (p === UnsignedShort565Type) return gl.UNSIGNED_SHORT_5_6_5;
  14055. if (p === ByteType) return gl.BYTE;
  14056. if (p === ShortType) return gl.SHORT;
  14057. if (p === UnsignedShortType) return gl.UNSIGNED_SHORT;
  14058. if (p === IntType) return gl.INT;
  14059. if (p === UnsignedIntType) return gl.UNSIGNED_INT;
  14060. if (p === FloatType) return gl.FLOAT;
  14061. if (p === HalfFloatType) {
  14062. if (isWebGL2) return gl.HALF_FLOAT;
  14063. extension = extensions.get('OES_texture_half_float');
  14064. if (extension !== null) {
  14065. return extension.HALF_FLOAT_OES;
  14066. } else {
  14067. return null;
  14068. }
  14069. }
  14070. if (p === AlphaFormat) return gl.ALPHA;
  14071. if (p === RGBFormat) return gl.RGB;
  14072. if (p === RGBAFormat) return gl.RGBA;
  14073. if (p === LuminanceFormat) return gl.LUMINANCE;
  14074. if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA;
  14075. if (p === DepthFormat) return gl.DEPTH_COMPONENT;
  14076. if (p === DepthStencilFormat) return gl.DEPTH_STENCIL;
  14077. if (p === RedFormat) return gl.RED; // WebGL2 formats.
  14078. if (p === RedIntegerFormat) return gl.RED_INTEGER;
  14079. if (p === RGFormat) return gl.RG;
  14080. if (p === RGIntegerFormat) return gl.RG_INTEGER;
  14081. if (p === RGBIntegerFormat) return gl.RGB_INTEGER;
  14082. if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER;
  14083. if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  14084. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  14085. if (extension !== null) {
  14086. if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14087. if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14088. if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14089. if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14090. } else {
  14091. return null;
  14092. }
  14093. }
  14094. if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
  14095. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  14096. if (extension !== null) {
  14097. if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  14098. if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  14099. if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  14100. if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  14101. } else {
  14102. return null;
  14103. }
  14104. }
  14105. if (p === RGB_ETC1_Format) {
  14106. extension = extensions.get('WEBGL_compressed_texture_etc1');
  14107. if (extension !== null) {
  14108. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  14109. } else {
  14110. return null;
  14111. }
  14112. }
  14113. if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
  14114. extension = extensions.get('WEBGL_compressed_texture_etc');
  14115. if (extension !== null) {
  14116. if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
  14117. if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
  14118. }
  14119. }
  14120. if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) {
  14121. extension = extensions.get('WEBGL_compressed_texture_astc');
  14122. if (extension !== null) {
  14123. // TODO Complete?
  14124. return p;
  14125. } else {
  14126. return null;
  14127. }
  14128. }
  14129. if (p === RGBA_BPTC_Format) {
  14130. extension = extensions.get('EXT_texture_compression_bptc');
  14131. if (extension !== null) {
  14132. // TODO Complete?
  14133. return p;
  14134. } else {
  14135. return null;
  14136. }
  14137. }
  14138. if (p === UnsignedInt248Type) {
  14139. if (isWebGL2) return gl.UNSIGNED_INT_24_8;
  14140. extension = extensions.get('WEBGL_depth_texture');
  14141. if (extension !== null) {
  14142. return extension.UNSIGNED_INT_24_8_WEBGL;
  14143. } else {
  14144. return null;
  14145. }
  14146. }
  14147. }
  14148. return {
  14149. convert: convert
  14150. };
  14151. }
  14152. class ArrayCamera extends PerspectiveCamera {
  14153. constructor(array = []) {
  14154. super();
  14155. this.cameras = array;
  14156. }
  14157. }
  14158. ArrayCamera.prototype.isArrayCamera = true;
  14159. class Group extends Object3D {
  14160. constructor() {
  14161. super();
  14162. this.type = 'Group';
  14163. }
  14164. }
  14165. Group.prototype.isGroup = true;
  14166. const _moveEvent = {
  14167. type: 'move'
  14168. };
  14169. class WebXRController {
  14170. constructor() {
  14171. this._targetRay = null;
  14172. this._grip = null;
  14173. this._hand = null;
  14174. }
  14175. getHandSpace() {
  14176. if (this._hand === null) {
  14177. this._hand = new Group();
  14178. this._hand.matrixAutoUpdate = false;
  14179. this._hand.visible = false;
  14180. this._hand.joints = {};
  14181. this._hand.inputState = {
  14182. pinching: false
  14183. };
  14184. }
  14185. return this._hand;
  14186. }
  14187. getTargetRaySpace() {
  14188. if (this._targetRay === null) {
  14189. this._targetRay = new Group();
  14190. this._targetRay.matrixAutoUpdate = false;
  14191. this._targetRay.visible = false;
  14192. this._targetRay.hasLinearVelocity = false;
  14193. this._targetRay.linearVelocity = new Vector3();
  14194. this._targetRay.hasAngularVelocity = false;
  14195. this._targetRay.angularVelocity = new Vector3();
  14196. }
  14197. return this._targetRay;
  14198. }
  14199. getGripSpace() {
  14200. if (this._grip === null) {
  14201. this._grip = new Group();
  14202. this._grip.matrixAutoUpdate = false;
  14203. this._grip.visible = false;
  14204. this._grip.hasLinearVelocity = false;
  14205. this._grip.linearVelocity = new Vector3();
  14206. this._grip.hasAngularVelocity = false;
  14207. this._grip.angularVelocity = new Vector3();
  14208. }
  14209. return this._grip;
  14210. }
  14211. dispatchEvent(event) {
  14212. if (this._targetRay !== null) {
  14213. this._targetRay.dispatchEvent(event);
  14214. }
  14215. if (this._grip !== null) {
  14216. this._grip.dispatchEvent(event);
  14217. }
  14218. if (this._hand !== null) {
  14219. this._hand.dispatchEvent(event);
  14220. }
  14221. return this;
  14222. }
  14223. disconnect(inputSource) {
  14224. this.dispatchEvent({
  14225. type: 'disconnected',
  14226. data: inputSource
  14227. });
  14228. if (this._targetRay !== null) {
  14229. this._targetRay.visible = false;
  14230. }
  14231. if (this._grip !== null) {
  14232. this._grip.visible = false;
  14233. }
  14234. if (this._hand !== null) {
  14235. this._hand.visible = false;
  14236. }
  14237. return this;
  14238. }
  14239. update(inputSource, frame, referenceSpace) {
  14240. let inputPose = null;
  14241. let gripPose = null;
  14242. let handPose = null;
  14243. const targetRay = this._targetRay;
  14244. const grip = this._grip;
  14245. const hand = this._hand;
  14246. if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
  14247. if (targetRay !== null) {
  14248. inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
  14249. if (inputPose !== null) {
  14250. targetRay.matrix.fromArray(inputPose.transform.matrix);
  14251. targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
  14252. if (inputPose.linearVelocity) {
  14253. targetRay.hasLinearVelocity = true;
  14254. targetRay.linearVelocity.copy(inputPose.linearVelocity);
  14255. } else {
  14256. targetRay.hasLinearVelocity = false;
  14257. }
  14258. if (inputPose.angularVelocity) {
  14259. targetRay.hasAngularVelocity = true;
  14260. targetRay.angularVelocity.copy(inputPose.angularVelocity);
  14261. } else {
  14262. targetRay.hasAngularVelocity = false;
  14263. }
  14264. this.dispatchEvent(_moveEvent);
  14265. }
  14266. }
  14267. if (hand && inputSource.hand) {
  14268. handPose = true;
  14269. for (const inputjoint of inputSource.hand.values()) {
  14270. // Update the joints groups with the XRJoint poses
  14271. const jointPose = frame.getJointPose(inputjoint, referenceSpace);
  14272. if (hand.joints[inputjoint.jointName] === undefined) {
  14273. // The transform of this joint will be updated with the joint pose on each frame
  14274. const joint = new Group();
  14275. joint.matrixAutoUpdate = false;
  14276. joint.visible = false;
  14277. hand.joints[inputjoint.jointName] = joint; // ??
  14278. hand.add(joint);
  14279. }
  14280. const joint = hand.joints[inputjoint.jointName];
  14281. if (jointPose !== null) {
  14282. joint.matrix.fromArray(jointPose.transform.matrix);
  14283. joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
  14284. joint.jointRadius = jointPose.radius;
  14285. }
  14286. joint.visible = jointPose !== null;
  14287. } // Custom events
  14288. // Check pinchz
  14289. const indexTip = hand.joints['index-finger-tip'];
  14290. const thumbTip = hand.joints['thumb-tip'];
  14291. const distance = indexTip.position.distanceTo(thumbTip.position);
  14292. const distanceToPinch = 0.02;
  14293. const threshold = 0.005;
  14294. if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
  14295. hand.inputState.pinching = false;
  14296. this.dispatchEvent({
  14297. type: 'pinchend',
  14298. handedness: inputSource.handedness,
  14299. target: this
  14300. });
  14301. } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
  14302. hand.inputState.pinching = true;
  14303. this.dispatchEvent({
  14304. type: 'pinchstart',
  14305. handedness: inputSource.handedness,
  14306. target: this
  14307. });
  14308. }
  14309. } else {
  14310. if (grip !== null && inputSource.gripSpace) {
  14311. gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
  14312. if (gripPose !== null) {
  14313. grip.matrix.fromArray(gripPose.transform.matrix);
  14314. grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
  14315. if (gripPose.linearVelocity) {
  14316. grip.hasLinearVelocity = true;
  14317. grip.linearVelocity.copy(gripPose.linearVelocity);
  14318. } else {
  14319. grip.hasLinearVelocity = false;
  14320. }
  14321. if (gripPose.angularVelocity) {
  14322. grip.hasAngularVelocity = true;
  14323. grip.angularVelocity.copy(gripPose.angularVelocity);
  14324. } else {
  14325. grip.hasAngularVelocity = false;
  14326. }
  14327. }
  14328. }
  14329. }
  14330. }
  14331. if (targetRay !== null) {
  14332. targetRay.visible = inputPose !== null;
  14333. }
  14334. if (grip !== null) {
  14335. grip.visible = gripPose !== null;
  14336. }
  14337. if (hand !== null) {
  14338. hand.visible = handPose !== null;
  14339. }
  14340. return this;
  14341. }
  14342. }
  14343. class WebXRManager extends EventDispatcher {
  14344. constructor(renderer, gl) {
  14345. super();
  14346. const scope = this;
  14347. const state = renderer.state;
  14348. let session = null;
  14349. let framebufferScaleFactor = 1.0;
  14350. let referenceSpace = null;
  14351. let referenceSpaceType = 'local-floor';
  14352. let pose = null;
  14353. let glBinding = null;
  14354. let glFramebuffer = null;
  14355. let glProjLayer = null;
  14356. let glBaseLayer = null;
  14357. let isMultisample = false;
  14358. let glMultisampledFramebuffer = null;
  14359. let glColorRenderbuffer = null;
  14360. let glDepthRenderbuffer = null;
  14361. let xrFrame = null;
  14362. let depthStyle = null;
  14363. let clearStyle = null;
  14364. const controllers = [];
  14365. const inputSourcesMap = new Map(); //
  14366. const cameraL = new PerspectiveCamera();
  14367. cameraL.layers.enable(1);
  14368. cameraL.viewport = new Vector4();
  14369. const cameraR = new PerspectiveCamera();
  14370. cameraR.layers.enable(2);
  14371. cameraR.viewport = new Vector4();
  14372. const cameras = [cameraL, cameraR];
  14373. const cameraVR = new ArrayCamera();
  14374. cameraVR.layers.enable(1);
  14375. cameraVR.layers.enable(2);
  14376. let _currentDepthNear = null;
  14377. let _currentDepthFar = null; //
  14378. this.cameraAutoUpdate = true;
  14379. this.enabled = false;
  14380. this.isPresenting = false;
  14381. this.getController = function (index) {
  14382. let controller = controllers[index];
  14383. if (controller === undefined) {
  14384. controller = new WebXRController();
  14385. controllers[index] = controller;
  14386. }
  14387. return controller.getTargetRaySpace();
  14388. };
  14389. this.getControllerGrip = function (index) {
  14390. let controller = controllers[index];
  14391. if (controller === undefined) {
  14392. controller = new WebXRController();
  14393. controllers[index] = controller;
  14394. }
  14395. return controller.getGripSpace();
  14396. };
  14397. this.getHand = function (index) {
  14398. let controller = controllers[index];
  14399. if (controller === undefined) {
  14400. controller = new WebXRController();
  14401. controllers[index] = controller;
  14402. }
  14403. return controller.getHandSpace();
  14404. }; //
  14405. function onSessionEvent(event) {
  14406. const controller = inputSourcesMap.get(event.inputSource);
  14407. if (controller) {
  14408. controller.dispatchEvent({
  14409. type: event.type,
  14410. data: event.inputSource
  14411. });
  14412. }
  14413. }
  14414. function onSessionEnd() {
  14415. inputSourcesMap.forEach(function (controller, inputSource) {
  14416. controller.disconnect(inputSource);
  14417. });
  14418. inputSourcesMap.clear();
  14419. _currentDepthNear = null;
  14420. _currentDepthFar = null; // restore framebuffer/rendering state
  14421. state.bindXRFramebuffer(null);
  14422. renderer.setRenderTarget(renderer.getRenderTarget());
  14423. if (glFramebuffer) gl.deleteFramebuffer(glFramebuffer);
  14424. if (glMultisampledFramebuffer) gl.deleteFramebuffer(glMultisampledFramebuffer);
  14425. if (glColorRenderbuffer) gl.deleteRenderbuffer(glColorRenderbuffer);
  14426. if (glDepthRenderbuffer) gl.deleteRenderbuffer(glDepthRenderbuffer);
  14427. glFramebuffer = null;
  14428. glMultisampledFramebuffer = null;
  14429. glColorRenderbuffer = null;
  14430. glDepthRenderbuffer = null;
  14431. glBaseLayer = null;
  14432. glProjLayer = null;
  14433. glBinding = null;
  14434. session = null; //
  14435. animation.stop();
  14436. scope.isPresenting = false;
  14437. scope.dispatchEvent({
  14438. type: 'sessionend'
  14439. });
  14440. }
  14441. this.setFramebufferScaleFactor = function (value) {
  14442. framebufferScaleFactor = value;
  14443. if (scope.isPresenting === true) {
  14444. console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
  14445. }
  14446. };
  14447. this.setReferenceSpaceType = function (value) {
  14448. referenceSpaceType = value;
  14449. if (scope.isPresenting === true) {
  14450. console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
  14451. }
  14452. };
  14453. this.getReferenceSpace = function () {
  14454. return referenceSpace;
  14455. };
  14456. this.getBaseLayer = function () {
  14457. return glProjLayer !== null ? glProjLayer : glBaseLayer;
  14458. };
  14459. this.getBinding = function () {
  14460. return glBinding;
  14461. };
  14462. this.getFrame = function () {
  14463. return xrFrame;
  14464. };
  14465. this.getSession = function () {
  14466. return session;
  14467. };
  14468. this.setSession = async function (value) {
  14469. session = value;
  14470. if (session !== null) {
  14471. session.addEventListener('select', onSessionEvent);
  14472. session.addEventListener('selectstart', onSessionEvent);
  14473. session.addEventListener('selectend', onSessionEvent);
  14474. session.addEventListener('squeeze', onSessionEvent);
  14475. session.addEventListener('squeezestart', onSessionEvent);
  14476. session.addEventListener('squeezeend', onSessionEvent);
  14477. session.addEventListener('end', onSessionEnd);
  14478. session.addEventListener('inputsourceschange', onInputSourcesChange);
  14479. const attributes = gl.getContextAttributes();
  14480. if (attributes.xrCompatible !== true) {
  14481. await gl.makeXRCompatible();
  14482. }
  14483. if (session.renderState.layers === undefined) {
  14484. const layerInit = {
  14485. antialias: attributes.antialias,
  14486. alpha: attributes.alpha,
  14487. depth: attributes.depth,
  14488. stencil: attributes.stencil,
  14489. framebufferScaleFactor: framebufferScaleFactor
  14490. };
  14491. glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
  14492. session.updateRenderState({
  14493. baseLayer: glBaseLayer
  14494. });
  14495. } else if (gl instanceof WebGLRenderingContext) {
  14496. // Use old style webgl layer because we can't use MSAA
  14497. // WebGL2 support.
  14498. const layerInit = {
  14499. antialias: true,
  14500. alpha: attributes.alpha,
  14501. depth: attributes.depth,
  14502. stencil: attributes.stencil,
  14503. framebufferScaleFactor: framebufferScaleFactor
  14504. };
  14505. glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
  14506. session.updateRenderState({
  14507. layers: [glBaseLayer]
  14508. });
  14509. } else {
  14510. isMultisample = attributes.antialias;
  14511. let depthFormat = null;
  14512. if (attributes.depth) {
  14513. clearStyle = gl.DEPTH_BUFFER_BIT;
  14514. if (attributes.stencil) clearStyle |= gl.STENCIL_BUFFER_BIT;
  14515. depthStyle = attributes.stencil ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  14516. depthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
  14517. }
  14518. const projectionlayerInit = {
  14519. colorFormat: attributes.alpha ? gl.RGBA8 : gl.RGB8,
  14520. depthFormat: depthFormat,
  14521. scaleFactor: framebufferScaleFactor
  14522. };
  14523. glBinding = new XRWebGLBinding(session, gl);
  14524. glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
  14525. glFramebuffer = gl.createFramebuffer();
  14526. session.updateRenderState({
  14527. layers: [glProjLayer]
  14528. });
  14529. if (isMultisample) {
  14530. glMultisampledFramebuffer = gl.createFramebuffer();
  14531. glColorRenderbuffer = gl.createRenderbuffer();
  14532. gl.bindRenderbuffer(gl.RENDERBUFFER, glColorRenderbuffer);
  14533. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, glProjLayer.textureWidth, glProjLayer.textureHeight);
  14534. state.bindFramebuffer(gl.FRAMEBUFFER, glMultisampledFramebuffer);
  14535. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, glColorRenderbuffer);
  14536. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  14537. if (depthFormat !== null) {
  14538. glDepthRenderbuffer = gl.createRenderbuffer();
  14539. gl.bindRenderbuffer(gl.RENDERBUFFER, glDepthRenderbuffer);
  14540. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, depthFormat, glProjLayer.textureWidth, glProjLayer.textureHeight);
  14541. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, glDepthRenderbuffer);
  14542. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  14543. }
  14544. state.bindFramebuffer(gl.FRAMEBUFFER, null);
  14545. }
  14546. }
  14547. referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
  14548. animation.setContext(session);
  14549. animation.start();
  14550. scope.isPresenting = true;
  14551. scope.dispatchEvent({
  14552. type: 'sessionstart'
  14553. });
  14554. }
  14555. };
  14556. function onInputSourcesChange(event) {
  14557. const inputSources = session.inputSources; // Assign inputSources to available controllers
  14558. for (let i = 0; i < controllers.length; i++) {
  14559. inputSourcesMap.set(inputSources[i], controllers[i]);
  14560. } // Notify disconnected
  14561. for (let i = 0; i < event.removed.length; i++) {
  14562. const inputSource = event.removed[i];
  14563. const controller = inputSourcesMap.get(inputSource);
  14564. if (controller) {
  14565. controller.dispatchEvent({
  14566. type: 'disconnected',
  14567. data: inputSource
  14568. });
  14569. inputSourcesMap.delete(inputSource);
  14570. }
  14571. } // Notify connected
  14572. for (let i = 0; i < event.added.length; i++) {
  14573. const inputSource = event.added[i];
  14574. const controller = inputSourcesMap.get(inputSource);
  14575. if (controller) {
  14576. controller.dispatchEvent({
  14577. type: 'connected',
  14578. data: inputSource
  14579. });
  14580. }
  14581. }
  14582. } //
  14583. const cameraLPos = new Vector3();
  14584. const cameraRPos = new Vector3();
  14585. /**
  14586. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14587. * the cameras' projection and world matrices have already been set.
  14588. * And that near and far planes are identical for both cameras.
  14589. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14590. */
  14591. function setProjectionFromUnion(camera, cameraL, cameraR) {
  14592. cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
  14593. cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
  14594. const ipd = cameraLPos.distanceTo(cameraRPos);
  14595. const projL = cameraL.projectionMatrix.elements;
  14596. const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
  14597. // most likely identical top and bottom frustum extents.
  14598. // Use the left camera for these values.
  14599. const near = projL[14] / (projL[10] - 1);
  14600. const far = projL[14] / (projL[10] + 1);
  14601. const topFov = (projL[9] + 1) / projL[5];
  14602. const bottomFov = (projL[9] - 1) / projL[5];
  14603. const leftFov = (projL[8] - 1) / projL[0];
  14604. const rightFov = (projR[8] + 1) / projR[0];
  14605. const left = near * leftFov;
  14606. const right = near * rightFov; // Calculate the new camera's position offset from the
  14607. // left camera. xOffset should be roughly half `ipd`.
  14608. const zOffset = ipd / (-leftFov + rightFov);
  14609. const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
  14610. cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
  14611. camera.translateX(xOffset);
  14612. camera.translateZ(zOffset);
  14613. camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
  14614. camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
  14615. // the values so that the near plane's position does not change in world space,
  14616. // although must now be relative to the new union camera.
  14617. const near2 = near + zOffset;
  14618. const far2 = far + zOffset;
  14619. const left2 = left - xOffset;
  14620. const right2 = right + (ipd - xOffset);
  14621. const top2 = topFov * far / far2 * near2;
  14622. const bottom2 = bottomFov * far / far2 * near2;
  14623. camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
  14624. }
  14625. function updateCamera(camera, parent) {
  14626. if (parent === null) {
  14627. camera.matrixWorld.copy(camera.matrix);
  14628. } else {
  14629. camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
  14630. }
  14631. camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
  14632. }
  14633. this.updateCamera = function (camera) {
  14634. if (session === null) return;
  14635. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14636. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14637. if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
  14638. // Note that the new renderState won't apply until the next frame. See #18320
  14639. session.updateRenderState({
  14640. depthNear: cameraVR.near,
  14641. depthFar: cameraVR.far
  14642. });
  14643. _currentDepthNear = cameraVR.near;
  14644. _currentDepthFar = cameraVR.far;
  14645. }
  14646. const parent = camera.parent;
  14647. const cameras = cameraVR.cameras;
  14648. updateCamera(cameraVR, parent);
  14649. for (let i = 0; i < cameras.length; i++) {
  14650. updateCamera(cameras[i], parent);
  14651. }
  14652. cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); // update user camera and its children
  14653. camera.position.copy(cameraVR.position);
  14654. camera.quaternion.copy(cameraVR.quaternion);
  14655. camera.scale.copy(cameraVR.scale);
  14656. camera.matrix.copy(cameraVR.matrix);
  14657. camera.matrixWorld.copy(cameraVR.matrixWorld);
  14658. const children = camera.children;
  14659. for (let i = 0, l = children.length; i < l; i++) {
  14660. children[i].updateMatrixWorld(true);
  14661. } // update projection matrix for proper view frustum culling
  14662. if (cameras.length === 2) {
  14663. setProjectionFromUnion(cameraVR, cameraL, cameraR);
  14664. } else {
  14665. // assume single camera setup (AR)
  14666. cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
  14667. }
  14668. };
  14669. this.getCamera = function () {
  14670. return cameraVR;
  14671. };
  14672. this.getFoveation = function () {
  14673. if (glProjLayer !== null) {
  14674. return glProjLayer.fixedFoveation;
  14675. }
  14676. if (glBaseLayer !== null) {
  14677. return glBaseLayer.fixedFoveation;
  14678. }
  14679. return undefined;
  14680. };
  14681. this.setFoveation = function (foveation) {
  14682. // 0 = no foveation = full resolution
  14683. // 1 = maximum foveation = the edges render at lower resolution
  14684. if (glProjLayer !== null) {
  14685. glProjLayer.fixedFoveation = foveation;
  14686. }
  14687. if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) {
  14688. glBaseLayer.fixedFoveation = foveation;
  14689. }
  14690. }; // Animation Loop
  14691. let onAnimationFrameCallback = null;
  14692. function onAnimationFrame(time, frame) {
  14693. pose = frame.getViewerPose(referenceSpace);
  14694. xrFrame = frame;
  14695. if (pose !== null) {
  14696. const views = pose.views;
  14697. if (glBaseLayer !== null) {
  14698. state.bindXRFramebuffer(glBaseLayer.framebuffer);
  14699. }
  14700. let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
  14701. if (views.length !== cameraVR.cameras.length) {
  14702. cameraVR.cameras.length = 0;
  14703. cameraVRNeedsUpdate = true;
  14704. }
  14705. for (let i = 0; i < views.length; i++) {
  14706. const view = views[i];
  14707. let viewport = null;
  14708. if (glBaseLayer !== null) {
  14709. viewport = glBaseLayer.getViewport(view);
  14710. } else {
  14711. const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
  14712. state.bindXRFramebuffer(glFramebuffer);
  14713. if (glSubImage.depthStencilTexture !== undefined) {
  14714. gl.framebufferTexture2D(gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, glSubImage.depthStencilTexture, 0);
  14715. }
  14716. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glSubImage.colorTexture, 0);
  14717. viewport = glSubImage.viewport;
  14718. }
  14719. const camera = cameras[i];
  14720. camera.matrix.fromArray(view.transform.matrix);
  14721. camera.projectionMatrix.fromArray(view.projectionMatrix);
  14722. camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
  14723. if (i === 0) {
  14724. cameraVR.matrix.copy(camera.matrix);
  14725. }
  14726. if (cameraVRNeedsUpdate === true) {
  14727. cameraVR.cameras.push(camera);
  14728. }
  14729. }
  14730. if (isMultisample) {
  14731. state.bindXRFramebuffer(glMultisampledFramebuffer);
  14732. if (clearStyle !== null) gl.clear(clearStyle);
  14733. }
  14734. } //
  14735. const inputSources = session.inputSources;
  14736. for (let i = 0; i < controllers.length; i++) {
  14737. const controller = controllers[i];
  14738. const inputSource = inputSources[i];
  14739. controller.update(inputSource, frame, referenceSpace);
  14740. }
  14741. if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
  14742. if (isMultisample) {
  14743. const width = glProjLayer.textureWidth;
  14744. const height = glProjLayer.textureHeight;
  14745. state.bindFramebuffer(gl.READ_FRAMEBUFFER, glMultisampledFramebuffer);
  14746. state.bindFramebuffer(gl.DRAW_FRAMEBUFFER, glFramebuffer); // Invalidate the depth here to avoid flush of the depth data to main memory.
  14747. gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [depthStyle]);
  14748. gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [depthStyle]);
  14749. gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST); // Invalidate the MSAA buffer because it's not needed anymore.
  14750. gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
  14751. state.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
  14752. state.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
  14753. state.bindFramebuffer(gl.FRAMEBUFFER, glMultisampledFramebuffer);
  14754. }
  14755. xrFrame = null;
  14756. }
  14757. const animation = new WebGLAnimation();
  14758. animation.setAnimationLoop(onAnimationFrame);
  14759. this.setAnimationLoop = function (callback) {
  14760. onAnimationFrameCallback = callback;
  14761. };
  14762. this.dispose = function () {};
  14763. }
  14764. }
  14765. function WebGLMaterials(properties) {
  14766. function refreshFogUniforms(uniforms, fog) {
  14767. uniforms.fogColor.value.copy(fog.color);
  14768. if (fog.isFog) {
  14769. uniforms.fogNear.value = fog.near;
  14770. uniforms.fogFar.value = fog.far;
  14771. } else if (fog.isFogExp2) {
  14772. uniforms.fogDensity.value = fog.density;
  14773. }
  14774. }
  14775. function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
  14776. if (material.isMeshBasicMaterial) {
  14777. refreshUniformsCommon(uniforms, material);
  14778. } else if (material.isMeshLambertMaterial) {
  14779. refreshUniformsCommon(uniforms, material);
  14780. refreshUniformsLambert(uniforms, material);
  14781. } else if (material.isMeshToonMaterial) {
  14782. refreshUniformsCommon(uniforms, material);
  14783. refreshUniformsToon(uniforms, material);
  14784. } else if (material.isMeshPhongMaterial) {
  14785. refreshUniformsCommon(uniforms, material);
  14786. refreshUniformsPhong(uniforms, material);
  14787. } else if (material.isMeshStandardMaterial) {
  14788. refreshUniformsCommon(uniforms, material);
  14789. if (material.isMeshPhysicalMaterial) {
  14790. refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
  14791. } else {
  14792. refreshUniformsStandard(uniforms, material);
  14793. }
  14794. } else if (material.isMeshMatcapMaterial) {
  14795. refreshUniformsCommon(uniforms, material);
  14796. refreshUniformsMatcap(uniforms, material);
  14797. } else if (material.isMeshDepthMaterial) {
  14798. refreshUniformsCommon(uniforms, material);
  14799. refreshUniformsDepth(uniforms, material);
  14800. } else if (material.isMeshDistanceMaterial) {
  14801. refreshUniformsCommon(uniforms, material);
  14802. refreshUniformsDistance(uniforms, material);
  14803. } else if (material.isMeshNormalMaterial) {
  14804. refreshUniformsCommon(uniforms, material);
  14805. refreshUniformsNormal(uniforms, material);
  14806. } else if (material.isLineBasicMaterial) {
  14807. refreshUniformsLine(uniforms, material);
  14808. if (material.isLineDashedMaterial) {
  14809. refreshUniformsDash(uniforms, material);
  14810. }
  14811. } else if (material.isPointsMaterial) {
  14812. refreshUniformsPoints(uniforms, material, pixelRatio, height);
  14813. } else if (material.isSpriteMaterial) {
  14814. refreshUniformsSprites(uniforms, material);
  14815. } else if (material.isShadowMaterial) {
  14816. uniforms.color.value.copy(material.color);
  14817. uniforms.opacity.value = material.opacity;
  14818. } else if (material.isShaderMaterial) {
  14819. material.uniformsNeedUpdate = false; // #15581
  14820. }
  14821. }
  14822. function refreshUniformsCommon(uniforms, material) {
  14823. uniforms.opacity.value = material.opacity;
  14824. if (material.color) {
  14825. uniforms.diffuse.value.copy(material.color);
  14826. }
  14827. if (material.emissive) {
  14828. uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
  14829. }
  14830. if (material.map) {
  14831. uniforms.map.value = material.map;
  14832. }
  14833. if (material.alphaMap) {
  14834. uniforms.alphaMap.value = material.alphaMap;
  14835. }
  14836. if (material.specularMap) {
  14837. uniforms.specularMap.value = material.specularMap;
  14838. }
  14839. if (material.alphaTest > 0) {
  14840. uniforms.alphaTest.value = material.alphaTest;
  14841. }
  14842. const envMap = properties.get(material).envMap;
  14843. if (envMap) {
  14844. uniforms.envMap.value = envMap;
  14845. uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
  14846. uniforms.reflectivity.value = material.reflectivity;
  14847. uniforms.ior.value = material.ior;
  14848. uniforms.refractionRatio.value = material.refractionRatio;
  14849. }
  14850. if (material.lightMap) {
  14851. uniforms.lightMap.value = material.lightMap;
  14852. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14853. }
  14854. if (material.aoMap) {
  14855. uniforms.aoMap.value = material.aoMap;
  14856. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14857. } // uv repeat and offset setting priorities
  14858. // 1. color map
  14859. // 2. specular map
  14860. // 3. displacementMap map
  14861. // 4. normal map
  14862. // 5. bump map
  14863. // 6. roughnessMap map
  14864. // 7. metalnessMap map
  14865. // 8. alphaMap map
  14866. // 9. emissiveMap map
  14867. // 10. clearcoat map
  14868. // 11. clearcoat normal map
  14869. // 12. clearcoat roughnessMap map
  14870. // 13. specular intensity map
  14871. // 14. specular tint map
  14872. // 15. transmission map
  14873. // 16. thickness map
  14874. let uvScaleMap;
  14875. if (material.map) {
  14876. uvScaleMap = material.map;
  14877. } else if (material.specularMap) {
  14878. uvScaleMap = material.specularMap;
  14879. } else if (material.displacementMap) {
  14880. uvScaleMap = material.displacementMap;
  14881. } else if (material.normalMap) {
  14882. uvScaleMap = material.normalMap;
  14883. } else if (material.bumpMap) {
  14884. uvScaleMap = material.bumpMap;
  14885. } else if (material.roughnessMap) {
  14886. uvScaleMap = material.roughnessMap;
  14887. } else if (material.metalnessMap) {
  14888. uvScaleMap = material.metalnessMap;
  14889. } else if (material.alphaMap) {
  14890. uvScaleMap = material.alphaMap;
  14891. } else if (material.emissiveMap) {
  14892. uvScaleMap = material.emissiveMap;
  14893. } else if (material.clearcoatMap) {
  14894. uvScaleMap = material.clearcoatMap;
  14895. } else if (material.clearcoatNormalMap) {
  14896. uvScaleMap = material.clearcoatNormalMap;
  14897. } else if (material.clearcoatRoughnessMap) {
  14898. uvScaleMap = material.clearcoatRoughnessMap;
  14899. } else if (material.specularIntensityMap) {
  14900. uvScaleMap = material.specularIntensityMap;
  14901. } else if (material.specularColorMap) {
  14902. uvScaleMap = material.specularColorMap;
  14903. } else if (material.transmissionMap) {
  14904. uvScaleMap = material.transmissionMap;
  14905. } else if (material.thicknessMap) {
  14906. uvScaleMap = material.thicknessMap;
  14907. } else if (material.sheenColorMap) {
  14908. uvScaleMap = material.sheenColorMap;
  14909. } else if (material.sheenRoughnessMap) {
  14910. uvScaleMap = material.sheenRoughnessMap;
  14911. }
  14912. if (uvScaleMap !== undefined) {
  14913. // backwards compatibility
  14914. if (uvScaleMap.isWebGLRenderTarget) {
  14915. uvScaleMap = uvScaleMap.texture;
  14916. }
  14917. if (uvScaleMap.matrixAutoUpdate === true) {
  14918. uvScaleMap.updateMatrix();
  14919. }
  14920. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  14921. } // uv repeat and offset setting priorities for uv2
  14922. // 1. ao map
  14923. // 2. light map
  14924. let uv2ScaleMap;
  14925. if (material.aoMap) {
  14926. uv2ScaleMap = material.aoMap;
  14927. } else if (material.lightMap) {
  14928. uv2ScaleMap = material.lightMap;
  14929. }
  14930. if (uv2ScaleMap !== undefined) {
  14931. // backwards compatibility
  14932. if (uv2ScaleMap.isWebGLRenderTarget) {
  14933. uv2ScaleMap = uv2ScaleMap.texture;
  14934. }
  14935. if (uv2ScaleMap.matrixAutoUpdate === true) {
  14936. uv2ScaleMap.updateMatrix();
  14937. }
  14938. uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
  14939. }
  14940. }
  14941. function refreshUniformsLine(uniforms, material) {
  14942. uniforms.diffuse.value.copy(material.color);
  14943. uniforms.opacity.value = material.opacity;
  14944. }
  14945. function refreshUniformsDash(uniforms, material) {
  14946. uniforms.dashSize.value = material.dashSize;
  14947. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14948. uniforms.scale.value = material.scale;
  14949. }
  14950. function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
  14951. uniforms.diffuse.value.copy(material.color);
  14952. uniforms.opacity.value = material.opacity;
  14953. uniforms.size.value = material.size * pixelRatio;
  14954. uniforms.scale.value = height * 0.5;
  14955. if (material.map) {
  14956. uniforms.map.value = material.map;
  14957. }
  14958. if (material.alphaMap) {
  14959. uniforms.alphaMap.value = material.alphaMap;
  14960. }
  14961. if (material.alphaTest > 0) {
  14962. uniforms.alphaTest.value = material.alphaTest;
  14963. } // uv repeat and offset setting priorities
  14964. // 1. color map
  14965. // 2. alpha map
  14966. let uvScaleMap;
  14967. if (material.map) {
  14968. uvScaleMap = material.map;
  14969. } else if (material.alphaMap) {
  14970. uvScaleMap = material.alphaMap;
  14971. }
  14972. if (uvScaleMap !== undefined) {
  14973. if (uvScaleMap.matrixAutoUpdate === true) {
  14974. uvScaleMap.updateMatrix();
  14975. }
  14976. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  14977. }
  14978. }
  14979. function refreshUniformsSprites(uniforms, material) {
  14980. uniforms.diffuse.value.copy(material.color);
  14981. uniforms.opacity.value = material.opacity;
  14982. uniforms.rotation.value = material.rotation;
  14983. if (material.map) {
  14984. uniforms.map.value = material.map;
  14985. }
  14986. if (material.alphaMap) {
  14987. uniforms.alphaMap.value = material.alphaMap;
  14988. }
  14989. if (material.alphaTest > 0) {
  14990. uniforms.alphaTest.value = material.alphaTest;
  14991. } // uv repeat and offset setting priorities
  14992. // 1. color map
  14993. // 2. alpha map
  14994. let uvScaleMap;
  14995. if (material.map) {
  14996. uvScaleMap = material.map;
  14997. } else if (material.alphaMap) {
  14998. uvScaleMap = material.alphaMap;
  14999. }
  15000. if (uvScaleMap !== undefined) {
  15001. if (uvScaleMap.matrixAutoUpdate === true) {
  15002. uvScaleMap.updateMatrix();
  15003. }
  15004. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  15005. }
  15006. }
  15007. function refreshUniformsLambert(uniforms, material) {
  15008. if (material.emissiveMap) {
  15009. uniforms.emissiveMap.value = material.emissiveMap;
  15010. }
  15011. }
  15012. function refreshUniformsPhong(uniforms, material) {
  15013. uniforms.specular.value.copy(material.specular);
  15014. uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
  15015. if (material.emissiveMap) {
  15016. uniforms.emissiveMap.value = material.emissiveMap;
  15017. }
  15018. if (material.bumpMap) {
  15019. uniforms.bumpMap.value = material.bumpMap;
  15020. uniforms.bumpScale.value = material.bumpScale;
  15021. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15022. }
  15023. if (material.normalMap) {
  15024. uniforms.normalMap.value = material.normalMap;
  15025. uniforms.normalScale.value.copy(material.normalScale);
  15026. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15027. }
  15028. if (material.displacementMap) {
  15029. uniforms.displacementMap.value = material.displacementMap;
  15030. uniforms.displacementScale.value = material.displacementScale;
  15031. uniforms.displacementBias.value = material.displacementBias;
  15032. }
  15033. }
  15034. function refreshUniformsToon(uniforms, material) {
  15035. if (material.gradientMap) {
  15036. uniforms.gradientMap.value = material.gradientMap;
  15037. }
  15038. if (material.emissiveMap) {
  15039. uniforms.emissiveMap.value = material.emissiveMap;
  15040. }
  15041. if (material.bumpMap) {
  15042. uniforms.bumpMap.value = material.bumpMap;
  15043. uniforms.bumpScale.value = material.bumpScale;
  15044. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15045. }
  15046. if (material.normalMap) {
  15047. uniforms.normalMap.value = material.normalMap;
  15048. uniforms.normalScale.value.copy(material.normalScale);
  15049. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15050. }
  15051. if (material.displacementMap) {
  15052. uniforms.displacementMap.value = material.displacementMap;
  15053. uniforms.displacementScale.value = material.displacementScale;
  15054. uniforms.displacementBias.value = material.displacementBias;
  15055. }
  15056. }
  15057. function refreshUniformsStandard(uniforms, material) {
  15058. uniforms.roughness.value = material.roughness;
  15059. uniforms.metalness.value = material.metalness;
  15060. if (material.roughnessMap) {
  15061. uniforms.roughnessMap.value = material.roughnessMap;
  15062. }
  15063. if (material.metalnessMap) {
  15064. uniforms.metalnessMap.value = material.metalnessMap;
  15065. }
  15066. if (material.emissiveMap) {
  15067. uniforms.emissiveMap.value = material.emissiveMap;
  15068. }
  15069. if (material.bumpMap) {
  15070. uniforms.bumpMap.value = material.bumpMap;
  15071. uniforms.bumpScale.value = material.bumpScale;
  15072. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15073. }
  15074. if (material.normalMap) {
  15075. uniforms.normalMap.value = material.normalMap;
  15076. uniforms.normalScale.value.copy(material.normalScale);
  15077. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15078. }
  15079. if (material.displacementMap) {
  15080. uniforms.displacementMap.value = material.displacementMap;
  15081. uniforms.displacementScale.value = material.displacementScale;
  15082. uniforms.displacementBias.value = material.displacementBias;
  15083. }
  15084. const envMap = properties.get(material).envMap;
  15085. if (envMap) {
  15086. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15087. uniforms.envMapIntensity.value = material.envMapIntensity;
  15088. }
  15089. }
  15090. function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
  15091. refreshUniformsStandard(uniforms, material);
  15092. uniforms.ior.value = material.ior; // also part of uniforms common
  15093. if (material.sheen > 0) {
  15094. uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen);
  15095. uniforms.sheenRoughness.value = material.sheenRoughness;
  15096. if (material.sheenColorMap) {
  15097. uniforms.sheenColorMap.value = material.sheenColorMap;
  15098. }
  15099. if (material.sheenRoughnessMap) {
  15100. uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;
  15101. }
  15102. }
  15103. if (material.clearcoat > 0) {
  15104. uniforms.clearcoat.value = material.clearcoat;
  15105. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15106. if (material.clearcoatMap) {
  15107. uniforms.clearcoatMap.value = material.clearcoatMap;
  15108. }
  15109. if (material.clearcoatRoughnessMap) {
  15110. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15111. }
  15112. if (material.clearcoatNormalMap) {
  15113. uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
  15114. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15115. if (material.side === BackSide) {
  15116. uniforms.clearcoatNormalScale.value.negate();
  15117. }
  15118. }
  15119. }
  15120. if (material.transmission > 0) {
  15121. uniforms.transmission.value = material.transmission;
  15122. uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
  15123. uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);
  15124. if (material.transmissionMap) {
  15125. uniforms.transmissionMap.value = material.transmissionMap;
  15126. }
  15127. uniforms.thickness.value = material.thickness;
  15128. if (material.thicknessMap) {
  15129. uniforms.thicknessMap.value = material.thicknessMap;
  15130. }
  15131. uniforms.attenuationDistance.value = material.attenuationDistance;
  15132. uniforms.attenuationColor.value.copy(material.attenuationColor);
  15133. }
  15134. uniforms.specularIntensity.value = material.specularIntensity;
  15135. uniforms.specularColor.value.copy(material.specularColor);
  15136. if (material.specularIntensityMap) {
  15137. uniforms.specularIntensityMap.value = material.specularIntensityMap;
  15138. }
  15139. if (material.specularColorMap) {
  15140. uniforms.specularColorMap.value = material.specularColorMap;
  15141. }
  15142. }
  15143. function refreshUniformsMatcap(uniforms, material) {
  15144. if (material.matcap) {
  15145. uniforms.matcap.value = material.matcap;
  15146. }
  15147. if (material.bumpMap) {
  15148. uniforms.bumpMap.value = material.bumpMap;
  15149. uniforms.bumpScale.value = material.bumpScale;
  15150. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15151. }
  15152. if (material.normalMap) {
  15153. uniforms.normalMap.value = material.normalMap;
  15154. uniforms.normalScale.value.copy(material.normalScale);
  15155. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15156. }
  15157. if (material.displacementMap) {
  15158. uniforms.displacementMap.value = material.displacementMap;
  15159. uniforms.displacementScale.value = material.displacementScale;
  15160. uniforms.displacementBias.value = material.displacementBias;
  15161. }
  15162. }
  15163. function refreshUniformsDepth(uniforms, material) {
  15164. if (material.displacementMap) {
  15165. uniforms.displacementMap.value = material.displacementMap;
  15166. uniforms.displacementScale.value = material.displacementScale;
  15167. uniforms.displacementBias.value = material.displacementBias;
  15168. }
  15169. }
  15170. function refreshUniformsDistance(uniforms, material) {
  15171. if (material.displacementMap) {
  15172. uniforms.displacementMap.value = material.displacementMap;
  15173. uniforms.displacementScale.value = material.displacementScale;
  15174. uniforms.displacementBias.value = material.displacementBias;
  15175. }
  15176. uniforms.referencePosition.value.copy(material.referencePosition);
  15177. uniforms.nearDistance.value = material.nearDistance;
  15178. uniforms.farDistance.value = material.farDistance;
  15179. }
  15180. function refreshUniformsNormal(uniforms, material) {
  15181. if (material.bumpMap) {
  15182. uniforms.bumpMap.value = material.bumpMap;
  15183. uniforms.bumpScale.value = material.bumpScale;
  15184. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  15185. }
  15186. if (material.normalMap) {
  15187. uniforms.normalMap.value = material.normalMap;
  15188. uniforms.normalScale.value.copy(material.normalScale);
  15189. if (material.side === BackSide) uniforms.normalScale.value.negate();
  15190. }
  15191. if (material.displacementMap) {
  15192. uniforms.displacementMap.value = material.displacementMap;
  15193. uniforms.displacementScale.value = material.displacementScale;
  15194. uniforms.displacementBias.value = material.displacementBias;
  15195. }
  15196. }
  15197. return {
  15198. refreshFogUniforms: refreshFogUniforms,
  15199. refreshMaterialUniforms: refreshMaterialUniforms
  15200. };
  15201. }
  15202. function createCanvasElement() {
  15203. const canvas = createElementNS('canvas');
  15204. canvas.style.display = 'block';
  15205. return canvas;
  15206. }
  15207. function WebGLRenderer(parameters = {}) {
  15208. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  15209. _context = parameters.context !== undefined ? parameters.context : null,
  15210. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15211. _depth = parameters.depth !== undefined ? parameters.depth : true,
  15212. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  15213. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15214. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  15215. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  15216. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  15217. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  15218. let currentRenderList = null;
  15219. let currentRenderState = null; // render() can be called from within a callback triggered by another render.
  15220. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  15221. const renderListStack = [];
  15222. const renderStateStack = []; // public properties
  15223. this.domElement = _canvas; // Debug configuration container
  15224. this.debug = {
  15225. /**
  15226. * Enables error checking and reporting when shader programs are being compiled
  15227. * @type {boolean}
  15228. */
  15229. checkShaderErrors: true
  15230. }; // clearing
  15231. this.autoClear = true;
  15232. this.autoClearColor = true;
  15233. this.autoClearDepth = true;
  15234. this.autoClearStencil = true; // scene graph
  15235. this.sortObjects = true; // user-defined clipping
  15236. this.clippingPlanes = [];
  15237. this.localClippingEnabled = false; // physically based shading
  15238. this.gammaFactor = 2.0; // for backwards compatibility
  15239. this.outputEncoding = LinearEncoding; // physical lights
  15240. this.physicallyCorrectLights = false; // tone mapping
  15241. this.toneMapping = NoToneMapping;
  15242. this.toneMappingExposure = 1.0; // internal properties
  15243. const _this = this;
  15244. let _isContextLost = false; // internal state cache
  15245. let _currentActiveCubeFace = 0;
  15246. let _currentActiveMipmapLevel = 0;
  15247. let _currentRenderTarget = null;
  15248. let _currentMaterialId = -1;
  15249. let _currentCamera = null;
  15250. const _currentViewport = new Vector4();
  15251. const _currentScissor = new Vector4();
  15252. let _currentScissorTest = null; //
  15253. let _width = _canvas.width;
  15254. let _height = _canvas.height;
  15255. let _pixelRatio = 1;
  15256. let _opaqueSort = null;
  15257. let _transparentSort = null;
  15258. const _viewport = new Vector4(0, 0, _width, _height);
  15259. const _scissor = new Vector4(0, 0, _width, _height);
  15260. let _scissorTest = false; //
  15261. const _currentDrawBuffers = []; // frustum
  15262. const _frustum = new Frustum(); // clipping
  15263. let _clippingEnabled = false;
  15264. let _localClippingEnabled = false; // transmission
  15265. let _transmissionRenderTarget = null; // camera matrices cache
  15266. const _projScreenMatrix = new Matrix4();
  15267. const _vector3 = new Vector3();
  15268. const _emptyScene = {
  15269. background: null,
  15270. fog: null,
  15271. environment: null,
  15272. overrideMaterial: null,
  15273. isScene: true
  15274. };
  15275. function getTargetPixelRatio() {
  15276. return _currentRenderTarget === null ? _pixelRatio : 1;
  15277. } // initialize
  15278. let _gl = _context;
  15279. function getContext(contextNames, contextAttributes) {
  15280. for (let i = 0; i < contextNames.length; i++) {
  15281. const contextName = contextNames[i];
  15282. const context = _canvas.getContext(contextName, contextAttributes);
  15283. if (context !== null) return context;
  15284. }
  15285. return null;
  15286. }
  15287. try {
  15288. const contextAttributes = {
  15289. alpha: _alpha,
  15290. depth: _depth,
  15291. stencil: _stencil,
  15292. antialias: _antialias,
  15293. premultipliedAlpha: _premultipliedAlpha,
  15294. preserveDrawingBuffer: _preserveDrawingBuffer,
  15295. powerPreference: _powerPreference,
  15296. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  15297. };
  15298. _canvas.setAttribute('data-engine', `three.js r${REVISION}`); // event listeners must be registered before WebGL context is created, see #12753
  15299. _canvas.addEventListener('webglcontextlost', onContextLost, false);
  15300. _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
  15301. if (_gl === null) {
  15302. const contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
  15303. if (_this.isWebGL1Renderer === true) {
  15304. contextNames.shift();
  15305. }
  15306. _gl = getContext(contextNames, contextAttributes);
  15307. if (_gl === null) {
  15308. if (getContext(contextNames)) {
  15309. throw new Error('Error creating WebGL context with your selected attributes.');
  15310. } else {
  15311. throw new Error('Error creating WebGL context.');
  15312. }
  15313. }
  15314. } // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  15315. if (_gl.getShaderPrecisionFormat === undefined) {
  15316. _gl.getShaderPrecisionFormat = function () {
  15317. return {
  15318. 'rangeMin': 1,
  15319. 'rangeMax': 1,
  15320. 'precision': 1
  15321. };
  15322. };
  15323. }
  15324. } catch (error) {
  15325. console.error('THREE.WebGLRenderer: ' + error.message);
  15326. throw error;
  15327. }
  15328. let extensions, capabilities, state, info;
  15329. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  15330. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  15331. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  15332. let utils, bindingStates;
  15333. function initGLContext() {
  15334. extensions = new WebGLExtensions(_gl);
  15335. capabilities = new WebGLCapabilities(_gl, extensions, parameters);
  15336. extensions.init(capabilities);
  15337. utils = new WebGLUtils(_gl, extensions, capabilities);
  15338. state = new WebGLState(_gl, extensions, capabilities);
  15339. _currentDrawBuffers[0] = _gl.BACK;
  15340. info = new WebGLInfo(_gl);
  15341. properties = new WebGLProperties();
  15342. textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
  15343. cubemaps = new WebGLCubeMaps(_this);
  15344. cubeuvmaps = new WebGLCubeUVMaps(_this);
  15345. attributes = new WebGLAttributes(_gl, capabilities);
  15346. bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
  15347. geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
  15348. objects = new WebGLObjects(_gl, geometries, attributes, info);
  15349. morphtargets = new WebGLMorphtargets(_gl, capabilities, textures);
  15350. clipping = new WebGLClipping(properties);
  15351. programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);
  15352. materials = new WebGLMaterials(properties);
  15353. renderLists = new WebGLRenderLists(properties);
  15354. renderStates = new WebGLRenderStates(extensions, capabilities);
  15355. background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
  15356. shadowMap = new WebGLShadowMap(_this, objects, capabilities);
  15357. bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
  15358. indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
  15359. info.programs = programCache.programs;
  15360. _this.capabilities = capabilities;
  15361. _this.extensions = extensions;
  15362. _this.properties = properties;
  15363. _this.renderLists = renderLists;
  15364. _this.shadowMap = shadowMap;
  15365. _this.state = state;
  15366. _this.info = info;
  15367. }
  15368. initGLContext(); // xr
  15369. const xr = new WebXRManager(_this, _gl);
  15370. this.xr = xr; // API
  15371. this.getContext = function () {
  15372. return _gl;
  15373. };
  15374. this.getContextAttributes = function () {
  15375. return _gl.getContextAttributes();
  15376. };
  15377. this.forceContextLoss = function () {
  15378. const extension = extensions.get('WEBGL_lose_context');
  15379. if (extension) extension.loseContext();
  15380. };
  15381. this.forceContextRestore = function () {
  15382. const extension = extensions.get('WEBGL_lose_context');
  15383. if (extension) extension.restoreContext();
  15384. };
  15385. this.getPixelRatio = function () {
  15386. return _pixelRatio;
  15387. };
  15388. this.setPixelRatio = function (value) {
  15389. if (value === undefined) return;
  15390. _pixelRatio = value;
  15391. this.setSize(_width, _height, false);
  15392. };
  15393. this.getSize = function (target) {
  15394. return target.set(_width, _height);
  15395. };
  15396. this.setSize = function (width, height, updateStyle) {
  15397. if (xr.isPresenting) {
  15398. console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
  15399. return;
  15400. }
  15401. _width = width;
  15402. _height = height;
  15403. _canvas.width = Math.floor(width * _pixelRatio);
  15404. _canvas.height = Math.floor(height * _pixelRatio);
  15405. if (updateStyle !== false) {
  15406. _canvas.style.width = width + 'px';
  15407. _canvas.style.height = height + 'px';
  15408. }
  15409. this.setViewport(0, 0, width, height);
  15410. };
  15411. this.getDrawingBufferSize = function (target) {
  15412. return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
  15413. };
  15414. this.setDrawingBufferSize = function (width, height, pixelRatio) {
  15415. _width = width;
  15416. _height = height;
  15417. _pixelRatio = pixelRatio;
  15418. _canvas.width = Math.floor(width * pixelRatio);
  15419. _canvas.height = Math.floor(height * pixelRatio);
  15420. this.setViewport(0, 0, width, height);
  15421. };
  15422. this.getCurrentViewport = function (target) {
  15423. return target.copy(_currentViewport);
  15424. };
  15425. this.getViewport = function (target) {
  15426. return target.copy(_viewport);
  15427. };
  15428. this.setViewport = function (x, y, width, height) {
  15429. if (x.isVector4) {
  15430. _viewport.set(x.x, x.y, x.z, x.w);
  15431. } else {
  15432. _viewport.set(x, y, width, height);
  15433. }
  15434. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  15435. };
  15436. this.getScissor = function (target) {
  15437. return target.copy(_scissor);
  15438. };
  15439. this.setScissor = function (x, y, width, height) {
  15440. if (x.isVector4) {
  15441. _scissor.set(x.x, x.y, x.z, x.w);
  15442. } else {
  15443. _scissor.set(x, y, width, height);
  15444. }
  15445. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  15446. };
  15447. this.getScissorTest = function () {
  15448. return _scissorTest;
  15449. };
  15450. this.setScissorTest = function (boolean) {
  15451. state.setScissorTest(_scissorTest = boolean);
  15452. };
  15453. this.setOpaqueSort = function (method) {
  15454. _opaqueSort = method;
  15455. };
  15456. this.setTransparentSort = function (method) {
  15457. _transparentSort = method;
  15458. }; // Clearing
  15459. this.getClearColor = function (target) {
  15460. return target.copy(background.getClearColor());
  15461. };
  15462. this.setClearColor = function () {
  15463. background.setClearColor.apply(background, arguments);
  15464. };
  15465. this.getClearAlpha = function () {
  15466. return background.getClearAlpha();
  15467. };
  15468. this.setClearAlpha = function () {
  15469. background.setClearAlpha.apply(background, arguments);
  15470. };
  15471. this.clear = function (color, depth, stencil) {
  15472. let bits = 0;
  15473. if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT;
  15474. if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT;
  15475. if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT;
  15476. _gl.clear(bits);
  15477. };
  15478. this.clearColor = function () {
  15479. this.clear(true, false, false);
  15480. };
  15481. this.clearDepth = function () {
  15482. this.clear(false, true, false);
  15483. };
  15484. this.clearStencil = function () {
  15485. this.clear(false, false, true);
  15486. }; //
  15487. this.dispose = function () {
  15488. _canvas.removeEventListener('webglcontextlost', onContextLost, false);
  15489. _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
  15490. renderLists.dispose();
  15491. renderStates.dispose();
  15492. properties.dispose();
  15493. cubemaps.dispose();
  15494. cubeuvmaps.dispose();
  15495. objects.dispose();
  15496. bindingStates.dispose();
  15497. xr.dispose();
  15498. xr.removeEventListener('sessionstart', onXRSessionStart);
  15499. xr.removeEventListener('sessionend', onXRSessionEnd);
  15500. if (_transmissionRenderTarget) {
  15501. _transmissionRenderTarget.dispose();
  15502. _transmissionRenderTarget = null;
  15503. }
  15504. animation.stop();
  15505. }; // Events
  15506. function onContextLost(event) {
  15507. event.preventDefault();
  15508. console.log('THREE.WebGLRenderer: Context Lost.');
  15509. _isContextLost = true;
  15510. }
  15511. function onContextRestore() {
  15512. console.log('THREE.WebGLRenderer: Context Restored.');
  15513. _isContextLost = false;
  15514. const infoAutoReset = info.autoReset;
  15515. const shadowMapEnabled = shadowMap.enabled;
  15516. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  15517. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  15518. const shadowMapType = shadowMap.type;
  15519. initGLContext();
  15520. info.autoReset = infoAutoReset;
  15521. shadowMap.enabled = shadowMapEnabled;
  15522. shadowMap.autoUpdate = shadowMapAutoUpdate;
  15523. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  15524. shadowMap.type = shadowMapType;
  15525. }
  15526. function onMaterialDispose(event) {
  15527. const material = event.target;
  15528. material.removeEventListener('dispose', onMaterialDispose);
  15529. deallocateMaterial(material);
  15530. } // Buffer deallocation
  15531. function deallocateMaterial(material) {
  15532. releaseMaterialProgramReferences(material);
  15533. properties.remove(material);
  15534. }
  15535. function releaseMaterialProgramReferences(material) {
  15536. const programs = properties.get(material).programs;
  15537. if (programs !== undefined) {
  15538. programs.forEach(function (program) {
  15539. programCache.releaseProgram(program);
  15540. });
  15541. }
  15542. } // Buffer rendering
  15543. this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
  15544. if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  15545. const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
  15546. const program = setProgram(camera, scene, geometry, material, object);
  15547. state.setMaterial(material, frontFaceCW); //
  15548. let index = geometry.index;
  15549. const position = geometry.attributes.position; //
  15550. if (index === null) {
  15551. if (position === undefined || position.count === 0) return;
  15552. } else if (index.count === 0) {
  15553. return;
  15554. } //
  15555. let rangeFactor = 1;
  15556. if (material.wireframe === true) {
  15557. index = geometries.getWireframeAttribute(geometry);
  15558. rangeFactor = 2;
  15559. }
  15560. bindingStates.setup(object, material, program, geometry, index);
  15561. let attribute;
  15562. let renderer = bufferRenderer;
  15563. if (index !== null) {
  15564. attribute = attributes.get(index);
  15565. renderer = indexedBufferRenderer;
  15566. renderer.setIndex(attribute);
  15567. } //
  15568. const dataCount = index !== null ? index.count : position.count;
  15569. const rangeStart = geometry.drawRange.start * rangeFactor;
  15570. const rangeCount = geometry.drawRange.count * rangeFactor;
  15571. const groupStart = group !== null ? group.start * rangeFactor : 0;
  15572. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15573. const drawStart = Math.max(rangeStart, groupStart);
  15574. const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
  15575. const drawCount = Math.max(0, drawEnd - drawStart + 1);
  15576. if (drawCount === 0) return; //
  15577. if (object.isMesh) {
  15578. if (material.wireframe === true) {
  15579. state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
  15580. renderer.setMode(_gl.LINES);
  15581. } else {
  15582. renderer.setMode(_gl.TRIANGLES);
  15583. }
  15584. } else if (object.isLine) {
  15585. let lineWidth = material.linewidth;
  15586. if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material
  15587. state.setLineWidth(lineWidth * getTargetPixelRatio());
  15588. if (object.isLineSegments) {
  15589. renderer.setMode(_gl.LINES);
  15590. } else if (object.isLineLoop) {
  15591. renderer.setMode(_gl.LINE_LOOP);
  15592. } else {
  15593. renderer.setMode(_gl.LINE_STRIP);
  15594. }
  15595. } else if (object.isPoints) {
  15596. renderer.setMode(_gl.POINTS);
  15597. } else if (object.isSprite) {
  15598. renderer.setMode(_gl.TRIANGLES);
  15599. }
  15600. if (object.isInstancedMesh) {
  15601. renderer.renderInstances(drawStart, drawCount, object.count);
  15602. } else if (geometry.isInstancedBufferGeometry) {
  15603. const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
  15604. renderer.renderInstances(drawStart, drawCount, instanceCount);
  15605. } else {
  15606. renderer.render(drawStart, drawCount);
  15607. }
  15608. }; // Compile
  15609. this.compile = function (scene, camera) {
  15610. currentRenderState = renderStates.get(scene);
  15611. currentRenderState.init();
  15612. renderStateStack.push(currentRenderState);
  15613. scene.traverseVisible(function (object) {
  15614. if (object.isLight && object.layers.test(camera.layers)) {
  15615. currentRenderState.pushLight(object);
  15616. if (object.castShadow) {
  15617. currentRenderState.pushShadow(object);
  15618. }
  15619. }
  15620. });
  15621. currentRenderState.setupLights(_this.physicallyCorrectLights);
  15622. scene.traverse(function (object) {
  15623. const material = object.material;
  15624. if (material) {
  15625. if (Array.isArray(material)) {
  15626. for (let i = 0; i < material.length; i++) {
  15627. const material2 = material[i];
  15628. getProgram(material2, scene, object);
  15629. }
  15630. } else {
  15631. getProgram(material, scene, object);
  15632. }
  15633. }
  15634. });
  15635. renderStateStack.pop();
  15636. currentRenderState = null;
  15637. }; // Animation Loop
  15638. let onAnimationFrameCallback = null;
  15639. function onAnimationFrame(time) {
  15640. if (onAnimationFrameCallback) onAnimationFrameCallback(time);
  15641. }
  15642. function onXRSessionStart() {
  15643. animation.stop();
  15644. }
  15645. function onXRSessionEnd() {
  15646. animation.start();
  15647. }
  15648. const animation = new WebGLAnimation();
  15649. animation.setAnimationLoop(onAnimationFrame);
  15650. if (typeof window !== 'undefined') animation.setContext(window);
  15651. this.setAnimationLoop = function (callback) {
  15652. onAnimationFrameCallback = callback;
  15653. xr.setAnimationLoop(callback);
  15654. callback === null ? animation.stop() : animation.start();
  15655. };
  15656. xr.addEventListener('sessionstart', onXRSessionStart);
  15657. xr.addEventListener('sessionend', onXRSessionEnd); // Rendering
  15658. this.render = function (scene, camera) {
  15659. if (camera !== undefined && camera.isCamera !== true) {
  15660. console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
  15661. return;
  15662. }
  15663. if (_isContextLost === true) return; // update scene graph
  15664. if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
  15665. if (camera.parent === null) camera.updateMatrixWorld();
  15666. if (xr.enabled === true && xr.isPresenting === true) {
  15667. if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
  15668. camera = xr.getCamera(); // use XR camera for rendering
  15669. } //
  15670. if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
  15671. currentRenderState = renderStates.get(scene, renderStateStack.length);
  15672. currentRenderState.init();
  15673. renderStateStack.push(currentRenderState);
  15674. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  15675. _frustum.setFromProjectionMatrix(_projScreenMatrix);
  15676. _localClippingEnabled = this.localClippingEnabled;
  15677. _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
  15678. currentRenderList = renderLists.get(scene, renderListStack.length);
  15679. currentRenderList.init();
  15680. renderListStack.push(currentRenderList);
  15681. projectObject(scene, camera, 0, _this.sortObjects);
  15682. currentRenderList.finish();
  15683. if (_this.sortObjects === true) {
  15684. currentRenderList.sort(_opaqueSort, _transparentSort);
  15685. } //
  15686. if (_clippingEnabled === true) clipping.beginShadows();
  15687. const shadowsArray = currentRenderState.state.shadowsArray;
  15688. shadowMap.render(shadowsArray, scene, camera);
  15689. if (_clippingEnabled === true) clipping.endShadows(); //
  15690. if (this.info.autoReset === true) this.info.reset(); //
  15691. background.render(currentRenderList, scene); // render scene
  15692. currentRenderState.setupLights(_this.physicallyCorrectLights);
  15693. if (camera.isArrayCamera) {
  15694. const cameras = camera.cameras;
  15695. for (let i = 0, l = cameras.length; i < l; i++) {
  15696. const camera2 = cameras[i];
  15697. renderScene(currentRenderList, scene, camera2, camera2.viewport);
  15698. }
  15699. } else {
  15700. renderScene(currentRenderList, scene, camera);
  15701. } //
  15702. if (_currentRenderTarget !== null) {
  15703. // resolve multisample renderbuffers to a single-sample texture if necessary
  15704. textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering
  15705. textures.updateRenderTargetMipmap(_currentRenderTarget);
  15706. } //
  15707. if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
  15708. state.buffers.depth.setTest(true);
  15709. state.buffers.depth.setMask(true);
  15710. state.buffers.color.setMask(true);
  15711. state.setPolygonOffset(false); // _gl.finish();
  15712. bindingStates.resetDefaultState();
  15713. _currentMaterialId = -1;
  15714. _currentCamera = null;
  15715. renderStateStack.pop();
  15716. if (renderStateStack.length > 0) {
  15717. currentRenderState = renderStateStack[renderStateStack.length - 1];
  15718. } else {
  15719. currentRenderState = null;
  15720. }
  15721. renderListStack.pop();
  15722. if (renderListStack.length > 0) {
  15723. currentRenderList = renderListStack[renderListStack.length - 1];
  15724. } else {
  15725. currentRenderList = null;
  15726. }
  15727. };
  15728. function projectObject(object, camera, groupOrder, sortObjects) {
  15729. if (object.visible === false) return;
  15730. const visible = object.layers.test(camera.layers);
  15731. if (visible) {
  15732. if (object.isGroup) {
  15733. groupOrder = object.renderOrder;
  15734. } else if (object.isLOD) {
  15735. if (object.autoUpdate === true) object.update(camera);
  15736. } else if (object.isLight) {
  15737. currentRenderState.pushLight(object);
  15738. if (object.castShadow) {
  15739. currentRenderState.pushShadow(object);
  15740. }
  15741. } else if (object.isSprite) {
  15742. if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
  15743. if (sortObjects) {
  15744. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  15745. }
  15746. const geometry = objects.update(object);
  15747. const material = object.material;
  15748. if (material.visible) {
  15749. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  15750. }
  15751. }
  15752. } else if (object.isMesh || object.isLine || object.isPoints) {
  15753. if (object.isSkinnedMesh) {
  15754. // update skeleton only once in a frame
  15755. if (object.skeleton.frame !== info.render.frame) {
  15756. object.skeleton.update();
  15757. object.skeleton.frame = info.render.frame;
  15758. }
  15759. }
  15760. if (!object.frustumCulled || _frustum.intersectsObject(object)) {
  15761. if (sortObjects) {
  15762. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  15763. }
  15764. const geometry = objects.update(object);
  15765. const material = object.material;
  15766. if (Array.isArray(material)) {
  15767. const groups = geometry.groups;
  15768. for (let i = 0, l = groups.length; i < l; i++) {
  15769. const group = groups[i];
  15770. const groupMaterial = material[group.materialIndex];
  15771. if (groupMaterial && groupMaterial.visible) {
  15772. currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
  15773. }
  15774. }
  15775. } else if (material.visible) {
  15776. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  15777. }
  15778. }
  15779. }
  15780. }
  15781. const children = object.children;
  15782. for (let i = 0, l = children.length; i < l; i++) {
  15783. projectObject(children[i], camera, groupOrder, sortObjects);
  15784. }
  15785. }
  15786. function renderScene(currentRenderList, scene, camera, viewport) {
  15787. const opaqueObjects = currentRenderList.opaque;
  15788. const transmissiveObjects = currentRenderList.transmissive;
  15789. const transparentObjects = currentRenderList.transparent;
  15790. currentRenderState.setupLightsView(camera);
  15791. if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera);
  15792. if (viewport) state.viewport(_currentViewport.copy(viewport));
  15793. if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
  15794. if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
  15795. if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
  15796. }
  15797. function renderTransmissionPass(opaqueObjects, scene, camera) {
  15798. if (_transmissionRenderTarget === null) {
  15799. const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
  15800. const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
  15801. _transmissionRenderTarget = new renderTargetType(1024, 1024, {
  15802. generateMipmaps: true,
  15803. type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType,
  15804. minFilter: LinearMipmapLinearFilter,
  15805. magFilter: NearestFilter,
  15806. wrapS: ClampToEdgeWrapping,
  15807. wrapT: ClampToEdgeWrapping
  15808. });
  15809. }
  15810. const currentRenderTarget = _this.getRenderTarget();
  15811. _this.setRenderTarget(_transmissionRenderTarget);
  15812. _this.clear(); // Turn off the features which can affect the frag color for opaque objects pass.
  15813. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  15814. const currentToneMapping = _this.toneMapping;
  15815. _this.toneMapping = NoToneMapping;
  15816. renderObjects(opaqueObjects, scene, camera);
  15817. _this.toneMapping = currentToneMapping;
  15818. textures.updateMultisampleRenderTarget(_transmissionRenderTarget);
  15819. textures.updateRenderTargetMipmap(_transmissionRenderTarget);
  15820. _this.setRenderTarget(currentRenderTarget);
  15821. }
  15822. function renderObjects(renderList, scene, camera) {
  15823. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15824. for (let i = 0, l = renderList.length; i < l; i++) {
  15825. const renderItem = renderList[i];
  15826. const object = renderItem.object;
  15827. const geometry = renderItem.geometry;
  15828. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15829. const group = renderItem.group;
  15830. if (object.layers.test(camera.layers)) {
  15831. renderObject(object, scene, camera, geometry, material, group);
  15832. }
  15833. }
  15834. }
  15835. function renderObject(object, scene, camera, geometry, material, group) {
  15836. object.onBeforeRender(_this, scene, camera, geometry, material, group);
  15837. object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
  15838. object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
  15839. material.onBeforeRender(_this, scene, camera, geometry, object, group);
  15840. if (material.transparent === true && material.side === DoubleSide) {
  15841. material.side = BackSide;
  15842. material.needsUpdate = true;
  15843. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  15844. material.side = FrontSide;
  15845. material.needsUpdate = true;
  15846. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  15847. material.side = DoubleSide;
  15848. } else {
  15849. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  15850. }
  15851. object.onAfterRender(_this, scene, camera, geometry, material, group);
  15852. }
  15853. function getProgram(material, scene, object) {
  15854. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  15855. const materialProperties = properties.get(material);
  15856. const lights = currentRenderState.state.lights;
  15857. const shadowsArray = currentRenderState.state.shadowsArray;
  15858. const lightsStateVersion = lights.state.version;
  15859. const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
  15860. const programCacheKey = programCache.getProgramCacheKey(parameters);
  15861. let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  15862. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15863. materialProperties.fog = scene.fog;
  15864. materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);
  15865. if (programs === undefined) {
  15866. // new material
  15867. material.addEventListener('dispose', onMaterialDispose);
  15868. programs = new Map();
  15869. materialProperties.programs = programs;
  15870. }
  15871. let program = programs.get(programCacheKey);
  15872. if (program !== undefined) {
  15873. // early out if program and light state is identical
  15874. if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
  15875. updateCommonMaterialProperties(material, parameters);
  15876. return program;
  15877. }
  15878. } else {
  15879. parameters.uniforms = programCache.getUniforms(material);
  15880. material.onBuild(object, parameters, _this);
  15881. material.onBeforeCompile(parameters, _this);
  15882. program = programCache.acquireProgram(parameters, programCacheKey);
  15883. programs.set(programCacheKey, program);
  15884. materialProperties.uniforms = parameters.uniforms;
  15885. }
  15886. const uniforms = materialProperties.uniforms;
  15887. if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
  15888. uniforms.clippingPlanes = clipping.uniform;
  15889. }
  15890. updateCommonMaterialProperties(material, parameters); // store the light setup it was created for
  15891. materialProperties.needsLights = materialNeedsLights(material);
  15892. materialProperties.lightsStateVersion = lightsStateVersion;
  15893. if (materialProperties.needsLights) {
  15894. // wire up the material to this renderer's lighting state
  15895. uniforms.ambientLightColor.value = lights.state.ambient;
  15896. uniforms.lightProbe.value = lights.state.probe;
  15897. uniforms.directionalLights.value = lights.state.directional;
  15898. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15899. uniforms.spotLights.value = lights.state.spot;
  15900. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15901. uniforms.rectAreaLights.value = lights.state.rectArea;
  15902. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  15903. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  15904. uniforms.pointLights.value = lights.state.point;
  15905. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15906. uniforms.hemisphereLights.value = lights.state.hemi;
  15907. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15908. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15909. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15910. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15911. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15912. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
  15913. }
  15914. const progUniforms = program.getUniforms();
  15915. const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
  15916. materialProperties.currentProgram = program;
  15917. materialProperties.uniformsList = uniformsList;
  15918. return program;
  15919. }
  15920. function updateCommonMaterialProperties(material, parameters) {
  15921. const materialProperties = properties.get(material);
  15922. materialProperties.outputEncoding = parameters.outputEncoding;
  15923. materialProperties.instancing = parameters.instancing;
  15924. materialProperties.skinning = parameters.skinning;
  15925. materialProperties.morphTargets = parameters.morphTargets;
  15926. materialProperties.morphNormals = parameters.morphNormals;
  15927. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  15928. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  15929. materialProperties.numIntersection = parameters.numClipIntersection;
  15930. materialProperties.vertexAlphas = parameters.vertexAlphas;
  15931. materialProperties.vertexTangents = parameters.vertexTangents;
  15932. }
  15933. function setProgram(camera, scene, geometry, material, object) {
  15934. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  15935. textures.resetTextureUnits();
  15936. const fog = scene.fog;
  15937. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  15938. const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15939. const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
  15940. const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  15941. const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent;
  15942. const morphTargets = !!geometry.morphAttributes.position;
  15943. const morphNormals = !!geometry.morphAttributes.normal;
  15944. const morphTargetsCount = !!geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
  15945. const materialProperties = properties.get(material);
  15946. const lights = currentRenderState.state.lights;
  15947. if (_clippingEnabled === true) {
  15948. if (_localClippingEnabled === true || camera !== _currentCamera) {
  15949. const useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup
  15950. // object instead of the material, once it becomes feasible
  15951. // (#8465, #8379)
  15952. clipping.setState(material, camera, useCache);
  15953. }
  15954. } //
  15955. let needsProgramChange = false;
  15956. if (material.version === materialProperties.__version) {
  15957. if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
  15958. needsProgramChange = true;
  15959. } else if (materialProperties.outputEncoding !== encoding) {
  15960. needsProgramChange = true;
  15961. } else if (object.isInstancedMesh && materialProperties.instancing === false) {
  15962. needsProgramChange = true;
  15963. } else if (!object.isInstancedMesh && materialProperties.instancing === true) {
  15964. needsProgramChange = true;
  15965. } else if (object.isSkinnedMesh && materialProperties.skinning === false) {
  15966. needsProgramChange = true;
  15967. } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
  15968. needsProgramChange = true;
  15969. } else if (materialProperties.envMap !== envMap) {
  15970. needsProgramChange = true;
  15971. } else if (material.fog && materialProperties.fog !== fog) {
  15972. needsProgramChange = true;
  15973. } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
  15974. needsProgramChange = true;
  15975. } else if (materialProperties.vertexAlphas !== vertexAlphas) {
  15976. needsProgramChange = true;
  15977. } else if (materialProperties.vertexTangents !== vertexTangents) {
  15978. needsProgramChange = true;
  15979. } else if (materialProperties.morphTargets !== morphTargets) {
  15980. needsProgramChange = true;
  15981. } else if (materialProperties.morphNormals !== morphNormals) {
  15982. needsProgramChange = true;
  15983. } else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) {
  15984. needsProgramChange = true;
  15985. }
  15986. } else {
  15987. needsProgramChange = true;
  15988. materialProperties.__version = material.version;
  15989. } //
  15990. let program = materialProperties.currentProgram;
  15991. if (needsProgramChange === true) {
  15992. program = getProgram(material, scene, object);
  15993. }
  15994. let refreshProgram = false;
  15995. let refreshMaterial = false;
  15996. let refreshLights = false;
  15997. const p_uniforms = program.getUniforms(),
  15998. m_uniforms = materialProperties.uniforms;
  15999. if (state.useProgram(program.program)) {
  16000. refreshProgram = true;
  16001. refreshMaterial = true;
  16002. refreshLights = true;
  16003. }
  16004. if (material.id !== _currentMaterialId) {
  16005. _currentMaterialId = material.id;
  16006. refreshMaterial = true;
  16007. }
  16008. if (refreshProgram || _currentCamera !== camera) {
  16009. p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
  16010. if (capabilities.logarithmicDepthBuffer) {
  16011. p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  16012. }
  16013. if (_currentCamera !== camera) {
  16014. _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
  16015. // now, in case this material supports lights - or later, when
  16016. // the next material that does gets activated:
  16017. refreshMaterial = true; // set to true on material change
  16018. refreshLights = true; // remains set until update done
  16019. } // load material specific uniforms
  16020. // (shader material also gets them for the sake of genericity)
  16021. if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
  16022. const uCamPos = p_uniforms.map.cameraPosition;
  16023. if (uCamPos !== undefined) {
  16024. uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
  16025. }
  16026. }
  16027. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
  16028. p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
  16029. }
  16030. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {
  16031. p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
  16032. }
  16033. } // skinning and morph target uniforms must be set even if material didn't change
  16034. // auto-setting of texture unit for bone and morph texture must go before other textures
  16035. // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
  16036. if (object.isSkinnedMesh) {
  16037. p_uniforms.setOptional(_gl, object, 'bindMatrix');
  16038. p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
  16039. const skeleton = object.skeleton;
  16040. if (skeleton) {
  16041. if (capabilities.floatVertexTextures) {
  16042. if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
  16043. p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
  16044. p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
  16045. } else {
  16046. p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
  16047. }
  16048. }
  16049. }
  16050. if (!!geometry && (geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined)) {
  16051. morphtargets.update(object, geometry, material, program);
  16052. }
  16053. if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
  16054. materialProperties.receiveShadow = object.receiveShadow;
  16055. p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
  16056. }
  16057. if (refreshMaterial) {
  16058. p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
  16059. if (materialProperties.needsLights) {
  16060. // the current material requires lighting info
  16061. // note: all lighting uniforms are always set correctly
  16062. // they simply reference the renderer's state for their
  16063. // values
  16064. //
  16065. // use the current material's .needsUpdate flags to set
  16066. // the GL state when required
  16067. markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
  16068. } // refresh uniforms common to several materials
  16069. if (fog && material.fog) {
  16070. materials.refreshFogUniforms(m_uniforms, fog);
  16071. }
  16072. materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget);
  16073. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  16074. }
  16075. if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
  16076. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  16077. material.uniformsNeedUpdate = false;
  16078. }
  16079. if (material.isSpriteMaterial) {
  16080. p_uniforms.setValue(_gl, 'center', object.center);
  16081. } // common matrices
  16082. p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
  16083. p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
  16084. p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
  16085. return program;
  16086. } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  16087. function markUniformsLightsNeedsUpdate(uniforms, value) {
  16088. uniforms.ambientLightColor.needsUpdate = value;
  16089. uniforms.lightProbe.needsUpdate = value;
  16090. uniforms.directionalLights.needsUpdate = value;
  16091. uniforms.directionalLightShadows.needsUpdate = value;
  16092. uniforms.pointLights.needsUpdate = value;
  16093. uniforms.pointLightShadows.needsUpdate = value;
  16094. uniforms.spotLights.needsUpdate = value;
  16095. uniforms.spotLightShadows.needsUpdate = value;
  16096. uniforms.rectAreaLights.needsUpdate = value;
  16097. uniforms.hemisphereLights.needsUpdate = value;
  16098. }
  16099. function materialNeedsLights(material) {
  16100. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
  16101. }
  16102. this.getActiveCubeFace = function () {
  16103. return _currentActiveCubeFace;
  16104. };
  16105. this.getActiveMipmapLevel = function () {
  16106. return _currentActiveMipmapLevel;
  16107. };
  16108. this.getRenderTarget = function () {
  16109. return _currentRenderTarget;
  16110. };
  16111. this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
  16112. _currentRenderTarget = renderTarget;
  16113. _currentActiveCubeFace = activeCubeFace;
  16114. _currentActiveMipmapLevel = activeMipmapLevel;
  16115. if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
  16116. textures.setupRenderTarget(renderTarget);
  16117. }
  16118. let framebuffer = null;
  16119. let isCube = false;
  16120. let isRenderTarget3D = false;
  16121. if (renderTarget) {
  16122. const texture = renderTarget.texture;
  16123. if (texture.isDataTexture3D || texture.isDataTexture2DArray) {
  16124. isRenderTarget3D = true;
  16125. }
  16126. const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
  16127. if (renderTarget.isWebGLCubeRenderTarget) {
  16128. framebuffer = __webglFramebuffer[activeCubeFace];
  16129. isCube = true;
  16130. } else if (renderTarget.isWebGLMultisampleRenderTarget) {
  16131. framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
  16132. } else {
  16133. framebuffer = __webglFramebuffer;
  16134. }
  16135. _currentViewport.copy(renderTarget.viewport);
  16136. _currentScissor.copy(renderTarget.scissor);
  16137. _currentScissorTest = renderTarget.scissorTest;
  16138. } else {
  16139. _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
  16140. _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
  16141. _currentScissorTest = _scissorTest;
  16142. }
  16143. const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  16144. if (framebufferBound && capabilities.drawBuffers) {
  16145. let needsUpdate = false;
  16146. if (renderTarget) {
  16147. if (renderTarget.isWebGLMultipleRenderTargets) {
  16148. const textures = renderTarget.texture;
  16149. if (_currentDrawBuffers.length !== textures.length || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
  16150. for (let i = 0, il = textures.length; i < il; i++) {
  16151. _currentDrawBuffers[i] = _gl.COLOR_ATTACHMENT0 + i;
  16152. }
  16153. _currentDrawBuffers.length = textures.length;
  16154. needsUpdate = true;
  16155. }
  16156. } else {
  16157. if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
  16158. _currentDrawBuffers[0] = _gl.COLOR_ATTACHMENT0;
  16159. _currentDrawBuffers.length = 1;
  16160. needsUpdate = true;
  16161. }
  16162. }
  16163. } else {
  16164. if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.BACK) {
  16165. _currentDrawBuffers[0] = _gl.BACK;
  16166. _currentDrawBuffers.length = 1;
  16167. needsUpdate = true;
  16168. }
  16169. }
  16170. if (needsUpdate) {
  16171. if (capabilities.isWebGL2) {
  16172. _gl.drawBuffers(_currentDrawBuffers);
  16173. } else {
  16174. extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(_currentDrawBuffers);
  16175. }
  16176. }
  16177. }
  16178. state.viewport(_currentViewport);
  16179. state.scissor(_currentScissor);
  16180. state.setScissorTest(_currentScissorTest);
  16181. if (isCube) {
  16182. const textureProperties = properties.get(renderTarget.texture);
  16183. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
  16184. } else if (isRenderTarget3D) {
  16185. const textureProperties = properties.get(renderTarget.texture);
  16186. const layer = activeCubeFace || 0;
  16187. _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);
  16188. }
  16189. _currentMaterialId = -1; // reset current material to ensure correct uniform bindings
  16190. };
  16191. this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
  16192. if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
  16193. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
  16194. return;
  16195. }
  16196. let framebuffer = properties.get(renderTarget).__webglFramebuffer;
  16197. if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
  16198. framebuffer = framebuffer[activeCubeFaceIndex];
  16199. }
  16200. if (framebuffer) {
  16201. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  16202. try {
  16203. const texture = renderTarget.texture;
  16204. const textureFormat = texture.format;
  16205. const textureType = texture.type;
  16206. if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) {
  16207. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
  16208. return;
  16209. }
  16210. const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));
  16211. if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
  16212. !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
  16213. !halfFloatSupportedByExt) {
  16214. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
  16215. return;
  16216. }
  16217. if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) {
  16218. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  16219. if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
  16220. _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
  16221. }
  16222. } else {
  16223. console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
  16224. }
  16225. } finally {
  16226. // restore framebuffer of current render target if necessary
  16227. const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
  16228. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  16229. }
  16230. }
  16231. };
  16232. this.copyFramebufferToTexture = function (position, texture, level = 0) {
  16233. const levelScale = Math.pow(2, -level);
  16234. const width = Math.floor(texture.image.width * levelScale);
  16235. const height = Math.floor(texture.image.height * levelScale);
  16236. let glFormat = utils.convert(texture.format);
  16237. if (capabilities.isWebGL2) {
  16238. // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
  16239. // Not needed in Chrome 93+
  16240. if (glFormat === _gl.RGB) glFormat = _gl.RGB8;
  16241. if (glFormat === _gl.RGBA) glFormat = _gl.RGBA8;
  16242. }
  16243. textures.setTexture2D(texture, 0);
  16244. _gl.copyTexImage2D(_gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0);
  16245. state.unbindTexture();
  16246. };
  16247. this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) {
  16248. const width = srcTexture.image.width;
  16249. const height = srcTexture.image.height;
  16250. const glFormat = utils.convert(dstTexture.format);
  16251. const glType = utils.convert(dstTexture.type);
  16252. textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
  16253. // parameters, make sure they are correct for the dstTexture
  16254. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
  16255. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
  16256. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
  16257. if (srcTexture.isDataTexture) {
  16258. _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
  16259. } else {
  16260. if (srcTexture.isCompressedTexture) {
  16261. _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
  16262. } else {
  16263. _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image);
  16264. }
  16265. } // Generate mipmaps only when copying level 0
  16266. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D);
  16267. state.unbindTexture();
  16268. };
  16269. this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) {
  16270. if (_this.isWebGL1Renderer) {
  16271. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.');
  16272. return;
  16273. }
  16274. const width = sourceBox.max.x - sourceBox.min.x + 1;
  16275. const height = sourceBox.max.y - sourceBox.min.y + 1;
  16276. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  16277. const glFormat = utils.convert(dstTexture.format);
  16278. const glType = utils.convert(dstTexture.type);
  16279. let glTarget;
  16280. if (dstTexture.isDataTexture3D) {
  16281. textures.setTexture3D(dstTexture, 0);
  16282. glTarget = _gl.TEXTURE_3D;
  16283. } else if (dstTexture.isDataTexture2DArray) {
  16284. textures.setTexture2DArray(dstTexture, 0);
  16285. glTarget = _gl.TEXTURE_2D_ARRAY;
  16286. } else {
  16287. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.');
  16288. return;
  16289. }
  16290. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
  16291. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
  16292. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
  16293. const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
  16294. const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
  16295. const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
  16296. const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
  16297. const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);
  16298. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image;
  16299. _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
  16300. _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);
  16301. _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x);
  16302. _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y);
  16303. _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z);
  16304. if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) {
  16305. _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data);
  16306. } else {
  16307. if (srcTexture.isCompressedTexture) {
  16308. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.');
  16309. _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data);
  16310. } else {
  16311. _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image);
  16312. }
  16313. }
  16314. _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen);
  16315. _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);
  16316. _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels);
  16317. _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows);
  16318. _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0
  16319. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
  16320. state.unbindTexture();
  16321. };
  16322. this.initTexture = function (texture) {
  16323. textures.setTexture2D(texture, 0);
  16324. state.unbindTexture();
  16325. };
  16326. this.resetState = function () {
  16327. _currentActiveCubeFace = 0;
  16328. _currentActiveMipmapLevel = 0;
  16329. _currentRenderTarget = null;
  16330. state.reset();
  16331. bindingStates.reset();
  16332. };
  16333. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  16334. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  16335. detail: this
  16336. })); // eslint-disable-line no-undef
  16337. }
  16338. }
  16339. WebGLRenderer.prototype.isWebGLRenderer = true;
  16340. class WebGL1Renderer extends WebGLRenderer {}
  16341. WebGL1Renderer.prototype.isWebGL1Renderer = true;
  16342. class FogExp2 {
  16343. constructor(color, density = 0.00025) {
  16344. this.name = '';
  16345. this.color = new Color(color);
  16346. this.density = density;
  16347. }
  16348. clone() {
  16349. return new FogExp2(this.color, this.density);
  16350. }
  16351. toJSON() {
  16352. return {
  16353. type: 'FogExp2',
  16354. color: this.color.getHex(),
  16355. density: this.density
  16356. };
  16357. }
  16358. }
  16359. FogExp2.prototype.isFogExp2 = true;
  16360. class Fog {
  16361. constructor(color, near = 1, far = 1000) {
  16362. this.name = '';
  16363. this.color = new Color(color);
  16364. this.near = near;
  16365. this.far = far;
  16366. }
  16367. clone() {
  16368. return new Fog(this.color, this.near, this.far);
  16369. }
  16370. toJSON() {
  16371. return {
  16372. type: 'Fog',
  16373. color: this.color.getHex(),
  16374. near: this.near,
  16375. far: this.far
  16376. };
  16377. }
  16378. }
  16379. Fog.prototype.isFog = true;
  16380. class Scene extends Object3D {
  16381. constructor() {
  16382. super();
  16383. this.type = 'Scene';
  16384. this.background = null;
  16385. this.environment = null;
  16386. this.fog = null;
  16387. this.overrideMaterial = null;
  16388. this.autoUpdate = true; // checked by the renderer
  16389. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  16390. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  16391. detail: this
  16392. })); // eslint-disable-line no-undef
  16393. }
  16394. }
  16395. copy(source, recursive) {
  16396. super.copy(source, recursive);
  16397. if (source.background !== null) this.background = source.background.clone();
  16398. if (source.environment !== null) this.environment = source.environment.clone();
  16399. if (source.fog !== null) this.fog = source.fog.clone();
  16400. if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
  16401. this.autoUpdate = source.autoUpdate;
  16402. this.matrixAutoUpdate = source.matrixAutoUpdate;
  16403. return this;
  16404. }
  16405. toJSON(meta) {
  16406. const data = super.toJSON(meta);
  16407. if (this.fog !== null) data.object.fog = this.fog.toJSON();
  16408. return data;
  16409. }
  16410. }
  16411. Scene.prototype.isScene = true;
  16412. class InterleavedBuffer {
  16413. constructor(array, stride) {
  16414. this.array = array;
  16415. this.stride = stride;
  16416. this.count = array !== undefined ? array.length / stride : 0;
  16417. this.usage = StaticDrawUsage;
  16418. this.updateRange = {
  16419. offset: 0,
  16420. count: -1
  16421. };
  16422. this.version = 0;
  16423. this.uuid = generateUUID();
  16424. }
  16425. onUploadCallback() {}
  16426. set needsUpdate(value) {
  16427. if (value === true) this.version++;
  16428. }
  16429. setUsage(value) {
  16430. this.usage = value;
  16431. return this;
  16432. }
  16433. copy(source) {
  16434. this.array = new source.array.constructor(source.array);
  16435. this.count = source.count;
  16436. this.stride = source.stride;
  16437. this.usage = source.usage;
  16438. return this;
  16439. }
  16440. copyAt(index1, attribute, index2) {
  16441. index1 *= this.stride;
  16442. index2 *= attribute.stride;
  16443. for (let i = 0, l = this.stride; i < l; i++) {
  16444. this.array[index1 + i] = attribute.array[index2 + i];
  16445. }
  16446. return this;
  16447. }
  16448. set(value, offset = 0) {
  16449. this.array.set(value, offset);
  16450. return this;
  16451. }
  16452. clone(data) {
  16453. if (data.arrayBuffers === undefined) {
  16454. data.arrayBuffers = {};
  16455. }
  16456. if (this.array.buffer._uuid === undefined) {
  16457. this.array.buffer._uuid = generateUUID();
  16458. }
  16459. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  16460. data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
  16461. }
  16462. const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
  16463. const ib = new this.constructor(array, this.stride);
  16464. ib.setUsage(this.usage);
  16465. return ib;
  16466. }
  16467. onUpload(callback) {
  16468. this.onUploadCallback = callback;
  16469. return this;
  16470. }
  16471. toJSON(data) {
  16472. if (data.arrayBuffers === undefined) {
  16473. data.arrayBuffers = {};
  16474. } // generate UUID for array buffer if necessary
  16475. if (this.array.buffer._uuid === undefined) {
  16476. this.array.buffer._uuid = generateUUID();
  16477. }
  16478. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  16479. data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
  16480. } //
  16481. return {
  16482. uuid: this.uuid,
  16483. buffer: this.array.buffer._uuid,
  16484. type: this.array.constructor.name,
  16485. stride: this.stride
  16486. };
  16487. }
  16488. }
  16489. InterleavedBuffer.prototype.isInterleavedBuffer = true;
  16490. const _vector$6 = /*@__PURE__*/new Vector3();
  16491. class InterleavedBufferAttribute {
  16492. constructor(interleavedBuffer, itemSize, offset, normalized = false) {
  16493. this.name = '';
  16494. this.data = interleavedBuffer;
  16495. this.itemSize = itemSize;
  16496. this.offset = offset;
  16497. this.normalized = normalized === true;
  16498. }
  16499. get count() {
  16500. return this.data.count;
  16501. }
  16502. get array() {
  16503. return this.data.array;
  16504. }
  16505. set needsUpdate(value) {
  16506. this.data.needsUpdate = value;
  16507. }
  16508. applyMatrix4(m) {
  16509. for (let i = 0, l = this.data.count; i < l; i++) {
  16510. _vector$6.x = this.getX(i);
  16511. _vector$6.y = this.getY(i);
  16512. _vector$6.z = this.getZ(i);
  16513. _vector$6.applyMatrix4(m);
  16514. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  16515. }
  16516. return this;
  16517. }
  16518. applyNormalMatrix(m) {
  16519. for (let i = 0, l = this.count; i < l; i++) {
  16520. _vector$6.x = this.getX(i);
  16521. _vector$6.y = this.getY(i);
  16522. _vector$6.z = this.getZ(i);
  16523. _vector$6.applyNormalMatrix(m);
  16524. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  16525. }
  16526. return this;
  16527. }
  16528. transformDirection(m) {
  16529. for (let i = 0, l = this.count; i < l; i++) {
  16530. _vector$6.x = this.getX(i);
  16531. _vector$6.y = this.getY(i);
  16532. _vector$6.z = this.getZ(i);
  16533. _vector$6.transformDirection(m);
  16534. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  16535. }
  16536. return this;
  16537. }
  16538. setX(index, x) {
  16539. this.data.array[index * this.data.stride + this.offset] = x;
  16540. return this;
  16541. }
  16542. setY(index, y) {
  16543. this.data.array[index * this.data.stride + this.offset + 1] = y;
  16544. return this;
  16545. }
  16546. setZ(index, z) {
  16547. this.data.array[index * this.data.stride + this.offset + 2] = z;
  16548. return this;
  16549. }
  16550. setW(index, w) {
  16551. this.data.array[index * this.data.stride + this.offset + 3] = w;
  16552. return this;
  16553. }
  16554. getX(index) {
  16555. return this.data.array[index * this.data.stride + this.offset];
  16556. }
  16557. getY(index) {
  16558. return this.data.array[index * this.data.stride + this.offset + 1];
  16559. }
  16560. getZ(index) {
  16561. return this.data.array[index * this.data.stride + this.offset + 2];
  16562. }
  16563. getW(index) {
  16564. return this.data.array[index * this.data.stride + this.offset + 3];
  16565. }
  16566. setXY(index, x, y) {
  16567. index = index * this.data.stride + this.offset;
  16568. this.data.array[index + 0] = x;
  16569. this.data.array[index + 1] = y;
  16570. return this;
  16571. }
  16572. setXYZ(index, x, y, z) {
  16573. index = index * this.data.stride + this.offset;
  16574. this.data.array[index + 0] = x;
  16575. this.data.array[index + 1] = y;
  16576. this.data.array[index + 2] = z;
  16577. return this;
  16578. }
  16579. setXYZW(index, x, y, z, w) {
  16580. index = index * this.data.stride + this.offset;
  16581. this.data.array[index + 0] = x;
  16582. this.data.array[index + 1] = y;
  16583. this.data.array[index + 2] = z;
  16584. this.data.array[index + 3] = w;
  16585. return this;
  16586. }
  16587. clone(data) {
  16588. if (data === undefined) {
  16589. console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
  16590. const array = [];
  16591. for (let i = 0; i < this.count; i++) {
  16592. const index = i * this.data.stride + this.offset;
  16593. for (let j = 0; j < this.itemSize; j++) {
  16594. array.push(this.data.array[index + j]);
  16595. }
  16596. }
  16597. return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
  16598. } else {
  16599. if (data.interleavedBuffers === undefined) {
  16600. data.interleavedBuffers = {};
  16601. }
  16602. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  16603. data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
  16604. }
  16605. return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
  16606. }
  16607. }
  16608. toJSON(data) {
  16609. if (data === undefined) {
  16610. console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
  16611. const array = [];
  16612. for (let i = 0; i < this.count; i++) {
  16613. const index = i * this.data.stride + this.offset;
  16614. for (let j = 0; j < this.itemSize; j++) {
  16615. array.push(this.data.array[index + j]);
  16616. }
  16617. } // deinterleave data and save it as an ordinary buffer attribute for now
  16618. return {
  16619. itemSize: this.itemSize,
  16620. type: this.array.constructor.name,
  16621. array: array,
  16622. normalized: this.normalized
  16623. };
  16624. } else {
  16625. // save as true interlaved attribtue
  16626. if (data.interleavedBuffers === undefined) {
  16627. data.interleavedBuffers = {};
  16628. }
  16629. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  16630. data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
  16631. }
  16632. return {
  16633. isInterleavedBufferAttribute: true,
  16634. itemSize: this.itemSize,
  16635. data: this.data.uuid,
  16636. offset: this.offset,
  16637. normalized: this.normalized
  16638. };
  16639. }
  16640. }
  16641. }
  16642. InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
  16643. /**
  16644. * parameters = {
  16645. * color: <hex>,
  16646. * map: new THREE.Texture( <Image> ),
  16647. * alphaMap: new THREE.Texture( <Image> ),
  16648. * rotation: <float>,
  16649. * sizeAttenuation: <bool>
  16650. * }
  16651. */
  16652. class SpriteMaterial extends Material {
  16653. constructor(parameters) {
  16654. super();
  16655. this.type = 'SpriteMaterial';
  16656. this.color = new Color(0xffffff);
  16657. this.map = null;
  16658. this.alphaMap = null;
  16659. this.rotation = 0;
  16660. this.sizeAttenuation = true;
  16661. this.transparent = true;
  16662. this.setValues(parameters);
  16663. }
  16664. copy(source) {
  16665. super.copy(source);
  16666. this.color.copy(source.color);
  16667. this.map = source.map;
  16668. this.alphaMap = source.alphaMap;
  16669. this.rotation = source.rotation;
  16670. this.sizeAttenuation = source.sizeAttenuation;
  16671. return this;
  16672. }
  16673. }
  16674. SpriteMaterial.prototype.isSpriteMaterial = true;
  16675. let _geometry;
  16676. const _intersectPoint = /*@__PURE__*/new Vector3();
  16677. const _worldScale = /*@__PURE__*/new Vector3();
  16678. const _mvPosition = /*@__PURE__*/new Vector3();
  16679. const _alignedPosition = /*@__PURE__*/new Vector2();
  16680. const _rotatedPosition = /*@__PURE__*/new Vector2();
  16681. const _viewWorldMatrix = /*@__PURE__*/new Matrix4();
  16682. const _vA = /*@__PURE__*/new Vector3();
  16683. const _vB = /*@__PURE__*/new Vector3();
  16684. const _vC = /*@__PURE__*/new Vector3();
  16685. const _uvA = /*@__PURE__*/new Vector2();
  16686. const _uvB = /*@__PURE__*/new Vector2();
  16687. const _uvC = /*@__PURE__*/new Vector2();
  16688. class Sprite extends Object3D {
  16689. constructor(material) {
  16690. super();
  16691. this.type = 'Sprite';
  16692. if (_geometry === undefined) {
  16693. _geometry = new BufferGeometry();
  16694. const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);
  16695. const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
  16696. _geometry.setIndex([0, 1, 2, 0, 2, 3]);
  16697. _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
  16698. _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
  16699. }
  16700. this.geometry = _geometry;
  16701. this.material = material !== undefined ? material : new SpriteMaterial();
  16702. this.center = new Vector2(0.5, 0.5);
  16703. }
  16704. raycast(raycaster, intersects) {
  16705. if (raycaster.camera === null) {
  16706. console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
  16707. }
  16708. _worldScale.setFromMatrixScale(this.matrixWorld);
  16709. _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
  16710. this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
  16711. _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
  16712. if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
  16713. _worldScale.multiplyScalar(-_mvPosition.z);
  16714. }
  16715. const rotation = this.material.rotation;
  16716. let sin, cos;
  16717. if (rotation !== 0) {
  16718. cos = Math.cos(rotation);
  16719. sin = Math.sin(rotation);
  16720. }
  16721. const center = this.center;
  16722. transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16723. transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16724. transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16725. _uvA.set(0, 0);
  16726. _uvB.set(1, 0);
  16727. _uvC.set(1, 1); // check first triangle
  16728. let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);
  16729. if (intersect === null) {
  16730. // check second triangle
  16731. transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  16732. _uvB.set(0, 1);
  16733. intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);
  16734. if (intersect === null) {
  16735. return;
  16736. }
  16737. }
  16738. const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
  16739. if (distance < raycaster.near || distance > raycaster.far) return;
  16740. intersects.push({
  16741. distance: distance,
  16742. point: _intersectPoint.clone(),
  16743. uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
  16744. face: null,
  16745. object: this
  16746. });
  16747. }
  16748. copy(source) {
  16749. super.copy(source);
  16750. if (source.center !== undefined) this.center.copy(source.center);
  16751. this.material = source.material;
  16752. return this;
  16753. }
  16754. }
  16755. Sprite.prototype.isSprite = true;
  16756. function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
  16757. // compute position in camera space
  16758. _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero
  16759. if (sin !== undefined) {
  16760. _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
  16761. _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
  16762. } else {
  16763. _rotatedPosition.copy(_alignedPosition);
  16764. }
  16765. vertexPosition.copy(mvPosition);
  16766. vertexPosition.x += _rotatedPosition.x;
  16767. vertexPosition.y += _rotatedPosition.y; // transform to world space
  16768. vertexPosition.applyMatrix4(_viewWorldMatrix);
  16769. }
  16770. const _v1$2 = /*@__PURE__*/new Vector3();
  16771. const _v2$1 = /*@__PURE__*/new Vector3();
  16772. class LOD extends Object3D {
  16773. constructor() {
  16774. super();
  16775. this._currentLevel = 0;
  16776. this.type = 'LOD';
  16777. Object.defineProperties(this, {
  16778. levels: {
  16779. enumerable: true,
  16780. value: []
  16781. },
  16782. isLOD: {
  16783. value: true
  16784. }
  16785. });
  16786. this.autoUpdate = true;
  16787. }
  16788. copy(source) {
  16789. super.copy(source, false);
  16790. const levels = source.levels;
  16791. for (let i = 0, l = levels.length; i < l; i++) {
  16792. const level = levels[i];
  16793. this.addLevel(level.object.clone(), level.distance);
  16794. }
  16795. this.autoUpdate = source.autoUpdate;
  16796. return this;
  16797. }
  16798. addLevel(object, distance = 0) {
  16799. distance = Math.abs(distance);
  16800. const levels = this.levels;
  16801. let l;
  16802. for (l = 0; l < levels.length; l++) {
  16803. if (distance < levels[l].distance) {
  16804. break;
  16805. }
  16806. }
  16807. levels.splice(l, 0, {
  16808. distance: distance,
  16809. object: object
  16810. });
  16811. this.add(object);
  16812. return this;
  16813. }
  16814. getCurrentLevel() {
  16815. return this._currentLevel;
  16816. }
  16817. getObjectForDistance(distance) {
  16818. const levels = this.levels;
  16819. if (levels.length > 0) {
  16820. let i, l;
  16821. for (i = 1, l = levels.length; i < l; i++) {
  16822. if (distance < levels[i].distance) {
  16823. break;
  16824. }
  16825. }
  16826. return levels[i - 1].object;
  16827. }
  16828. return null;
  16829. }
  16830. raycast(raycaster, intersects) {
  16831. const levels = this.levels;
  16832. if (levels.length > 0) {
  16833. _v1$2.setFromMatrixPosition(this.matrixWorld);
  16834. const distance = raycaster.ray.origin.distanceTo(_v1$2);
  16835. this.getObjectForDistance(distance).raycast(raycaster, intersects);
  16836. }
  16837. }
  16838. update(camera) {
  16839. const levels = this.levels;
  16840. if (levels.length > 1) {
  16841. _v1$2.setFromMatrixPosition(camera.matrixWorld);
  16842. _v2$1.setFromMatrixPosition(this.matrixWorld);
  16843. const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
  16844. levels[0].object.visible = true;
  16845. let i, l;
  16846. for (i = 1, l = levels.length; i < l; i++) {
  16847. if (distance >= levels[i].distance) {
  16848. levels[i - 1].object.visible = false;
  16849. levels[i].object.visible = true;
  16850. } else {
  16851. break;
  16852. }
  16853. }
  16854. this._currentLevel = i - 1;
  16855. for (; i < l; i++) {
  16856. levels[i].object.visible = false;
  16857. }
  16858. }
  16859. }
  16860. toJSON(meta) {
  16861. const data = super.toJSON(meta);
  16862. if (this.autoUpdate === false) data.object.autoUpdate = false;
  16863. data.object.levels = [];
  16864. const levels = this.levels;
  16865. for (let i = 0, l = levels.length; i < l; i++) {
  16866. const level = levels[i];
  16867. data.object.levels.push({
  16868. object: level.object.uuid,
  16869. distance: level.distance
  16870. });
  16871. }
  16872. return data;
  16873. }
  16874. }
  16875. const _basePosition = /*@__PURE__*/new Vector3();
  16876. const _skinIndex = /*@__PURE__*/new Vector4();
  16877. const _skinWeight = /*@__PURE__*/new Vector4();
  16878. const _vector$5 = /*@__PURE__*/new Vector3();
  16879. const _matrix = /*@__PURE__*/new Matrix4();
  16880. class SkinnedMesh extends Mesh {
  16881. constructor(geometry, material) {
  16882. super(geometry, material);
  16883. this.type = 'SkinnedMesh';
  16884. this.bindMode = 'attached';
  16885. this.bindMatrix = new Matrix4();
  16886. this.bindMatrixInverse = new Matrix4();
  16887. }
  16888. copy(source) {
  16889. super.copy(source);
  16890. this.bindMode = source.bindMode;
  16891. this.bindMatrix.copy(source.bindMatrix);
  16892. this.bindMatrixInverse.copy(source.bindMatrixInverse);
  16893. this.skeleton = source.skeleton;
  16894. return this;
  16895. }
  16896. bind(skeleton, bindMatrix) {
  16897. this.skeleton = skeleton;
  16898. if (bindMatrix === undefined) {
  16899. this.updateMatrixWorld(true);
  16900. this.skeleton.calculateInverses();
  16901. bindMatrix = this.matrixWorld;
  16902. }
  16903. this.bindMatrix.copy(bindMatrix);
  16904. this.bindMatrixInverse.copy(bindMatrix).invert();
  16905. }
  16906. pose() {
  16907. this.skeleton.pose();
  16908. }
  16909. normalizeSkinWeights() {
  16910. const vector = new Vector4();
  16911. const skinWeight = this.geometry.attributes.skinWeight;
  16912. for (let i = 0, l = skinWeight.count; i < l; i++) {
  16913. vector.x = skinWeight.getX(i);
  16914. vector.y = skinWeight.getY(i);
  16915. vector.z = skinWeight.getZ(i);
  16916. vector.w = skinWeight.getW(i);
  16917. const scale = 1.0 / vector.manhattanLength();
  16918. if (scale !== Infinity) {
  16919. vector.multiplyScalar(scale);
  16920. } else {
  16921. vector.set(1, 0, 0, 0); // do something reasonable
  16922. }
  16923. skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
  16924. }
  16925. }
  16926. updateMatrixWorld(force) {
  16927. super.updateMatrixWorld(force);
  16928. if (this.bindMode === 'attached') {
  16929. this.bindMatrixInverse.copy(this.matrixWorld).invert();
  16930. } else if (this.bindMode === 'detached') {
  16931. this.bindMatrixInverse.copy(this.bindMatrix).invert();
  16932. } else {
  16933. console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
  16934. }
  16935. }
  16936. boneTransform(index, target) {
  16937. const skeleton = this.skeleton;
  16938. const geometry = this.geometry;
  16939. _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
  16940. _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
  16941. _basePosition.copy(target).applyMatrix4(this.bindMatrix);
  16942. target.set(0, 0, 0);
  16943. for (let i = 0; i < 4; i++) {
  16944. const weight = _skinWeight.getComponent(i);
  16945. if (weight !== 0) {
  16946. const boneIndex = _skinIndex.getComponent(i);
  16947. _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
  16948. target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);
  16949. }
  16950. }
  16951. return target.applyMatrix4(this.bindMatrixInverse);
  16952. }
  16953. }
  16954. SkinnedMesh.prototype.isSkinnedMesh = true;
  16955. class Bone extends Object3D {
  16956. constructor() {
  16957. super();
  16958. this.type = 'Bone';
  16959. }
  16960. }
  16961. Bone.prototype.isBone = true;
  16962. class DataTexture extends Texture {
  16963. constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) {
  16964. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  16965. this.image = {
  16966. data: data,
  16967. width: width,
  16968. height: height
  16969. };
  16970. this.magFilter = magFilter;
  16971. this.minFilter = minFilter;
  16972. this.generateMipmaps = false;
  16973. this.flipY = false;
  16974. this.unpackAlignment = 1;
  16975. this.needsUpdate = true;
  16976. }
  16977. }
  16978. DataTexture.prototype.isDataTexture = true;
  16979. const _offsetMatrix = /*@__PURE__*/new Matrix4();
  16980. const _identityMatrix = /*@__PURE__*/new Matrix4();
  16981. class Skeleton {
  16982. constructor(bones = [], boneInverses = []) {
  16983. this.uuid = generateUUID();
  16984. this.bones = bones.slice(0);
  16985. this.boneInverses = boneInverses;
  16986. this.boneMatrices = null;
  16987. this.boneTexture = null;
  16988. this.boneTextureSize = 0;
  16989. this.frame = -1;
  16990. this.init();
  16991. }
  16992. init() {
  16993. const bones = this.bones;
  16994. const boneInverses = this.boneInverses;
  16995. this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
  16996. if (boneInverses.length === 0) {
  16997. this.calculateInverses();
  16998. } else {
  16999. // handle special case
  17000. if (bones.length !== boneInverses.length) {
  17001. console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
  17002. this.boneInverses = [];
  17003. for (let i = 0, il = this.bones.length; i < il; i++) {
  17004. this.boneInverses.push(new Matrix4());
  17005. }
  17006. }
  17007. }
  17008. }
  17009. calculateInverses() {
  17010. this.boneInverses.length = 0;
  17011. for (let i = 0, il = this.bones.length; i < il; i++) {
  17012. const inverse = new Matrix4();
  17013. if (this.bones[i]) {
  17014. inverse.copy(this.bones[i].matrixWorld).invert();
  17015. }
  17016. this.boneInverses.push(inverse);
  17017. }
  17018. }
  17019. pose() {
  17020. // recover the bind-time world matrices
  17021. for (let i = 0, il = this.bones.length; i < il; i++) {
  17022. const bone = this.bones[i];
  17023. if (bone) {
  17024. bone.matrixWorld.copy(this.boneInverses[i]).invert();
  17025. }
  17026. } // compute the local matrices, positions, rotations and scales
  17027. for (let i = 0, il = this.bones.length; i < il; i++) {
  17028. const bone = this.bones[i];
  17029. if (bone) {
  17030. if (bone.parent && bone.parent.isBone) {
  17031. bone.matrix.copy(bone.parent.matrixWorld).invert();
  17032. bone.matrix.multiply(bone.matrixWorld);
  17033. } else {
  17034. bone.matrix.copy(bone.matrixWorld);
  17035. }
  17036. bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
  17037. }
  17038. }
  17039. }
  17040. update() {
  17041. const bones = this.bones;
  17042. const boneInverses = this.boneInverses;
  17043. const boneMatrices = this.boneMatrices;
  17044. const boneTexture = this.boneTexture; // flatten bone matrices to array
  17045. for (let i = 0, il = bones.length; i < il; i++) {
  17046. // compute the offset between the current and the original transform
  17047. const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
  17048. _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
  17049. _offsetMatrix.toArray(boneMatrices, i * 16);
  17050. }
  17051. if (boneTexture !== null) {
  17052. boneTexture.needsUpdate = true;
  17053. }
  17054. }
  17055. clone() {
  17056. return new Skeleton(this.bones, this.boneInverses);
  17057. }
  17058. computeBoneTexture() {
  17059. // layout (1 matrix = 4 pixels)
  17060. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17061. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17062. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17063. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17064. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  17065. let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix
  17066. size = ceilPowerOfTwo(size);
  17067. size = Math.max(size, 4);
  17068. const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
  17069. boneMatrices.set(this.boneMatrices); // copy current values
  17070. const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
  17071. this.boneMatrices = boneMatrices;
  17072. this.boneTexture = boneTexture;
  17073. this.boneTextureSize = size;
  17074. return this;
  17075. }
  17076. getBoneByName(name) {
  17077. for (let i = 0, il = this.bones.length; i < il; i++) {
  17078. const bone = this.bones[i];
  17079. if (bone.name === name) {
  17080. return bone;
  17081. }
  17082. }
  17083. return undefined;
  17084. }
  17085. dispose() {
  17086. if (this.boneTexture !== null) {
  17087. this.boneTexture.dispose();
  17088. this.boneTexture = null;
  17089. }
  17090. }
  17091. fromJSON(json, bones) {
  17092. this.uuid = json.uuid;
  17093. for (let i = 0, l = json.bones.length; i < l; i++) {
  17094. const uuid = json.bones[i];
  17095. let bone = bones[uuid];
  17096. if (bone === undefined) {
  17097. console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
  17098. bone = new Bone();
  17099. }
  17100. this.bones.push(bone);
  17101. this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
  17102. }
  17103. this.init();
  17104. return this;
  17105. }
  17106. toJSON() {
  17107. const data = {
  17108. metadata: {
  17109. version: 4.5,
  17110. type: 'Skeleton',
  17111. generator: 'Skeleton.toJSON'
  17112. },
  17113. bones: [],
  17114. boneInverses: []
  17115. };
  17116. data.uuid = this.uuid;
  17117. const bones = this.bones;
  17118. const boneInverses = this.boneInverses;
  17119. for (let i = 0, l = bones.length; i < l; i++) {
  17120. const bone = bones[i];
  17121. data.bones.push(bone.uuid);
  17122. const boneInverse = boneInverses[i];
  17123. data.boneInverses.push(boneInverse.toArray());
  17124. }
  17125. return data;
  17126. }
  17127. }
  17128. class InstancedBufferAttribute extends BufferAttribute {
  17129. constructor(array, itemSize, normalized, meshPerAttribute = 1) {
  17130. if (typeof normalized === 'number') {
  17131. meshPerAttribute = normalized;
  17132. normalized = false;
  17133. console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
  17134. }
  17135. super(array, itemSize, normalized);
  17136. this.meshPerAttribute = meshPerAttribute;
  17137. }
  17138. copy(source) {
  17139. super.copy(source);
  17140. this.meshPerAttribute = source.meshPerAttribute;
  17141. return this;
  17142. }
  17143. toJSON() {
  17144. const data = super.toJSON();
  17145. data.meshPerAttribute = this.meshPerAttribute;
  17146. data.isInstancedBufferAttribute = true;
  17147. return data;
  17148. }
  17149. }
  17150. InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
  17151. const _instanceLocalMatrix = /*@__PURE__*/new Matrix4();
  17152. const _instanceWorldMatrix = /*@__PURE__*/new Matrix4();
  17153. const _instanceIntersects = [];
  17154. const _mesh = /*@__PURE__*/new Mesh();
  17155. class InstancedMesh extends Mesh {
  17156. constructor(geometry, material, count) {
  17157. super(geometry, material);
  17158. this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
  17159. this.instanceColor = null;
  17160. this.count = count;
  17161. this.frustumCulled = false;
  17162. }
  17163. copy(source) {
  17164. super.copy(source);
  17165. this.instanceMatrix.copy(source.instanceMatrix);
  17166. if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
  17167. this.count = source.count;
  17168. return this;
  17169. }
  17170. getColorAt(index, color) {
  17171. color.fromArray(this.instanceColor.array, index * 3);
  17172. }
  17173. getMatrixAt(index, matrix) {
  17174. matrix.fromArray(this.instanceMatrix.array, index * 16);
  17175. }
  17176. raycast(raycaster, intersects) {
  17177. const matrixWorld = this.matrixWorld;
  17178. const raycastTimes = this.count;
  17179. _mesh.geometry = this.geometry;
  17180. _mesh.material = this.material;
  17181. if (_mesh.material === undefined) return;
  17182. for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
  17183. // calculate the world matrix for each instance
  17184. this.getMatrixAt(instanceId, _instanceLocalMatrix);
  17185. _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
  17186. _mesh.matrixWorld = _instanceWorldMatrix;
  17187. _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
  17188. for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
  17189. const intersect = _instanceIntersects[i];
  17190. intersect.instanceId = instanceId;
  17191. intersect.object = this;
  17192. intersects.push(intersect);
  17193. }
  17194. _instanceIntersects.length = 0;
  17195. }
  17196. }
  17197. setColorAt(index, color) {
  17198. if (this.instanceColor === null) {
  17199. this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3);
  17200. }
  17201. color.toArray(this.instanceColor.array, index * 3);
  17202. }
  17203. setMatrixAt(index, matrix) {
  17204. matrix.toArray(this.instanceMatrix.array, index * 16);
  17205. }
  17206. updateMorphTargets() {}
  17207. dispose() {
  17208. this.dispatchEvent({
  17209. type: 'dispose'
  17210. });
  17211. }
  17212. }
  17213. InstancedMesh.prototype.isInstancedMesh = true;
  17214. /**
  17215. * parameters = {
  17216. * color: <hex>,
  17217. * opacity: <float>,
  17218. *
  17219. * linewidth: <float>,
  17220. * linecap: "round",
  17221. * linejoin: "round"
  17222. * }
  17223. */
  17224. class LineBasicMaterial extends Material {
  17225. constructor(parameters) {
  17226. super();
  17227. this.type = 'LineBasicMaterial';
  17228. this.color = new Color(0xffffff);
  17229. this.linewidth = 1;
  17230. this.linecap = 'round';
  17231. this.linejoin = 'round';
  17232. this.setValues(parameters);
  17233. }
  17234. copy(source) {
  17235. super.copy(source);
  17236. this.color.copy(source.color);
  17237. this.linewidth = source.linewidth;
  17238. this.linecap = source.linecap;
  17239. this.linejoin = source.linejoin;
  17240. return this;
  17241. }
  17242. }
  17243. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  17244. const _start$1 = /*@__PURE__*/new Vector3();
  17245. const _end$1 = /*@__PURE__*/new Vector3();
  17246. const _inverseMatrix$1 = /*@__PURE__*/new Matrix4();
  17247. const _ray$1 = /*@__PURE__*/new Ray();
  17248. const _sphere$1 = /*@__PURE__*/new Sphere();
  17249. class Line extends Object3D {
  17250. constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
  17251. super();
  17252. this.type = 'Line';
  17253. this.geometry = geometry;
  17254. this.material = material;
  17255. this.updateMorphTargets();
  17256. }
  17257. copy(source) {
  17258. super.copy(source);
  17259. this.material = source.material;
  17260. this.geometry = source.geometry;
  17261. return this;
  17262. }
  17263. computeLineDistances() {
  17264. const geometry = this.geometry;
  17265. if (geometry.isBufferGeometry) {
  17266. // we assume non-indexed geometry
  17267. if (geometry.index === null) {
  17268. const positionAttribute = geometry.attributes.position;
  17269. const lineDistances = [0];
  17270. for (let i = 1, l = positionAttribute.count; i < l; i++) {
  17271. _start$1.fromBufferAttribute(positionAttribute, i - 1);
  17272. _end$1.fromBufferAttribute(positionAttribute, i);
  17273. lineDistances[i] = lineDistances[i - 1];
  17274. lineDistances[i] += _start$1.distanceTo(_end$1);
  17275. }
  17276. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  17277. } else {
  17278. console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  17279. }
  17280. } else if (geometry.isGeometry) {
  17281. console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17282. }
  17283. return this;
  17284. }
  17285. raycast(raycaster, intersects) {
  17286. const geometry = this.geometry;
  17287. const matrixWorld = this.matrixWorld;
  17288. const threshold = raycaster.params.Line.threshold;
  17289. const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
  17290. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  17291. _sphere$1.copy(geometry.boundingSphere);
  17292. _sphere$1.applyMatrix4(matrixWorld);
  17293. _sphere$1.radius += threshold;
  17294. if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; //
  17295. _inverseMatrix$1.copy(matrixWorld).invert();
  17296. _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
  17297. const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  17298. const localThresholdSq = localThreshold * localThreshold;
  17299. const vStart = new Vector3();
  17300. const vEnd = new Vector3();
  17301. const interSegment = new Vector3();
  17302. const interRay = new Vector3();
  17303. const step = this.isLineSegments ? 2 : 1;
  17304. if (geometry.isBufferGeometry) {
  17305. const index = geometry.index;
  17306. const attributes = geometry.attributes;
  17307. const positionAttribute = attributes.position;
  17308. if (index !== null) {
  17309. const start = Math.max(0, drawRange.start);
  17310. const end = Math.min(index.count, drawRange.start + drawRange.count);
  17311. for (let i = start, l = end - 1; i < l; i += step) {
  17312. const a = index.getX(i);
  17313. const b = index.getX(i + 1);
  17314. vStart.fromBufferAttribute(positionAttribute, a);
  17315. vEnd.fromBufferAttribute(positionAttribute, b);
  17316. const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  17317. if (distSq > localThresholdSq) continue;
  17318. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  17319. const distance = raycaster.ray.origin.distanceTo(interRay);
  17320. if (distance < raycaster.near || distance > raycaster.far) continue;
  17321. intersects.push({
  17322. distance: distance,
  17323. // What do we want? intersection point on the ray or on the segment??
  17324. // point: raycaster.ray.at( distance ),
  17325. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  17326. index: i,
  17327. face: null,
  17328. faceIndex: null,
  17329. object: this
  17330. });
  17331. }
  17332. } else {
  17333. const start = Math.max(0, drawRange.start);
  17334. const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
  17335. for (let i = start, l = end - 1; i < l; i += step) {
  17336. vStart.fromBufferAttribute(positionAttribute, i);
  17337. vEnd.fromBufferAttribute(positionAttribute, i + 1);
  17338. const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  17339. if (distSq > localThresholdSq) continue;
  17340. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  17341. const distance = raycaster.ray.origin.distanceTo(interRay);
  17342. if (distance < raycaster.near || distance > raycaster.far) continue;
  17343. intersects.push({
  17344. distance: distance,
  17345. // What do we want? intersection point on the ray or on the segment??
  17346. // point: raycaster.ray.at( distance ),
  17347. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  17348. index: i,
  17349. face: null,
  17350. faceIndex: null,
  17351. object: this
  17352. });
  17353. }
  17354. }
  17355. } else if (geometry.isGeometry) {
  17356. console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17357. }
  17358. }
  17359. updateMorphTargets() {
  17360. const geometry = this.geometry;
  17361. if (geometry.isBufferGeometry) {
  17362. const morphAttributes = geometry.morphAttributes;
  17363. const keys = Object.keys(morphAttributes);
  17364. if (keys.length > 0) {
  17365. const morphAttribute = morphAttributes[keys[0]];
  17366. if (morphAttribute !== undefined) {
  17367. this.morphTargetInfluences = [];
  17368. this.morphTargetDictionary = {};
  17369. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  17370. const name = morphAttribute[m].name || String(m);
  17371. this.morphTargetInfluences.push(0);
  17372. this.morphTargetDictionary[name] = m;
  17373. }
  17374. }
  17375. }
  17376. } else {
  17377. const morphTargets = geometry.morphTargets;
  17378. if (morphTargets !== undefined && morphTargets.length > 0) {
  17379. console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  17380. }
  17381. }
  17382. }
  17383. }
  17384. Line.prototype.isLine = true;
  17385. const _start = /*@__PURE__*/new Vector3();
  17386. const _end = /*@__PURE__*/new Vector3();
  17387. class LineSegments extends Line {
  17388. constructor(geometry, material) {
  17389. super(geometry, material);
  17390. this.type = 'LineSegments';
  17391. }
  17392. computeLineDistances() {
  17393. const geometry = this.geometry;
  17394. if (geometry.isBufferGeometry) {
  17395. // we assume non-indexed geometry
  17396. if (geometry.index === null) {
  17397. const positionAttribute = geometry.attributes.position;
  17398. const lineDistances = [];
  17399. for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
  17400. _start.fromBufferAttribute(positionAttribute, i);
  17401. _end.fromBufferAttribute(positionAttribute, i + 1);
  17402. lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
  17403. lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
  17404. }
  17405. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  17406. } else {
  17407. console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  17408. }
  17409. } else if (geometry.isGeometry) {
  17410. console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17411. }
  17412. return this;
  17413. }
  17414. }
  17415. LineSegments.prototype.isLineSegments = true;
  17416. class LineLoop extends Line {
  17417. constructor(geometry, material) {
  17418. super(geometry, material);
  17419. this.type = 'LineLoop';
  17420. }
  17421. }
  17422. LineLoop.prototype.isLineLoop = true;
  17423. /**
  17424. * parameters = {
  17425. * color: <hex>,
  17426. * opacity: <float>,
  17427. * map: new THREE.Texture( <Image> ),
  17428. * alphaMap: new THREE.Texture( <Image> ),
  17429. *
  17430. * size: <float>,
  17431. * sizeAttenuation: <bool>
  17432. *
  17433. * }
  17434. */
  17435. class PointsMaterial extends Material {
  17436. constructor(parameters) {
  17437. super();
  17438. this.type = 'PointsMaterial';
  17439. this.color = new Color(0xffffff);
  17440. this.map = null;
  17441. this.alphaMap = null;
  17442. this.size = 1;
  17443. this.sizeAttenuation = true;
  17444. this.setValues(parameters);
  17445. }
  17446. copy(source) {
  17447. super.copy(source);
  17448. this.color.copy(source.color);
  17449. this.map = source.map;
  17450. this.alphaMap = source.alphaMap;
  17451. this.size = source.size;
  17452. this.sizeAttenuation = source.sizeAttenuation;
  17453. return this;
  17454. }
  17455. }
  17456. PointsMaterial.prototype.isPointsMaterial = true;
  17457. const _inverseMatrix = /*@__PURE__*/new Matrix4();
  17458. const _ray = /*@__PURE__*/new Ray();
  17459. const _sphere = /*@__PURE__*/new Sphere();
  17460. const _position$2 = /*@__PURE__*/new Vector3();
  17461. class Points extends Object3D {
  17462. constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
  17463. super();
  17464. this.type = 'Points';
  17465. this.geometry = geometry;
  17466. this.material = material;
  17467. this.updateMorphTargets();
  17468. }
  17469. copy(source) {
  17470. super.copy(source);
  17471. this.material = source.material;
  17472. this.geometry = source.geometry;
  17473. return this;
  17474. }
  17475. raycast(raycaster, intersects) {
  17476. const geometry = this.geometry;
  17477. const matrixWorld = this.matrixWorld;
  17478. const threshold = raycaster.params.Points.threshold;
  17479. const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
  17480. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  17481. _sphere.copy(geometry.boundingSphere);
  17482. _sphere.applyMatrix4(matrixWorld);
  17483. _sphere.radius += threshold;
  17484. if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
  17485. _inverseMatrix.copy(matrixWorld).invert();
  17486. _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
  17487. const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  17488. const localThresholdSq = localThreshold * localThreshold;
  17489. if (geometry.isBufferGeometry) {
  17490. const index = geometry.index;
  17491. const attributes = geometry.attributes;
  17492. const positionAttribute = attributes.position;
  17493. if (index !== null) {
  17494. const start = Math.max(0, drawRange.start);
  17495. const end = Math.min(index.count, drawRange.start + drawRange.count);
  17496. for (let i = start, il = end; i < il; i++) {
  17497. const a = index.getX(i);
  17498. _position$2.fromBufferAttribute(positionAttribute, a);
  17499. testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
  17500. }
  17501. } else {
  17502. const start = Math.max(0, drawRange.start);
  17503. const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
  17504. for (let i = start, l = end; i < l; i++) {
  17505. _position$2.fromBufferAttribute(positionAttribute, i);
  17506. testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
  17507. }
  17508. }
  17509. } else {
  17510. console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  17511. }
  17512. }
  17513. updateMorphTargets() {
  17514. const geometry = this.geometry;
  17515. if (geometry.isBufferGeometry) {
  17516. const morphAttributes = geometry.morphAttributes;
  17517. const keys = Object.keys(morphAttributes);
  17518. if (keys.length > 0) {
  17519. const morphAttribute = morphAttributes[keys[0]];
  17520. if (morphAttribute !== undefined) {
  17521. this.morphTargetInfluences = [];
  17522. this.morphTargetDictionary = {};
  17523. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  17524. const name = morphAttribute[m].name || String(m);
  17525. this.morphTargetInfluences.push(0);
  17526. this.morphTargetDictionary[name] = m;
  17527. }
  17528. }
  17529. }
  17530. } else {
  17531. const morphTargets = geometry.morphTargets;
  17532. if (morphTargets !== undefined && morphTargets.length > 0) {
  17533. console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  17534. }
  17535. }
  17536. }
  17537. }
  17538. Points.prototype.isPoints = true;
  17539. function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
  17540. const rayPointDistanceSq = _ray.distanceSqToPoint(point);
  17541. if (rayPointDistanceSq < localThresholdSq) {
  17542. const intersectPoint = new Vector3();
  17543. _ray.closestPointToPoint(point, intersectPoint);
  17544. intersectPoint.applyMatrix4(matrixWorld);
  17545. const distance = raycaster.ray.origin.distanceTo(intersectPoint);
  17546. if (distance < raycaster.near || distance > raycaster.far) return;
  17547. intersects.push({
  17548. distance: distance,
  17549. distanceToRay: Math.sqrt(rayPointDistanceSq),
  17550. point: intersectPoint,
  17551. index: index,
  17552. face: null,
  17553. object: object
  17554. });
  17555. }
  17556. }
  17557. class VideoTexture extends Texture {
  17558. constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  17559. super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  17560. this.format = format !== undefined ? format : RGBFormat;
  17561. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17562. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17563. this.generateMipmaps = false;
  17564. const scope = this;
  17565. function updateVideo() {
  17566. scope.needsUpdate = true;
  17567. video.requestVideoFrameCallback(updateVideo);
  17568. }
  17569. if ('requestVideoFrameCallback' in video) {
  17570. video.requestVideoFrameCallback(updateVideo);
  17571. }
  17572. }
  17573. clone() {
  17574. return new this.constructor(this.image).copy(this);
  17575. }
  17576. update() {
  17577. const video = this.image;
  17578. const hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
  17579. if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
  17580. this.needsUpdate = true;
  17581. }
  17582. }
  17583. }
  17584. VideoTexture.prototype.isVideoTexture = true;
  17585. class CompressedTexture extends Texture {
  17586. constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  17587. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  17588. this.image = {
  17589. width: width,
  17590. height: height
  17591. };
  17592. this.mipmaps = mipmaps; // no flipping for cube textures
  17593. // (also flipping doesn't work for compressed textures )
  17594. this.flipY = false; // can't generate mipmaps for compressed textures
  17595. // mips must be embedded in DDS files
  17596. this.generateMipmaps = false;
  17597. }
  17598. }
  17599. CompressedTexture.prototype.isCompressedTexture = true;
  17600. class CanvasTexture extends Texture {
  17601. constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  17602. super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  17603. this.needsUpdate = true;
  17604. }
  17605. }
  17606. CanvasTexture.prototype.isCanvasTexture = true;
  17607. class DepthTexture extends Texture {
  17608. constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
  17609. format = format !== undefined ? format : DepthFormat;
  17610. if (format !== DepthFormat && format !== DepthStencilFormat) {
  17611. throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
  17612. }
  17613. if (type === undefined && format === DepthFormat) type = UnsignedShortType;
  17614. if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;
  17615. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  17616. this.image = {
  17617. width: width,
  17618. height: height
  17619. };
  17620. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17621. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17622. this.flipY = false;
  17623. this.generateMipmaps = false;
  17624. }
  17625. }
  17626. DepthTexture.prototype.isDepthTexture = true;
  17627. class CircleGeometry extends BufferGeometry {
  17628. constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) {
  17629. super();
  17630. this.type = 'CircleGeometry';
  17631. this.parameters = {
  17632. radius: radius,
  17633. segments: segments,
  17634. thetaStart: thetaStart,
  17635. thetaLength: thetaLength
  17636. };
  17637. segments = Math.max(3, segments); // buffers
  17638. const indices = [];
  17639. const vertices = [];
  17640. const normals = [];
  17641. const uvs = []; // helper variables
  17642. const vertex = new Vector3();
  17643. const uv = new Vector2(); // center point
  17644. vertices.push(0, 0, 0);
  17645. normals.push(0, 0, 1);
  17646. uvs.push(0.5, 0.5);
  17647. for (let s = 0, i = 3; s <= segments; s++, i += 3) {
  17648. const segment = thetaStart + s / segments * thetaLength; // vertex
  17649. vertex.x = radius * Math.cos(segment);
  17650. vertex.y = radius * Math.sin(segment);
  17651. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17652. normals.push(0, 0, 1); // uvs
  17653. uv.x = (vertices[i] / radius + 1) / 2;
  17654. uv.y = (vertices[i + 1] / radius + 1) / 2;
  17655. uvs.push(uv.x, uv.y);
  17656. } // indices
  17657. for (let i = 1; i <= segments; i++) {
  17658. indices.push(i, i + 1, 0);
  17659. } // build geometry
  17660. this.setIndex(indices);
  17661. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17662. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  17663. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  17664. }
  17665. static fromJSON(data) {
  17666. return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);
  17667. }
  17668. }
  17669. class CylinderGeometry extends BufferGeometry {
  17670. constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
  17671. super();
  17672. this.type = 'CylinderGeometry';
  17673. this.parameters = {
  17674. radiusTop: radiusTop,
  17675. radiusBottom: radiusBottom,
  17676. height: height,
  17677. radialSegments: radialSegments,
  17678. heightSegments: heightSegments,
  17679. openEnded: openEnded,
  17680. thetaStart: thetaStart,
  17681. thetaLength: thetaLength
  17682. };
  17683. const scope = this;
  17684. radialSegments = Math.floor(radialSegments);
  17685. heightSegments = Math.floor(heightSegments); // buffers
  17686. const indices = [];
  17687. const vertices = [];
  17688. const normals = [];
  17689. const uvs = []; // helper variables
  17690. let index = 0;
  17691. const indexArray = [];
  17692. const halfHeight = height / 2;
  17693. let groupStart = 0; // generate geometry
  17694. generateTorso();
  17695. if (openEnded === false) {
  17696. if (radiusTop > 0) generateCap(true);
  17697. if (radiusBottom > 0) generateCap(false);
  17698. } // build geometry
  17699. this.setIndex(indices);
  17700. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17701. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  17702. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  17703. function generateTorso() {
  17704. const normal = new Vector3();
  17705. const vertex = new Vector3();
  17706. let groupCount = 0; // this will be used to calculate the normal
  17707. const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
  17708. for (let y = 0; y <= heightSegments; y++) {
  17709. const indexRow = [];
  17710. const v = y / heightSegments; // calculate the radius of the current row
  17711. const radius = v * (radiusBottom - radiusTop) + radiusTop;
  17712. for (let x = 0; x <= radialSegments; x++) {
  17713. const u = x / radialSegments;
  17714. const theta = u * thetaLength + thetaStart;
  17715. const sinTheta = Math.sin(theta);
  17716. const cosTheta = Math.cos(theta); // vertex
  17717. vertex.x = radius * sinTheta;
  17718. vertex.y = -v * height + halfHeight;
  17719. vertex.z = radius * cosTheta;
  17720. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17721. normal.set(sinTheta, slope, cosTheta).normalize();
  17722. normals.push(normal.x, normal.y, normal.z); // uv
  17723. uvs.push(u, 1 - v); // save index of vertex in respective row
  17724. indexRow.push(index++);
  17725. } // now save vertices of the row in our index array
  17726. indexArray.push(indexRow);
  17727. } // generate indices
  17728. for (let x = 0; x < radialSegments; x++) {
  17729. for (let y = 0; y < heightSegments; y++) {
  17730. // we use the index array to access the correct indices
  17731. const a = indexArray[y][x];
  17732. const b = indexArray[y + 1][x];
  17733. const c = indexArray[y + 1][x + 1];
  17734. const d = indexArray[y][x + 1]; // faces
  17735. indices.push(a, b, d);
  17736. indices.push(b, c, d); // update group counter
  17737. groupCount += 6;
  17738. }
  17739. } // add a group to the geometry. this will ensure multi material support
  17740. scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
  17741. groupStart += groupCount;
  17742. }
  17743. function generateCap(top) {
  17744. // save the index of the first center vertex
  17745. const centerIndexStart = index;
  17746. const uv = new Vector2();
  17747. const vertex = new Vector3();
  17748. let groupCount = 0;
  17749. const radius = top === true ? radiusTop : radiusBottom;
  17750. const sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.
  17751. // because the geometry needs one set of uvs per face,
  17752. // we must generate a center vertex per face/segment
  17753. for (let x = 1; x <= radialSegments; x++) {
  17754. // vertex
  17755. vertices.push(0, halfHeight * sign, 0); // normal
  17756. normals.push(0, sign, 0); // uv
  17757. uvs.push(0.5, 0.5); // increase index
  17758. index++;
  17759. } // save the index of the last center vertex
  17760. const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
  17761. for (let x = 0; x <= radialSegments; x++) {
  17762. const u = x / radialSegments;
  17763. const theta = u * thetaLength + thetaStart;
  17764. const cosTheta = Math.cos(theta);
  17765. const sinTheta = Math.sin(theta); // vertex
  17766. vertex.x = radius * sinTheta;
  17767. vertex.y = halfHeight * sign;
  17768. vertex.z = radius * cosTheta;
  17769. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  17770. normals.push(0, sign, 0); // uv
  17771. uv.x = cosTheta * 0.5 + 0.5;
  17772. uv.y = sinTheta * 0.5 * sign + 0.5;
  17773. uvs.push(uv.x, uv.y); // increase index
  17774. index++;
  17775. } // generate indices
  17776. for (let x = 0; x < radialSegments; x++) {
  17777. const c = centerIndexStart + x;
  17778. const i = centerIndexEnd + x;
  17779. if (top === true) {
  17780. // face top
  17781. indices.push(i, i + 1, c);
  17782. } else {
  17783. // face bottom
  17784. indices.push(i + 1, i, c);
  17785. }
  17786. groupCount += 3;
  17787. } // add a group to the geometry. this will ensure multi material support
  17788. scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups
  17789. groupStart += groupCount;
  17790. }
  17791. }
  17792. static fromJSON(data) {
  17793. return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  17794. }
  17795. }
  17796. class ConeGeometry extends CylinderGeometry {
  17797. constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
  17798. super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
  17799. this.type = 'ConeGeometry';
  17800. this.parameters = {
  17801. radius: radius,
  17802. height: height,
  17803. radialSegments: radialSegments,
  17804. heightSegments: heightSegments,
  17805. openEnded: openEnded,
  17806. thetaStart: thetaStart,
  17807. thetaLength: thetaLength
  17808. };
  17809. }
  17810. static fromJSON(data) {
  17811. return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  17812. }
  17813. }
  17814. class PolyhedronGeometry extends BufferGeometry {
  17815. constructor(vertices = [], indices = [], radius = 1, detail = 0) {
  17816. super();
  17817. this.type = 'PolyhedronGeometry';
  17818. this.parameters = {
  17819. vertices: vertices,
  17820. indices: indices,
  17821. radius: radius,
  17822. detail: detail
  17823. }; // default buffer data
  17824. const vertexBuffer = [];
  17825. const uvBuffer = []; // the subdivision creates the vertex buffer data
  17826. subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
  17827. applyRadius(radius); // finally, create the uv data
  17828. generateUVs(); // build non-indexed geometry
  17829. this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
  17830. this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
  17831. this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
  17832. if (detail === 0) {
  17833. this.computeVertexNormals(); // flat normals
  17834. } else {
  17835. this.normalizeNormals(); // smooth normals
  17836. } // helper functions
  17837. function subdivide(detail) {
  17838. const a = new Vector3();
  17839. const b = new Vector3();
  17840. const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
  17841. for (let i = 0; i < indices.length; i += 3) {
  17842. // get the vertices of the face
  17843. getVertexByIndex(indices[i + 0], a);
  17844. getVertexByIndex(indices[i + 1], b);
  17845. getVertexByIndex(indices[i + 2], c); // perform subdivision
  17846. subdivideFace(a, b, c, detail);
  17847. }
  17848. }
  17849. function subdivideFace(a, b, c, detail) {
  17850. const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
  17851. const v = []; // construct all of the vertices for this subdivision
  17852. for (let i = 0; i <= cols; i++) {
  17853. v[i] = [];
  17854. const aj = a.clone().lerp(c, i / cols);
  17855. const bj = b.clone().lerp(c, i / cols);
  17856. const rows = cols - i;
  17857. for (let j = 0; j <= rows; j++) {
  17858. if (j === 0 && i === cols) {
  17859. v[i][j] = aj;
  17860. } else {
  17861. v[i][j] = aj.clone().lerp(bj, j / rows);
  17862. }
  17863. }
  17864. } // construct all of the faces
  17865. for (let i = 0; i < cols; i++) {
  17866. for (let j = 0; j < 2 * (cols - i) - 1; j++) {
  17867. const k = Math.floor(j / 2);
  17868. if (j % 2 === 0) {
  17869. pushVertex(v[i][k + 1]);
  17870. pushVertex(v[i + 1][k]);
  17871. pushVertex(v[i][k]);
  17872. } else {
  17873. pushVertex(v[i][k + 1]);
  17874. pushVertex(v[i + 1][k + 1]);
  17875. pushVertex(v[i + 1][k]);
  17876. }
  17877. }
  17878. }
  17879. }
  17880. function applyRadius(radius) {
  17881. const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
  17882. for (let i = 0; i < vertexBuffer.length; i += 3) {
  17883. vertex.x = vertexBuffer[i + 0];
  17884. vertex.y = vertexBuffer[i + 1];
  17885. vertex.z = vertexBuffer[i + 2];
  17886. vertex.normalize().multiplyScalar(radius);
  17887. vertexBuffer[i + 0] = vertex.x;
  17888. vertexBuffer[i + 1] = vertex.y;
  17889. vertexBuffer[i + 2] = vertex.z;
  17890. }
  17891. }
  17892. function generateUVs() {
  17893. const vertex = new Vector3();
  17894. for (let i = 0; i < vertexBuffer.length; i += 3) {
  17895. vertex.x = vertexBuffer[i + 0];
  17896. vertex.y = vertexBuffer[i + 1];
  17897. vertex.z = vertexBuffer[i + 2];
  17898. const u = azimuth(vertex) / 2 / Math.PI + 0.5;
  17899. const v = inclination(vertex) / Math.PI + 0.5;
  17900. uvBuffer.push(u, 1 - v);
  17901. }
  17902. correctUVs();
  17903. correctSeam();
  17904. }
  17905. function correctSeam() {
  17906. // handle case when face straddles the seam, see #3269
  17907. for (let i = 0; i < uvBuffer.length; i += 6) {
  17908. // uv data of a single face
  17909. const x0 = uvBuffer[i + 0];
  17910. const x1 = uvBuffer[i + 2];
  17911. const x2 = uvBuffer[i + 4];
  17912. const max = Math.max(x0, x1, x2);
  17913. const min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary
  17914. if (max > 0.9 && min < 0.1) {
  17915. if (x0 < 0.2) uvBuffer[i + 0] += 1;
  17916. if (x1 < 0.2) uvBuffer[i + 2] += 1;
  17917. if (x2 < 0.2) uvBuffer[i + 4] += 1;
  17918. }
  17919. }
  17920. }
  17921. function pushVertex(vertex) {
  17922. vertexBuffer.push(vertex.x, vertex.y, vertex.z);
  17923. }
  17924. function getVertexByIndex(index, vertex) {
  17925. const stride = index * 3;
  17926. vertex.x = vertices[stride + 0];
  17927. vertex.y = vertices[stride + 1];
  17928. vertex.z = vertices[stride + 2];
  17929. }
  17930. function correctUVs() {
  17931. const a = new Vector3();
  17932. const b = new Vector3();
  17933. const c = new Vector3();
  17934. const centroid = new Vector3();
  17935. const uvA = new Vector2();
  17936. const uvB = new Vector2();
  17937. const uvC = new Vector2();
  17938. for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
  17939. a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
  17940. b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
  17941. c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
  17942. uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
  17943. uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
  17944. uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
  17945. centroid.copy(a).add(b).add(c).divideScalar(3);
  17946. const azi = azimuth(centroid);
  17947. correctUV(uvA, j + 0, a, azi);
  17948. correctUV(uvB, j + 2, b, azi);
  17949. correctUV(uvC, j + 4, c, azi);
  17950. }
  17951. }
  17952. function correctUV(uv, stride, vector, azimuth) {
  17953. if (azimuth < 0 && uv.x === 1) {
  17954. uvBuffer[stride] = uv.x - 1;
  17955. }
  17956. if (vector.x === 0 && vector.z === 0) {
  17957. uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
  17958. }
  17959. } // Angle around the Y axis, counter-clockwise when looking from above.
  17960. function azimuth(vector) {
  17961. return Math.atan2(vector.z, -vector.x);
  17962. } // Angle above the XZ plane.
  17963. function inclination(vector) {
  17964. return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
  17965. }
  17966. }
  17967. static fromJSON(data) {
  17968. return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);
  17969. }
  17970. }
  17971. class DodecahedronGeometry extends PolyhedronGeometry {
  17972. constructor(radius = 1, detail = 0) {
  17973. const t = (1 + Math.sqrt(5)) / 2;
  17974. const r = 1 / t;
  17975. const vertices = [// (±1, ±1, ±1)
  17976. -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, // (0, ±1/φ, ±φ)
  17977. 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)
  17978. -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)
  17979. -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
  17980. const indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9];
  17981. super(vertices, indices, radius, detail);
  17982. this.type = 'DodecahedronGeometry';
  17983. this.parameters = {
  17984. radius: radius,
  17985. detail: detail
  17986. };
  17987. }
  17988. static fromJSON(data) {
  17989. return new DodecahedronGeometry(data.radius, data.detail);
  17990. }
  17991. }
  17992. const _v0 = new Vector3();
  17993. const _v1$1 = new Vector3();
  17994. const _normal = new Vector3();
  17995. const _triangle = new Triangle();
  17996. class EdgesGeometry extends BufferGeometry {
  17997. constructor(geometry = null, thresholdAngle = 1) {
  17998. super();
  17999. this.type = 'EdgesGeometry';
  18000. this.parameters = {
  18001. geometry: geometry,
  18002. thresholdAngle: thresholdAngle
  18003. };
  18004. if (geometry !== null) {
  18005. const precisionPoints = 4;
  18006. const precision = Math.pow(10, precisionPoints);
  18007. const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
  18008. const indexAttr = geometry.getIndex();
  18009. const positionAttr = geometry.getAttribute('position');
  18010. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  18011. const indexArr = [0, 0, 0];
  18012. const vertKeys = ['a', 'b', 'c'];
  18013. const hashes = new Array(3);
  18014. const edgeData = {};
  18015. const vertices = [];
  18016. for (let i = 0; i < indexCount; i += 3) {
  18017. if (indexAttr) {
  18018. indexArr[0] = indexAttr.getX(i);
  18019. indexArr[1] = indexAttr.getX(i + 1);
  18020. indexArr[2] = indexAttr.getX(i + 2);
  18021. } else {
  18022. indexArr[0] = i;
  18023. indexArr[1] = i + 1;
  18024. indexArr[2] = i + 2;
  18025. }
  18026. const {
  18027. a,
  18028. b,
  18029. c
  18030. } = _triangle;
  18031. a.fromBufferAttribute(positionAttr, indexArr[0]);
  18032. b.fromBufferAttribute(positionAttr, indexArr[1]);
  18033. c.fromBufferAttribute(positionAttr, indexArr[2]);
  18034. _triangle.getNormal(_normal); // create hashes for the edge from the vertices
  18035. hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
  18036. hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
  18037. hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
  18038. if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
  18039. continue;
  18040. } // iterate over every edge
  18041. for (let j = 0; j < 3; j++) {
  18042. // get the first and next vertex making up the edge
  18043. const jNext = (j + 1) % 3;
  18044. const vecHash0 = hashes[j];
  18045. const vecHash1 = hashes[jNext];
  18046. const v0 = _triangle[vertKeys[j]];
  18047. const v1 = _triangle[vertKeys[jNext]];
  18048. const hash = `${vecHash0}_${vecHash1}`;
  18049. const reverseHash = `${vecHash1}_${vecHash0}`;
  18050. if (reverseHash in edgeData && edgeData[reverseHash]) {
  18051. // if we found a sibling edge add it into the vertex array if
  18052. // it meets the angle threshold and delete the edge from the map.
  18053. if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
  18054. vertices.push(v0.x, v0.y, v0.z);
  18055. vertices.push(v1.x, v1.y, v1.z);
  18056. }
  18057. edgeData[reverseHash] = null;
  18058. } else if (!(hash in edgeData)) {
  18059. // if we've already got an edge here then skip adding a new one
  18060. edgeData[hash] = {
  18061. index0: indexArr[j],
  18062. index1: indexArr[jNext],
  18063. normal: _normal.clone()
  18064. };
  18065. }
  18066. }
  18067. } // iterate over all remaining, unmatched edges and add them to the vertex array
  18068. for (const key in edgeData) {
  18069. if (edgeData[key]) {
  18070. const {
  18071. index0,
  18072. index1
  18073. } = edgeData[key];
  18074. _v0.fromBufferAttribute(positionAttr, index0);
  18075. _v1$1.fromBufferAttribute(positionAttr, index1);
  18076. vertices.push(_v0.x, _v0.y, _v0.z);
  18077. vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
  18078. }
  18079. }
  18080. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18081. }
  18082. }
  18083. }
  18084. /**
  18085. * Extensible curve object.
  18086. *
  18087. * Some common of curve methods:
  18088. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  18089. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  18090. * .getPoints(), .getSpacedPoints()
  18091. * .getLength()
  18092. * .updateArcLengths()
  18093. *
  18094. * This following curves inherit from THREE.Curve:
  18095. *
  18096. * -- 2D curves --
  18097. * THREE.ArcCurve
  18098. * THREE.CubicBezierCurve
  18099. * THREE.EllipseCurve
  18100. * THREE.LineCurve
  18101. * THREE.QuadraticBezierCurve
  18102. * THREE.SplineCurve
  18103. *
  18104. * -- 3D curves --
  18105. * THREE.CatmullRomCurve3
  18106. * THREE.CubicBezierCurve3
  18107. * THREE.LineCurve3
  18108. * THREE.QuadraticBezierCurve3
  18109. *
  18110. * A series of curves can be represented as a THREE.CurvePath.
  18111. *
  18112. **/
  18113. class Curve {
  18114. constructor() {
  18115. this.type = 'Curve';
  18116. this.arcLengthDivisions = 200;
  18117. } // Virtual base class method to overwrite and implement in subclasses
  18118. // - t [0 .. 1]
  18119. getPoint() {
  18120. console.warn('THREE.Curve: .getPoint() not implemented.');
  18121. return null;
  18122. } // Get point at relative position in curve according to arc length
  18123. // - u [0 .. 1]
  18124. getPointAt(u, optionalTarget) {
  18125. const t = this.getUtoTmapping(u);
  18126. return this.getPoint(t, optionalTarget);
  18127. } // Get sequence of points using getPoint( t )
  18128. getPoints(divisions = 5) {
  18129. const points = [];
  18130. for (let d = 0; d <= divisions; d++) {
  18131. points.push(this.getPoint(d / divisions));
  18132. }
  18133. return points;
  18134. } // Get sequence of points using getPointAt( u )
  18135. getSpacedPoints(divisions = 5) {
  18136. const points = [];
  18137. for (let d = 0; d <= divisions; d++) {
  18138. points.push(this.getPointAt(d / divisions));
  18139. }
  18140. return points;
  18141. } // Get total curve arc length
  18142. getLength() {
  18143. const lengths = this.getLengths();
  18144. return lengths[lengths.length - 1];
  18145. } // Get list of cumulative segment lengths
  18146. getLengths(divisions = this.arcLengthDivisions) {
  18147. if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
  18148. return this.cacheArcLengths;
  18149. }
  18150. this.needsUpdate = false;
  18151. const cache = [];
  18152. let current,
  18153. last = this.getPoint(0);
  18154. let sum = 0;
  18155. cache.push(0);
  18156. for (let p = 1; p <= divisions; p++) {
  18157. current = this.getPoint(p / divisions);
  18158. sum += current.distanceTo(last);
  18159. cache.push(sum);
  18160. last = current;
  18161. }
  18162. this.cacheArcLengths = cache;
  18163. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  18164. }
  18165. updateArcLengths() {
  18166. this.needsUpdate = true;
  18167. this.getLengths();
  18168. } // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  18169. getUtoTmapping(u, distance) {
  18170. const arcLengths = this.getLengths();
  18171. let i = 0;
  18172. const il = arcLengths.length;
  18173. let targetArcLength; // The targeted u distance value to get
  18174. if (distance) {
  18175. targetArcLength = distance;
  18176. } else {
  18177. targetArcLength = u * arcLengths[il - 1];
  18178. } // binary search for the index with largest value smaller than target u distance
  18179. let low = 0,
  18180. high = il - 1,
  18181. comparison;
  18182. while (low <= high) {
  18183. 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
  18184. comparison = arcLengths[i] - targetArcLength;
  18185. if (comparison < 0) {
  18186. low = i + 1;
  18187. } else if (comparison > 0) {
  18188. high = i - 1;
  18189. } else {
  18190. high = i;
  18191. break; // DONE
  18192. }
  18193. }
  18194. i = high;
  18195. if (arcLengths[i] === targetArcLength) {
  18196. return i / (il - 1);
  18197. } // we could get finer grain at lengths, or use simple interpolation between two points
  18198. const lengthBefore = arcLengths[i];
  18199. const lengthAfter = arcLengths[i + 1];
  18200. const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
  18201. const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
  18202. const t = (i + segmentFraction) / (il - 1);
  18203. return t;
  18204. } // Returns a unit vector tangent at t
  18205. // In case any sub curve does not implement its tangent derivation,
  18206. // 2 points a small delta apart will be used to find its gradient
  18207. // which seems to give a reasonable approximation
  18208. getTangent(t, optionalTarget) {
  18209. const delta = 0.0001;
  18210. let t1 = t - delta;
  18211. let t2 = t + delta; // Capping in case of danger
  18212. if (t1 < 0) t1 = 0;
  18213. if (t2 > 1) t2 = 1;
  18214. const pt1 = this.getPoint(t1);
  18215. const pt2 = this.getPoint(t2);
  18216. const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
  18217. tangent.copy(pt2).sub(pt1).normalize();
  18218. return tangent;
  18219. }
  18220. getTangentAt(u, optionalTarget) {
  18221. const t = this.getUtoTmapping(u);
  18222. return this.getTangent(t, optionalTarget);
  18223. }
  18224. computeFrenetFrames(segments, closed) {
  18225. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  18226. const normal = new Vector3();
  18227. const tangents = [];
  18228. const normals = [];
  18229. const binormals = [];
  18230. const vec = new Vector3();
  18231. const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
  18232. for (let i = 0; i <= segments; i++) {
  18233. const u = i / segments;
  18234. tangents[i] = this.getTangentAt(u, new Vector3());
  18235. } // select an initial normal vector perpendicular to the first tangent vector,
  18236. // and in the direction of the minimum tangent xyz component
  18237. normals[0] = new Vector3();
  18238. binormals[0] = new Vector3();
  18239. let min = Number.MAX_VALUE;
  18240. const tx = Math.abs(tangents[0].x);
  18241. const ty = Math.abs(tangents[0].y);
  18242. const tz = Math.abs(tangents[0].z);
  18243. if (tx <= min) {
  18244. min = tx;
  18245. normal.set(1, 0, 0);
  18246. }
  18247. if (ty <= min) {
  18248. min = ty;
  18249. normal.set(0, 1, 0);
  18250. }
  18251. if (tz <= min) {
  18252. normal.set(0, 0, 1);
  18253. }
  18254. vec.crossVectors(tangents[0], normal).normalize();
  18255. normals[0].crossVectors(tangents[0], vec);
  18256. binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve
  18257. for (let i = 1; i <= segments; i++) {
  18258. normals[i] = normals[i - 1].clone();
  18259. binormals[i] = binormals[i - 1].clone();
  18260. vec.crossVectors(tangents[i - 1], tangents[i]);
  18261. if (vec.length() > Number.EPSILON) {
  18262. vec.normalize();
  18263. const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
  18264. normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
  18265. }
  18266. binormals[i].crossVectors(tangents[i], normals[i]);
  18267. } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  18268. if (closed === true) {
  18269. let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
  18270. theta /= segments;
  18271. if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
  18272. theta = -theta;
  18273. }
  18274. for (let i = 1; i <= segments; i++) {
  18275. // twist a little...
  18276. normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
  18277. binormals[i].crossVectors(tangents[i], normals[i]);
  18278. }
  18279. }
  18280. return {
  18281. tangents: tangents,
  18282. normals: normals,
  18283. binormals: binormals
  18284. };
  18285. }
  18286. clone() {
  18287. return new this.constructor().copy(this);
  18288. }
  18289. copy(source) {
  18290. this.arcLengthDivisions = source.arcLengthDivisions;
  18291. return this;
  18292. }
  18293. toJSON() {
  18294. const data = {
  18295. metadata: {
  18296. version: 4.5,
  18297. type: 'Curve',
  18298. generator: 'Curve.toJSON'
  18299. }
  18300. };
  18301. data.arcLengthDivisions = this.arcLengthDivisions;
  18302. data.type = this.type;
  18303. return data;
  18304. }
  18305. fromJSON(json) {
  18306. this.arcLengthDivisions = json.arcLengthDivisions;
  18307. return this;
  18308. }
  18309. }
  18310. class EllipseCurve extends Curve {
  18311. constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
  18312. super();
  18313. this.type = 'EllipseCurve';
  18314. this.aX = aX;
  18315. this.aY = aY;
  18316. this.xRadius = xRadius;
  18317. this.yRadius = yRadius;
  18318. this.aStartAngle = aStartAngle;
  18319. this.aEndAngle = aEndAngle;
  18320. this.aClockwise = aClockwise;
  18321. this.aRotation = aRotation;
  18322. }
  18323. getPoint(t, optionalTarget) {
  18324. const point = optionalTarget || new Vector2();
  18325. const twoPi = Math.PI * 2;
  18326. let deltaAngle = this.aEndAngle - this.aStartAngle;
  18327. const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
  18328. while (deltaAngle < 0) deltaAngle += twoPi;
  18329. while (deltaAngle > twoPi) deltaAngle -= twoPi;
  18330. if (deltaAngle < Number.EPSILON) {
  18331. if (samePoints) {
  18332. deltaAngle = 0;
  18333. } else {
  18334. deltaAngle = twoPi;
  18335. }
  18336. }
  18337. if (this.aClockwise === true && !samePoints) {
  18338. if (deltaAngle === twoPi) {
  18339. deltaAngle = -twoPi;
  18340. } else {
  18341. deltaAngle = deltaAngle - twoPi;
  18342. }
  18343. }
  18344. const angle = this.aStartAngle + t * deltaAngle;
  18345. let x = this.aX + this.xRadius * Math.cos(angle);
  18346. let y = this.aY + this.yRadius * Math.sin(angle);
  18347. if (this.aRotation !== 0) {
  18348. const cos = Math.cos(this.aRotation);
  18349. const sin = Math.sin(this.aRotation);
  18350. const tx = x - this.aX;
  18351. const ty = y - this.aY; // Rotate the point about the center of the ellipse.
  18352. x = tx * cos - ty * sin + this.aX;
  18353. y = tx * sin + ty * cos + this.aY;
  18354. }
  18355. return point.set(x, y);
  18356. }
  18357. copy(source) {
  18358. super.copy(source);
  18359. this.aX = source.aX;
  18360. this.aY = source.aY;
  18361. this.xRadius = source.xRadius;
  18362. this.yRadius = source.yRadius;
  18363. this.aStartAngle = source.aStartAngle;
  18364. this.aEndAngle = source.aEndAngle;
  18365. this.aClockwise = source.aClockwise;
  18366. this.aRotation = source.aRotation;
  18367. return this;
  18368. }
  18369. toJSON() {
  18370. const data = super.toJSON();
  18371. data.aX = this.aX;
  18372. data.aY = this.aY;
  18373. data.xRadius = this.xRadius;
  18374. data.yRadius = this.yRadius;
  18375. data.aStartAngle = this.aStartAngle;
  18376. data.aEndAngle = this.aEndAngle;
  18377. data.aClockwise = this.aClockwise;
  18378. data.aRotation = this.aRotation;
  18379. return data;
  18380. }
  18381. fromJSON(json) {
  18382. super.fromJSON(json);
  18383. this.aX = json.aX;
  18384. this.aY = json.aY;
  18385. this.xRadius = json.xRadius;
  18386. this.yRadius = json.yRadius;
  18387. this.aStartAngle = json.aStartAngle;
  18388. this.aEndAngle = json.aEndAngle;
  18389. this.aClockwise = json.aClockwise;
  18390. this.aRotation = json.aRotation;
  18391. return this;
  18392. }
  18393. }
  18394. EllipseCurve.prototype.isEllipseCurve = true;
  18395. class ArcCurve extends EllipseCurve {
  18396. constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  18397. super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  18398. this.type = 'ArcCurve';
  18399. }
  18400. }
  18401. ArcCurve.prototype.isArcCurve = true;
  18402. /**
  18403. * Centripetal CatmullRom Curve - which is useful for avoiding
  18404. * cusps and self-intersections in non-uniform catmull rom curves.
  18405. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  18406. *
  18407. * curve.type accepts centripetal(default), chordal and catmullrom
  18408. * curve.tension is used for catmullrom which defaults to 0.5
  18409. */
  18410. /*
  18411. Based on an optimized c++ solution in
  18412. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  18413. - http://ideone.com/NoEbVM
  18414. This CubicPoly class could be used for reusing some variables and calculations,
  18415. but for three.js curve use, it could be possible inlined and flatten into a single function call
  18416. which can be placed in CurveUtils.
  18417. */
  18418. function CubicPoly() {
  18419. let c0 = 0,
  18420. c1 = 0,
  18421. c2 = 0,
  18422. c3 = 0;
  18423. /*
  18424. * Compute coefficients for a cubic polynomial
  18425. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  18426. * such that
  18427. * p(0) = x0, p(1) = x1
  18428. * and
  18429. * p'(0) = t0, p'(1) = t1.
  18430. */
  18431. function init(x0, x1, t0, t1) {
  18432. c0 = x0;
  18433. c1 = t0;
  18434. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  18435. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  18436. }
  18437. return {
  18438. initCatmullRom: function (x0, x1, x2, x3, tension) {
  18439. init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
  18440. },
  18441. initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) {
  18442. // compute tangents when parameterized in [t1,t2]
  18443. let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
  18444. let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]
  18445. t1 *= dt1;
  18446. t2 *= dt1;
  18447. init(x1, x2, t1, t2);
  18448. },
  18449. calc: function (t) {
  18450. const t2 = t * t;
  18451. const t3 = t2 * t;
  18452. return c0 + c1 * t + c2 * t2 + c3 * t3;
  18453. }
  18454. };
  18455. } //
  18456. const tmp = new Vector3();
  18457. const px = new CubicPoly(),
  18458. py = new CubicPoly(),
  18459. pz = new CubicPoly();
  18460. class CatmullRomCurve3 extends Curve {
  18461. constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) {
  18462. super();
  18463. this.type = 'CatmullRomCurve3';
  18464. this.points = points;
  18465. this.closed = closed;
  18466. this.curveType = curveType;
  18467. this.tension = tension;
  18468. }
  18469. getPoint(t, optionalTarget = new Vector3()) {
  18470. const point = optionalTarget;
  18471. const points = this.points;
  18472. const l = points.length;
  18473. const p = (l - (this.closed ? 0 : 1)) * t;
  18474. let intPoint = Math.floor(p);
  18475. let weight = p - intPoint;
  18476. if (this.closed) {
  18477. intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
  18478. } else if (weight === 0 && intPoint === l - 1) {
  18479. intPoint = l - 2;
  18480. weight = 1;
  18481. }
  18482. let p0, p3; // 4 points (p1 & p2 defined below)
  18483. if (this.closed || intPoint > 0) {
  18484. p0 = points[(intPoint - 1) % l];
  18485. } else {
  18486. // extrapolate first point
  18487. tmp.subVectors(points[0], points[1]).add(points[0]);
  18488. p0 = tmp;
  18489. }
  18490. const p1 = points[intPoint % l];
  18491. const p2 = points[(intPoint + 1) % l];
  18492. if (this.closed || intPoint + 2 < l) {
  18493. p3 = points[(intPoint + 2) % l];
  18494. } else {
  18495. // extrapolate last point
  18496. tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
  18497. p3 = tmp;
  18498. }
  18499. if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
  18500. // init Centripetal / Chordal Catmull-Rom
  18501. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  18502. let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
  18503. let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
  18504. let dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points
  18505. if (dt1 < 1e-4) dt1 = 1.0;
  18506. if (dt0 < 1e-4) dt0 = dt1;
  18507. if (dt2 < 1e-4) dt2 = dt1;
  18508. px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
  18509. py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
  18510. pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
  18511. } else if (this.curveType === 'catmullrom') {
  18512. px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
  18513. py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
  18514. pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
  18515. }
  18516. point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
  18517. return point;
  18518. }
  18519. copy(source) {
  18520. super.copy(source);
  18521. this.points = [];
  18522. for (let i = 0, l = source.points.length; i < l; i++) {
  18523. const point = source.points[i];
  18524. this.points.push(point.clone());
  18525. }
  18526. this.closed = source.closed;
  18527. this.curveType = source.curveType;
  18528. this.tension = source.tension;
  18529. return this;
  18530. }
  18531. toJSON() {
  18532. const data = super.toJSON();
  18533. data.points = [];
  18534. for (let i = 0, l = this.points.length; i < l; i++) {
  18535. const point = this.points[i];
  18536. data.points.push(point.toArray());
  18537. }
  18538. data.closed = this.closed;
  18539. data.curveType = this.curveType;
  18540. data.tension = this.tension;
  18541. return data;
  18542. }
  18543. fromJSON(json) {
  18544. super.fromJSON(json);
  18545. this.points = [];
  18546. for (let i = 0, l = json.points.length; i < l; i++) {
  18547. const point = json.points[i];
  18548. this.points.push(new Vector3().fromArray(point));
  18549. }
  18550. this.closed = json.closed;
  18551. this.curveType = json.curveType;
  18552. this.tension = json.tension;
  18553. return this;
  18554. }
  18555. }
  18556. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  18557. /**
  18558. * Bezier Curves formulas obtained from
  18559. * http://en.wikipedia.org/wiki/Bézier_curve
  18560. */
  18561. function CatmullRom(t, p0, p1, p2, p3) {
  18562. const v0 = (p2 - p0) * 0.5;
  18563. const v1 = (p3 - p1) * 0.5;
  18564. const t2 = t * t;
  18565. const t3 = t * t2;
  18566. return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
  18567. } //
  18568. function QuadraticBezierP0(t, p) {
  18569. const k = 1 - t;
  18570. return k * k * p;
  18571. }
  18572. function QuadraticBezierP1(t, p) {
  18573. return 2 * (1 - t) * t * p;
  18574. }
  18575. function QuadraticBezierP2(t, p) {
  18576. return t * t * p;
  18577. }
  18578. function QuadraticBezier(t, p0, p1, p2) {
  18579. return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
  18580. } //
  18581. function CubicBezierP0(t, p) {
  18582. const k = 1 - t;
  18583. return k * k * k * p;
  18584. }
  18585. function CubicBezierP1(t, p) {
  18586. const k = 1 - t;
  18587. return 3 * k * k * t * p;
  18588. }
  18589. function CubicBezierP2(t, p) {
  18590. return 3 * (1 - t) * t * t * p;
  18591. }
  18592. function CubicBezierP3(t, p) {
  18593. return t * t * t * p;
  18594. }
  18595. function CubicBezier(t, p0, p1, p2, p3) {
  18596. return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
  18597. }
  18598. class CubicBezierCurve extends Curve {
  18599. constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
  18600. super();
  18601. this.type = 'CubicBezierCurve';
  18602. this.v0 = v0;
  18603. this.v1 = v1;
  18604. this.v2 = v2;
  18605. this.v3 = v3;
  18606. }
  18607. getPoint(t, optionalTarget = new Vector2()) {
  18608. const point = optionalTarget;
  18609. const v0 = this.v0,
  18610. v1 = this.v1,
  18611. v2 = this.v2,
  18612. v3 = this.v3;
  18613. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
  18614. return point;
  18615. }
  18616. copy(source) {
  18617. super.copy(source);
  18618. this.v0.copy(source.v0);
  18619. this.v1.copy(source.v1);
  18620. this.v2.copy(source.v2);
  18621. this.v3.copy(source.v3);
  18622. return this;
  18623. }
  18624. toJSON() {
  18625. const data = super.toJSON();
  18626. data.v0 = this.v0.toArray();
  18627. data.v1 = this.v1.toArray();
  18628. data.v2 = this.v2.toArray();
  18629. data.v3 = this.v3.toArray();
  18630. return data;
  18631. }
  18632. fromJSON(json) {
  18633. super.fromJSON(json);
  18634. this.v0.fromArray(json.v0);
  18635. this.v1.fromArray(json.v1);
  18636. this.v2.fromArray(json.v2);
  18637. this.v3.fromArray(json.v3);
  18638. return this;
  18639. }
  18640. }
  18641. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  18642. class CubicBezierCurve3 extends Curve {
  18643. constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
  18644. super();
  18645. this.type = 'CubicBezierCurve3';
  18646. this.v0 = v0;
  18647. this.v1 = v1;
  18648. this.v2 = v2;
  18649. this.v3 = v3;
  18650. }
  18651. getPoint(t, optionalTarget = new Vector3()) {
  18652. const point = optionalTarget;
  18653. const v0 = this.v0,
  18654. v1 = this.v1,
  18655. v2 = this.v2,
  18656. v3 = this.v3;
  18657. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));
  18658. return point;
  18659. }
  18660. copy(source) {
  18661. super.copy(source);
  18662. this.v0.copy(source.v0);
  18663. this.v1.copy(source.v1);
  18664. this.v2.copy(source.v2);
  18665. this.v3.copy(source.v3);
  18666. return this;
  18667. }
  18668. toJSON() {
  18669. const data = super.toJSON();
  18670. data.v0 = this.v0.toArray();
  18671. data.v1 = this.v1.toArray();
  18672. data.v2 = this.v2.toArray();
  18673. data.v3 = this.v3.toArray();
  18674. return data;
  18675. }
  18676. fromJSON(json) {
  18677. super.fromJSON(json);
  18678. this.v0.fromArray(json.v0);
  18679. this.v1.fromArray(json.v1);
  18680. this.v2.fromArray(json.v2);
  18681. this.v3.fromArray(json.v3);
  18682. return this;
  18683. }
  18684. }
  18685. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  18686. class LineCurve extends Curve {
  18687. constructor(v1 = new Vector2(), v2 = new Vector2()) {
  18688. super();
  18689. this.type = 'LineCurve';
  18690. this.v1 = v1;
  18691. this.v2 = v2;
  18692. }
  18693. getPoint(t, optionalTarget = new Vector2()) {
  18694. const point = optionalTarget;
  18695. if (t === 1) {
  18696. point.copy(this.v2);
  18697. } else {
  18698. point.copy(this.v2).sub(this.v1);
  18699. point.multiplyScalar(t).add(this.v1);
  18700. }
  18701. return point;
  18702. } // Line curve is linear, so we can overwrite default getPointAt
  18703. getPointAt(u, optionalTarget) {
  18704. return this.getPoint(u, optionalTarget);
  18705. }
  18706. getTangent(t, optionalTarget) {
  18707. const tangent = optionalTarget || new Vector2();
  18708. tangent.copy(this.v2).sub(this.v1).normalize();
  18709. return tangent;
  18710. }
  18711. copy(source) {
  18712. super.copy(source);
  18713. this.v1.copy(source.v1);
  18714. this.v2.copy(source.v2);
  18715. return this;
  18716. }
  18717. toJSON() {
  18718. const data = super.toJSON();
  18719. data.v1 = this.v1.toArray();
  18720. data.v2 = this.v2.toArray();
  18721. return data;
  18722. }
  18723. fromJSON(json) {
  18724. super.fromJSON(json);
  18725. this.v1.fromArray(json.v1);
  18726. this.v2.fromArray(json.v2);
  18727. return this;
  18728. }
  18729. }
  18730. LineCurve.prototype.isLineCurve = true;
  18731. class LineCurve3 extends Curve {
  18732. constructor(v1 = new Vector3(), v2 = new Vector3()) {
  18733. super();
  18734. this.type = 'LineCurve3';
  18735. this.isLineCurve3 = true;
  18736. this.v1 = v1;
  18737. this.v2 = v2;
  18738. }
  18739. getPoint(t, optionalTarget = new Vector3()) {
  18740. const point = optionalTarget;
  18741. if (t === 1) {
  18742. point.copy(this.v2);
  18743. } else {
  18744. point.copy(this.v2).sub(this.v1);
  18745. point.multiplyScalar(t).add(this.v1);
  18746. }
  18747. return point;
  18748. } // Line curve is linear, so we can overwrite default getPointAt
  18749. getPointAt(u, optionalTarget) {
  18750. return this.getPoint(u, optionalTarget);
  18751. }
  18752. copy(source) {
  18753. super.copy(source);
  18754. this.v1.copy(source.v1);
  18755. this.v2.copy(source.v2);
  18756. return this;
  18757. }
  18758. toJSON() {
  18759. const data = super.toJSON();
  18760. data.v1 = this.v1.toArray();
  18761. data.v2 = this.v2.toArray();
  18762. return data;
  18763. }
  18764. fromJSON(json) {
  18765. super.fromJSON(json);
  18766. this.v1.fromArray(json.v1);
  18767. this.v2.fromArray(json.v2);
  18768. return this;
  18769. }
  18770. }
  18771. class QuadraticBezierCurve extends Curve {
  18772. constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
  18773. super();
  18774. this.type = 'QuadraticBezierCurve';
  18775. this.v0 = v0;
  18776. this.v1 = v1;
  18777. this.v2 = v2;
  18778. }
  18779. getPoint(t, optionalTarget = new Vector2()) {
  18780. const point = optionalTarget;
  18781. const v0 = this.v0,
  18782. v1 = this.v1,
  18783. v2 = this.v2;
  18784. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
  18785. return point;
  18786. }
  18787. copy(source) {
  18788. super.copy(source);
  18789. this.v0.copy(source.v0);
  18790. this.v1.copy(source.v1);
  18791. this.v2.copy(source.v2);
  18792. return this;
  18793. }
  18794. toJSON() {
  18795. const data = super.toJSON();
  18796. data.v0 = this.v0.toArray();
  18797. data.v1 = this.v1.toArray();
  18798. data.v2 = this.v2.toArray();
  18799. return data;
  18800. }
  18801. fromJSON(json) {
  18802. super.fromJSON(json);
  18803. this.v0.fromArray(json.v0);
  18804. this.v1.fromArray(json.v1);
  18805. this.v2.fromArray(json.v2);
  18806. return this;
  18807. }
  18808. }
  18809. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  18810. class QuadraticBezierCurve3 extends Curve {
  18811. constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
  18812. super();
  18813. this.type = 'QuadraticBezierCurve3';
  18814. this.v0 = v0;
  18815. this.v1 = v1;
  18816. this.v2 = v2;
  18817. }
  18818. getPoint(t, optionalTarget = new Vector3()) {
  18819. const point = optionalTarget;
  18820. const v0 = this.v0,
  18821. v1 = this.v1,
  18822. v2 = this.v2;
  18823. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));
  18824. return point;
  18825. }
  18826. copy(source) {
  18827. super.copy(source);
  18828. this.v0.copy(source.v0);
  18829. this.v1.copy(source.v1);
  18830. this.v2.copy(source.v2);
  18831. return this;
  18832. }
  18833. toJSON() {
  18834. const data = super.toJSON();
  18835. data.v0 = this.v0.toArray();
  18836. data.v1 = this.v1.toArray();
  18837. data.v2 = this.v2.toArray();
  18838. return data;
  18839. }
  18840. fromJSON(json) {
  18841. super.fromJSON(json);
  18842. this.v0.fromArray(json.v0);
  18843. this.v1.fromArray(json.v1);
  18844. this.v2.fromArray(json.v2);
  18845. return this;
  18846. }
  18847. }
  18848. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  18849. class SplineCurve extends Curve {
  18850. constructor(points = []) {
  18851. super();
  18852. this.type = 'SplineCurve';
  18853. this.points = points;
  18854. }
  18855. getPoint(t, optionalTarget = new Vector2()) {
  18856. const point = optionalTarget;
  18857. const points = this.points;
  18858. const p = (points.length - 1) * t;
  18859. const intPoint = Math.floor(p);
  18860. const weight = p - intPoint;
  18861. const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
  18862. const p1 = points[intPoint];
  18863. const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
  18864. const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
  18865. point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));
  18866. return point;
  18867. }
  18868. copy(source) {
  18869. super.copy(source);
  18870. this.points = [];
  18871. for (let i = 0, l = source.points.length; i < l; i++) {
  18872. const point = source.points[i];
  18873. this.points.push(point.clone());
  18874. }
  18875. return this;
  18876. }
  18877. toJSON() {
  18878. const data = super.toJSON();
  18879. data.points = [];
  18880. for (let i = 0, l = this.points.length; i < l; i++) {
  18881. const point = this.points[i];
  18882. data.points.push(point.toArray());
  18883. }
  18884. return data;
  18885. }
  18886. fromJSON(json) {
  18887. super.fromJSON(json);
  18888. this.points = [];
  18889. for (let i = 0, l = json.points.length; i < l; i++) {
  18890. const point = json.points[i];
  18891. this.points.push(new Vector2().fromArray(point));
  18892. }
  18893. return this;
  18894. }
  18895. }
  18896. SplineCurve.prototype.isSplineCurve = true;
  18897. var Curves = /*#__PURE__*/Object.freeze({
  18898. __proto__: null,
  18899. ArcCurve: ArcCurve,
  18900. CatmullRomCurve3: CatmullRomCurve3,
  18901. CubicBezierCurve: CubicBezierCurve,
  18902. CubicBezierCurve3: CubicBezierCurve3,
  18903. EllipseCurve: EllipseCurve,
  18904. LineCurve: LineCurve,
  18905. LineCurve3: LineCurve3,
  18906. QuadraticBezierCurve: QuadraticBezierCurve,
  18907. QuadraticBezierCurve3: QuadraticBezierCurve3,
  18908. SplineCurve: SplineCurve
  18909. });
  18910. /**************************************************************
  18911. * Curved Path - a curve path is simply a array of connected
  18912. * curves, but retains the api of a curve
  18913. **************************************************************/
  18914. class CurvePath extends Curve {
  18915. constructor() {
  18916. super();
  18917. this.type = 'CurvePath';
  18918. this.curves = [];
  18919. this.autoClose = false; // Automatically closes the path
  18920. }
  18921. add(curve) {
  18922. this.curves.push(curve);
  18923. }
  18924. closePath() {
  18925. // Add a line curve if start and end of lines are not connected
  18926. const startPoint = this.curves[0].getPoint(0);
  18927. const endPoint = this.curves[this.curves.length - 1].getPoint(1);
  18928. if (!startPoint.equals(endPoint)) {
  18929. this.curves.push(new LineCurve(endPoint, startPoint));
  18930. }
  18931. } // To get accurate point with reference to
  18932. // entire path distance at time t,
  18933. // following has to be done:
  18934. // 1. Length of each sub path have to be known
  18935. // 2. Locate and identify type of curve
  18936. // 3. Get t for the curve
  18937. // 4. Return curve.getPointAt(t')
  18938. getPoint(t, optionalTarget) {
  18939. const d = t * this.getLength();
  18940. const curveLengths = this.getCurveLengths();
  18941. let i = 0; // To think about boundaries points.
  18942. while (i < curveLengths.length) {
  18943. if (curveLengths[i] >= d) {
  18944. const diff = curveLengths[i] - d;
  18945. const curve = this.curves[i];
  18946. const segmentLength = curve.getLength();
  18947. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  18948. return curve.getPointAt(u, optionalTarget);
  18949. }
  18950. i++;
  18951. }
  18952. return null; // loop where sum != 0, sum > d , sum+1 <d
  18953. } // We cannot use the default THREE.Curve getPoint() with getLength() because in
  18954. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  18955. // getPoint() depends on getLength
  18956. getLength() {
  18957. const lens = this.getCurveLengths();
  18958. return lens[lens.length - 1];
  18959. } // cacheLengths must be recalculated.
  18960. updateArcLengths() {
  18961. this.needsUpdate = true;
  18962. this.cacheLengths = null;
  18963. this.getCurveLengths();
  18964. } // Compute lengths and cache them
  18965. // We cannot overwrite getLengths() because UtoT mapping uses it.
  18966. getCurveLengths() {
  18967. // We use cache values if curves and cache array are same length
  18968. if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
  18969. return this.cacheLengths;
  18970. } // Get length of sub-curve
  18971. // Push sums into cached array
  18972. const lengths = [];
  18973. let sums = 0;
  18974. for (let i = 0, l = this.curves.length; i < l; i++) {
  18975. sums += this.curves[i].getLength();
  18976. lengths.push(sums);
  18977. }
  18978. this.cacheLengths = lengths;
  18979. return lengths;
  18980. }
  18981. getSpacedPoints(divisions = 40) {
  18982. const points = [];
  18983. for (let i = 0; i <= divisions; i++) {
  18984. points.push(this.getPoint(i / divisions));
  18985. }
  18986. if (this.autoClose) {
  18987. points.push(points[0]);
  18988. }
  18989. return points;
  18990. }
  18991. getPoints(divisions = 12) {
  18992. const points = [];
  18993. let last;
  18994. for (let i = 0, curves = this.curves; i < curves.length; i++) {
  18995. const curve = curves[i];
  18996. const resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
  18997. const pts = curve.getPoints(resolution);
  18998. for (let j = 0; j < pts.length; j++) {
  18999. const point = pts[j];
  19000. if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
  19001. points.push(point);
  19002. last = point;
  19003. }
  19004. }
  19005. if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
  19006. points.push(points[0]);
  19007. }
  19008. return points;
  19009. }
  19010. copy(source) {
  19011. super.copy(source);
  19012. this.curves = [];
  19013. for (let i = 0, l = source.curves.length; i < l; i++) {
  19014. const curve = source.curves[i];
  19015. this.curves.push(curve.clone());
  19016. }
  19017. this.autoClose = source.autoClose;
  19018. return this;
  19019. }
  19020. toJSON() {
  19021. const data = super.toJSON();
  19022. data.autoClose = this.autoClose;
  19023. data.curves = [];
  19024. for (let i = 0, l = this.curves.length; i < l; i++) {
  19025. const curve = this.curves[i];
  19026. data.curves.push(curve.toJSON());
  19027. }
  19028. return data;
  19029. }
  19030. fromJSON(json) {
  19031. super.fromJSON(json);
  19032. this.autoClose = json.autoClose;
  19033. this.curves = [];
  19034. for (let i = 0, l = json.curves.length; i < l; i++) {
  19035. const curve = json.curves[i];
  19036. this.curves.push(new Curves[curve.type]().fromJSON(curve));
  19037. }
  19038. return this;
  19039. }
  19040. }
  19041. class Path extends CurvePath {
  19042. constructor(points) {
  19043. super();
  19044. this.type = 'Path';
  19045. this.currentPoint = new Vector2();
  19046. if (points) {
  19047. this.setFromPoints(points);
  19048. }
  19049. }
  19050. setFromPoints(points) {
  19051. this.moveTo(points[0].x, points[0].y);
  19052. for (let i = 1, l = points.length; i < l; i++) {
  19053. this.lineTo(points[i].x, points[i].y);
  19054. }
  19055. return this;
  19056. }
  19057. moveTo(x, y) {
  19058. this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
  19059. return this;
  19060. }
  19061. lineTo(x, y) {
  19062. const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
  19063. this.curves.push(curve);
  19064. this.currentPoint.set(x, y);
  19065. return this;
  19066. }
  19067. quadraticCurveTo(aCPx, aCPy, aX, aY) {
  19068. const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
  19069. this.curves.push(curve);
  19070. this.currentPoint.set(aX, aY);
  19071. return this;
  19072. }
  19073. bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  19074. const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));
  19075. this.curves.push(curve);
  19076. this.currentPoint.set(aX, aY);
  19077. return this;
  19078. }
  19079. splineThru(pts
  19080. /*Array of Vector*/
  19081. ) {
  19082. const npts = [this.currentPoint.clone()].concat(pts);
  19083. const curve = new SplineCurve(npts);
  19084. this.curves.push(curve);
  19085. this.currentPoint.copy(pts[pts.length - 1]);
  19086. return this;
  19087. }
  19088. arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  19089. const x0 = this.currentPoint.x;
  19090. const y0 = this.currentPoint.y;
  19091. this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
  19092. return this;
  19093. }
  19094. absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  19095. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  19096. return this;
  19097. }
  19098. ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  19099. const x0 = this.currentPoint.x;
  19100. const y0 = this.currentPoint.y;
  19101. this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  19102. return this;
  19103. }
  19104. absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  19105. const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  19106. if (this.curves.length > 0) {
  19107. // if a previous curve is present, attempt to join
  19108. const firstPoint = curve.getPoint(0);
  19109. if (!firstPoint.equals(this.currentPoint)) {
  19110. this.lineTo(firstPoint.x, firstPoint.y);
  19111. }
  19112. }
  19113. this.curves.push(curve);
  19114. const lastPoint = curve.getPoint(1);
  19115. this.currentPoint.copy(lastPoint);
  19116. return this;
  19117. }
  19118. copy(source) {
  19119. super.copy(source);
  19120. this.currentPoint.copy(source.currentPoint);
  19121. return this;
  19122. }
  19123. toJSON() {
  19124. const data = super.toJSON();
  19125. data.currentPoint = this.currentPoint.toArray();
  19126. return data;
  19127. }
  19128. fromJSON(json) {
  19129. super.fromJSON(json);
  19130. this.currentPoint.fromArray(json.currentPoint);
  19131. return this;
  19132. }
  19133. }
  19134. class Shape extends Path {
  19135. constructor(points) {
  19136. super(points);
  19137. this.uuid = generateUUID();
  19138. this.type = 'Shape';
  19139. this.holes = [];
  19140. }
  19141. getPointsHoles(divisions) {
  19142. const holesPts = [];
  19143. for (let i = 0, l = this.holes.length; i < l; i++) {
  19144. holesPts[i] = this.holes[i].getPoints(divisions);
  19145. }
  19146. return holesPts;
  19147. } // get points of shape and holes (keypoints based on segments parameter)
  19148. extractPoints(divisions) {
  19149. return {
  19150. shape: this.getPoints(divisions),
  19151. holes: this.getPointsHoles(divisions)
  19152. };
  19153. }
  19154. copy(source) {
  19155. super.copy(source);
  19156. this.holes = [];
  19157. for (let i = 0, l = source.holes.length; i < l; i++) {
  19158. const hole = source.holes[i];
  19159. this.holes.push(hole.clone());
  19160. }
  19161. return this;
  19162. }
  19163. toJSON() {
  19164. const data = super.toJSON();
  19165. data.uuid = this.uuid;
  19166. data.holes = [];
  19167. for (let i = 0, l = this.holes.length; i < l; i++) {
  19168. const hole = this.holes[i];
  19169. data.holes.push(hole.toJSON());
  19170. }
  19171. return data;
  19172. }
  19173. fromJSON(json) {
  19174. super.fromJSON(json);
  19175. this.uuid = json.uuid;
  19176. this.holes = [];
  19177. for (let i = 0, l = json.holes.length; i < l; i++) {
  19178. const hole = json.holes[i];
  19179. this.holes.push(new Path().fromJSON(hole));
  19180. }
  19181. return this;
  19182. }
  19183. }
  19184. /**
  19185. * Port from https://github.com/mapbox/earcut (v2.2.2)
  19186. */
  19187. const Earcut = {
  19188. triangulate: function (data, holeIndices, dim = 2) {
  19189. const hasHoles = holeIndices && holeIndices.length;
  19190. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  19191. let outerNode = linkedList(data, 0, outerLen, dim, true);
  19192. const triangles = [];
  19193. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  19194. let minX, minY, maxX, maxY, x, y, invSize;
  19195. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  19196. if (data.length > 80 * dim) {
  19197. minX = maxX = data[0];
  19198. minY = maxY = data[1];
  19199. for (let i = dim; i < outerLen; i += dim) {
  19200. x = data[i];
  19201. y = data[i + 1];
  19202. if (x < minX) minX = x;
  19203. if (y < minY) minY = y;
  19204. if (x > maxX) maxX = x;
  19205. if (y > maxY) maxY = y;
  19206. } // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  19207. invSize = Math.max(maxX - minX, maxY - minY);
  19208. invSize = invSize !== 0 ? 1 / invSize : 0;
  19209. }
  19210. earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
  19211. return triangles;
  19212. }
  19213. }; // create a circular doubly linked list from polygon points in the specified winding order
  19214. function linkedList(data, start, end, dim, clockwise) {
  19215. let i, last;
  19216. if (clockwise === signedArea(data, start, end, dim) > 0) {
  19217. for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
  19218. } else {
  19219. for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
  19220. }
  19221. if (last && equals(last, last.next)) {
  19222. removeNode(last);
  19223. last = last.next;
  19224. }
  19225. return last;
  19226. } // eliminate colinear or duplicate points
  19227. function filterPoints(start, end) {
  19228. if (!start) return start;
  19229. if (!end) end = start;
  19230. let p = start,
  19231. again;
  19232. do {
  19233. again = false;
  19234. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  19235. removeNode(p);
  19236. p = end = p.prev;
  19237. if (p === p.next) break;
  19238. again = true;
  19239. } else {
  19240. p = p.next;
  19241. }
  19242. } while (again || p !== end);
  19243. return end;
  19244. } // main ear slicing loop which triangulates a polygon (given as a linked list)
  19245. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  19246. if (!ear) return; // interlink polygon nodes in z-order
  19247. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  19248. let stop = ear,
  19249. prev,
  19250. next; // iterate through ears, slicing them one by one
  19251. while (ear.prev !== ear.next) {
  19252. prev = ear.prev;
  19253. next = ear.next;
  19254. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  19255. // cut off the triangle
  19256. triangles.push(prev.i / dim);
  19257. triangles.push(ear.i / dim);
  19258. triangles.push(next.i / dim);
  19259. removeNode(ear); // skipping the next vertex leads to less sliver triangles
  19260. ear = next.next;
  19261. stop = next.next;
  19262. continue;
  19263. }
  19264. ear = next; // if we looped through the whole remaining polygon and can't find any more ears
  19265. if (ear === stop) {
  19266. // try filtering points and slicing again
  19267. if (!pass) {
  19268. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
  19269. } else if (pass === 1) {
  19270. ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
  19271. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
  19272. } else if (pass === 2) {
  19273. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  19274. }
  19275. break;
  19276. }
  19277. }
  19278. } // check whether a polygon node forms a valid ear with adjacent nodes
  19279. function isEar(ear) {
  19280. const a = ear.prev,
  19281. b = ear,
  19282. c = ear.next;
  19283. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  19284. // now make sure we don't have other points inside the potential ear
  19285. let p = ear.next.next;
  19286. while (p !== ear.prev) {
  19287. if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  19288. p = p.next;
  19289. }
  19290. return true;
  19291. }
  19292. function isEarHashed(ear, minX, minY, invSize) {
  19293. const a = ear.prev,
  19294. b = ear,
  19295. c = ear.next;
  19296. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  19297. // triangle bbox; min & max are calculated like this for speed
  19298. const minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
  19299. minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,
  19300. maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,
  19301. maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox;
  19302. const minZ = zOrder(minTX, minTY, minX, minY, invSize),
  19303. maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
  19304. let p = ear.prevZ,
  19305. n = ear.nextZ; // look for points inside the triangle in both directions
  19306. while (p && p.z >= minZ && n && n.z <= maxZ) {
  19307. if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  19308. p = p.prevZ;
  19309. if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  19310. n = n.nextZ;
  19311. } // look for remaining points in decreasing z-order
  19312. while (p && p.z >= minZ) {
  19313. if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  19314. p = p.prevZ;
  19315. } // look for remaining points in increasing z-order
  19316. while (n && n.z <= maxZ) {
  19317. if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  19318. n = n.nextZ;
  19319. }
  19320. return true;
  19321. } // go through all polygon nodes and cure small local self-intersections
  19322. function cureLocalIntersections(start, triangles, dim) {
  19323. let p = start;
  19324. do {
  19325. const a = p.prev,
  19326. b = p.next.next;
  19327. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  19328. triangles.push(a.i / dim);
  19329. triangles.push(p.i / dim);
  19330. triangles.push(b.i / dim); // remove two nodes involved
  19331. removeNode(p);
  19332. removeNode(p.next);
  19333. p = start = b;
  19334. }
  19335. p = p.next;
  19336. } while (p !== start);
  19337. return filterPoints(p);
  19338. } // try splitting polygon into two and triangulate them independently
  19339. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  19340. // look for a valid diagonal that divides the polygon into two
  19341. let a = start;
  19342. do {
  19343. let b = a.next.next;
  19344. while (b !== a.prev) {
  19345. if (a.i !== b.i && isValidDiagonal(a, b)) {
  19346. // split the polygon in two by the diagonal
  19347. let c = splitPolygon(a, b); // filter colinear points around the cuts
  19348. a = filterPoints(a, a.next);
  19349. c = filterPoints(c, c.next); // run earcut on each half
  19350. earcutLinked(a, triangles, dim, minX, minY, invSize);
  19351. earcutLinked(c, triangles, dim, minX, minY, invSize);
  19352. return;
  19353. }
  19354. b = b.next;
  19355. }
  19356. a = a.next;
  19357. } while (a !== start);
  19358. } // link every hole into the outer loop, producing a single-ring polygon without holes
  19359. function eliminateHoles(data, holeIndices, outerNode, dim) {
  19360. const queue = [];
  19361. let i, len, start, end, list;
  19362. for (i = 0, len = holeIndices.length; i < len; i++) {
  19363. start = holeIndices[i] * dim;
  19364. end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  19365. list = linkedList(data, start, end, dim, false);
  19366. if (list === list.next) list.steiner = true;
  19367. queue.push(getLeftmost(list));
  19368. }
  19369. queue.sort(compareX); // process holes from left to right
  19370. for (i = 0; i < queue.length; i++) {
  19371. eliminateHole(queue[i], outerNode);
  19372. outerNode = filterPoints(outerNode, outerNode.next);
  19373. }
  19374. return outerNode;
  19375. }
  19376. function compareX(a, b) {
  19377. return a.x - b.x;
  19378. } // find a bridge between vertices that connects hole with an outer ring and and link it
  19379. function eliminateHole(hole, outerNode) {
  19380. outerNode = findHoleBridge(hole, outerNode);
  19381. if (outerNode) {
  19382. const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
  19383. filterPoints(outerNode, outerNode.next);
  19384. filterPoints(b, b.next);
  19385. }
  19386. } // David Eberly's algorithm for finding a bridge between hole and outer polygon
  19387. function findHoleBridge(hole, outerNode) {
  19388. let p = outerNode;
  19389. const hx = hole.x;
  19390. const hy = hole.y;
  19391. let qx = -Infinity,
  19392. m; // find a segment intersected by a ray from the hole's leftmost point to the left;
  19393. // segment's endpoint with lesser x will be potential connection point
  19394. do {
  19395. if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  19396. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  19397. if (x <= hx && x > qx) {
  19398. qx = x;
  19399. if (x === hx) {
  19400. if (hy === p.y) return p;
  19401. if (hy === p.next.y) return p.next;
  19402. }
  19403. m = p.x < p.next.x ? p : p.next;
  19404. }
  19405. }
  19406. p = p.next;
  19407. } while (p !== outerNode);
  19408. if (!m) return null;
  19409. if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
  19410. // look for points inside the triangle of hole point, segment intersection and endpoint;
  19411. // if there are no points found, we have a valid connection;
  19412. // otherwise choose the point of the minimum angle with the ray as connection point
  19413. const stop = m,
  19414. mx = m.x,
  19415. my = m.y;
  19416. let tanMin = Infinity,
  19417. tan;
  19418. p = m;
  19419. do {
  19420. if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  19421. tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  19422. if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
  19423. m = p;
  19424. tanMin = tan;
  19425. }
  19426. }
  19427. p = p.next;
  19428. } while (p !== stop);
  19429. return m;
  19430. } // whether sector in vertex m contains sector in vertex p in the same coordinates
  19431. function sectorContainsSector(m, p) {
  19432. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  19433. } // interlink polygon nodes in z-order
  19434. function indexCurve(start, minX, minY, invSize) {
  19435. let p = start;
  19436. do {
  19437. if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  19438. p.prevZ = p.prev;
  19439. p.nextZ = p.next;
  19440. p = p.next;
  19441. } while (p !== start);
  19442. p.prevZ.nextZ = null;
  19443. p.prevZ = null;
  19444. sortLinked(p);
  19445. } // Simon Tatham's linked list merge sort algorithm
  19446. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  19447. function sortLinked(list) {
  19448. let i,
  19449. p,
  19450. q,
  19451. e,
  19452. tail,
  19453. numMerges,
  19454. pSize,
  19455. qSize,
  19456. inSize = 1;
  19457. do {
  19458. p = list;
  19459. list = null;
  19460. tail = null;
  19461. numMerges = 0;
  19462. while (p) {
  19463. numMerges++;
  19464. q = p;
  19465. pSize = 0;
  19466. for (i = 0; i < inSize; i++) {
  19467. pSize++;
  19468. q = q.nextZ;
  19469. if (!q) break;
  19470. }
  19471. qSize = inSize;
  19472. while (pSize > 0 || qSize > 0 && q) {
  19473. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  19474. e = p;
  19475. p = p.nextZ;
  19476. pSize--;
  19477. } else {
  19478. e = q;
  19479. q = q.nextZ;
  19480. qSize--;
  19481. }
  19482. if (tail) tail.nextZ = e;else list = e;
  19483. e.prevZ = tail;
  19484. tail = e;
  19485. }
  19486. p = q;
  19487. }
  19488. tail.nextZ = null;
  19489. inSize *= 2;
  19490. } while (numMerges > 1);
  19491. return list;
  19492. } // z-order of a point given coords and inverse of the longer side of data bbox
  19493. function zOrder(x, y, minX, minY, invSize) {
  19494. // coords are transformed into non-negative 15-bit integer range
  19495. x = 32767 * (x - minX) * invSize;
  19496. y = 32767 * (y - minY) * invSize;
  19497. x = (x | x << 8) & 0x00FF00FF;
  19498. x = (x | x << 4) & 0x0F0F0F0F;
  19499. x = (x | x << 2) & 0x33333333;
  19500. x = (x | x << 1) & 0x55555555;
  19501. y = (y | y << 8) & 0x00FF00FF;
  19502. y = (y | y << 4) & 0x0F0F0F0F;
  19503. y = (y | y << 2) & 0x33333333;
  19504. y = (y | y << 1) & 0x55555555;
  19505. return x | y << 1;
  19506. } // find the leftmost node of a polygon ring
  19507. function getLeftmost(start) {
  19508. let p = start,
  19509. leftmost = start;
  19510. do {
  19511. if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
  19512. p = p.next;
  19513. } while (p !== start);
  19514. return leftmost;
  19515. } // check if a point lies within a convex triangle
  19516. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  19517. return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
  19518. } // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  19519. function isValidDiagonal(a, b) {
  19520. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges
  19521. locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible
  19522. area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  19523. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  19524. } // signed area of a triangle
  19525. function area(p, q, r) {
  19526. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  19527. } // check if two points are equal
  19528. function equals(p1, p2) {
  19529. return p1.x === p2.x && p1.y === p2.y;
  19530. } // check if two segments intersect
  19531. function intersects(p1, q1, p2, q2) {
  19532. const o1 = sign(area(p1, q1, p2));
  19533. const o2 = sign(area(p1, q1, q2));
  19534. const o3 = sign(area(p2, q2, p1));
  19535. const o4 = sign(area(p2, q2, q1));
  19536. if (o1 !== o2 && o3 !== o4) return true; // general case
  19537. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  19538. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  19539. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  19540. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  19541. return false;
  19542. } // for collinear points p, q, r, check if point q lies on segment pr
  19543. function onSegment(p, q, r) {
  19544. return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
  19545. }
  19546. function sign(num) {
  19547. return num > 0 ? 1 : num < 0 ? -1 : 0;
  19548. } // check if a polygon diagonal intersects any polygon segments
  19549. function intersectsPolygon(a, b) {
  19550. let p = a;
  19551. do {
  19552. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true;
  19553. p = p.next;
  19554. } while (p !== a);
  19555. return false;
  19556. } // check if a polygon diagonal is locally inside the polygon
  19557. function locallyInside(a, b) {
  19558. return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  19559. } // check if the middle point of a polygon diagonal is inside the polygon
  19560. function middleInside(a, b) {
  19561. let p = a,
  19562. inside = false;
  19563. const px = (a.x + b.x) / 2,
  19564. py = (a.y + b.y) / 2;
  19565. do {
  19566. if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside;
  19567. p = p.next;
  19568. } while (p !== a);
  19569. return inside;
  19570. } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  19571. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  19572. function splitPolygon(a, b) {
  19573. const a2 = new Node(a.i, a.x, a.y),
  19574. b2 = new Node(b.i, b.x, b.y),
  19575. an = a.next,
  19576. bp = b.prev;
  19577. a.next = b;
  19578. b.prev = a;
  19579. a2.next = an;
  19580. an.prev = a2;
  19581. b2.next = a2;
  19582. a2.prev = b2;
  19583. bp.next = b2;
  19584. b2.prev = bp;
  19585. return b2;
  19586. } // create a node and optionally link it with previous one (in a circular doubly linked list)
  19587. function insertNode(i, x, y, last) {
  19588. const p = new Node(i, x, y);
  19589. if (!last) {
  19590. p.prev = p;
  19591. p.next = p;
  19592. } else {
  19593. p.next = last.next;
  19594. p.prev = last;
  19595. last.next.prev = p;
  19596. last.next = p;
  19597. }
  19598. return p;
  19599. }
  19600. function removeNode(p) {
  19601. p.next.prev = p.prev;
  19602. p.prev.next = p.next;
  19603. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  19604. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  19605. }
  19606. function Node(i, x, y) {
  19607. // vertex index in coordinates array
  19608. this.i = i; // vertex coordinates
  19609. this.x = x;
  19610. this.y = y; // previous and next vertex nodes in a polygon ring
  19611. this.prev = null;
  19612. this.next = null; // z-order curve value
  19613. this.z = null; // previous and next nodes in z-order
  19614. this.prevZ = null;
  19615. this.nextZ = null; // indicates whether this is a steiner point
  19616. this.steiner = false;
  19617. }
  19618. function signedArea(data, start, end, dim) {
  19619. let sum = 0;
  19620. for (let i = start, j = end - dim; i < end; i += dim) {
  19621. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  19622. j = i;
  19623. }
  19624. return sum;
  19625. }
  19626. class ShapeUtils {
  19627. // calculate area of the contour polygon
  19628. static area(contour) {
  19629. const n = contour.length;
  19630. let a = 0.0;
  19631. for (let p = n - 1, q = 0; q < n; p = q++) {
  19632. a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
  19633. }
  19634. return a * 0.5;
  19635. }
  19636. static isClockWise(pts) {
  19637. return ShapeUtils.area(pts) < 0;
  19638. }
  19639. static triangulateShape(contour, holes) {
  19640. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  19641. const holeIndices = []; // array of hole indices
  19642. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  19643. removeDupEndPts(contour);
  19644. addContour(vertices, contour); //
  19645. let holeIndex = contour.length;
  19646. holes.forEach(removeDupEndPts);
  19647. for (let i = 0; i < holes.length; i++) {
  19648. holeIndices.push(holeIndex);
  19649. holeIndex += holes[i].length;
  19650. addContour(vertices, holes[i]);
  19651. } //
  19652. const triangles = Earcut.triangulate(vertices, holeIndices); //
  19653. for (let i = 0; i < triangles.length; i += 3) {
  19654. faces.push(triangles.slice(i, i + 3));
  19655. }
  19656. return faces;
  19657. }
  19658. }
  19659. function removeDupEndPts(points) {
  19660. const l = points.length;
  19661. if (l > 2 && points[l - 1].equals(points[0])) {
  19662. points.pop();
  19663. }
  19664. }
  19665. function addContour(vertices, contour) {
  19666. for (let i = 0; i < contour.length; i++) {
  19667. vertices.push(contour[i].x);
  19668. vertices.push(contour[i].y);
  19669. }
  19670. }
  19671. /**
  19672. * Creates extruded geometry from a path shape.
  19673. *
  19674. * parameters = {
  19675. *
  19676. * curveSegments: <int>, // number of points on the curves
  19677. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  19678. * depth: <float>, // Depth to extrude the shape
  19679. *
  19680. * bevelEnabled: <bool>, // turn on bevel
  19681. * bevelThickness: <float>, // how deep into the original shape bevel goes
  19682. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  19683. * bevelOffset: <float>, // how far from shape outline does bevel start
  19684. * bevelSegments: <int>, // number of bevel layers
  19685. *
  19686. * extrudePath: <THREE.Curve> // curve to extrude shape along
  19687. *
  19688. * UVGenerator: <Object> // object that provides UV generator functions
  19689. *
  19690. * }
  19691. */
  19692. class ExtrudeGeometry extends BufferGeometry {
  19693. constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) {
  19694. super();
  19695. this.type = 'ExtrudeGeometry';
  19696. this.parameters = {
  19697. shapes: shapes,
  19698. options: options
  19699. };
  19700. shapes = Array.isArray(shapes) ? shapes : [shapes];
  19701. const scope = this;
  19702. const verticesArray = [];
  19703. const uvArray = [];
  19704. for (let i = 0, l = shapes.length; i < l; i++) {
  19705. const shape = shapes[i];
  19706. addShape(shape);
  19707. } // build geometry
  19708. this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
  19709. this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
  19710. this.computeVertexNormals(); // functions
  19711. function addShape(shape) {
  19712. const placeholder = []; // options
  19713. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19714. const steps = options.steps !== undefined ? options.steps : 1;
  19715. let depth = options.depth !== undefined ? options.depth : 1;
  19716. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  19717. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  19718. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  19719. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  19720. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  19721. const extrudePath = options.extrudePath;
  19722. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options
  19723. if (options.amount !== undefined) {
  19724. console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
  19725. depth = options.amount;
  19726. } //
  19727. let extrudePts,
  19728. extrudeByPath = false;
  19729. let splineTube, binormal, normal, position2;
  19730. if (extrudePath) {
  19731. extrudePts = extrudePath.getSpacedPoints(steps);
  19732. extrudeByPath = true;
  19733. bevelEnabled = false; // bevels not supported for path extrusion
  19734. // SETUP TNB variables
  19735. // TODO1 - have a .isClosed in spline?
  19736. splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  19737. binormal = new Vector3();
  19738. normal = new Vector3();
  19739. position2 = new Vector3();
  19740. } // Safeguards if bevels are not enabled
  19741. if (!bevelEnabled) {
  19742. bevelSegments = 0;
  19743. bevelThickness = 0;
  19744. bevelSize = 0;
  19745. bevelOffset = 0;
  19746. } // Variables initialization
  19747. const shapePoints = shape.extractPoints(curveSegments);
  19748. let vertices = shapePoints.shape;
  19749. const holes = shapePoints.holes;
  19750. const reverse = !ShapeUtils.isClockWise(vertices);
  19751. if (reverse) {
  19752. vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  19753. for (let h = 0, hl = holes.length; h < hl; h++) {
  19754. const ahole = holes[h];
  19755. if (ShapeUtils.isClockWise(ahole)) {
  19756. holes[h] = ahole.reverse();
  19757. }
  19758. }
  19759. }
  19760. const faces = ShapeUtils.triangulateShape(vertices, holes);
  19761. /* Vertices */
  19762. const contour = vertices; // vertices has all points but contour has only points of circumference
  19763. for (let h = 0, hl = holes.length; h < hl; h++) {
  19764. const ahole = holes[h];
  19765. vertices = vertices.concat(ahole);
  19766. }
  19767. function scalePt2(pt, vec, size) {
  19768. if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
  19769. return vec.clone().multiplyScalar(size).add(pt);
  19770. }
  19771. const vlen = vertices.length,
  19772. flen = faces.length; // Find directions for point movement
  19773. function getBevelVec(inPt, inPrev, inNext) {
  19774. // computes for inPt the corresponding point inPt' on a new contour
  19775. // shifted by 1 unit (length of normalized vector) to the left
  19776. // if we walk along contour clockwise, this new contour is outside the old one
  19777. //
  19778. // inPt' is the intersection of the two lines parallel to the two
  19779. // adjacent edges of inPt at a distance of 1 unit on the left side.
  19780. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  19781. // good reading for geometry algorithms (here: line-line intersection)
  19782. // http://geomalgorithms.com/a05-_intersect-1.html
  19783. const v_prev_x = inPt.x - inPrev.x,
  19784. v_prev_y = inPt.y - inPrev.y;
  19785. const v_next_x = inNext.x - inPt.x,
  19786. v_next_y = inNext.y - inPt.y;
  19787. const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
  19788. const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
  19789. if (Math.abs(collinear0) > Number.EPSILON) {
  19790. // not collinear
  19791. // length of vectors for normalizing
  19792. const v_prev_len = Math.sqrt(v_prev_lensq);
  19793. const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left
  19794. const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
  19795. const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
  19796. const ptNextShift_x = inNext.x - v_next_y / v_next_len;
  19797. const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
  19798. const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point
  19799. v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
  19800. v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly
  19801. // but prevent crazy spikes
  19802. const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
  19803. if (v_trans_lensq <= 2) {
  19804. return new Vector2(v_trans_x, v_trans_y);
  19805. } else {
  19806. shrink_by = Math.sqrt(v_trans_lensq / 2);
  19807. }
  19808. } else {
  19809. // handle special case of collinear edges
  19810. let direction_eq = false; // assumes: opposite
  19811. if (v_prev_x > Number.EPSILON) {
  19812. if (v_next_x > Number.EPSILON) {
  19813. direction_eq = true;
  19814. }
  19815. } else {
  19816. if (v_prev_x < -Number.EPSILON) {
  19817. if (v_next_x < -Number.EPSILON) {
  19818. direction_eq = true;
  19819. }
  19820. } else {
  19821. if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
  19822. direction_eq = true;
  19823. }
  19824. }
  19825. }
  19826. if (direction_eq) {
  19827. // console.log("Warning: lines are a straight sequence");
  19828. v_trans_x = -v_prev_y;
  19829. v_trans_y = v_prev_x;
  19830. shrink_by = Math.sqrt(v_prev_lensq);
  19831. } else {
  19832. // console.log("Warning: lines are a straight spike");
  19833. v_trans_x = v_prev_x;
  19834. v_trans_y = v_prev_y;
  19835. shrink_by = Math.sqrt(v_prev_lensq / 2);
  19836. }
  19837. }
  19838. return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
  19839. }
  19840. const contourMovements = [];
  19841. for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
  19842. if (j === il) j = 0;
  19843. if (k === il) k = 0; // (j)---(i)---(k)
  19844. // console.log('i,j,k', i, j , k)
  19845. contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
  19846. }
  19847. const holesMovements = [];
  19848. let oneHoleMovements,
  19849. verticesMovements = contourMovements.concat();
  19850. for (let h = 0, hl = holes.length; h < hl; h++) {
  19851. const ahole = holes[h];
  19852. oneHoleMovements = [];
  19853. for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
  19854. if (j === il) j = 0;
  19855. if (k === il) k = 0; // (j)---(i)---(k)
  19856. oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
  19857. }
  19858. holesMovements.push(oneHoleMovements);
  19859. verticesMovements = verticesMovements.concat(oneHoleMovements);
  19860. } // Loop bevelSegments, 1 for the front, 1 for the back
  19861. for (let b = 0; b < bevelSegments; b++) {
  19862. //for ( b = bevelSegments; b > 0; b -- ) {
  19863. const t = b / bevelSegments;
  19864. const z = bevelThickness * Math.cos(t * Math.PI / 2);
  19865. const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  19866. for (let i = 0, il = contour.length; i < il; i++) {
  19867. const vert = scalePt2(contour[i], contourMovements[i], bs);
  19868. v(vert.x, vert.y, -z);
  19869. } // expand holes
  19870. for (let h = 0, hl = holes.length; h < hl; h++) {
  19871. const ahole = holes[h];
  19872. oneHoleMovements = holesMovements[h];
  19873. for (let i = 0, il = ahole.length; i < il; i++) {
  19874. const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
  19875. v(vert.x, vert.y, -z);
  19876. }
  19877. }
  19878. }
  19879. const bs = bevelSize + bevelOffset; // Back facing vertices
  19880. for (let i = 0; i < vlen; i++) {
  19881. const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
  19882. if (!extrudeByPath) {
  19883. v(vert.x, vert.y, 0);
  19884. } else {
  19885. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  19886. normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
  19887. binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
  19888. position2.copy(extrudePts[0]).add(normal).add(binormal);
  19889. v(position2.x, position2.y, position2.z);
  19890. }
  19891. } // Add stepped vertices...
  19892. // Including front facing vertices
  19893. for (let s = 1; s <= steps; s++) {
  19894. for (let i = 0; i < vlen; i++) {
  19895. const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
  19896. if (!extrudeByPath) {
  19897. v(vert.x, vert.y, depth / steps * s);
  19898. } else {
  19899. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  19900. normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
  19901. binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
  19902. position2.copy(extrudePts[s]).add(normal).add(binormal);
  19903. v(position2.x, position2.y, position2.z);
  19904. }
  19905. }
  19906. } // Add bevel segments planes
  19907. //for ( b = 1; b <= bevelSegments; b ++ ) {
  19908. for (let b = bevelSegments - 1; b >= 0; b--) {
  19909. const t = b / bevelSegments;
  19910. const z = bevelThickness * Math.cos(t * Math.PI / 2);
  19911. const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  19912. for (let i = 0, il = contour.length; i < il; i++) {
  19913. const vert = scalePt2(contour[i], contourMovements[i], bs);
  19914. v(vert.x, vert.y, depth + z);
  19915. } // expand holes
  19916. for (let h = 0, hl = holes.length; h < hl; h++) {
  19917. const ahole = holes[h];
  19918. oneHoleMovements = holesMovements[h];
  19919. for (let i = 0, il = ahole.length; i < il; i++) {
  19920. const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
  19921. if (!extrudeByPath) {
  19922. v(vert.x, vert.y, depth + z);
  19923. } else {
  19924. v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
  19925. }
  19926. }
  19927. }
  19928. }
  19929. /* Faces */
  19930. // Top and bottom faces
  19931. buildLidFaces(); // Sides faces
  19932. buildSideFaces(); ///// Internal functions
  19933. function buildLidFaces() {
  19934. const start = verticesArray.length / 3;
  19935. if (bevelEnabled) {
  19936. let layer = 0; // steps + 1
  19937. let offset = vlen * layer; // Bottom faces
  19938. for (let i = 0; i < flen; i++) {
  19939. const face = faces[i];
  19940. f3(face[2] + offset, face[1] + offset, face[0] + offset);
  19941. }
  19942. layer = steps + bevelSegments * 2;
  19943. offset = vlen * layer; // Top faces
  19944. for (let i = 0; i < flen; i++) {
  19945. const face = faces[i];
  19946. f3(face[0] + offset, face[1] + offset, face[2] + offset);
  19947. }
  19948. } else {
  19949. // Bottom faces
  19950. for (let i = 0; i < flen; i++) {
  19951. const face = faces[i];
  19952. f3(face[2], face[1], face[0]);
  19953. } // Top faces
  19954. for (let i = 0; i < flen; i++) {
  19955. const face = faces[i];
  19956. f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
  19957. }
  19958. }
  19959. scope.addGroup(start, verticesArray.length / 3 - start, 0);
  19960. } // Create faces for the z-sides of the shape
  19961. function buildSideFaces() {
  19962. const start = verticesArray.length / 3;
  19963. let layeroffset = 0;
  19964. sidewalls(contour, layeroffset);
  19965. layeroffset += contour.length;
  19966. for (let h = 0, hl = holes.length; h < hl; h++) {
  19967. const ahole = holes[h];
  19968. sidewalls(ahole, layeroffset); //, true
  19969. layeroffset += ahole.length;
  19970. }
  19971. scope.addGroup(start, verticesArray.length / 3 - start, 1);
  19972. }
  19973. function sidewalls(contour, layeroffset) {
  19974. let i = contour.length;
  19975. while (--i >= 0) {
  19976. const j = i;
  19977. let k = i - 1;
  19978. if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
  19979. for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
  19980. const slen1 = vlen * s;
  19981. const slen2 = vlen * (s + 1);
  19982. const a = layeroffset + j + slen1,
  19983. b = layeroffset + k + slen1,
  19984. c = layeroffset + k + slen2,
  19985. d = layeroffset + j + slen2;
  19986. f4(a, b, c, d);
  19987. }
  19988. }
  19989. }
  19990. function v(x, y, z) {
  19991. placeholder.push(x);
  19992. placeholder.push(y);
  19993. placeholder.push(z);
  19994. }
  19995. function f3(a, b, c) {
  19996. addVertex(a);
  19997. addVertex(b);
  19998. addVertex(c);
  19999. const nextIndex = verticesArray.length / 3;
  20000. const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  20001. addUV(uvs[0]);
  20002. addUV(uvs[1]);
  20003. addUV(uvs[2]);
  20004. }
  20005. function f4(a, b, c, d) {
  20006. addVertex(a);
  20007. addVertex(b);
  20008. addVertex(d);
  20009. addVertex(b);
  20010. addVertex(c);
  20011. addVertex(d);
  20012. const nextIndex = verticesArray.length / 3;
  20013. const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  20014. addUV(uvs[0]);
  20015. addUV(uvs[1]);
  20016. addUV(uvs[3]);
  20017. addUV(uvs[1]);
  20018. addUV(uvs[2]);
  20019. addUV(uvs[3]);
  20020. }
  20021. function addVertex(index) {
  20022. verticesArray.push(placeholder[index * 3 + 0]);
  20023. verticesArray.push(placeholder[index * 3 + 1]);
  20024. verticesArray.push(placeholder[index * 3 + 2]);
  20025. }
  20026. function addUV(vector2) {
  20027. uvArray.push(vector2.x);
  20028. uvArray.push(vector2.y);
  20029. }
  20030. }
  20031. }
  20032. toJSON() {
  20033. const data = super.toJSON();
  20034. const shapes = this.parameters.shapes;
  20035. const options = this.parameters.options;
  20036. return toJSON$1(shapes, options, data);
  20037. }
  20038. static fromJSON(data, shapes) {
  20039. const geometryShapes = [];
  20040. for (let j = 0, jl = data.shapes.length; j < jl; j++) {
  20041. const shape = shapes[data.shapes[j]];
  20042. geometryShapes.push(shape);
  20043. }
  20044. const extrudePath = data.options.extrudePath;
  20045. if (extrudePath !== undefined) {
  20046. data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
  20047. }
  20048. return new ExtrudeGeometry(geometryShapes, data.options);
  20049. }
  20050. }
  20051. const WorldUVGenerator = {
  20052. generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
  20053. const a_x = vertices[indexA * 3];
  20054. const a_y = vertices[indexA * 3 + 1];
  20055. const b_x = vertices[indexB * 3];
  20056. const b_y = vertices[indexB * 3 + 1];
  20057. const c_x = vertices[indexC * 3];
  20058. const c_y = vertices[indexC * 3 + 1];
  20059. return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
  20060. },
  20061. generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) {
  20062. const a_x = vertices[indexA * 3];
  20063. const a_y = vertices[indexA * 3 + 1];
  20064. const a_z = vertices[indexA * 3 + 2];
  20065. const b_x = vertices[indexB * 3];
  20066. const b_y = vertices[indexB * 3 + 1];
  20067. const b_z = vertices[indexB * 3 + 2];
  20068. const c_x = vertices[indexC * 3];
  20069. const c_y = vertices[indexC * 3 + 1];
  20070. const c_z = vertices[indexC * 3 + 2];
  20071. const d_x = vertices[indexD * 3];
  20072. const d_y = vertices[indexD * 3 + 1];
  20073. const d_z = vertices[indexD * 3 + 2];
  20074. if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
  20075. return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];
  20076. } else {
  20077. return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];
  20078. }
  20079. }
  20080. };
  20081. function toJSON$1(shapes, options, data) {
  20082. data.shapes = [];
  20083. if (Array.isArray(shapes)) {
  20084. for (let i = 0, l = shapes.length; i < l; i++) {
  20085. const shape = shapes[i];
  20086. data.shapes.push(shape.uuid);
  20087. }
  20088. } else {
  20089. data.shapes.push(shapes.uuid);
  20090. }
  20091. if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
  20092. return data;
  20093. }
  20094. class IcosahedronGeometry extends PolyhedronGeometry {
  20095. constructor(radius = 1, detail = 0) {
  20096. const t = (1 + Math.sqrt(5)) / 2;
  20097. const vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1];
  20098. const indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1];
  20099. super(vertices, indices, radius, detail);
  20100. this.type = 'IcosahedronGeometry';
  20101. this.parameters = {
  20102. radius: radius,
  20103. detail: detail
  20104. };
  20105. }
  20106. static fromJSON(data) {
  20107. return new IcosahedronGeometry(data.radius, data.detail);
  20108. }
  20109. }
  20110. class LatheGeometry extends BufferGeometry {
  20111. constructor(points = [new Vector2(0, 0.5), new Vector2(0.5, 0), new Vector2(0, -0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
  20112. super();
  20113. this.type = 'LatheGeometry';
  20114. this.parameters = {
  20115. points: points,
  20116. segments: segments,
  20117. phiStart: phiStart,
  20118. phiLength: phiLength
  20119. };
  20120. segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
  20121. phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers
  20122. const indices = [];
  20123. const vertices = [];
  20124. const uvs = []; // helper variables
  20125. const inverseSegments = 1.0 / segments;
  20126. const vertex = new Vector3();
  20127. const uv = new Vector2(); // generate vertices and uvs
  20128. for (let i = 0; i <= segments; i++) {
  20129. const phi = phiStart + i * inverseSegments * phiLength;
  20130. const sin = Math.sin(phi);
  20131. const cos = Math.cos(phi);
  20132. for (let j = 0; j <= points.length - 1; j++) {
  20133. // vertex
  20134. vertex.x = points[j].x * sin;
  20135. vertex.y = points[j].y;
  20136. vertex.z = points[j].x * cos;
  20137. vertices.push(vertex.x, vertex.y, vertex.z); // uv
  20138. uv.x = i / segments;
  20139. uv.y = j / (points.length - 1);
  20140. uvs.push(uv.x, uv.y);
  20141. }
  20142. } // indices
  20143. for (let i = 0; i < segments; i++) {
  20144. for (let j = 0; j < points.length - 1; j++) {
  20145. const base = j + i * points.length;
  20146. const a = base;
  20147. const b = base + points.length;
  20148. const c = base + points.length + 1;
  20149. const d = base + 1; // faces
  20150. indices.push(a, b, d);
  20151. indices.push(b, c, d);
  20152. }
  20153. } // build geometry
  20154. this.setIndex(indices);
  20155. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20156. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals
  20157. this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.
  20158. // because the corresponding vertices are identical (but still have different UVs).
  20159. if (phiLength === Math.PI * 2) {
  20160. const normals = this.attributes.normal.array;
  20161. const n1 = new Vector3();
  20162. const n2 = new Vector3();
  20163. const n = new Vector3(); // this is the buffer offset for the last line of vertices
  20164. const base = segments * points.length * 3;
  20165. for (let i = 0, j = 0; i < points.length; i++, j += 3) {
  20166. // select the normal of the vertex in the first line
  20167. n1.x = normals[j + 0];
  20168. n1.y = normals[j + 1];
  20169. n1.z = normals[j + 2]; // select the normal of the vertex in the last line
  20170. n2.x = normals[base + j + 0];
  20171. n2.y = normals[base + j + 1];
  20172. n2.z = normals[base + j + 2]; // average normals
  20173. n.addVectors(n1, n2).normalize(); // assign the new values to both normals
  20174. normals[j + 0] = normals[base + j + 0] = n.x;
  20175. normals[j + 1] = normals[base + j + 1] = n.y;
  20176. normals[j + 2] = normals[base + j + 2] = n.z;
  20177. }
  20178. }
  20179. }
  20180. static fromJSON(data) {
  20181. return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
  20182. }
  20183. }
  20184. class OctahedronGeometry extends PolyhedronGeometry {
  20185. constructor(radius = 1, detail = 0) {
  20186. const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
  20187. const indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2];
  20188. super(vertices, indices, radius, detail);
  20189. this.type = 'OctahedronGeometry';
  20190. this.parameters = {
  20191. radius: radius,
  20192. detail: detail
  20193. };
  20194. }
  20195. static fromJSON(data) {
  20196. return new OctahedronGeometry(data.radius, data.detail);
  20197. }
  20198. }
  20199. class RingGeometry extends BufferGeometry {
  20200. constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
  20201. super();
  20202. this.type = 'RingGeometry';
  20203. this.parameters = {
  20204. innerRadius: innerRadius,
  20205. outerRadius: outerRadius,
  20206. thetaSegments: thetaSegments,
  20207. phiSegments: phiSegments,
  20208. thetaStart: thetaStart,
  20209. thetaLength: thetaLength
  20210. };
  20211. thetaSegments = Math.max(3, thetaSegments);
  20212. phiSegments = Math.max(1, phiSegments); // buffers
  20213. const indices = [];
  20214. const vertices = [];
  20215. const normals = [];
  20216. const uvs = []; // some helper variables
  20217. let radius = innerRadius;
  20218. const radiusStep = (outerRadius - innerRadius) / phiSegments;
  20219. const vertex = new Vector3();
  20220. const uv = new Vector2(); // generate vertices, normals and uvs
  20221. for (let j = 0; j <= phiSegments; j++) {
  20222. for (let i = 0; i <= thetaSegments; i++) {
  20223. // values are generate from the inside of the ring to the outside
  20224. const segment = thetaStart + i / thetaSegments * thetaLength; // vertex
  20225. vertex.x = radius * Math.cos(segment);
  20226. vertex.y = radius * Math.sin(segment);
  20227. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  20228. normals.push(0, 0, 1); // uv
  20229. uv.x = (vertex.x / outerRadius + 1) / 2;
  20230. uv.y = (vertex.y / outerRadius + 1) / 2;
  20231. uvs.push(uv.x, uv.y);
  20232. } // increase the radius for next row of vertices
  20233. radius += radiusStep;
  20234. } // indices
  20235. for (let j = 0; j < phiSegments; j++) {
  20236. const thetaSegmentLevel = j * (thetaSegments + 1);
  20237. for (let i = 0; i < thetaSegments; i++) {
  20238. const segment = i + thetaSegmentLevel;
  20239. const a = segment;
  20240. const b = segment + thetaSegments + 1;
  20241. const c = segment + thetaSegments + 2;
  20242. const d = segment + 1; // faces
  20243. indices.push(a, b, d);
  20244. indices.push(b, c, d);
  20245. }
  20246. } // build geometry
  20247. this.setIndex(indices);
  20248. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20249. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20250. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  20251. }
  20252. static fromJSON(data) {
  20253. return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
  20254. }
  20255. }
  20256. class ShapeGeometry extends BufferGeometry {
  20257. constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) {
  20258. super();
  20259. this.type = 'ShapeGeometry';
  20260. this.parameters = {
  20261. shapes: shapes,
  20262. curveSegments: curveSegments
  20263. }; // buffers
  20264. const indices = [];
  20265. const vertices = [];
  20266. const normals = [];
  20267. const uvs = []; // helper variables
  20268. let groupStart = 0;
  20269. let groupCount = 0; // allow single and array values for "shapes" parameter
  20270. if (Array.isArray(shapes) === false) {
  20271. addShape(shapes);
  20272. } else {
  20273. for (let i = 0; i < shapes.length; i++) {
  20274. addShape(shapes[i]);
  20275. this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
  20276. groupStart += groupCount;
  20277. groupCount = 0;
  20278. }
  20279. } // build geometry
  20280. this.setIndex(indices);
  20281. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20282. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20283. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
  20284. function addShape(shape) {
  20285. const indexOffset = vertices.length / 3;
  20286. const points = shape.extractPoints(curveSegments);
  20287. let shapeVertices = points.shape;
  20288. const shapeHoles = points.holes; // check direction of vertices
  20289. if (ShapeUtils.isClockWise(shapeVertices) === false) {
  20290. shapeVertices = shapeVertices.reverse();
  20291. }
  20292. for (let i = 0, l = shapeHoles.length; i < l; i++) {
  20293. const shapeHole = shapeHoles[i];
  20294. if (ShapeUtils.isClockWise(shapeHole) === true) {
  20295. shapeHoles[i] = shapeHole.reverse();
  20296. }
  20297. }
  20298. const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
  20299. for (let i = 0, l = shapeHoles.length; i < l; i++) {
  20300. const shapeHole = shapeHoles[i];
  20301. shapeVertices = shapeVertices.concat(shapeHole);
  20302. } // vertices, normals, uvs
  20303. for (let i = 0, l = shapeVertices.length; i < l; i++) {
  20304. const vertex = shapeVertices[i];
  20305. vertices.push(vertex.x, vertex.y, 0);
  20306. normals.push(0, 0, 1);
  20307. uvs.push(vertex.x, vertex.y); // world uvs
  20308. } // incides
  20309. for (let i = 0, l = faces.length; i < l; i++) {
  20310. const face = faces[i];
  20311. const a = face[0] + indexOffset;
  20312. const b = face[1] + indexOffset;
  20313. const c = face[2] + indexOffset;
  20314. indices.push(a, b, c);
  20315. groupCount += 3;
  20316. }
  20317. }
  20318. }
  20319. toJSON() {
  20320. const data = super.toJSON();
  20321. const shapes = this.parameters.shapes;
  20322. return toJSON(shapes, data);
  20323. }
  20324. static fromJSON(data, shapes) {
  20325. const geometryShapes = [];
  20326. for (let j = 0, jl = data.shapes.length; j < jl; j++) {
  20327. const shape = shapes[data.shapes[j]];
  20328. geometryShapes.push(shape);
  20329. }
  20330. return new ShapeGeometry(geometryShapes, data.curveSegments);
  20331. }
  20332. }
  20333. function toJSON(shapes, data) {
  20334. data.shapes = [];
  20335. if (Array.isArray(shapes)) {
  20336. for (let i = 0, l = shapes.length; i < l; i++) {
  20337. const shape = shapes[i];
  20338. data.shapes.push(shape.uuid);
  20339. }
  20340. } else {
  20341. data.shapes.push(shapes.uuid);
  20342. }
  20343. return data;
  20344. }
  20345. class SphereGeometry extends BufferGeometry {
  20346. constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
  20347. super();
  20348. this.type = 'SphereGeometry';
  20349. this.parameters = {
  20350. radius: radius,
  20351. widthSegments: widthSegments,
  20352. heightSegments: heightSegments,
  20353. phiStart: phiStart,
  20354. phiLength: phiLength,
  20355. thetaStart: thetaStart,
  20356. thetaLength: thetaLength
  20357. };
  20358. widthSegments = Math.max(3, Math.floor(widthSegments));
  20359. heightSegments = Math.max(2, Math.floor(heightSegments));
  20360. const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
  20361. let index = 0;
  20362. const grid = [];
  20363. const vertex = new Vector3();
  20364. const normal = new Vector3(); // buffers
  20365. const indices = [];
  20366. const vertices = [];
  20367. const normals = [];
  20368. const uvs = []; // generate vertices, normals and uvs
  20369. for (let iy = 0; iy <= heightSegments; iy++) {
  20370. const verticesRow = [];
  20371. const v = iy / heightSegments; // special case for the poles
  20372. let uOffset = 0;
  20373. if (iy == 0 && thetaStart == 0) {
  20374. uOffset = 0.5 / widthSegments;
  20375. } else if (iy == heightSegments && thetaEnd == Math.PI) {
  20376. uOffset = -0.5 / widthSegments;
  20377. }
  20378. for (let ix = 0; ix <= widthSegments; ix++) {
  20379. const u = ix / widthSegments; // vertex
  20380. vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  20381. vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
  20382. vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  20383. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  20384. normal.copy(vertex).normalize();
  20385. normals.push(normal.x, normal.y, normal.z); // uv
  20386. uvs.push(u + uOffset, 1 - v);
  20387. verticesRow.push(index++);
  20388. }
  20389. grid.push(verticesRow);
  20390. } // indices
  20391. for (let iy = 0; iy < heightSegments; iy++) {
  20392. for (let ix = 0; ix < widthSegments; ix++) {
  20393. const a = grid[iy][ix + 1];
  20394. const b = grid[iy][ix];
  20395. const c = grid[iy + 1][ix];
  20396. const d = grid[iy + 1][ix + 1];
  20397. if (iy !== 0 || thetaStart > 0) indices.push(a, b, d);
  20398. if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
  20399. }
  20400. } // build geometry
  20401. this.setIndex(indices);
  20402. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20403. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20404. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  20405. }
  20406. static fromJSON(data) {
  20407. return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
  20408. }
  20409. }
  20410. class TetrahedronGeometry extends PolyhedronGeometry {
  20411. constructor(radius = 1, detail = 0) {
  20412. const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
  20413. const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
  20414. super(vertices, indices, radius, detail);
  20415. this.type = 'TetrahedronGeometry';
  20416. this.parameters = {
  20417. radius: radius,
  20418. detail: detail
  20419. };
  20420. }
  20421. static fromJSON(data) {
  20422. return new TetrahedronGeometry(data.radius, data.detail);
  20423. }
  20424. }
  20425. class TorusGeometry extends BufferGeometry {
  20426. constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) {
  20427. super();
  20428. this.type = 'TorusGeometry';
  20429. this.parameters = {
  20430. radius: radius,
  20431. tube: tube,
  20432. radialSegments: radialSegments,
  20433. tubularSegments: tubularSegments,
  20434. arc: arc
  20435. };
  20436. radialSegments = Math.floor(radialSegments);
  20437. tubularSegments = Math.floor(tubularSegments); // buffers
  20438. const indices = [];
  20439. const vertices = [];
  20440. const normals = [];
  20441. const uvs = []; // helper variables
  20442. const center = new Vector3();
  20443. const vertex = new Vector3();
  20444. const normal = new Vector3(); // generate vertices, normals and uvs
  20445. for (let j = 0; j <= radialSegments; j++) {
  20446. for (let i = 0; i <= tubularSegments; i++) {
  20447. const u = i / tubularSegments * arc;
  20448. const v = j / radialSegments * Math.PI * 2; // vertex
  20449. vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);
  20450. vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);
  20451. vertex.z = tube * Math.sin(v);
  20452. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  20453. center.x = radius * Math.cos(u);
  20454. center.y = radius * Math.sin(u);
  20455. normal.subVectors(vertex, center).normalize();
  20456. normals.push(normal.x, normal.y, normal.z); // uv
  20457. uvs.push(i / tubularSegments);
  20458. uvs.push(j / radialSegments);
  20459. }
  20460. } // generate indices
  20461. for (let j = 1; j <= radialSegments; j++) {
  20462. for (let i = 1; i <= tubularSegments; i++) {
  20463. // indices
  20464. const a = (tubularSegments + 1) * j + i - 1;
  20465. const b = (tubularSegments + 1) * (j - 1) + i - 1;
  20466. const c = (tubularSegments + 1) * (j - 1) + i;
  20467. const d = (tubularSegments + 1) * j + i; // faces
  20468. indices.push(a, b, d);
  20469. indices.push(b, c, d);
  20470. }
  20471. } // build geometry
  20472. this.setIndex(indices);
  20473. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20474. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20475. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  20476. }
  20477. static fromJSON(data) {
  20478. return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
  20479. }
  20480. }
  20481. class TorusKnotGeometry extends BufferGeometry {
  20482. constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
  20483. super();
  20484. this.type = 'TorusKnotGeometry';
  20485. this.parameters = {
  20486. radius: radius,
  20487. tube: tube,
  20488. tubularSegments: tubularSegments,
  20489. radialSegments: radialSegments,
  20490. p: p,
  20491. q: q
  20492. };
  20493. tubularSegments = Math.floor(tubularSegments);
  20494. radialSegments = Math.floor(radialSegments); // buffers
  20495. const indices = [];
  20496. const vertices = [];
  20497. const normals = [];
  20498. const uvs = []; // helper variables
  20499. const vertex = new Vector3();
  20500. const normal = new Vector3();
  20501. const P1 = new Vector3();
  20502. const P2 = new Vector3();
  20503. const B = new Vector3();
  20504. const T = new Vector3();
  20505. const N = new Vector3(); // generate vertices, normals and uvs
  20506. for (let i = 0; i <= tubularSegments; ++i) {
  20507. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  20508. const u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  20509. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  20510. calculatePositionOnCurve(u, p, q, radius, P1);
  20511. calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis
  20512. T.subVectors(P2, P1);
  20513. N.addVectors(P2, P1);
  20514. B.crossVectors(T, N);
  20515. N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it
  20516. B.normalize();
  20517. N.normalize();
  20518. for (let j = 0; j <= radialSegments; ++j) {
  20519. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  20520. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  20521. const v = j / radialSegments * Math.PI * 2;
  20522. const cx = -tube * Math.cos(v);
  20523. const cy = tube * Math.sin(v); // now calculate the final vertex position.
  20524. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  20525. vertex.x = P1.x + (cx * N.x + cy * B.x);
  20526. vertex.y = P1.y + (cx * N.y + cy * B.y);
  20527. vertex.z = P1.z + (cx * N.z + cy * B.z);
  20528. vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  20529. normal.subVectors(vertex, P1).normalize();
  20530. normals.push(normal.x, normal.y, normal.z); // uv
  20531. uvs.push(i / tubularSegments);
  20532. uvs.push(j / radialSegments);
  20533. }
  20534. } // generate indices
  20535. for (let j = 1; j <= tubularSegments; j++) {
  20536. for (let i = 1; i <= radialSegments; i++) {
  20537. // indices
  20538. const a = (radialSegments + 1) * (j - 1) + (i - 1);
  20539. const b = (radialSegments + 1) * j + (i - 1);
  20540. const c = (radialSegments + 1) * j + i;
  20541. const d = (radialSegments + 1) * (j - 1) + i; // faces
  20542. indices.push(a, b, d);
  20543. indices.push(b, c, d);
  20544. }
  20545. } // build geometry
  20546. this.setIndex(indices);
  20547. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20548. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20549. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
  20550. function calculatePositionOnCurve(u, p, q, radius, position) {
  20551. const cu = Math.cos(u);
  20552. const su = Math.sin(u);
  20553. const quOverP = q / p * u;
  20554. const cs = Math.cos(quOverP);
  20555. position.x = radius * (2 + cs) * 0.5 * cu;
  20556. position.y = radius * (2 + cs) * su * 0.5;
  20557. position.z = radius * Math.sin(quOverP) * 0.5;
  20558. }
  20559. }
  20560. static fromJSON(data) {
  20561. return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
  20562. }
  20563. }
  20564. class TubeGeometry extends BufferGeometry {
  20565. constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
  20566. super();
  20567. this.type = 'TubeGeometry';
  20568. this.parameters = {
  20569. path: path,
  20570. tubularSegments: tubularSegments,
  20571. radius: radius,
  20572. radialSegments: radialSegments,
  20573. closed: closed
  20574. };
  20575. const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
  20576. this.tangents = frames.tangents;
  20577. this.normals = frames.normals;
  20578. this.binormals = frames.binormals; // helper variables
  20579. const vertex = new Vector3();
  20580. const normal = new Vector3();
  20581. const uv = new Vector2();
  20582. let P = new Vector3(); // buffer
  20583. const vertices = [];
  20584. const normals = [];
  20585. const uvs = [];
  20586. const indices = []; // create buffer data
  20587. generateBufferData(); // build geometry
  20588. this.setIndex(indices);
  20589. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20590. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  20591. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
  20592. function generateBufferData() {
  20593. for (let i = 0; i < tubularSegments; i++) {
  20594. generateSegment(i);
  20595. } // if the geometry is not closed, generate the last row of vertices and normals
  20596. // at the regular position on the given path
  20597. //
  20598. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  20599. generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
  20600. // this makes it easy compute correct values for closed geometries
  20601. generateUVs(); // finally create faces
  20602. generateIndices();
  20603. }
  20604. function generateSegment(i) {
  20605. // we use getPointAt to sample evenly distributed points from the given path
  20606. P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal
  20607. const N = frames.normals[i];
  20608. const B = frames.binormals[i]; // generate normals and vertices for the current segment
  20609. for (let j = 0; j <= radialSegments; j++) {
  20610. const v = j / radialSegments * Math.PI * 2;
  20611. const sin = Math.sin(v);
  20612. const cos = -Math.cos(v); // normal
  20613. normal.x = cos * N.x + sin * B.x;
  20614. normal.y = cos * N.y + sin * B.y;
  20615. normal.z = cos * N.z + sin * B.z;
  20616. normal.normalize();
  20617. normals.push(normal.x, normal.y, normal.z); // vertex
  20618. vertex.x = P.x + radius * normal.x;
  20619. vertex.y = P.y + radius * normal.y;
  20620. vertex.z = P.z + radius * normal.z;
  20621. vertices.push(vertex.x, vertex.y, vertex.z);
  20622. }
  20623. }
  20624. function generateIndices() {
  20625. for (let j = 1; j <= tubularSegments; j++) {
  20626. for (let i = 1; i <= radialSegments; i++) {
  20627. const a = (radialSegments + 1) * (j - 1) + (i - 1);
  20628. const b = (radialSegments + 1) * j + (i - 1);
  20629. const c = (radialSegments + 1) * j + i;
  20630. const d = (radialSegments + 1) * (j - 1) + i; // faces
  20631. indices.push(a, b, d);
  20632. indices.push(b, c, d);
  20633. }
  20634. }
  20635. }
  20636. function generateUVs() {
  20637. for (let i = 0; i <= tubularSegments; i++) {
  20638. for (let j = 0; j <= radialSegments; j++) {
  20639. uv.x = i / tubularSegments;
  20640. uv.y = j / radialSegments;
  20641. uvs.push(uv.x, uv.y);
  20642. }
  20643. }
  20644. }
  20645. }
  20646. toJSON() {
  20647. const data = super.toJSON();
  20648. data.path = this.parameters.path.toJSON();
  20649. return data;
  20650. }
  20651. static fromJSON(data) {
  20652. // This only works for built-in curves (e.g. CatmullRomCurve3).
  20653. // User defined curves or instances of CurvePath will not be deserialized.
  20654. return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
  20655. }
  20656. }
  20657. class WireframeGeometry extends BufferGeometry {
  20658. constructor(geometry = null) {
  20659. super();
  20660. this.type = 'WireframeGeometry';
  20661. this.parameters = {
  20662. geometry: geometry
  20663. };
  20664. if (geometry !== null) {
  20665. // buffer
  20666. const vertices = [];
  20667. const edges = new Set(); // helper variables
  20668. const start = new Vector3();
  20669. const end = new Vector3();
  20670. if (geometry.index !== null) {
  20671. // indexed BufferGeometry
  20672. const position = geometry.attributes.position;
  20673. const indices = geometry.index;
  20674. let groups = geometry.groups;
  20675. if (groups.length === 0) {
  20676. groups = [{
  20677. start: 0,
  20678. count: indices.count,
  20679. materialIndex: 0
  20680. }];
  20681. } // create a data structure that contains all eges without duplicates
  20682. for (let o = 0, ol = groups.length; o < ol; ++o) {
  20683. const group = groups[o];
  20684. const groupStart = group.start;
  20685. const groupCount = group.count;
  20686. for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
  20687. for (let j = 0; j < 3; j++) {
  20688. const index1 = indices.getX(i + j);
  20689. const index2 = indices.getX(i + (j + 1) % 3);
  20690. start.fromBufferAttribute(position, index1);
  20691. end.fromBufferAttribute(position, index2);
  20692. if (isUniqueEdge(start, end, edges) === true) {
  20693. vertices.push(start.x, start.y, start.z);
  20694. vertices.push(end.x, end.y, end.z);
  20695. }
  20696. }
  20697. }
  20698. }
  20699. } else {
  20700. // non-indexed BufferGeometry
  20701. const position = geometry.attributes.position;
  20702. for (let i = 0, l = position.count / 3; i < l; i++) {
  20703. for (let j = 0; j < 3; j++) {
  20704. // three edges per triangle, an edge is represented as (index1, index2)
  20705. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  20706. const index1 = 3 * i + j;
  20707. const index2 = 3 * i + (j + 1) % 3;
  20708. start.fromBufferAttribute(position, index1);
  20709. end.fromBufferAttribute(position, index2);
  20710. if (isUniqueEdge(start, end, edges) === true) {
  20711. vertices.push(start.x, start.y, start.z);
  20712. vertices.push(end.x, end.y, end.z);
  20713. }
  20714. }
  20715. }
  20716. } // build geometry
  20717. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  20718. }
  20719. }
  20720. }
  20721. function isUniqueEdge(start, end, edges) {
  20722. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  20723. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  20724. if (edges.has(hash1) === true || edges.has(hash2) === true) {
  20725. return false;
  20726. } else {
  20727. edges.add(hash1, hash2);
  20728. return true;
  20729. }
  20730. }
  20731. var Geometries = /*#__PURE__*/Object.freeze({
  20732. __proto__: null,
  20733. BoxGeometry: BoxGeometry,
  20734. BoxBufferGeometry: BoxGeometry,
  20735. CircleGeometry: CircleGeometry,
  20736. CircleBufferGeometry: CircleGeometry,
  20737. ConeGeometry: ConeGeometry,
  20738. ConeBufferGeometry: ConeGeometry,
  20739. CylinderGeometry: CylinderGeometry,
  20740. CylinderBufferGeometry: CylinderGeometry,
  20741. DodecahedronGeometry: DodecahedronGeometry,
  20742. DodecahedronBufferGeometry: DodecahedronGeometry,
  20743. EdgesGeometry: EdgesGeometry,
  20744. ExtrudeGeometry: ExtrudeGeometry,
  20745. ExtrudeBufferGeometry: ExtrudeGeometry,
  20746. IcosahedronGeometry: IcosahedronGeometry,
  20747. IcosahedronBufferGeometry: IcosahedronGeometry,
  20748. LatheGeometry: LatheGeometry,
  20749. LatheBufferGeometry: LatheGeometry,
  20750. OctahedronGeometry: OctahedronGeometry,
  20751. OctahedronBufferGeometry: OctahedronGeometry,
  20752. PlaneGeometry: PlaneGeometry,
  20753. PlaneBufferGeometry: PlaneGeometry,
  20754. PolyhedronGeometry: PolyhedronGeometry,
  20755. PolyhedronBufferGeometry: PolyhedronGeometry,
  20756. RingGeometry: RingGeometry,
  20757. RingBufferGeometry: RingGeometry,
  20758. ShapeGeometry: ShapeGeometry,
  20759. ShapeBufferGeometry: ShapeGeometry,
  20760. SphereGeometry: SphereGeometry,
  20761. SphereBufferGeometry: SphereGeometry,
  20762. TetrahedronGeometry: TetrahedronGeometry,
  20763. TetrahedronBufferGeometry: TetrahedronGeometry,
  20764. TorusGeometry: TorusGeometry,
  20765. TorusBufferGeometry: TorusGeometry,
  20766. TorusKnotGeometry: TorusKnotGeometry,
  20767. TorusKnotBufferGeometry: TorusKnotGeometry,
  20768. TubeGeometry: TubeGeometry,
  20769. TubeBufferGeometry: TubeGeometry,
  20770. WireframeGeometry: WireframeGeometry
  20771. });
  20772. /**
  20773. * parameters = {
  20774. * color: <THREE.Color>
  20775. * }
  20776. */
  20777. class ShadowMaterial extends Material {
  20778. constructor(parameters) {
  20779. super();
  20780. this.type = 'ShadowMaterial';
  20781. this.color = new Color(0x000000);
  20782. this.transparent = true;
  20783. this.setValues(parameters);
  20784. }
  20785. copy(source) {
  20786. super.copy(source);
  20787. this.color.copy(source.color);
  20788. return this;
  20789. }
  20790. }
  20791. ShadowMaterial.prototype.isShadowMaterial = true;
  20792. /**
  20793. * parameters = {
  20794. * color: <hex>,
  20795. * roughness: <float>,
  20796. * metalness: <float>,
  20797. * opacity: <float>,
  20798. *
  20799. * map: new THREE.Texture( <Image> ),
  20800. *
  20801. * lightMap: new THREE.Texture( <Image> ),
  20802. * lightMapIntensity: <float>
  20803. *
  20804. * aoMap: new THREE.Texture( <Image> ),
  20805. * aoMapIntensity: <float>
  20806. *
  20807. * emissive: <hex>,
  20808. * emissiveIntensity: <float>
  20809. * emissiveMap: new THREE.Texture( <Image> ),
  20810. *
  20811. * bumpMap: new THREE.Texture( <Image> ),
  20812. * bumpScale: <float>,
  20813. *
  20814. * normalMap: new THREE.Texture( <Image> ),
  20815. * normalMapType: THREE.TangentSpaceNormalMap,
  20816. * normalScale: <Vector2>,
  20817. *
  20818. * displacementMap: new THREE.Texture( <Image> ),
  20819. * displacementScale: <float>,
  20820. * displacementBias: <float>,
  20821. *
  20822. * roughnessMap: new THREE.Texture( <Image> ),
  20823. *
  20824. * metalnessMap: new THREE.Texture( <Image> ),
  20825. *
  20826. * alphaMap: new THREE.Texture( <Image> ),
  20827. *
  20828. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20829. * envMapIntensity: <float>
  20830. *
  20831. * refractionRatio: <float>,
  20832. *
  20833. * wireframe: <boolean>,
  20834. * wireframeLinewidth: <float>,
  20835. *
  20836. * flatShading: <bool>
  20837. * }
  20838. */
  20839. class MeshStandardMaterial extends Material {
  20840. constructor(parameters) {
  20841. super();
  20842. this.defines = {
  20843. 'STANDARD': ''
  20844. };
  20845. this.type = 'MeshStandardMaterial';
  20846. this.color = new Color(0xffffff); // diffuse
  20847. this.roughness = 1.0;
  20848. this.metalness = 0.0;
  20849. this.map = null;
  20850. this.lightMap = null;
  20851. this.lightMapIntensity = 1.0;
  20852. this.aoMap = null;
  20853. this.aoMapIntensity = 1.0;
  20854. this.emissive = new Color(0x000000);
  20855. this.emissiveIntensity = 1.0;
  20856. this.emissiveMap = null;
  20857. this.bumpMap = null;
  20858. this.bumpScale = 1;
  20859. this.normalMap = null;
  20860. this.normalMapType = TangentSpaceNormalMap;
  20861. this.normalScale = new Vector2(1, 1);
  20862. this.displacementMap = null;
  20863. this.displacementScale = 1;
  20864. this.displacementBias = 0;
  20865. this.roughnessMap = null;
  20866. this.metalnessMap = null;
  20867. this.alphaMap = null;
  20868. this.envMap = null;
  20869. this.envMapIntensity = 1.0;
  20870. this.refractionRatio = 0.98;
  20871. this.wireframe = false;
  20872. this.wireframeLinewidth = 1;
  20873. this.wireframeLinecap = 'round';
  20874. this.wireframeLinejoin = 'round';
  20875. this.flatShading = false;
  20876. this.setValues(parameters);
  20877. }
  20878. copy(source) {
  20879. super.copy(source);
  20880. this.defines = {
  20881. 'STANDARD': ''
  20882. };
  20883. this.color.copy(source.color);
  20884. this.roughness = source.roughness;
  20885. this.metalness = source.metalness;
  20886. this.map = source.map;
  20887. this.lightMap = source.lightMap;
  20888. this.lightMapIntensity = source.lightMapIntensity;
  20889. this.aoMap = source.aoMap;
  20890. this.aoMapIntensity = source.aoMapIntensity;
  20891. this.emissive.copy(source.emissive);
  20892. this.emissiveMap = source.emissiveMap;
  20893. this.emissiveIntensity = source.emissiveIntensity;
  20894. this.bumpMap = source.bumpMap;
  20895. this.bumpScale = source.bumpScale;
  20896. this.normalMap = source.normalMap;
  20897. this.normalMapType = source.normalMapType;
  20898. this.normalScale.copy(source.normalScale);
  20899. this.displacementMap = source.displacementMap;
  20900. this.displacementScale = source.displacementScale;
  20901. this.displacementBias = source.displacementBias;
  20902. this.roughnessMap = source.roughnessMap;
  20903. this.metalnessMap = source.metalnessMap;
  20904. this.alphaMap = source.alphaMap;
  20905. this.envMap = source.envMap;
  20906. this.envMapIntensity = source.envMapIntensity;
  20907. this.refractionRatio = source.refractionRatio;
  20908. this.wireframe = source.wireframe;
  20909. this.wireframeLinewidth = source.wireframeLinewidth;
  20910. this.wireframeLinecap = source.wireframeLinecap;
  20911. this.wireframeLinejoin = source.wireframeLinejoin;
  20912. this.flatShading = source.flatShading;
  20913. return this;
  20914. }
  20915. }
  20916. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20917. /**
  20918. * parameters = {
  20919. * clearcoat: <float>,
  20920. * clearcoatMap: new THREE.Texture( <Image> ),
  20921. * clearcoatRoughness: <float>,
  20922. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20923. * clearcoatNormalScale: <Vector2>,
  20924. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20925. *
  20926. * ior: <float>,
  20927. * reflectivity: <float>,
  20928. *
  20929. * sheen: <float>,
  20930. * sheenColor: <Color>,
  20931. * sheenColorMap: new THREE.Texture( <Image> ),
  20932. * sheenRoughness: <float>,
  20933. * sheenRoughnessMap: new THREE.Texture( <Image> ),
  20934. *
  20935. * transmission: <float>,
  20936. * transmissionMap: new THREE.Texture( <Image> ),
  20937. *
  20938. * thickness: <float>,
  20939. * thicknessMap: new THREE.Texture( <Image> ),
  20940. * attenuationDistance: <float>,
  20941. * attenuationColor: <Color>,
  20942. *
  20943. * specularIntensity: <float>,
  20944. * specularIntensityMap: new THREE.Texture( <Image> ),
  20945. * specularColor: <Color>,
  20946. * specularColorMap: new THREE.Texture( <Image> )
  20947. * }
  20948. */
  20949. class MeshPhysicalMaterial extends MeshStandardMaterial {
  20950. constructor(parameters) {
  20951. super();
  20952. this.defines = {
  20953. 'STANDARD': '',
  20954. 'PHYSICAL': ''
  20955. };
  20956. this.type = 'MeshPhysicalMaterial';
  20957. this.clearcoatMap = null;
  20958. this.clearcoatRoughness = 0.0;
  20959. this.clearcoatRoughnessMap = null;
  20960. this.clearcoatNormalScale = new Vector2(1, 1);
  20961. this.clearcoatNormalMap = null;
  20962. this.ior = 1.5;
  20963. Object.defineProperty(this, 'reflectivity', {
  20964. get: function () {
  20965. return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);
  20966. },
  20967. set: function (reflectivity) {
  20968. this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);
  20969. }
  20970. });
  20971. this.sheenColor = new Color(0x000000);
  20972. this.sheenColorMap = null;
  20973. this.sheenRoughness = 1.0;
  20974. this.sheenRoughnessMap = null;
  20975. this.transmissionMap = null;
  20976. this.thickness = 0;
  20977. this.thicknessMap = null;
  20978. this.attenuationDistance = 0.0;
  20979. this.attenuationColor = new Color(1, 1, 1);
  20980. this.specularIntensity = 1.0;
  20981. this.specularIntensityMap = null;
  20982. this.specularColor = new Color(1, 1, 1);
  20983. this.specularColorMap = null;
  20984. this._sheen = 0.0;
  20985. this._clearcoat = 0;
  20986. this._transmission = 0;
  20987. this.setValues(parameters);
  20988. }
  20989. get sheen() {
  20990. return this._sheen;
  20991. }
  20992. set sheen(value) {
  20993. if (this._sheen > 0 !== value > 0) {
  20994. this.version++;
  20995. }
  20996. this._sheen = value;
  20997. }
  20998. get clearcoat() {
  20999. return this._clearcoat;
  21000. }
  21001. set clearcoat(value) {
  21002. if (this._clearcoat > 0 !== value > 0) {
  21003. this.version++;
  21004. }
  21005. this._clearcoat = value;
  21006. }
  21007. get transmission() {
  21008. return this._transmission;
  21009. }
  21010. set transmission(value) {
  21011. if (this._transmission > 0 !== value > 0) {
  21012. this.version++;
  21013. }
  21014. this._transmission = value;
  21015. }
  21016. copy(source) {
  21017. super.copy(source);
  21018. this.defines = {
  21019. 'STANDARD': '',
  21020. 'PHYSICAL': ''
  21021. };
  21022. this.clearcoat = source.clearcoat;
  21023. this.clearcoatMap = source.clearcoatMap;
  21024. this.clearcoatRoughness = source.clearcoatRoughness;
  21025. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  21026. this.clearcoatNormalMap = source.clearcoatNormalMap;
  21027. this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
  21028. this.ior = source.ior;
  21029. this.sheen = source.sheen;
  21030. this.sheenColor.copy(source.sheenColor);
  21031. this.sheenColorMap = source.sheenColorMap;
  21032. this.sheenRoughness = source.sheenRoughness;
  21033. this.sheenRoughnessMap = source.sheenRoughnessMap;
  21034. this.transmission = source.transmission;
  21035. this.transmissionMap = source.transmissionMap;
  21036. this.thickness = source.thickness;
  21037. this.thicknessMap = source.thicknessMap;
  21038. this.attenuationDistance = source.attenuationDistance;
  21039. this.attenuationColor.copy(source.attenuationColor);
  21040. this.specularIntensity = source.specularIntensity;
  21041. this.specularIntensityMap = source.specularIntensityMap;
  21042. this.specularColor.copy(source.specularColor);
  21043. this.specularColorMap = source.specularColorMap;
  21044. return this;
  21045. }
  21046. }
  21047. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  21048. /**
  21049. * parameters = {
  21050. * color: <hex>,
  21051. * specular: <hex>,
  21052. * shininess: <float>,
  21053. * opacity: <float>,
  21054. *
  21055. * map: new THREE.Texture( <Image> ),
  21056. *
  21057. * lightMap: new THREE.Texture( <Image> ),
  21058. * lightMapIntensity: <float>
  21059. *
  21060. * aoMap: new THREE.Texture( <Image> ),
  21061. * aoMapIntensity: <float>
  21062. *
  21063. * emissive: <hex>,
  21064. * emissiveIntensity: <float>
  21065. * emissiveMap: new THREE.Texture( <Image> ),
  21066. *
  21067. * bumpMap: new THREE.Texture( <Image> ),
  21068. * bumpScale: <float>,
  21069. *
  21070. * normalMap: new THREE.Texture( <Image> ),
  21071. * normalMapType: THREE.TangentSpaceNormalMap,
  21072. * normalScale: <Vector2>,
  21073. *
  21074. * displacementMap: new THREE.Texture( <Image> ),
  21075. * displacementScale: <float>,
  21076. * displacementBias: <float>,
  21077. *
  21078. * specularMap: new THREE.Texture( <Image> ),
  21079. *
  21080. * alphaMap: new THREE.Texture( <Image> ),
  21081. *
  21082. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  21083. * combine: THREE.MultiplyOperation,
  21084. * reflectivity: <float>,
  21085. * refractionRatio: <float>,
  21086. *
  21087. * wireframe: <boolean>,
  21088. * wireframeLinewidth: <float>,
  21089. *
  21090. * flatShading: <bool>
  21091. * }
  21092. */
  21093. class MeshPhongMaterial extends Material {
  21094. constructor(parameters) {
  21095. super();
  21096. this.type = 'MeshPhongMaterial';
  21097. this.color = new Color(0xffffff); // diffuse
  21098. this.specular = new Color(0x111111);
  21099. this.shininess = 30;
  21100. this.map = null;
  21101. this.lightMap = null;
  21102. this.lightMapIntensity = 1.0;
  21103. this.aoMap = null;
  21104. this.aoMapIntensity = 1.0;
  21105. this.emissive = new Color(0x000000);
  21106. this.emissiveIntensity = 1.0;
  21107. this.emissiveMap = null;
  21108. this.bumpMap = null;
  21109. this.bumpScale = 1;
  21110. this.normalMap = null;
  21111. this.normalMapType = TangentSpaceNormalMap;
  21112. this.normalScale = new Vector2(1, 1);
  21113. this.displacementMap = null;
  21114. this.displacementScale = 1;
  21115. this.displacementBias = 0;
  21116. this.specularMap = null;
  21117. this.alphaMap = null;
  21118. this.envMap = null;
  21119. this.combine = MultiplyOperation;
  21120. this.reflectivity = 1;
  21121. this.refractionRatio = 0.98;
  21122. this.wireframe = false;
  21123. this.wireframeLinewidth = 1;
  21124. this.wireframeLinecap = 'round';
  21125. this.wireframeLinejoin = 'round';
  21126. this.flatShading = false;
  21127. this.setValues(parameters);
  21128. }
  21129. copy(source) {
  21130. super.copy(source);
  21131. this.color.copy(source.color);
  21132. this.specular.copy(source.specular);
  21133. this.shininess = source.shininess;
  21134. this.map = source.map;
  21135. this.lightMap = source.lightMap;
  21136. this.lightMapIntensity = source.lightMapIntensity;
  21137. this.aoMap = source.aoMap;
  21138. this.aoMapIntensity = source.aoMapIntensity;
  21139. this.emissive.copy(source.emissive);
  21140. this.emissiveMap = source.emissiveMap;
  21141. this.emissiveIntensity = source.emissiveIntensity;
  21142. this.bumpMap = source.bumpMap;
  21143. this.bumpScale = source.bumpScale;
  21144. this.normalMap = source.normalMap;
  21145. this.normalMapType = source.normalMapType;
  21146. this.normalScale.copy(source.normalScale);
  21147. this.displacementMap = source.displacementMap;
  21148. this.displacementScale = source.displacementScale;
  21149. this.displacementBias = source.displacementBias;
  21150. this.specularMap = source.specularMap;
  21151. this.alphaMap = source.alphaMap;
  21152. this.envMap = source.envMap;
  21153. this.combine = source.combine;
  21154. this.reflectivity = source.reflectivity;
  21155. this.refractionRatio = source.refractionRatio;
  21156. this.wireframe = source.wireframe;
  21157. this.wireframeLinewidth = source.wireframeLinewidth;
  21158. this.wireframeLinecap = source.wireframeLinecap;
  21159. this.wireframeLinejoin = source.wireframeLinejoin;
  21160. this.flatShading = source.flatShading;
  21161. return this;
  21162. }
  21163. }
  21164. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  21165. /**
  21166. * parameters = {
  21167. * color: <hex>,
  21168. *
  21169. * map: new THREE.Texture( <Image> ),
  21170. * gradientMap: new THREE.Texture( <Image> ),
  21171. *
  21172. * lightMap: new THREE.Texture( <Image> ),
  21173. * lightMapIntensity: <float>
  21174. *
  21175. * aoMap: new THREE.Texture( <Image> ),
  21176. * aoMapIntensity: <float>
  21177. *
  21178. * emissive: <hex>,
  21179. * emissiveIntensity: <float>
  21180. * emissiveMap: new THREE.Texture( <Image> ),
  21181. *
  21182. * bumpMap: new THREE.Texture( <Image> ),
  21183. * bumpScale: <float>,
  21184. *
  21185. * normalMap: new THREE.Texture( <Image> ),
  21186. * normalMapType: THREE.TangentSpaceNormalMap,
  21187. * normalScale: <Vector2>,
  21188. *
  21189. * displacementMap: new THREE.Texture( <Image> ),
  21190. * displacementScale: <float>,
  21191. * displacementBias: <float>,
  21192. *
  21193. * alphaMap: new THREE.Texture( <Image> ),
  21194. *
  21195. * wireframe: <boolean>,
  21196. * wireframeLinewidth: <float>,
  21197. *
  21198. * }
  21199. */
  21200. class MeshToonMaterial extends Material {
  21201. constructor(parameters) {
  21202. super();
  21203. this.defines = {
  21204. 'TOON': ''
  21205. };
  21206. this.type = 'MeshToonMaterial';
  21207. this.color = new Color(0xffffff);
  21208. this.map = null;
  21209. this.gradientMap = null;
  21210. this.lightMap = null;
  21211. this.lightMapIntensity = 1.0;
  21212. this.aoMap = null;
  21213. this.aoMapIntensity = 1.0;
  21214. this.emissive = new Color(0x000000);
  21215. this.emissiveIntensity = 1.0;
  21216. this.emissiveMap = null;
  21217. this.bumpMap = null;
  21218. this.bumpScale = 1;
  21219. this.normalMap = null;
  21220. this.normalMapType = TangentSpaceNormalMap;
  21221. this.normalScale = new Vector2(1, 1);
  21222. this.displacementMap = null;
  21223. this.displacementScale = 1;
  21224. this.displacementBias = 0;
  21225. this.alphaMap = null;
  21226. this.wireframe = false;
  21227. this.wireframeLinewidth = 1;
  21228. this.wireframeLinecap = 'round';
  21229. this.wireframeLinejoin = 'round';
  21230. this.setValues(parameters);
  21231. }
  21232. copy(source) {
  21233. super.copy(source);
  21234. this.color.copy(source.color);
  21235. this.map = source.map;
  21236. this.gradientMap = source.gradientMap;
  21237. this.lightMap = source.lightMap;
  21238. this.lightMapIntensity = source.lightMapIntensity;
  21239. this.aoMap = source.aoMap;
  21240. this.aoMapIntensity = source.aoMapIntensity;
  21241. this.emissive.copy(source.emissive);
  21242. this.emissiveMap = source.emissiveMap;
  21243. this.emissiveIntensity = source.emissiveIntensity;
  21244. this.bumpMap = source.bumpMap;
  21245. this.bumpScale = source.bumpScale;
  21246. this.normalMap = source.normalMap;
  21247. this.normalMapType = source.normalMapType;
  21248. this.normalScale.copy(source.normalScale);
  21249. this.displacementMap = source.displacementMap;
  21250. this.displacementScale = source.displacementScale;
  21251. this.displacementBias = source.displacementBias;
  21252. this.alphaMap = source.alphaMap;
  21253. this.wireframe = source.wireframe;
  21254. this.wireframeLinewidth = source.wireframeLinewidth;
  21255. this.wireframeLinecap = source.wireframeLinecap;
  21256. this.wireframeLinejoin = source.wireframeLinejoin;
  21257. return this;
  21258. }
  21259. }
  21260. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  21261. /**
  21262. * parameters = {
  21263. * opacity: <float>,
  21264. *
  21265. * bumpMap: new THREE.Texture( <Image> ),
  21266. * bumpScale: <float>,
  21267. *
  21268. * normalMap: new THREE.Texture( <Image> ),
  21269. * normalMapType: THREE.TangentSpaceNormalMap,
  21270. * normalScale: <Vector2>,
  21271. *
  21272. * displacementMap: new THREE.Texture( <Image> ),
  21273. * displacementScale: <float>,
  21274. * displacementBias: <float>,
  21275. *
  21276. * wireframe: <boolean>,
  21277. * wireframeLinewidth: <float>
  21278. *
  21279. * flatShading: <bool>
  21280. * }
  21281. */
  21282. class MeshNormalMaterial extends Material {
  21283. constructor(parameters) {
  21284. super();
  21285. this.type = 'MeshNormalMaterial';
  21286. this.bumpMap = null;
  21287. this.bumpScale = 1;
  21288. this.normalMap = null;
  21289. this.normalMapType = TangentSpaceNormalMap;
  21290. this.normalScale = new Vector2(1, 1);
  21291. this.displacementMap = null;
  21292. this.displacementScale = 1;
  21293. this.displacementBias = 0;
  21294. this.wireframe = false;
  21295. this.wireframeLinewidth = 1;
  21296. this.fog = false;
  21297. this.flatShading = false;
  21298. this.setValues(parameters);
  21299. }
  21300. copy(source) {
  21301. super.copy(source);
  21302. this.bumpMap = source.bumpMap;
  21303. this.bumpScale = source.bumpScale;
  21304. this.normalMap = source.normalMap;
  21305. this.normalMapType = source.normalMapType;
  21306. this.normalScale.copy(source.normalScale);
  21307. this.displacementMap = source.displacementMap;
  21308. this.displacementScale = source.displacementScale;
  21309. this.displacementBias = source.displacementBias;
  21310. this.wireframe = source.wireframe;
  21311. this.wireframeLinewidth = source.wireframeLinewidth;
  21312. this.flatShading = source.flatShading;
  21313. return this;
  21314. }
  21315. }
  21316. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  21317. /**
  21318. * parameters = {
  21319. * color: <hex>,
  21320. * opacity: <float>,
  21321. *
  21322. * map: new THREE.Texture( <Image> ),
  21323. *
  21324. * lightMap: new THREE.Texture( <Image> ),
  21325. * lightMapIntensity: <float>
  21326. *
  21327. * aoMap: new THREE.Texture( <Image> ),
  21328. * aoMapIntensity: <float>
  21329. *
  21330. * emissive: <hex>,
  21331. * emissiveIntensity: <float>
  21332. * emissiveMap: new THREE.Texture( <Image> ),
  21333. *
  21334. * specularMap: new THREE.Texture( <Image> ),
  21335. *
  21336. * alphaMap: new THREE.Texture( <Image> ),
  21337. *
  21338. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  21339. * combine: THREE.Multiply,
  21340. * reflectivity: <float>,
  21341. * refractionRatio: <float>,
  21342. *
  21343. * wireframe: <boolean>,
  21344. * wireframeLinewidth: <float>,
  21345. *
  21346. * }
  21347. */
  21348. class MeshLambertMaterial extends Material {
  21349. constructor(parameters) {
  21350. super();
  21351. this.type = 'MeshLambertMaterial';
  21352. this.color = new Color(0xffffff); // diffuse
  21353. this.map = null;
  21354. this.lightMap = null;
  21355. this.lightMapIntensity = 1.0;
  21356. this.aoMap = null;
  21357. this.aoMapIntensity = 1.0;
  21358. this.emissive = new Color(0x000000);
  21359. this.emissiveIntensity = 1.0;
  21360. this.emissiveMap = null;
  21361. this.specularMap = null;
  21362. this.alphaMap = null;
  21363. this.envMap = null;
  21364. this.combine = MultiplyOperation;
  21365. this.reflectivity = 1;
  21366. this.refractionRatio = 0.98;
  21367. this.wireframe = false;
  21368. this.wireframeLinewidth = 1;
  21369. this.wireframeLinecap = 'round';
  21370. this.wireframeLinejoin = 'round';
  21371. this.setValues(parameters);
  21372. }
  21373. copy(source) {
  21374. super.copy(source);
  21375. this.color.copy(source.color);
  21376. this.map = source.map;
  21377. this.lightMap = source.lightMap;
  21378. this.lightMapIntensity = source.lightMapIntensity;
  21379. this.aoMap = source.aoMap;
  21380. this.aoMapIntensity = source.aoMapIntensity;
  21381. this.emissive.copy(source.emissive);
  21382. this.emissiveMap = source.emissiveMap;
  21383. this.emissiveIntensity = source.emissiveIntensity;
  21384. this.specularMap = source.specularMap;
  21385. this.alphaMap = source.alphaMap;
  21386. this.envMap = source.envMap;
  21387. this.combine = source.combine;
  21388. this.reflectivity = source.reflectivity;
  21389. this.refractionRatio = source.refractionRatio;
  21390. this.wireframe = source.wireframe;
  21391. this.wireframeLinewidth = source.wireframeLinewidth;
  21392. this.wireframeLinecap = source.wireframeLinecap;
  21393. this.wireframeLinejoin = source.wireframeLinejoin;
  21394. return this;
  21395. }
  21396. }
  21397. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  21398. /**
  21399. * parameters = {
  21400. * color: <hex>,
  21401. * opacity: <float>,
  21402. *
  21403. * matcap: new THREE.Texture( <Image> ),
  21404. *
  21405. * map: new THREE.Texture( <Image> ),
  21406. *
  21407. * bumpMap: new THREE.Texture( <Image> ),
  21408. * bumpScale: <float>,
  21409. *
  21410. * normalMap: new THREE.Texture( <Image> ),
  21411. * normalMapType: THREE.TangentSpaceNormalMap,
  21412. * normalScale: <Vector2>,
  21413. *
  21414. * displacementMap: new THREE.Texture( <Image> ),
  21415. * displacementScale: <float>,
  21416. * displacementBias: <float>,
  21417. *
  21418. * alphaMap: new THREE.Texture( <Image> ),
  21419. *
  21420. * flatShading: <bool>
  21421. * }
  21422. */
  21423. class MeshMatcapMaterial extends Material {
  21424. constructor(parameters) {
  21425. super();
  21426. this.defines = {
  21427. 'MATCAP': ''
  21428. };
  21429. this.type = 'MeshMatcapMaterial';
  21430. this.color = new Color(0xffffff); // diffuse
  21431. this.matcap = null;
  21432. this.map = null;
  21433. this.bumpMap = null;
  21434. this.bumpScale = 1;
  21435. this.normalMap = null;
  21436. this.normalMapType = TangentSpaceNormalMap;
  21437. this.normalScale = new Vector2(1, 1);
  21438. this.displacementMap = null;
  21439. this.displacementScale = 1;
  21440. this.displacementBias = 0;
  21441. this.alphaMap = null;
  21442. this.flatShading = false;
  21443. this.setValues(parameters);
  21444. }
  21445. copy(source) {
  21446. super.copy(source);
  21447. this.defines = {
  21448. 'MATCAP': ''
  21449. };
  21450. this.color.copy(source.color);
  21451. this.matcap = source.matcap;
  21452. this.map = source.map;
  21453. this.bumpMap = source.bumpMap;
  21454. this.bumpScale = source.bumpScale;
  21455. this.normalMap = source.normalMap;
  21456. this.normalMapType = source.normalMapType;
  21457. this.normalScale.copy(source.normalScale);
  21458. this.displacementMap = source.displacementMap;
  21459. this.displacementScale = source.displacementScale;
  21460. this.displacementBias = source.displacementBias;
  21461. this.alphaMap = source.alphaMap;
  21462. this.flatShading = source.flatShading;
  21463. return this;
  21464. }
  21465. }
  21466. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  21467. /**
  21468. * parameters = {
  21469. * color: <hex>,
  21470. * opacity: <float>,
  21471. *
  21472. * linewidth: <float>,
  21473. *
  21474. * scale: <float>,
  21475. * dashSize: <float>,
  21476. * gapSize: <float>
  21477. * }
  21478. */
  21479. class LineDashedMaterial extends LineBasicMaterial {
  21480. constructor(parameters) {
  21481. super();
  21482. this.type = 'LineDashedMaterial';
  21483. this.scale = 1;
  21484. this.dashSize = 3;
  21485. this.gapSize = 1;
  21486. this.setValues(parameters);
  21487. }
  21488. copy(source) {
  21489. super.copy(source);
  21490. this.scale = source.scale;
  21491. this.dashSize = source.dashSize;
  21492. this.gapSize = source.gapSize;
  21493. return this;
  21494. }
  21495. }
  21496. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  21497. var Materials = /*#__PURE__*/Object.freeze({
  21498. __proto__: null,
  21499. ShadowMaterial: ShadowMaterial,
  21500. SpriteMaterial: SpriteMaterial,
  21501. RawShaderMaterial: RawShaderMaterial,
  21502. ShaderMaterial: ShaderMaterial,
  21503. PointsMaterial: PointsMaterial,
  21504. MeshPhysicalMaterial: MeshPhysicalMaterial,
  21505. MeshStandardMaterial: MeshStandardMaterial,
  21506. MeshPhongMaterial: MeshPhongMaterial,
  21507. MeshToonMaterial: MeshToonMaterial,
  21508. MeshNormalMaterial: MeshNormalMaterial,
  21509. MeshLambertMaterial: MeshLambertMaterial,
  21510. MeshDepthMaterial: MeshDepthMaterial,
  21511. MeshDistanceMaterial: MeshDistanceMaterial,
  21512. MeshBasicMaterial: MeshBasicMaterial,
  21513. MeshMatcapMaterial: MeshMatcapMaterial,
  21514. LineDashedMaterial: LineDashedMaterial,
  21515. LineBasicMaterial: LineBasicMaterial,
  21516. Material: Material
  21517. });
  21518. const AnimationUtils = {
  21519. // same as Array.prototype.slice, but also works on typed arrays
  21520. arraySlice: function (array, from, to) {
  21521. if (AnimationUtils.isTypedArray(array)) {
  21522. // in ios9 array.subarray(from, undefined) will return empty array
  21523. // but array.subarray(from) or array.subarray(from, len) is correct
  21524. return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
  21525. }
  21526. return array.slice(from, to);
  21527. },
  21528. // converts an array to a specific type
  21529. convertArray: function (array, type, forceClone) {
  21530. if (!array || // let 'undefined' and 'null' pass
  21531. !forceClone && array.constructor === type) return array;
  21532. if (typeof type.BYTES_PER_ELEMENT === 'number') {
  21533. return new type(array); // create typed array
  21534. }
  21535. return Array.prototype.slice.call(array); // create Array
  21536. },
  21537. isTypedArray: function (object) {
  21538. return ArrayBuffer.isView(object) && !(object instanceof DataView);
  21539. },
  21540. // returns an array by which times and values can be sorted
  21541. getKeyframeOrder: function (times) {
  21542. function compareTime(i, j) {
  21543. return times[i] - times[j];
  21544. }
  21545. const n = times.length;
  21546. const result = new Array(n);
  21547. for (let i = 0; i !== n; ++i) result[i] = i;
  21548. result.sort(compareTime);
  21549. return result;
  21550. },
  21551. // uses the array previously returned by 'getKeyframeOrder' to sort data
  21552. sortedArray: function (values, stride, order) {
  21553. const nValues = values.length;
  21554. const result = new values.constructor(nValues);
  21555. for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
  21556. const srcOffset = order[i] * stride;
  21557. for (let j = 0; j !== stride; ++j) {
  21558. result[dstOffset++] = values[srcOffset + j];
  21559. }
  21560. }
  21561. return result;
  21562. },
  21563. // function for parsing AOS keyframe formats
  21564. flattenJSON: function (jsonKeys, times, values, valuePropertyName) {
  21565. let i = 1,
  21566. key = jsonKeys[0];
  21567. while (key !== undefined && key[valuePropertyName] === undefined) {
  21568. key = jsonKeys[i++];
  21569. }
  21570. if (key === undefined) return; // no data
  21571. let value = key[valuePropertyName];
  21572. if (value === undefined) return; // no data
  21573. if (Array.isArray(value)) {
  21574. do {
  21575. value = key[valuePropertyName];
  21576. if (value !== undefined) {
  21577. times.push(key.time);
  21578. values.push.apply(values, value); // push all elements
  21579. }
  21580. key = jsonKeys[i++];
  21581. } while (key !== undefined);
  21582. } else if (value.toArray !== undefined) {
  21583. // ...assume THREE.Math-ish
  21584. do {
  21585. value = key[valuePropertyName];
  21586. if (value !== undefined) {
  21587. times.push(key.time);
  21588. value.toArray(values, values.length);
  21589. }
  21590. key = jsonKeys[i++];
  21591. } while (key !== undefined);
  21592. } else {
  21593. // otherwise push as-is
  21594. do {
  21595. value = key[valuePropertyName];
  21596. if (value !== undefined) {
  21597. times.push(key.time);
  21598. values.push(value);
  21599. }
  21600. key = jsonKeys[i++];
  21601. } while (key !== undefined);
  21602. }
  21603. },
  21604. subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) {
  21605. const clip = sourceClip.clone();
  21606. clip.name = name;
  21607. const tracks = [];
  21608. for (let i = 0; i < clip.tracks.length; ++i) {
  21609. const track = clip.tracks[i];
  21610. const valueSize = track.getValueSize();
  21611. const times = [];
  21612. const values = [];
  21613. for (let j = 0; j < track.times.length; ++j) {
  21614. const frame = track.times[j] * fps;
  21615. if (frame < startFrame || frame >= endFrame) continue;
  21616. times.push(track.times[j]);
  21617. for (let k = 0; k < valueSize; ++k) {
  21618. values.push(track.values[j * valueSize + k]);
  21619. }
  21620. }
  21621. if (times.length === 0) continue;
  21622. track.times = AnimationUtils.convertArray(times, track.times.constructor);
  21623. track.values = AnimationUtils.convertArray(values, track.values.constructor);
  21624. tracks.push(track);
  21625. }
  21626. clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
  21627. let minStartTime = Infinity;
  21628. for (let i = 0; i < clip.tracks.length; ++i) {
  21629. if (minStartTime > clip.tracks[i].times[0]) {
  21630. minStartTime = clip.tracks[i].times[0];
  21631. }
  21632. } // shift all tracks such that clip begins at t=0
  21633. for (let i = 0; i < clip.tracks.length; ++i) {
  21634. clip.tracks[i].shift(-1 * minStartTime);
  21635. }
  21636. clip.resetDuration();
  21637. return clip;
  21638. },
  21639. makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
  21640. if (fps <= 0) fps = 30;
  21641. const numTracks = referenceClip.tracks.length;
  21642. const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
  21643. for (let i = 0; i < numTracks; ++i) {
  21644. const referenceTrack = referenceClip.tracks[i];
  21645. const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
  21646. if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track
  21647. const targetTrack = targetClip.tracks.find(function (track) {
  21648. return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
  21649. });
  21650. if (targetTrack === undefined) continue;
  21651. let referenceOffset = 0;
  21652. const referenceValueSize = referenceTrack.getValueSize();
  21653. if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  21654. referenceOffset = referenceValueSize / 3;
  21655. }
  21656. let targetOffset = 0;
  21657. const targetValueSize = targetTrack.getValueSize();
  21658. if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  21659. targetOffset = targetValueSize / 3;
  21660. }
  21661. const lastIndex = referenceTrack.times.length - 1;
  21662. let referenceValue; // Find the value to subtract out of the track
  21663. if (referenceTime <= referenceTrack.times[0]) {
  21664. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  21665. const startIndex = referenceOffset;
  21666. const endIndex = referenceValueSize - referenceOffset;
  21667. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  21668. } else if (referenceTime >= referenceTrack.times[lastIndex]) {
  21669. // Reference frame is after the last keyframe, so just use the last keyframe
  21670. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  21671. const endIndex = startIndex + referenceValueSize - referenceOffset;
  21672. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  21673. } else {
  21674. // Interpolate to the reference value
  21675. const interpolant = referenceTrack.createInterpolant();
  21676. const startIndex = referenceOffset;
  21677. const endIndex = referenceValueSize - referenceOffset;
  21678. interpolant.evaluate(referenceTime);
  21679. referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex);
  21680. } // Conjugate the quaternion
  21681. if (referenceTrackType === 'quaternion') {
  21682. const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
  21683. referenceQuat.toArray(referenceValue);
  21684. } // Subtract the reference value from all of the track values
  21685. const numTimes = targetTrack.times.length;
  21686. for (let j = 0; j < numTimes; ++j) {
  21687. const valueStart = j * targetValueSize + targetOffset;
  21688. if (referenceTrackType === 'quaternion') {
  21689. // Multiply the conjugate for quaternion track types
  21690. Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
  21691. } else {
  21692. const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
  21693. for (let k = 0; k < valueEnd; ++k) {
  21694. targetTrack.values[valueStart + k] -= referenceValue[k];
  21695. }
  21696. }
  21697. }
  21698. }
  21699. targetClip.blendMode = AdditiveAnimationBlendMode;
  21700. return targetClip;
  21701. }
  21702. };
  21703. /**
  21704. * Abstract base class of interpolants over parametric samples.
  21705. *
  21706. * The parameter domain is one dimensional, typically the time or a path
  21707. * along a curve defined by the data.
  21708. *
  21709. * The sample values can have any dimensionality and derived classes may
  21710. * apply special interpretations to the data.
  21711. *
  21712. * This class provides the interval seek in a Template Method, deferring
  21713. * the actual interpolation to derived classes.
  21714. *
  21715. * Time complexity is O(1) for linear access crossing at most two points
  21716. * and O(log N) for random access, where N is the number of positions.
  21717. *
  21718. * References:
  21719. *
  21720. * http://www.oodesign.com/template-method-pattern.html
  21721. *
  21722. */
  21723. class Interpolant {
  21724. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21725. this.parameterPositions = parameterPositions;
  21726. this._cachedIndex = 0;
  21727. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);
  21728. this.sampleValues = sampleValues;
  21729. this.valueSize = sampleSize;
  21730. this.settings = null;
  21731. this.DefaultSettings_ = {};
  21732. }
  21733. evaluate(t) {
  21734. const pp = this.parameterPositions;
  21735. let i1 = this._cachedIndex,
  21736. t1 = pp[i1],
  21737. t0 = pp[i1 - 1];
  21738. validate_interval: {
  21739. seek: {
  21740. let right;
  21741. linear_scan: {
  21742. //- See http://jsperf.com/comparison-to-undefined/3
  21743. //- slower code:
  21744. //-
  21745. //- if ( t >= t1 || t1 === undefined ) {
  21746. forward_scan: if (!(t < t1)) {
  21747. for (let giveUpAt = i1 + 2;;) {
  21748. if (t1 === undefined) {
  21749. if (t < t0) break forward_scan; // after end
  21750. i1 = pp.length;
  21751. this._cachedIndex = i1;
  21752. return this.afterEnd_(i1 - 1, t, t0);
  21753. }
  21754. if (i1 === giveUpAt) break; // this loop
  21755. t0 = t1;
  21756. t1 = pp[++i1];
  21757. if (t < t1) {
  21758. // we have arrived at the sought interval
  21759. break seek;
  21760. }
  21761. } // prepare binary search on the right side of the index
  21762. right = pp.length;
  21763. break linear_scan;
  21764. } //- slower code:
  21765. //- if ( t < t0 || t0 === undefined ) {
  21766. if (!(t >= t0)) {
  21767. // looping?
  21768. const t1global = pp[1];
  21769. if (t < t1global) {
  21770. i1 = 2; // + 1, using the scan for the details
  21771. t0 = t1global;
  21772. } // linear reverse scan
  21773. for (let giveUpAt = i1 - 2;;) {
  21774. if (t0 === undefined) {
  21775. // before start
  21776. this._cachedIndex = 0;
  21777. return this.beforeStart_(0, t, t1);
  21778. }
  21779. if (i1 === giveUpAt) break; // this loop
  21780. t1 = t0;
  21781. t0 = pp[--i1 - 1];
  21782. if (t >= t0) {
  21783. // we have arrived at the sought interval
  21784. break seek;
  21785. }
  21786. } // prepare binary search on the left side of the index
  21787. right = i1;
  21788. i1 = 0;
  21789. break linear_scan;
  21790. } // the interval is valid
  21791. break validate_interval;
  21792. } // linear scan
  21793. // binary search
  21794. while (i1 < right) {
  21795. const mid = i1 + right >>> 1;
  21796. if (t < pp[mid]) {
  21797. right = mid;
  21798. } else {
  21799. i1 = mid + 1;
  21800. }
  21801. }
  21802. t1 = pp[i1];
  21803. t0 = pp[i1 - 1]; // check boundary cases, again
  21804. if (t0 === undefined) {
  21805. this._cachedIndex = 0;
  21806. return this.beforeStart_(0, t, t1);
  21807. }
  21808. if (t1 === undefined) {
  21809. i1 = pp.length;
  21810. this._cachedIndex = i1;
  21811. return this.afterEnd_(i1 - 1, t0, t);
  21812. }
  21813. } // seek
  21814. this._cachedIndex = i1;
  21815. this.intervalChanged_(i1, t0, t1);
  21816. } // validate_interval
  21817. return this.interpolate_(i1, t0, t, t1);
  21818. }
  21819. getSettings_() {
  21820. return this.settings || this.DefaultSettings_;
  21821. }
  21822. copySampleValue_(index) {
  21823. // copies a sample value to the result buffer
  21824. const result = this.resultBuffer,
  21825. values = this.sampleValues,
  21826. stride = this.valueSize,
  21827. offset = index * stride;
  21828. for (let i = 0; i !== stride; ++i) {
  21829. result[i] = values[offset + i];
  21830. }
  21831. return result;
  21832. } // Template methods for derived classes:
  21833. interpolate_() {
  21834. throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
  21835. }
  21836. intervalChanged_() {// empty
  21837. }
  21838. } // ALIAS DEFINITIONS
  21839. Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
  21840. Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;
  21841. /**
  21842. * Fast and simple cubic spline interpolant.
  21843. *
  21844. * It was derived from a Hermitian construction setting the first derivative
  21845. * at each sample position to the linear slope between neighboring positions
  21846. * over their parameter interval.
  21847. */
  21848. class CubicInterpolant extends Interpolant {
  21849. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21850. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  21851. this._weightPrev = -0;
  21852. this._offsetPrev = -0;
  21853. this._weightNext = -0;
  21854. this._offsetNext = -0;
  21855. this.DefaultSettings_ = {
  21856. endingStart: ZeroCurvatureEnding,
  21857. endingEnd: ZeroCurvatureEnding
  21858. };
  21859. }
  21860. intervalChanged_(i1, t0, t1) {
  21861. const pp = this.parameterPositions;
  21862. let iPrev = i1 - 2,
  21863. iNext = i1 + 1,
  21864. tPrev = pp[iPrev],
  21865. tNext = pp[iNext];
  21866. if (tPrev === undefined) {
  21867. switch (this.getSettings_().endingStart) {
  21868. case ZeroSlopeEnding:
  21869. // f'(t0) = 0
  21870. iPrev = i1;
  21871. tPrev = 2 * t0 - t1;
  21872. break;
  21873. case WrapAroundEnding:
  21874. // use the other end of the curve
  21875. iPrev = pp.length - 2;
  21876. tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
  21877. break;
  21878. default:
  21879. // ZeroCurvatureEnding
  21880. // f''(t0) = 0 a.k.a. Natural Spline
  21881. iPrev = i1;
  21882. tPrev = t1;
  21883. }
  21884. }
  21885. if (tNext === undefined) {
  21886. switch (this.getSettings_().endingEnd) {
  21887. case ZeroSlopeEnding:
  21888. // f'(tN) = 0
  21889. iNext = i1;
  21890. tNext = 2 * t1 - t0;
  21891. break;
  21892. case WrapAroundEnding:
  21893. // use the other end of the curve
  21894. iNext = 1;
  21895. tNext = t1 + pp[1] - pp[0];
  21896. break;
  21897. default:
  21898. // ZeroCurvatureEnding
  21899. // f''(tN) = 0, a.k.a. Natural Spline
  21900. iNext = i1 - 1;
  21901. tNext = t0;
  21902. }
  21903. }
  21904. const halfDt = (t1 - t0) * 0.5,
  21905. stride = this.valueSize;
  21906. this._weightPrev = halfDt / (t0 - tPrev);
  21907. this._weightNext = halfDt / (tNext - t1);
  21908. this._offsetPrev = iPrev * stride;
  21909. this._offsetNext = iNext * stride;
  21910. }
  21911. interpolate_(i1, t0, t, t1) {
  21912. const result = this.resultBuffer,
  21913. values = this.sampleValues,
  21914. stride = this.valueSize,
  21915. o1 = i1 * stride,
  21916. o0 = o1 - stride,
  21917. oP = this._offsetPrev,
  21918. oN = this._offsetNext,
  21919. wP = this._weightPrev,
  21920. wN = this._weightNext,
  21921. p = (t - t0) / (t1 - t0),
  21922. pp = p * p,
  21923. ppp = pp * p; // evaluate polynomials
  21924. const sP = -wP * ppp + 2 * wP * pp - wP * p;
  21925. const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
  21926. const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
  21927. const sN = wN * ppp - wN * pp; // combine data linearly
  21928. for (let i = 0; i !== stride; ++i) {
  21929. result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
  21930. }
  21931. return result;
  21932. }
  21933. }
  21934. class LinearInterpolant extends Interpolant {
  21935. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21936. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  21937. }
  21938. interpolate_(i1, t0, t, t1) {
  21939. const result = this.resultBuffer,
  21940. values = this.sampleValues,
  21941. stride = this.valueSize,
  21942. offset1 = i1 * stride,
  21943. offset0 = offset1 - stride,
  21944. weight1 = (t - t0) / (t1 - t0),
  21945. weight0 = 1 - weight1;
  21946. for (let i = 0; i !== stride; ++i) {
  21947. result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
  21948. }
  21949. return result;
  21950. }
  21951. }
  21952. /**
  21953. *
  21954. * Interpolant that evaluates to the sample value at the position preceeding
  21955. * the parameter.
  21956. */
  21957. class DiscreteInterpolant extends Interpolant {
  21958. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  21959. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  21960. }
  21961. interpolate_(i1
  21962. /*, t0, t, t1 */
  21963. ) {
  21964. return this.copySampleValue_(i1 - 1);
  21965. }
  21966. }
  21967. class KeyframeTrack {
  21968. constructor(name, times, values, interpolation) {
  21969. if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');
  21970. if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
  21971. this.name = name;
  21972. this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
  21973. this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
  21974. this.setInterpolation(interpolation || this.DefaultInterpolation);
  21975. } // Serialization (in static context, because of constructor invocation
  21976. // and automatic invocation of .toJSON):
  21977. static toJSON(track) {
  21978. const trackType = track.constructor;
  21979. let json; // derived classes can define a static toJSON method
  21980. if (trackType.toJSON !== this.toJSON) {
  21981. json = trackType.toJSON(track);
  21982. } else {
  21983. // by default, we assume the data can be serialized as-is
  21984. json = {
  21985. 'name': track.name,
  21986. 'times': AnimationUtils.convertArray(track.times, Array),
  21987. 'values': AnimationUtils.convertArray(track.values, Array)
  21988. };
  21989. const interpolation = track.getInterpolation();
  21990. if (interpolation !== track.DefaultInterpolation) {
  21991. json.interpolation = interpolation;
  21992. }
  21993. }
  21994. json.type = track.ValueTypeName; // mandatory
  21995. return json;
  21996. }
  21997. InterpolantFactoryMethodDiscrete(result) {
  21998. return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
  21999. }
  22000. InterpolantFactoryMethodLinear(result) {
  22001. return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
  22002. }
  22003. InterpolantFactoryMethodSmooth(result) {
  22004. return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
  22005. }
  22006. setInterpolation(interpolation) {
  22007. let factoryMethod;
  22008. switch (interpolation) {
  22009. case InterpolateDiscrete:
  22010. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  22011. break;
  22012. case InterpolateLinear:
  22013. factoryMethod = this.InterpolantFactoryMethodLinear;
  22014. break;
  22015. case InterpolateSmooth:
  22016. factoryMethod = this.InterpolantFactoryMethodSmooth;
  22017. break;
  22018. }
  22019. if (factoryMethod === undefined) {
  22020. const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;
  22021. if (this.createInterpolant === undefined) {
  22022. // fall back to default, unless the default itself is messed up
  22023. if (interpolation !== this.DefaultInterpolation) {
  22024. this.setInterpolation(this.DefaultInterpolation);
  22025. } else {
  22026. throw new Error(message); // fatal, in this case
  22027. }
  22028. }
  22029. console.warn('THREE.KeyframeTrack:', message);
  22030. return this;
  22031. }
  22032. this.createInterpolant = factoryMethod;
  22033. return this;
  22034. }
  22035. getInterpolation() {
  22036. switch (this.createInterpolant) {
  22037. case this.InterpolantFactoryMethodDiscrete:
  22038. return InterpolateDiscrete;
  22039. case this.InterpolantFactoryMethodLinear:
  22040. return InterpolateLinear;
  22041. case this.InterpolantFactoryMethodSmooth:
  22042. return InterpolateSmooth;
  22043. }
  22044. }
  22045. getValueSize() {
  22046. return this.values.length / this.times.length;
  22047. } // move all keyframes either forwards or backwards in time
  22048. shift(timeOffset) {
  22049. if (timeOffset !== 0.0) {
  22050. const times = this.times;
  22051. for (let i = 0, n = times.length; i !== n; ++i) {
  22052. times[i] += timeOffset;
  22053. }
  22054. }
  22055. return this;
  22056. } // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  22057. scale(timeScale) {
  22058. if (timeScale !== 1.0) {
  22059. const times = this.times;
  22060. for (let i = 0, n = times.length; i !== n; ++i) {
  22061. times[i] *= timeScale;
  22062. }
  22063. }
  22064. return this;
  22065. } // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  22066. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  22067. trim(startTime, endTime) {
  22068. const times = this.times,
  22069. nKeys = times.length;
  22070. let from = 0,
  22071. to = nKeys - 1;
  22072. while (from !== nKeys && times[from] < startTime) {
  22073. ++from;
  22074. }
  22075. while (to !== -1 && times[to] > endTime) {
  22076. --to;
  22077. }
  22078. ++to; // inclusive -> exclusive bound
  22079. if (from !== 0 || to !== nKeys) {
  22080. // empty tracks are forbidden, so keep at least one keyframe
  22081. if (from >= to) {
  22082. to = Math.max(to, 1);
  22083. from = to - 1;
  22084. }
  22085. const stride = this.getValueSize();
  22086. this.times = AnimationUtils.arraySlice(times, from, to);
  22087. this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
  22088. }
  22089. return this;
  22090. } // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  22091. validate() {
  22092. let valid = true;
  22093. const valueSize = this.getValueSize();
  22094. if (valueSize - Math.floor(valueSize) !== 0) {
  22095. console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
  22096. valid = false;
  22097. }
  22098. const times = this.times,
  22099. values = this.values,
  22100. nKeys = times.length;
  22101. if (nKeys === 0) {
  22102. console.error('THREE.KeyframeTrack: Track is empty.', this);
  22103. valid = false;
  22104. }
  22105. let prevTime = null;
  22106. for (let i = 0; i !== nKeys; i++) {
  22107. const currTime = times[i];
  22108. if (typeof currTime === 'number' && isNaN(currTime)) {
  22109. console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
  22110. valid = false;
  22111. break;
  22112. }
  22113. if (prevTime !== null && prevTime > currTime) {
  22114. console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
  22115. valid = false;
  22116. break;
  22117. }
  22118. prevTime = currTime;
  22119. }
  22120. if (values !== undefined) {
  22121. if (AnimationUtils.isTypedArray(values)) {
  22122. for (let i = 0, n = values.length; i !== n; ++i) {
  22123. const value = values[i];
  22124. if (isNaN(value)) {
  22125. console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);
  22126. valid = false;
  22127. break;
  22128. }
  22129. }
  22130. }
  22131. }
  22132. return valid;
  22133. } // removes equivalent sequential keys as common in morph target sequences
  22134. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  22135. optimize() {
  22136. // times or values may be shared with other tracks, so overwriting is unsafe
  22137. const times = AnimationUtils.arraySlice(this.times),
  22138. values = AnimationUtils.arraySlice(this.values),
  22139. stride = this.getValueSize(),
  22140. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  22141. lastIndex = times.length - 1;
  22142. let writeIndex = 1;
  22143. for (let i = 1; i < lastIndex; ++i) {
  22144. let keep = false;
  22145. const time = times[i];
  22146. const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
  22147. if (time !== timeNext && (i !== 1 || time !== times[0])) {
  22148. if (!smoothInterpolation) {
  22149. // remove unnecessary keyframes same as their neighbors
  22150. const offset = i * stride,
  22151. offsetP = offset - stride,
  22152. offsetN = offset + stride;
  22153. for (let j = 0; j !== stride; ++j) {
  22154. const value = values[offset + j];
  22155. if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
  22156. keep = true;
  22157. break;
  22158. }
  22159. }
  22160. } else {
  22161. keep = true;
  22162. }
  22163. } // in-place compaction
  22164. if (keep) {
  22165. if (i !== writeIndex) {
  22166. times[writeIndex] = times[i];
  22167. const readOffset = i * stride,
  22168. writeOffset = writeIndex * stride;
  22169. for (let j = 0; j !== stride; ++j) {
  22170. values[writeOffset + j] = values[readOffset + j];
  22171. }
  22172. }
  22173. ++writeIndex;
  22174. }
  22175. } // flush last keyframe (compaction looks ahead)
  22176. if (lastIndex > 0) {
  22177. times[writeIndex] = times[lastIndex];
  22178. for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
  22179. values[writeOffset + j] = values[readOffset + j];
  22180. }
  22181. ++writeIndex;
  22182. }
  22183. if (writeIndex !== times.length) {
  22184. this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
  22185. this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
  22186. } else {
  22187. this.times = times;
  22188. this.values = values;
  22189. }
  22190. return this;
  22191. }
  22192. clone() {
  22193. const times = AnimationUtils.arraySlice(this.times, 0);
  22194. const values = AnimationUtils.arraySlice(this.values, 0);
  22195. const TypedKeyframeTrack = this.constructor;
  22196. const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
  22197. track.createInterpolant = this.createInterpolant;
  22198. return track;
  22199. }
  22200. }
  22201. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  22202. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  22203. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  22204. /**
  22205. * A Track of Boolean keyframe values.
  22206. */
  22207. class BooleanKeyframeTrack extends KeyframeTrack {}
  22208. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  22209. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  22210. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  22211. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  22212. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed
  22213. /**
  22214. * A Track of keyframe values that represent color.
  22215. */
  22216. class ColorKeyframeTrack extends KeyframeTrack {}
  22217. ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited
  22218. /**
  22219. * A Track of numeric keyframe values.
  22220. */
  22221. class NumberKeyframeTrack extends KeyframeTrack {}
  22222. NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited
  22223. /**
  22224. * Spherical linear unit quaternion interpolant.
  22225. */
  22226. class QuaternionLinearInterpolant extends Interpolant {
  22227. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  22228. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  22229. }
  22230. interpolate_(i1, t0, t, t1) {
  22231. const result = this.resultBuffer,
  22232. values = this.sampleValues,
  22233. stride = this.valueSize,
  22234. alpha = (t - t0) / (t1 - t0);
  22235. let offset = i1 * stride;
  22236. for (let end = offset + stride; offset !== end; offset += 4) {
  22237. Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
  22238. }
  22239. return result;
  22240. }
  22241. }
  22242. /**
  22243. * A Track of quaternion keyframe values.
  22244. */
  22245. class QuaternionKeyframeTrack extends KeyframeTrack {
  22246. InterpolantFactoryMethodLinear(result) {
  22247. return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
  22248. }
  22249. }
  22250. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited
  22251. QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  22252. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  22253. /**
  22254. * A Track that interpolates Strings
  22255. */
  22256. class StringKeyframeTrack extends KeyframeTrack {}
  22257. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  22258. StringKeyframeTrack.prototype.ValueBufferType = Array;
  22259. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  22260. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  22261. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  22262. /**
  22263. * A Track of vectored keyframe values.
  22264. */
  22265. class VectorKeyframeTrack extends KeyframeTrack {}
  22266. VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited
  22267. class AnimationClip {
  22268. constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {
  22269. this.name = name;
  22270. this.tracks = tracks;
  22271. this.duration = duration;
  22272. this.blendMode = blendMode;
  22273. this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks
  22274. if (this.duration < 0) {
  22275. this.resetDuration();
  22276. }
  22277. }
  22278. static parse(json) {
  22279. const tracks = [],
  22280. jsonTracks = json.tracks,
  22281. frameTime = 1.0 / (json.fps || 1.0);
  22282. for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
  22283. tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
  22284. }
  22285. const clip = new this(json.name, json.duration, tracks, json.blendMode);
  22286. clip.uuid = json.uuid;
  22287. return clip;
  22288. }
  22289. static toJSON(clip) {
  22290. const tracks = [],
  22291. clipTracks = clip.tracks;
  22292. const json = {
  22293. 'name': clip.name,
  22294. 'duration': clip.duration,
  22295. 'tracks': tracks,
  22296. 'uuid': clip.uuid,
  22297. 'blendMode': clip.blendMode
  22298. };
  22299. for (let i = 0, n = clipTracks.length; i !== n; ++i) {
  22300. tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
  22301. }
  22302. return json;
  22303. }
  22304. static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
  22305. const numMorphTargets = morphTargetSequence.length;
  22306. const tracks = [];
  22307. for (let i = 0; i < numMorphTargets; i++) {
  22308. let times = [];
  22309. let values = [];
  22310. times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
  22311. values.push(0, 1, 0);
  22312. const order = AnimationUtils.getKeyframeOrder(times);
  22313. times = AnimationUtils.sortedArray(times, 1, order);
  22314. values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the
  22315. // last frame as well for perfect loop.
  22316. if (!noLoop && times[0] === 0) {
  22317. times.push(numMorphTargets);
  22318. values.push(values[0]);
  22319. }
  22320. tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
  22321. }
  22322. return new this(name, -1, tracks);
  22323. }
  22324. static findByName(objectOrClipArray, name) {
  22325. let clipArray = objectOrClipArray;
  22326. if (!Array.isArray(objectOrClipArray)) {
  22327. const o = objectOrClipArray;
  22328. clipArray = o.geometry && o.geometry.animations || o.animations;
  22329. }
  22330. for (let i = 0; i < clipArray.length; i++) {
  22331. if (clipArray[i].name === name) {
  22332. return clipArray[i];
  22333. }
  22334. }
  22335. return null;
  22336. }
  22337. static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
  22338. const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
  22339. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  22340. const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
  22341. // patterns like Walk_001, Walk_002, Run_001, Run_002
  22342. for (let i = 0, il = morphTargets.length; i < il; i++) {
  22343. const morphTarget = morphTargets[i];
  22344. const parts = morphTarget.name.match(pattern);
  22345. if (parts && parts.length > 1) {
  22346. const name = parts[1];
  22347. let animationMorphTargets = animationToMorphTargets[name];
  22348. if (!animationMorphTargets) {
  22349. animationToMorphTargets[name] = animationMorphTargets = [];
  22350. }
  22351. animationMorphTargets.push(morphTarget);
  22352. }
  22353. }
  22354. const clips = [];
  22355. for (const name in animationToMorphTargets) {
  22356. clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
  22357. }
  22358. return clips;
  22359. } // parse the animation.hierarchy format
  22360. static parseAnimation(animation, bones) {
  22361. if (!animation) {
  22362. console.error('THREE.AnimationClip: No animation in JSONLoader data.');
  22363. return null;
  22364. }
  22365. const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
  22366. // only return track if there are actually keys.
  22367. if (animationKeys.length !== 0) {
  22368. const times = [];
  22369. const values = [];
  22370. AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again
  22371. if (times.length !== 0) {
  22372. destTracks.push(new trackType(trackName, times, values));
  22373. }
  22374. }
  22375. };
  22376. const tracks = [];
  22377. const clipName = animation.name || 'default';
  22378. const fps = animation.fps || 30;
  22379. const blendMode = animation.blendMode; // automatic length determination in AnimationClip.
  22380. let duration = animation.length || -1;
  22381. const hierarchyTracks = animation.hierarchy || [];
  22382. for (let h = 0; h < hierarchyTracks.length; h++) {
  22383. const animationKeys = hierarchyTracks[h].keys; // skip empty tracks
  22384. if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
  22385. if (animationKeys[0].morphTargets) {
  22386. // figure out all morph targets used in this track
  22387. const morphTargetNames = {};
  22388. let k;
  22389. for (k = 0; k < animationKeys.length; k++) {
  22390. if (animationKeys[k].morphTargets) {
  22391. for (let m = 0; m < animationKeys[k].morphTargets.length; m++) {
  22392. morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
  22393. }
  22394. }
  22395. } // create a track for each morph target with all zero
  22396. // morphTargetInfluences except for the keys in which
  22397. // the morphTarget is named.
  22398. for (const morphTargetName in morphTargetNames) {
  22399. const times = [];
  22400. const values = [];
  22401. for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
  22402. const animationKey = animationKeys[k];
  22403. times.push(animationKey.time);
  22404. values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
  22405. }
  22406. tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
  22407. }
  22408. duration = morphTargetNames.length * (fps || 1.0);
  22409. } else {
  22410. // ...assume skeletal animation
  22411. const boneName = '.bones[' + bones[h].name + ']';
  22412. addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
  22413. addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
  22414. addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
  22415. }
  22416. }
  22417. if (tracks.length === 0) {
  22418. return null;
  22419. }
  22420. const clip = new this(clipName, duration, tracks, blendMode);
  22421. return clip;
  22422. }
  22423. resetDuration() {
  22424. const tracks = this.tracks;
  22425. let duration = 0;
  22426. for (let i = 0, n = tracks.length; i !== n; ++i) {
  22427. const track = this.tracks[i];
  22428. duration = Math.max(duration, track.times[track.times.length - 1]);
  22429. }
  22430. this.duration = duration;
  22431. return this;
  22432. }
  22433. trim() {
  22434. for (let i = 0; i < this.tracks.length; i++) {
  22435. this.tracks[i].trim(0, this.duration);
  22436. }
  22437. return this;
  22438. }
  22439. validate() {
  22440. let valid = true;
  22441. for (let i = 0; i < this.tracks.length; i++) {
  22442. valid = valid && this.tracks[i].validate();
  22443. }
  22444. return valid;
  22445. }
  22446. optimize() {
  22447. for (let i = 0; i < this.tracks.length; i++) {
  22448. this.tracks[i].optimize();
  22449. }
  22450. return this;
  22451. }
  22452. clone() {
  22453. const tracks = [];
  22454. for (let i = 0; i < this.tracks.length; i++) {
  22455. tracks.push(this.tracks[i].clone());
  22456. }
  22457. return new this.constructor(this.name, this.duration, tracks, this.blendMode);
  22458. }
  22459. toJSON() {
  22460. return this.constructor.toJSON(this);
  22461. }
  22462. }
  22463. function getTrackTypeForValueTypeName(typeName) {
  22464. switch (typeName.toLowerCase()) {
  22465. case 'scalar':
  22466. case 'double':
  22467. case 'float':
  22468. case 'number':
  22469. case 'integer':
  22470. return NumberKeyframeTrack;
  22471. case 'vector':
  22472. case 'vector2':
  22473. case 'vector3':
  22474. case 'vector4':
  22475. return VectorKeyframeTrack;
  22476. case 'color':
  22477. return ColorKeyframeTrack;
  22478. case 'quaternion':
  22479. return QuaternionKeyframeTrack;
  22480. case 'bool':
  22481. case 'boolean':
  22482. return BooleanKeyframeTrack;
  22483. case 'string':
  22484. return StringKeyframeTrack;
  22485. }
  22486. throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
  22487. }
  22488. function parseKeyframeTrack(json) {
  22489. if (json.type === undefined) {
  22490. throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
  22491. }
  22492. const trackType = getTrackTypeForValueTypeName(json.type);
  22493. if (json.times === undefined) {
  22494. const times = [],
  22495. values = [];
  22496. AnimationUtils.flattenJSON(json.keys, times, values, 'value');
  22497. json.times = times;
  22498. json.values = values;
  22499. } // derived classes can define a static parse method
  22500. if (trackType.parse !== undefined) {
  22501. return trackType.parse(json);
  22502. } else {
  22503. // by default, we assume a constructor compatible with the base
  22504. return new trackType(json.name, json.times, json.values, json.interpolation);
  22505. }
  22506. }
  22507. const Cache = {
  22508. enabled: false,
  22509. files: {},
  22510. add: function (key, file) {
  22511. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );
  22512. this.files[key] = file;
  22513. },
  22514. get: function (key) {
  22515. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );
  22516. return this.files[key];
  22517. },
  22518. remove: function (key) {
  22519. delete this.files[key];
  22520. },
  22521. clear: function () {
  22522. this.files = {};
  22523. }
  22524. };
  22525. class LoadingManager {
  22526. constructor(onLoad, onProgress, onError) {
  22527. const scope = this;
  22528. let isLoading = false;
  22529. let itemsLoaded = 0;
  22530. let itemsTotal = 0;
  22531. let urlModifier = undefined;
  22532. const handlers = []; // Refer to #5689 for the reason why we don't set .onStart
  22533. // in the constructor
  22534. this.onStart = undefined;
  22535. this.onLoad = onLoad;
  22536. this.onProgress = onProgress;
  22537. this.onError = onError;
  22538. this.itemStart = function (url) {
  22539. itemsTotal++;
  22540. if (isLoading === false) {
  22541. if (scope.onStart !== undefined) {
  22542. scope.onStart(url, itemsLoaded, itemsTotal);
  22543. }
  22544. }
  22545. isLoading = true;
  22546. };
  22547. this.itemEnd = function (url) {
  22548. itemsLoaded++;
  22549. if (scope.onProgress !== undefined) {
  22550. scope.onProgress(url, itemsLoaded, itemsTotal);
  22551. }
  22552. if (itemsLoaded === itemsTotal) {
  22553. isLoading = false;
  22554. if (scope.onLoad !== undefined) {
  22555. scope.onLoad();
  22556. }
  22557. }
  22558. };
  22559. this.itemError = function (url) {
  22560. if (scope.onError !== undefined) {
  22561. scope.onError(url);
  22562. }
  22563. };
  22564. this.resolveURL = function (url) {
  22565. if (urlModifier) {
  22566. return urlModifier(url);
  22567. }
  22568. return url;
  22569. };
  22570. this.setURLModifier = function (transform) {
  22571. urlModifier = transform;
  22572. return this;
  22573. };
  22574. this.addHandler = function (regex, loader) {
  22575. handlers.push(regex, loader);
  22576. return this;
  22577. };
  22578. this.removeHandler = function (regex) {
  22579. const index = handlers.indexOf(regex);
  22580. if (index !== -1) {
  22581. handlers.splice(index, 2);
  22582. }
  22583. return this;
  22584. };
  22585. this.getHandler = function (file) {
  22586. for (let i = 0, l = handlers.length; i < l; i += 2) {
  22587. const regex = handlers[i];
  22588. const loader = handlers[i + 1];
  22589. if (regex.global) regex.lastIndex = 0; // see #17920
  22590. if (regex.test(file)) {
  22591. return loader;
  22592. }
  22593. }
  22594. return null;
  22595. };
  22596. }
  22597. }
  22598. const DefaultLoadingManager = new LoadingManager();
  22599. class Loader {
  22600. constructor(manager) {
  22601. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  22602. this.crossOrigin = 'anonymous';
  22603. this.withCredentials = false;
  22604. this.path = '';
  22605. this.resourcePath = '';
  22606. this.requestHeader = {};
  22607. }
  22608. load() {}
  22609. loadAsync(url, onProgress) {
  22610. const scope = this;
  22611. return new Promise(function (resolve, reject) {
  22612. scope.load(url, resolve, onProgress, reject);
  22613. });
  22614. }
  22615. parse() {}
  22616. setCrossOrigin(crossOrigin) {
  22617. this.crossOrigin = crossOrigin;
  22618. return this;
  22619. }
  22620. setWithCredentials(value) {
  22621. this.withCredentials = value;
  22622. return this;
  22623. }
  22624. setPath(path) {
  22625. this.path = path;
  22626. return this;
  22627. }
  22628. setResourcePath(resourcePath) {
  22629. this.resourcePath = resourcePath;
  22630. return this;
  22631. }
  22632. setRequestHeader(requestHeader) {
  22633. this.requestHeader = requestHeader;
  22634. return this;
  22635. }
  22636. }
  22637. const loading = {};
  22638. class FileLoader extends Loader {
  22639. constructor(manager) {
  22640. super(manager);
  22641. }
  22642. load(url, onLoad, onProgress, onError) {
  22643. if (url === undefined) url = '';
  22644. if (this.path !== undefined) url = this.path + url;
  22645. url = this.manager.resolveURL(url);
  22646. const cached = Cache.get(url);
  22647. if (cached !== undefined) {
  22648. this.manager.itemStart(url);
  22649. setTimeout(() => {
  22650. if (onLoad) onLoad(cached);
  22651. this.manager.itemEnd(url);
  22652. }, 0);
  22653. return cached;
  22654. } // Check if request is duplicate
  22655. if (loading[url] !== undefined) {
  22656. loading[url].push({
  22657. onLoad: onLoad,
  22658. onProgress: onProgress,
  22659. onError: onError
  22660. });
  22661. return;
  22662. } // Initialise array for duplicate requests
  22663. loading[url] = [];
  22664. loading[url].push({
  22665. onLoad: onLoad,
  22666. onProgress: onProgress,
  22667. onError: onError
  22668. }); // create request
  22669. const req = new Request(url, {
  22670. headers: new Headers(this.requestHeader),
  22671. credentials: this.withCredentials ? 'include' : 'same-origin' // An abort controller could be added within a future PR
  22672. }); // start the fetch
  22673. fetch(req).then(response => {
  22674. if (response.status === 200 || response.status === 0) {
  22675. // Some browsers return HTTP Status 0 when using non-http protocol
  22676. // e.g. 'file://' or 'data://'. Handle as success.
  22677. if (response.status === 0) {
  22678. console.warn('THREE.FileLoader: HTTP Status 0 received.');
  22679. }
  22680. const callbacks = loading[url];
  22681. const reader = response.body.getReader();
  22682. const contentLength = response.headers.get('Content-Length');
  22683. const total = contentLength ? parseInt(contentLength) : 0;
  22684. const lengthComputable = total !== 0;
  22685. let loaded = 0; // periodically read data into the new stream tracking while download progress
  22686. return new ReadableStream({
  22687. start(controller) {
  22688. readData();
  22689. function readData() {
  22690. reader.read().then(({
  22691. done,
  22692. value
  22693. }) => {
  22694. if (done) {
  22695. controller.close();
  22696. } else {
  22697. loaded += value.byteLength;
  22698. const event = new ProgressEvent('progress', {
  22699. lengthComputable,
  22700. loaded,
  22701. total
  22702. });
  22703. for (let i = 0, il = callbacks.length; i < il; i++) {
  22704. const callback = callbacks[i];
  22705. if (callback.onProgress) callback.onProgress(event);
  22706. }
  22707. controller.enqueue(value);
  22708. readData();
  22709. }
  22710. });
  22711. }
  22712. }
  22713. });
  22714. } else {
  22715. throw Error(`fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`);
  22716. }
  22717. }).then(stream => {
  22718. const response = new Response(stream);
  22719. switch (this.responseType) {
  22720. case 'arraybuffer':
  22721. return response.arrayBuffer();
  22722. case 'blob':
  22723. return response.blob();
  22724. case 'document':
  22725. return response.text().then(text => {
  22726. const parser = new DOMParser();
  22727. return parser.parseFromString(text, this.mimeType);
  22728. });
  22729. case 'json':
  22730. return response.json();
  22731. default:
  22732. return response.text();
  22733. }
  22734. }).then(data => {
  22735. // Add to cache only on HTTP success, so that we do not cache
  22736. // error response bodies as proper responses to requests.
  22737. Cache.add(url, data);
  22738. const callbacks = loading[url];
  22739. delete loading[url];
  22740. for (let i = 0, il = callbacks.length; i < il; i++) {
  22741. const callback = callbacks[i];
  22742. if (callback.onLoad) callback.onLoad(data);
  22743. }
  22744. this.manager.itemEnd(url);
  22745. }).catch(err => {
  22746. // Abort errors and other errors are handled the same
  22747. const callbacks = loading[url];
  22748. delete loading[url];
  22749. for (let i = 0, il = callbacks.length; i < il; i++) {
  22750. const callback = callbacks[i];
  22751. if (callback.onError) callback.onError(err);
  22752. }
  22753. this.manager.itemError(url);
  22754. this.manager.itemEnd(url);
  22755. });
  22756. this.manager.itemStart(url);
  22757. }
  22758. setResponseType(value) {
  22759. this.responseType = value;
  22760. return this;
  22761. }
  22762. setMimeType(value) {
  22763. this.mimeType = value;
  22764. return this;
  22765. }
  22766. }
  22767. class AnimationLoader extends Loader {
  22768. constructor(manager) {
  22769. super(manager);
  22770. }
  22771. load(url, onLoad, onProgress, onError) {
  22772. const scope = this;
  22773. const loader = new FileLoader(this.manager);
  22774. loader.setPath(this.path);
  22775. loader.setRequestHeader(this.requestHeader);
  22776. loader.setWithCredentials(this.withCredentials);
  22777. loader.load(url, function (text) {
  22778. try {
  22779. onLoad(scope.parse(JSON.parse(text)));
  22780. } catch (e) {
  22781. if (onError) {
  22782. onError(e);
  22783. } else {
  22784. console.error(e);
  22785. }
  22786. scope.manager.itemError(url);
  22787. }
  22788. }, onProgress, onError);
  22789. }
  22790. parse(json) {
  22791. const animations = [];
  22792. for (let i = 0; i < json.length; i++) {
  22793. const clip = AnimationClip.parse(json[i]);
  22794. animations.push(clip);
  22795. }
  22796. return animations;
  22797. }
  22798. }
  22799. /**
  22800. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22801. *
  22802. * Sub classes have to implement the parse() method which will be used in load().
  22803. */
  22804. class CompressedTextureLoader extends Loader {
  22805. constructor(manager) {
  22806. super(manager);
  22807. }
  22808. load(url, onLoad, onProgress, onError) {
  22809. const scope = this;
  22810. const images = [];
  22811. const texture = new CompressedTexture();
  22812. const loader = new FileLoader(this.manager);
  22813. loader.setPath(this.path);
  22814. loader.setResponseType('arraybuffer');
  22815. loader.setRequestHeader(this.requestHeader);
  22816. loader.setWithCredentials(scope.withCredentials);
  22817. let loaded = 0;
  22818. function loadTexture(i) {
  22819. loader.load(url[i], function (buffer) {
  22820. const texDatas = scope.parse(buffer, true);
  22821. images[i] = {
  22822. width: texDatas.width,
  22823. height: texDatas.height,
  22824. format: texDatas.format,
  22825. mipmaps: texDatas.mipmaps
  22826. };
  22827. loaded += 1;
  22828. if (loaded === 6) {
  22829. if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
  22830. texture.image = images;
  22831. texture.format = texDatas.format;
  22832. texture.needsUpdate = true;
  22833. if (onLoad) onLoad(texture);
  22834. }
  22835. }, onProgress, onError);
  22836. }
  22837. if (Array.isArray(url)) {
  22838. for (let i = 0, il = url.length; i < il; ++i) {
  22839. loadTexture(i);
  22840. }
  22841. } else {
  22842. // compressed cubemap texture stored in a single DDS file
  22843. loader.load(url, function (buffer) {
  22844. const texDatas = scope.parse(buffer, true);
  22845. if (texDatas.isCubemap) {
  22846. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22847. for (let f = 0; f < faces; f++) {
  22848. images[f] = {
  22849. mipmaps: []
  22850. };
  22851. for (let i = 0; i < texDatas.mipmapCount; i++) {
  22852. images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);
  22853. images[f].format = texDatas.format;
  22854. images[f].width = texDatas.width;
  22855. images[f].height = texDatas.height;
  22856. }
  22857. }
  22858. texture.image = images;
  22859. } else {
  22860. texture.image.width = texDatas.width;
  22861. texture.image.height = texDatas.height;
  22862. texture.mipmaps = texDatas.mipmaps;
  22863. }
  22864. if (texDatas.mipmapCount === 1) {
  22865. texture.minFilter = LinearFilter;
  22866. }
  22867. texture.format = texDatas.format;
  22868. texture.needsUpdate = true;
  22869. if (onLoad) onLoad(texture);
  22870. }, onProgress, onError);
  22871. }
  22872. return texture;
  22873. }
  22874. }
  22875. class ImageLoader extends Loader {
  22876. constructor(manager) {
  22877. super(manager);
  22878. }
  22879. load(url, onLoad, onProgress, onError) {
  22880. if (this.path !== undefined) url = this.path + url;
  22881. url = this.manager.resolveURL(url);
  22882. const scope = this;
  22883. const cached = Cache.get(url);
  22884. if (cached !== undefined) {
  22885. scope.manager.itemStart(url);
  22886. setTimeout(function () {
  22887. if (onLoad) onLoad(cached);
  22888. scope.manager.itemEnd(url);
  22889. }, 0);
  22890. return cached;
  22891. }
  22892. const image = createElementNS('img');
  22893. function onImageLoad() {
  22894. removeEventListeners();
  22895. Cache.add(url, this);
  22896. if (onLoad) onLoad(this);
  22897. scope.manager.itemEnd(url);
  22898. }
  22899. function onImageError(event) {
  22900. removeEventListeners();
  22901. if (onError) onError(event);
  22902. scope.manager.itemError(url);
  22903. scope.manager.itemEnd(url);
  22904. }
  22905. function removeEventListeners() {
  22906. image.removeEventListener('load', onImageLoad, false);
  22907. image.removeEventListener('error', onImageError, false);
  22908. }
  22909. image.addEventListener('load', onImageLoad, false);
  22910. image.addEventListener('error', onImageError, false);
  22911. if (url.substr(0, 5) !== 'data:') {
  22912. if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
  22913. }
  22914. scope.manager.itemStart(url);
  22915. image.src = url;
  22916. return image;
  22917. }
  22918. }
  22919. class CubeTextureLoader extends Loader {
  22920. constructor(manager) {
  22921. super(manager);
  22922. }
  22923. load(urls, onLoad, onProgress, onError) {
  22924. const texture = new CubeTexture();
  22925. const loader = new ImageLoader(this.manager);
  22926. loader.setCrossOrigin(this.crossOrigin);
  22927. loader.setPath(this.path);
  22928. let loaded = 0;
  22929. function loadTexture(i) {
  22930. loader.load(urls[i], function (image) {
  22931. texture.images[i] = image;
  22932. loaded++;
  22933. if (loaded === 6) {
  22934. texture.needsUpdate = true;
  22935. if (onLoad) onLoad(texture);
  22936. }
  22937. }, undefined, onError);
  22938. }
  22939. for (let i = 0; i < urls.length; ++i) {
  22940. loadTexture(i);
  22941. }
  22942. return texture;
  22943. }
  22944. }
  22945. /**
  22946. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22947. *
  22948. * Sub classes have to implement the parse() method which will be used in load().
  22949. */
  22950. class DataTextureLoader extends Loader {
  22951. constructor(manager) {
  22952. super(manager);
  22953. }
  22954. load(url, onLoad, onProgress, onError) {
  22955. const scope = this;
  22956. const texture = new DataTexture();
  22957. const loader = new FileLoader(this.manager);
  22958. loader.setResponseType('arraybuffer');
  22959. loader.setRequestHeader(this.requestHeader);
  22960. loader.setPath(this.path);
  22961. loader.setWithCredentials(scope.withCredentials);
  22962. loader.load(url, function (buffer) {
  22963. const texData = scope.parse(buffer);
  22964. if (!texData) return;
  22965. if (texData.image !== undefined) {
  22966. texture.image = texData.image;
  22967. } else if (texData.data !== undefined) {
  22968. texture.image.width = texData.width;
  22969. texture.image.height = texData.height;
  22970. texture.image.data = texData.data;
  22971. }
  22972. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22973. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22974. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22975. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22976. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22977. if (texData.encoding !== undefined) {
  22978. texture.encoding = texData.encoding;
  22979. }
  22980. if (texData.flipY !== undefined) {
  22981. texture.flipY = texData.flipY;
  22982. }
  22983. if (texData.format !== undefined) {
  22984. texture.format = texData.format;
  22985. }
  22986. if (texData.type !== undefined) {
  22987. texture.type = texData.type;
  22988. }
  22989. if (texData.mipmaps !== undefined) {
  22990. texture.mipmaps = texData.mipmaps;
  22991. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22992. }
  22993. if (texData.mipmapCount === 1) {
  22994. texture.minFilter = LinearFilter;
  22995. }
  22996. if (texData.generateMipmaps !== undefined) {
  22997. texture.generateMipmaps = texData.generateMipmaps;
  22998. }
  22999. texture.needsUpdate = true;
  23000. if (onLoad) onLoad(texture, texData);
  23001. }, onProgress, onError);
  23002. return texture;
  23003. }
  23004. }
  23005. class TextureLoader extends Loader {
  23006. constructor(manager) {
  23007. super(manager);
  23008. }
  23009. load(url, onLoad, onProgress, onError) {
  23010. const texture = new Texture();
  23011. const loader = new ImageLoader(this.manager);
  23012. loader.setCrossOrigin(this.crossOrigin);
  23013. loader.setPath(this.path);
  23014. loader.load(url, function (image) {
  23015. texture.image = image;
  23016. texture.needsUpdate = true;
  23017. if (onLoad !== undefined) {
  23018. onLoad(texture);
  23019. }
  23020. }, onProgress, onError);
  23021. return texture;
  23022. }
  23023. }
  23024. class Light extends Object3D {
  23025. constructor(color, intensity = 1) {
  23026. super();
  23027. this.type = 'Light';
  23028. this.color = new Color(color);
  23029. this.intensity = intensity;
  23030. }
  23031. dispose() {// Empty here in base class; some subclasses override.
  23032. }
  23033. copy(source) {
  23034. super.copy(source);
  23035. this.color.copy(source.color);
  23036. this.intensity = source.intensity;
  23037. return this;
  23038. }
  23039. toJSON(meta) {
  23040. const data = super.toJSON(meta);
  23041. data.object.color = this.color.getHex();
  23042. data.object.intensity = this.intensity;
  23043. if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();
  23044. if (this.distance !== undefined) data.object.distance = this.distance;
  23045. if (this.angle !== undefined) data.object.angle = this.angle;
  23046. if (this.decay !== undefined) data.object.decay = this.decay;
  23047. if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;
  23048. if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();
  23049. return data;
  23050. }
  23051. }
  23052. Light.prototype.isLight = true;
  23053. class HemisphereLight extends Light {
  23054. constructor(skyColor, groundColor, intensity) {
  23055. super(skyColor, intensity);
  23056. this.type = 'HemisphereLight';
  23057. this.position.copy(Object3D.DefaultUp);
  23058. this.updateMatrix();
  23059. this.groundColor = new Color(groundColor);
  23060. }
  23061. copy(source) {
  23062. Light.prototype.copy.call(this, source);
  23063. this.groundColor.copy(source.groundColor);
  23064. return this;
  23065. }
  23066. }
  23067. HemisphereLight.prototype.isHemisphereLight = true;
  23068. const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4();
  23069. const _lightPositionWorld$1 = /*@__PURE__*/new Vector3();
  23070. const _lookTarget$1 = /*@__PURE__*/new Vector3();
  23071. class LightShadow {
  23072. constructor(camera) {
  23073. this.camera = camera;
  23074. this.bias = 0;
  23075. this.normalBias = 0;
  23076. this.radius = 1;
  23077. this.blurSamples = 8;
  23078. this.mapSize = new Vector2(512, 512);
  23079. this.map = null;
  23080. this.mapPass = null;
  23081. this.matrix = new Matrix4();
  23082. this.autoUpdate = true;
  23083. this.needsUpdate = false;
  23084. this._frustum = new Frustum();
  23085. this._frameExtents = new Vector2(1, 1);
  23086. this._viewportCount = 1;
  23087. this._viewports = [new Vector4(0, 0, 1, 1)];
  23088. }
  23089. getViewportCount() {
  23090. return this._viewportCount;
  23091. }
  23092. getFrustum() {
  23093. return this._frustum;
  23094. }
  23095. updateMatrices(light) {
  23096. const shadowCamera = this.camera;
  23097. const shadowMatrix = this.matrix;
  23098. _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);
  23099. shadowCamera.position.copy(_lightPositionWorld$1);
  23100. _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);
  23101. shadowCamera.lookAt(_lookTarget$1);
  23102. shadowCamera.updateMatrixWorld();
  23103. _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
  23104. this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);
  23105. shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
  23106. shadowMatrix.multiply(shadowCamera.projectionMatrix);
  23107. shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
  23108. }
  23109. getViewport(viewportIndex) {
  23110. return this._viewports[viewportIndex];
  23111. }
  23112. getFrameExtents() {
  23113. return this._frameExtents;
  23114. }
  23115. dispose() {
  23116. if (this.map) {
  23117. this.map.dispose();
  23118. }
  23119. if (this.mapPass) {
  23120. this.mapPass.dispose();
  23121. }
  23122. }
  23123. copy(source) {
  23124. this.camera = source.camera.clone();
  23125. this.bias = source.bias;
  23126. this.radius = source.radius;
  23127. this.mapSize.copy(source.mapSize);
  23128. return this;
  23129. }
  23130. clone() {
  23131. return new this.constructor().copy(this);
  23132. }
  23133. toJSON() {
  23134. const object = {};
  23135. if (this.bias !== 0) object.bias = this.bias;
  23136. if (this.normalBias !== 0) object.normalBias = this.normalBias;
  23137. if (this.radius !== 1) object.radius = this.radius;
  23138. if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
  23139. object.camera = this.camera.toJSON(false).object;
  23140. delete object.camera.matrix;
  23141. return object;
  23142. }
  23143. }
  23144. class SpotLightShadow extends LightShadow {
  23145. constructor() {
  23146. super(new PerspectiveCamera(50, 1, 0.5, 500));
  23147. this.focus = 1;
  23148. }
  23149. updateMatrices(light) {
  23150. const camera = this.camera;
  23151. const fov = RAD2DEG * 2 * light.angle * this.focus;
  23152. const aspect = this.mapSize.width / this.mapSize.height;
  23153. const far = light.distance || camera.far;
  23154. if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
  23155. camera.fov = fov;
  23156. camera.aspect = aspect;
  23157. camera.far = far;
  23158. camera.updateProjectionMatrix();
  23159. }
  23160. super.updateMatrices(light);
  23161. }
  23162. copy(source) {
  23163. super.copy(source);
  23164. this.focus = source.focus;
  23165. return this;
  23166. }
  23167. }
  23168. SpotLightShadow.prototype.isSpotLightShadow = true;
  23169. class SpotLight extends Light {
  23170. constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) {
  23171. super(color, intensity);
  23172. this.type = 'SpotLight';
  23173. this.position.copy(Object3D.DefaultUp);
  23174. this.updateMatrix();
  23175. this.target = new Object3D();
  23176. this.distance = distance;
  23177. this.angle = angle;
  23178. this.penumbra = penumbra;
  23179. this.decay = decay; // for physically correct lights, should be 2.
  23180. this.shadow = new SpotLightShadow();
  23181. }
  23182. get power() {
  23183. // compute the light's luminous power (in lumens) from its intensity (in candela)
  23184. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  23185. return this.intensity * Math.PI;
  23186. }
  23187. set power(power) {
  23188. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  23189. this.intensity = power / Math.PI;
  23190. }
  23191. dispose() {
  23192. this.shadow.dispose();
  23193. }
  23194. copy(source) {
  23195. super.copy(source);
  23196. this.distance = source.distance;
  23197. this.angle = source.angle;
  23198. this.penumbra = source.penumbra;
  23199. this.decay = source.decay;
  23200. this.target = source.target.clone();
  23201. this.shadow = source.shadow.clone();
  23202. return this;
  23203. }
  23204. }
  23205. SpotLight.prototype.isSpotLight = true;
  23206. const _projScreenMatrix = /*@__PURE__*/new Matrix4();
  23207. const _lightPositionWorld = /*@__PURE__*/new Vector3();
  23208. const _lookTarget = /*@__PURE__*/new Vector3();
  23209. class PointLightShadow extends LightShadow {
  23210. constructor() {
  23211. super(new PerspectiveCamera(90, 1, 0.5, 500));
  23212. this._frameExtents = new Vector2(4, 2);
  23213. this._viewportCount = 6;
  23214. this._viewports = [// These viewports map a cube-map onto a 2D texture with the
  23215. // following orientation:
  23216. //
  23217. // xzXZ
  23218. // y Y
  23219. //
  23220. // X - Positive x direction
  23221. // x - Negative x direction
  23222. // Y - Positive y direction
  23223. // y - Negative y direction
  23224. // Z - Positive z direction
  23225. // z - Negative z direction
  23226. // positive X
  23227. new Vector4(2, 1, 1, 1), // negative X
  23228. new Vector4(0, 1, 1, 1), // positive Z
  23229. new Vector4(3, 1, 1, 1), // negative Z
  23230. new Vector4(1, 1, 1, 1), // positive Y
  23231. new Vector4(3, 0, 1, 1), // negative Y
  23232. new Vector4(1, 0, 1, 1)];
  23233. this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)];
  23234. this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)];
  23235. }
  23236. updateMatrices(light, viewportIndex = 0) {
  23237. const camera = this.camera;
  23238. const shadowMatrix = this.matrix;
  23239. const far = light.distance || camera.far;
  23240. if (far !== camera.far) {
  23241. camera.far = far;
  23242. camera.updateProjectionMatrix();
  23243. }
  23244. _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  23245. camera.position.copy(_lightPositionWorld);
  23246. _lookTarget.copy(camera.position);
  23247. _lookTarget.add(this._cubeDirections[viewportIndex]);
  23248. camera.up.copy(this._cubeUps[viewportIndex]);
  23249. camera.lookAt(_lookTarget);
  23250. camera.updateMatrixWorld();
  23251. shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);
  23252. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  23253. this._frustum.setFromProjectionMatrix(_projScreenMatrix);
  23254. }
  23255. }
  23256. PointLightShadow.prototype.isPointLightShadow = true;
  23257. class PointLight extends Light {
  23258. constructor(color, intensity, distance = 0, decay = 1) {
  23259. super(color, intensity);
  23260. this.type = 'PointLight';
  23261. this.distance = distance;
  23262. this.decay = decay; // for physically correct lights, should be 2.
  23263. this.shadow = new PointLightShadow();
  23264. }
  23265. get power() {
  23266. // compute the light's luminous power (in lumens) from its intensity (in candela)
  23267. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  23268. return this.intensity * 4 * Math.PI;
  23269. }
  23270. set power(power) {
  23271. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  23272. this.intensity = power / (4 * Math.PI);
  23273. }
  23274. dispose() {
  23275. this.shadow.dispose();
  23276. }
  23277. copy(source) {
  23278. super.copy(source);
  23279. this.distance = source.distance;
  23280. this.decay = source.decay;
  23281. this.shadow = source.shadow.clone();
  23282. return this;
  23283. }
  23284. }
  23285. PointLight.prototype.isPointLight = true;
  23286. class DirectionalLightShadow extends LightShadow {
  23287. constructor() {
  23288. super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
  23289. }
  23290. }
  23291. DirectionalLightShadow.prototype.isDirectionalLightShadow = true;
  23292. class DirectionalLight extends Light {
  23293. constructor(color, intensity) {
  23294. super(color, intensity);
  23295. this.type = 'DirectionalLight';
  23296. this.position.copy(Object3D.DefaultUp);
  23297. this.updateMatrix();
  23298. this.target = new Object3D();
  23299. this.shadow = new DirectionalLightShadow();
  23300. }
  23301. dispose() {
  23302. this.shadow.dispose();
  23303. }
  23304. copy(source) {
  23305. super.copy(source);
  23306. this.target = source.target.clone();
  23307. this.shadow = source.shadow.clone();
  23308. return this;
  23309. }
  23310. }
  23311. DirectionalLight.prototype.isDirectionalLight = true;
  23312. class AmbientLight extends Light {
  23313. constructor(color, intensity) {
  23314. super(color, intensity);
  23315. this.type = 'AmbientLight';
  23316. }
  23317. }
  23318. AmbientLight.prototype.isAmbientLight = true;
  23319. class RectAreaLight extends Light {
  23320. constructor(color, intensity, width = 10, height = 10) {
  23321. super(color, intensity);
  23322. this.type = 'RectAreaLight';
  23323. this.width = width;
  23324. this.height = height;
  23325. }
  23326. get power() {
  23327. // compute the light's luminous power (in lumens) from its intensity (in nits)
  23328. return this.intensity * this.width * this.height * Math.PI;
  23329. }
  23330. set power(power) {
  23331. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  23332. this.intensity = power / (this.width * this.height * Math.PI);
  23333. }
  23334. copy(source) {
  23335. super.copy(source);
  23336. this.width = source.width;
  23337. this.height = source.height;
  23338. return this;
  23339. }
  23340. toJSON(meta) {
  23341. const data = super.toJSON(meta);
  23342. data.object.width = this.width;
  23343. data.object.height = this.height;
  23344. return data;
  23345. }
  23346. }
  23347. RectAreaLight.prototype.isRectAreaLight = true;
  23348. /**
  23349. * Primary reference:
  23350. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23351. *
  23352. * Secondary reference:
  23353. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23354. */
  23355. // 3-band SH defined by 9 coefficients
  23356. class SphericalHarmonics3 {
  23357. constructor() {
  23358. this.coefficients = [];
  23359. for (let i = 0; i < 9; i++) {
  23360. this.coefficients.push(new Vector3());
  23361. }
  23362. }
  23363. set(coefficients) {
  23364. for (let i = 0; i < 9; i++) {
  23365. this.coefficients[i].copy(coefficients[i]);
  23366. }
  23367. return this;
  23368. }
  23369. zero() {
  23370. for (let i = 0; i < 9; i++) {
  23371. this.coefficients[i].set(0, 0, 0);
  23372. }
  23373. return this;
  23374. } // get the radiance in the direction of the normal
  23375. // target is a Vector3
  23376. getAt(normal, target) {
  23377. // normal is assumed to be unit length
  23378. const x = normal.x,
  23379. y = normal.y,
  23380. z = normal.z;
  23381. const coeff = this.coefficients; // band 0
  23382. target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
  23383. target.addScaledVector(coeff[1], 0.488603 * y);
  23384. target.addScaledVector(coeff[2], 0.488603 * z);
  23385. target.addScaledVector(coeff[3], 0.488603 * x); // band 2
  23386. target.addScaledVector(coeff[4], 1.092548 * (x * y));
  23387. target.addScaledVector(coeff[5], 1.092548 * (y * z));
  23388. target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
  23389. target.addScaledVector(coeff[7], 1.092548 * (x * z));
  23390. target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
  23391. return target;
  23392. } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23393. // target is a Vector3
  23394. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23395. getIrradianceAt(normal, target) {
  23396. // normal is assumed to be unit length
  23397. const x = normal.x,
  23398. y = normal.y,
  23399. z = normal.z;
  23400. const coeff = this.coefficients; // band 0
  23401. target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
  23402. // band 1
  23403. target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
  23404. target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
  23405. target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
  23406. target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
  23407. target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
  23408. target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
  23409. target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
  23410. target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
  23411. return target;
  23412. }
  23413. add(sh) {
  23414. for (let i = 0; i < 9; i++) {
  23415. this.coefficients[i].add(sh.coefficients[i]);
  23416. }
  23417. return this;
  23418. }
  23419. addScaledSH(sh, s) {
  23420. for (let i = 0; i < 9; i++) {
  23421. this.coefficients[i].addScaledVector(sh.coefficients[i], s);
  23422. }
  23423. return this;
  23424. }
  23425. scale(s) {
  23426. for (let i = 0; i < 9; i++) {
  23427. this.coefficients[i].multiplyScalar(s);
  23428. }
  23429. return this;
  23430. }
  23431. lerp(sh, alpha) {
  23432. for (let i = 0; i < 9; i++) {
  23433. this.coefficients[i].lerp(sh.coefficients[i], alpha);
  23434. }
  23435. return this;
  23436. }
  23437. equals(sh) {
  23438. for (let i = 0; i < 9; i++) {
  23439. if (!this.coefficients[i].equals(sh.coefficients[i])) {
  23440. return false;
  23441. }
  23442. }
  23443. return true;
  23444. }
  23445. copy(sh) {
  23446. return this.set(sh.coefficients);
  23447. }
  23448. clone() {
  23449. return new this.constructor().copy(this);
  23450. }
  23451. fromArray(array, offset = 0) {
  23452. const coefficients = this.coefficients;
  23453. for (let i = 0; i < 9; i++) {
  23454. coefficients[i].fromArray(array, offset + i * 3);
  23455. }
  23456. return this;
  23457. }
  23458. toArray(array = [], offset = 0) {
  23459. const coefficients = this.coefficients;
  23460. for (let i = 0; i < 9; i++) {
  23461. coefficients[i].toArray(array, offset + i * 3);
  23462. }
  23463. return array;
  23464. } // evaluate the basis functions
  23465. // shBasis is an Array[ 9 ]
  23466. static getBasisAt(normal, shBasis) {
  23467. // normal is assumed to be unit length
  23468. const x = normal.x,
  23469. y = normal.y,
  23470. z = normal.z; // band 0
  23471. shBasis[0] = 0.282095; // band 1
  23472. shBasis[1] = 0.488603 * y;
  23473. shBasis[2] = 0.488603 * z;
  23474. shBasis[3] = 0.488603 * x; // band 2
  23475. shBasis[4] = 1.092548 * x * y;
  23476. shBasis[5] = 1.092548 * y * z;
  23477. shBasis[6] = 0.315392 * (3 * z * z - 1);
  23478. shBasis[7] = 1.092548 * x * z;
  23479. shBasis[8] = 0.546274 * (x * x - y * y);
  23480. }
  23481. }
  23482. SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;
  23483. class LightProbe extends Light {
  23484. constructor(sh = new SphericalHarmonics3(), intensity = 1) {
  23485. super(undefined, intensity);
  23486. this.sh = sh;
  23487. }
  23488. copy(source) {
  23489. super.copy(source);
  23490. this.sh.copy(source.sh);
  23491. return this;
  23492. }
  23493. fromJSON(json) {
  23494. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23495. this.sh.fromArray(json.sh);
  23496. return this;
  23497. }
  23498. toJSON(meta) {
  23499. const data = super.toJSON(meta);
  23500. data.object.sh = this.sh.toArray();
  23501. return data;
  23502. }
  23503. }
  23504. LightProbe.prototype.isLightProbe = true;
  23505. class MaterialLoader extends Loader {
  23506. constructor(manager) {
  23507. super(manager);
  23508. this.textures = {};
  23509. }
  23510. load(url, onLoad, onProgress, onError) {
  23511. const scope = this;
  23512. const loader = new FileLoader(scope.manager);
  23513. loader.setPath(scope.path);
  23514. loader.setRequestHeader(scope.requestHeader);
  23515. loader.setWithCredentials(scope.withCredentials);
  23516. loader.load(url, function (text) {
  23517. try {
  23518. onLoad(scope.parse(JSON.parse(text)));
  23519. } catch (e) {
  23520. if (onError) {
  23521. onError(e);
  23522. } else {
  23523. console.error(e);
  23524. }
  23525. scope.manager.itemError(url);
  23526. }
  23527. }, onProgress, onError);
  23528. }
  23529. parse(json) {
  23530. const textures = this.textures;
  23531. function getTexture(name) {
  23532. if (textures[name] === undefined) {
  23533. console.warn('THREE.MaterialLoader: Undefined texture', name);
  23534. }
  23535. return textures[name];
  23536. }
  23537. const material = new Materials[json.type]();
  23538. if (json.uuid !== undefined) material.uuid = json.uuid;
  23539. if (json.name !== undefined) material.name = json.name;
  23540. if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);
  23541. if (json.roughness !== undefined) material.roughness = json.roughness;
  23542. if (json.metalness !== undefined) material.metalness = json.metalness;
  23543. if (json.sheen !== undefined) material.sheen = json.sheen;
  23544. if (json.sheenColor !== undefined) material.sheenColor = new Color().setHex(json.sheenColor);
  23545. if (json.sheenRoughness !== undefined) material.sheenRoughness = json.sheenRoughness;
  23546. if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
  23547. if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
  23548. if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity;
  23549. if (json.specularColor !== undefined && material.specularColor !== undefined) material.specularColor.setHex(json.specularColor);
  23550. if (json.shininess !== undefined) material.shininess = json.shininess;
  23551. if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;
  23552. if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;
  23553. if (json.transmission !== undefined) material.transmission = json.transmission;
  23554. if (json.thickness !== undefined) material.thickness = json.thickness;
  23555. if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance;
  23556. if (json.attenuationColor !== undefined && material.attenuationColor !== undefined) material.attenuationColor.setHex(json.attenuationColor);
  23557. if (json.fog !== undefined) material.fog = json.fog;
  23558. if (json.flatShading !== undefined) material.flatShading = json.flatShading;
  23559. if (json.blending !== undefined) material.blending = json.blending;
  23560. if (json.combine !== undefined) material.combine = json.combine;
  23561. if (json.side !== undefined) material.side = json.side;
  23562. if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide;
  23563. if (json.opacity !== undefined) material.opacity = json.opacity;
  23564. if (json.format !== undefined) material.format = json.format;
  23565. if (json.transparent !== undefined) material.transparent = json.transparent;
  23566. if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
  23567. if (json.depthTest !== undefined) material.depthTest = json.depthTest;
  23568. if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;
  23569. if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;
  23570. if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
  23571. if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
  23572. if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
  23573. if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
  23574. if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
  23575. if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
  23576. if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
  23577. if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
  23578. if (json.wireframe !== undefined) material.wireframe = json.wireframe;
  23579. if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;
  23580. if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;
  23581. if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;
  23582. if (json.rotation !== undefined) material.rotation = json.rotation;
  23583. if (json.linewidth !== 1) material.linewidth = json.linewidth;
  23584. if (json.dashSize !== undefined) material.dashSize = json.dashSize;
  23585. if (json.gapSize !== undefined) material.gapSize = json.gapSize;
  23586. if (json.scale !== undefined) material.scale = json.scale;
  23587. if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;
  23588. if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;
  23589. if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;
  23590. if (json.dithering !== undefined) material.dithering = json.dithering;
  23591. if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage;
  23592. if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha;
  23593. if (json.visible !== undefined) material.visible = json.visible;
  23594. if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
  23595. if (json.userData !== undefined) material.userData = json.userData;
  23596. if (json.vertexColors !== undefined) {
  23597. if (typeof json.vertexColors === 'number') {
  23598. material.vertexColors = json.vertexColors > 0 ? true : false;
  23599. } else {
  23600. material.vertexColors = json.vertexColors;
  23601. }
  23602. } // Shader Material
  23603. if (json.uniforms !== undefined) {
  23604. for (const name in json.uniforms) {
  23605. const uniform = json.uniforms[name];
  23606. material.uniforms[name] = {};
  23607. switch (uniform.type) {
  23608. case 't':
  23609. material.uniforms[name].value = getTexture(uniform.value);
  23610. break;
  23611. case 'c':
  23612. material.uniforms[name].value = new Color().setHex(uniform.value);
  23613. break;
  23614. case 'v2':
  23615. material.uniforms[name].value = new Vector2().fromArray(uniform.value);
  23616. break;
  23617. case 'v3':
  23618. material.uniforms[name].value = new Vector3().fromArray(uniform.value);
  23619. break;
  23620. case 'v4':
  23621. material.uniforms[name].value = new Vector4().fromArray(uniform.value);
  23622. break;
  23623. case 'm3':
  23624. material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
  23625. break;
  23626. case 'm4':
  23627. material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
  23628. break;
  23629. default:
  23630. material.uniforms[name].value = uniform.value;
  23631. }
  23632. }
  23633. }
  23634. if (json.defines !== undefined) material.defines = json.defines;
  23635. if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
  23636. if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
  23637. if (json.extensions !== undefined) {
  23638. for (const key in json.extensions) {
  23639. material.extensions[key] = json.extensions[key];
  23640. }
  23641. } // Deprecated
  23642. if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading
  23643. // for PointsMaterial
  23644. if (json.size !== undefined) material.size = json.size;
  23645. if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps
  23646. if (json.map !== undefined) material.map = getTexture(json.map);
  23647. if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
  23648. if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
  23649. if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);
  23650. if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;
  23651. if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);
  23652. if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;
  23653. if (json.normalScale !== undefined) {
  23654. let normalScale = json.normalScale;
  23655. if (Array.isArray(normalScale) === false) {
  23656. // Blender exporter used to export a scalar. See #7459
  23657. normalScale = [normalScale, normalScale];
  23658. }
  23659. material.normalScale = new Vector2().fromArray(normalScale);
  23660. }
  23661. if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);
  23662. if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;
  23663. if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;
  23664. if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);
  23665. if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);
  23666. if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);
  23667. if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;
  23668. if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);
  23669. if (json.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap);
  23670. if (json.specularColorMap !== undefined) material.specularColorMap = getTexture(json.specularColorMap);
  23671. if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
  23672. if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
  23673. if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
  23674. if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
  23675. if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);
  23676. if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;
  23677. if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);
  23678. if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;
  23679. if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);
  23680. if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
  23681. if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
  23682. if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
  23683. if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
  23684. if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
  23685. if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap);
  23686. if (json.sheenColorMap !== undefined) material.sheenColorMap = getTexture(json.sheenColorMap);
  23687. if (json.sheenRoughnessMap !== undefined) material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap);
  23688. return material;
  23689. }
  23690. setTextures(value) {
  23691. this.textures = value;
  23692. return this;
  23693. }
  23694. }
  23695. class LoaderUtils {
  23696. static decodeText(array) {
  23697. if (typeof TextDecoder !== 'undefined') {
  23698. return new TextDecoder().decode(array);
  23699. } // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23700. // throws a "maximum call stack size exceeded" error for large arrays.
  23701. let s = '';
  23702. for (let i = 0, il = array.length; i < il; i++) {
  23703. // Implicitly assumes little-endian.
  23704. s += String.fromCharCode(array[i]);
  23705. }
  23706. try {
  23707. // merges multi-byte utf-8 characters.
  23708. return decodeURIComponent(escape(s));
  23709. } catch (e) {
  23710. // see #16358
  23711. return s;
  23712. }
  23713. }
  23714. static extractUrlBase(url) {
  23715. const index = url.lastIndexOf('/');
  23716. if (index === -1) return './';
  23717. return url.substr(0, index + 1);
  23718. }
  23719. static resolveURL(url, path) {
  23720. // Invalid URL
  23721. if (typeof url !== 'string' || url === '') return ''; // Host Relative URL
  23722. if (/^https?:\/\//i.test(path) && /^\//.test(url)) {
  23723. path = path.replace(/(^https?:\/\/[^\/]+).*/i, '$1');
  23724. } // Absolute URL http://,https://,//
  23725. if (/^(https?:)?\/\//i.test(url)) return url; // Data URI
  23726. if (/^data:.*,.*$/i.test(url)) return url; // Blob URL
  23727. if (/^blob:.*$/i.test(url)) return url; // Relative URL
  23728. return path + url;
  23729. }
  23730. }
  23731. class InstancedBufferGeometry extends BufferGeometry {
  23732. constructor() {
  23733. super();
  23734. this.type = 'InstancedBufferGeometry';
  23735. this.instanceCount = Infinity;
  23736. }
  23737. copy(source) {
  23738. super.copy(source);
  23739. this.instanceCount = source.instanceCount;
  23740. return this;
  23741. }
  23742. clone() {
  23743. return new this.constructor().copy(this);
  23744. }
  23745. toJSON() {
  23746. const data = super.toJSON(this);
  23747. data.instanceCount = this.instanceCount;
  23748. data.isInstancedBufferGeometry = true;
  23749. return data;
  23750. }
  23751. }
  23752. InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
  23753. class BufferGeometryLoader extends Loader {
  23754. constructor(manager) {
  23755. super(manager);
  23756. }
  23757. load(url, onLoad, onProgress, onError) {
  23758. const scope = this;
  23759. const loader = new FileLoader(scope.manager);
  23760. loader.setPath(scope.path);
  23761. loader.setRequestHeader(scope.requestHeader);
  23762. loader.setWithCredentials(scope.withCredentials);
  23763. loader.load(url, function (text) {
  23764. try {
  23765. onLoad(scope.parse(JSON.parse(text)));
  23766. } catch (e) {
  23767. if (onError) {
  23768. onError(e);
  23769. } else {
  23770. console.error(e);
  23771. }
  23772. scope.manager.itemError(url);
  23773. }
  23774. }, onProgress, onError);
  23775. }
  23776. parse(json) {
  23777. const interleavedBufferMap = {};
  23778. const arrayBufferMap = {};
  23779. function getInterleavedBuffer(json, uuid) {
  23780. if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
  23781. const interleavedBuffers = json.interleavedBuffers;
  23782. const interleavedBuffer = interleavedBuffers[uuid];
  23783. const buffer = getArrayBuffer(json, interleavedBuffer.buffer);
  23784. const array = getTypedArray(interleavedBuffer.type, buffer);
  23785. const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
  23786. ib.uuid = interleavedBuffer.uuid;
  23787. interleavedBufferMap[uuid] = ib;
  23788. return ib;
  23789. }
  23790. function getArrayBuffer(json, uuid) {
  23791. if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
  23792. const arrayBuffers = json.arrayBuffers;
  23793. const arrayBuffer = arrayBuffers[uuid];
  23794. const ab = new Uint32Array(arrayBuffer).buffer;
  23795. arrayBufferMap[uuid] = ab;
  23796. return ab;
  23797. }
  23798. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23799. const index = json.data.index;
  23800. if (index !== undefined) {
  23801. const typedArray = getTypedArray(index.type, index.array);
  23802. geometry.setIndex(new BufferAttribute(typedArray, 1));
  23803. }
  23804. const attributes = json.data.attributes;
  23805. for (const key in attributes) {
  23806. const attribute = attributes[key];
  23807. let bufferAttribute;
  23808. if (attribute.isInterleavedBufferAttribute) {
  23809. const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  23810. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  23811. } else {
  23812. const typedArray = getTypedArray(attribute.type, attribute.array);
  23813. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23814. bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
  23815. }
  23816. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  23817. if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage);
  23818. if (attribute.updateRange !== undefined) {
  23819. bufferAttribute.updateRange.offset = attribute.updateRange.offset;
  23820. bufferAttribute.updateRange.count = attribute.updateRange.count;
  23821. }
  23822. geometry.setAttribute(key, bufferAttribute);
  23823. }
  23824. const morphAttributes = json.data.morphAttributes;
  23825. if (morphAttributes) {
  23826. for (const key in morphAttributes) {
  23827. const attributeArray = morphAttributes[key];
  23828. const array = [];
  23829. for (let i = 0, il = attributeArray.length; i < il; i++) {
  23830. const attribute = attributeArray[i];
  23831. let bufferAttribute;
  23832. if (attribute.isInterleavedBufferAttribute) {
  23833. const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  23834. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  23835. } else {
  23836. const typedArray = getTypedArray(attribute.type, attribute.array);
  23837. bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
  23838. }
  23839. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  23840. array.push(bufferAttribute);
  23841. }
  23842. geometry.morphAttributes[key] = array;
  23843. }
  23844. }
  23845. const morphTargetsRelative = json.data.morphTargetsRelative;
  23846. if (morphTargetsRelative) {
  23847. geometry.morphTargetsRelative = true;
  23848. }
  23849. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23850. if (groups !== undefined) {
  23851. for (let i = 0, n = groups.length; i !== n; ++i) {
  23852. const group = groups[i];
  23853. geometry.addGroup(group.start, group.count, group.materialIndex);
  23854. }
  23855. }
  23856. const boundingSphere = json.data.boundingSphere;
  23857. if (boundingSphere !== undefined) {
  23858. const center = new Vector3();
  23859. if (boundingSphere.center !== undefined) {
  23860. center.fromArray(boundingSphere.center);
  23861. }
  23862. geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
  23863. }
  23864. if (json.name) geometry.name = json.name;
  23865. if (json.userData) geometry.userData = json.userData;
  23866. return geometry;
  23867. }
  23868. }
  23869. class ObjectLoader extends Loader {
  23870. constructor(manager) {
  23871. super(manager);
  23872. }
  23873. load(url, onLoad, onProgress, onError) {
  23874. const scope = this;
  23875. const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  23876. this.resourcePath = this.resourcePath || path;
  23877. const loader = new FileLoader(this.manager);
  23878. loader.setPath(this.path);
  23879. loader.setRequestHeader(this.requestHeader);
  23880. loader.setWithCredentials(this.withCredentials);
  23881. loader.load(url, function (text) {
  23882. let json = null;
  23883. try {
  23884. json = JSON.parse(text);
  23885. } catch (error) {
  23886. if (onError !== undefined) onError(error);
  23887. console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
  23888. return;
  23889. }
  23890. const metadata = json.metadata;
  23891. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  23892. console.error('THREE.ObjectLoader: Can\'t load ' + url);
  23893. return;
  23894. }
  23895. scope.parse(json, onLoad);
  23896. }, onProgress, onError);
  23897. }
  23898. async loadAsync(url, onProgress) {
  23899. const scope = this;
  23900. const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  23901. this.resourcePath = this.resourcePath || path;
  23902. const loader = new FileLoader(this.manager);
  23903. loader.setPath(this.path);
  23904. loader.setRequestHeader(this.requestHeader);
  23905. loader.setWithCredentials(this.withCredentials);
  23906. const text = await loader.loadAsync(url, onProgress);
  23907. const json = JSON.parse(text);
  23908. const metadata = json.metadata;
  23909. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  23910. throw new Error('THREE.ObjectLoader: Can\'t load ' + url);
  23911. }
  23912. return await scope.parseAsync(json);
  23913. }
  23914. parse(json, onLoad) {
  23915. const animations = this.parseAnimations(json.animations);
  23916. const shapes = this.parseShapes(json.shapes);
  23917. const geometries = this.parseGeometries(json.geometries, shapes);
  23918. const images = this.parseImages(json.images, function () {
  23919. if (onLoad !== undefined) onLoad(object);
  23920. });
  23921. const textures = this.parseTextures(json.textures, images);
  23922. const materials = this.parseMaterials(json.materials, textures);
  23923. const object = this.parseObject(json.object, geometries, materials, textures, animations);
  23924. const skeletons = this.parseSkeletons(json.skeletons, object);
  23925. this.bindSkeletons(object, skeletons); //
  23926. if (onLoad !== undefined) {
  23927. let hasImages = false;
  23928. for (const uuid in images) {
  23929. if (images[uuid] instanceof HTMLImageElement) {
  23930. hasImages = true;
  23931. break;
  23932. }
  23933. }
  23934. if (hasImages === false) onLoad(object);
  23935. }
  23936. return object;
  23937. }
  23938. async parseAsync(json) {
  23939. const animations = this.parseAnimations(json.animations);
  23940. const shapes = this.parseShapes(json.shapes);
  23941. const geometries = this.parseGeometries(json.geometries, shapes);
  23942. const images = await this.parseImagesAsync(json.images);
  23943. const textures = this.parseTextures(json.textures, images);
  23944. const materials = this.parseMaterials(json.materials, textures);
  23945. const object = this.parseObject(json.object, geometries, materials, textures, animations);
  23946. const skeletons = this.parseSkeletons(json.skeletons, object);
  23947. this.bindSkeletons(object, skeletons);
  23948. return object;
  23949. }
  23950. parseShapes(json) {
  23951. const shapes = {};
  23952. if (json !== undefined) {
  23953. for (let i = 0, l = json.length; i < l; i++) {
  23954. const shape = new Shape().fromJSON(json[i]);
  23955. shapes[shape.uuid] = shape;
  23956. }
  23957. }
  23958. return shapes;
  23959. }
  23960. parseSkeletons(json, object) {
  23961. const skeletons = {};
  23962. const bones = {}; // generate bone lookup table
  23963. object.traverse(function (child) {
  23964. if (child.isBone) bones[child.uuid] = child;
  23965. }); // create skeletons
  23966. if (json !== undefined) {
  23967. for (let i = 0, l = json.length; i < l; i++) {
  23968. const skeleton = new Skeleton().fromJSON(json[i], bones);
  23969. skeletons[skeleton.uuid] = skeleton;
  23970. }
  23971. }
  23972. return skeletons;
  23973. }
  23974. parseGeometries(json, shapes) {
  23975. const geometries = {};
  23976. if (json !== undefined) {
  23977. const bufferGeometryLoader = new BufferGeometryLoader();
  23978. for (let i = 0, l = json.length; i < l; i++) {
  23979. let geometry;
  23980. const data = json[i];
  23981. switch (data.type) {
  23982. case 'BufferGeometry':
  23983. case 'InstancedBufferGeometry':
  23984. geometry = bufferGeometryLoader.parse(data);
  23985. break;
  23986. case 'Geometry':
  23987. console.error('THREE.ObjectLoader: The legacy Geometry type is no longer supported.');
  23988. break;
  23989. default:
  23990. if (data.type in Geometries) {
  23991. geometry = Geometries[data.type].fromJSON(data, shapes);
  23992. } else {
  23993. console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`);
  23994. }
  23995. }
  23996. geometry.uuid = data.uuid;
  23997. if (data.name !== undefined) geometry.name = data.name;
  23998. if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;
  23999. geometries[data.uuid] = geometry;
  24000. }
  24001. }
  24002. return geometries;
  24003. }
  24004. parseMaterials(json, textures) {
  24005. const cache = {}; // MultiMaterial
  24006. const materials = {};
  24007. if (json !== undefined) {
  24008. const loader = new MaterialLoader();
  24009. loader.setTextures(textures);
  24010. for (let i = 0, l = json.length; i < l; i++) {
  24011. const data = json[i];
  24012. if (data.type === 'MultiMaterial') {
  24013. // Deprecated
  24014. const array = [];
  24015. for (let j = 0; j < data.materials.length; j++) {
  24016. const material = data.materials[j];
  24017. if (cache[material.uuid] === undefined) {
  24018. cache[material.uuid] = loader.parse(material);
  24019. }
  24020. array.push(cache[material.uuid]);
  24021. }
  24022. materials[data.uuid] = array;
  24023. } else {
  24024. if (cache[data.uuid] === undefined) {
  24025. cache[data.uuid] = loader.parse(data);
  24026. }
  24027. materials[data.uuid] = cache[data.uuid];
  24028. }
  24029. }
  24030. }
  24031. return materials;
  24032. }
  24033. parseAnimations(json) {
  24034. const animations = {};
  24035. if (json !== undefined) {
  24036. for (let i = 0; i < json.length; i++) {
  24037. const data = json[i];
  24038. const clip = AnimationClip.parse(data);
  24039. animations[clip.uuid] = clip;
  24040. }
  24041. }
  24042. return animations;
  24043. }
  24044. parseImages(json, onLoad) {
  24045. const scope = this;
  24046. const images = {};
  24047. let loader;
  24048. function loadImage(url) {
  24049. scope.manager.itemStart(url);
  24050. return loader.load(url, function () {
  24051. scope.manager.itemEnd(url);
  24052. }, undefined, function () {
  24053. scope.manager.itemError(url);
  24054. scope.manager.itemEnd(url);
  24055. });
  24056. }
  24057. function deserializeImage(image) {
  24058. if (typeof image === 'string') {
  24059. const url = image;
  24060. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  24061. return loadImage(path);
  24062. } else {
  24063. if (image.data) {
  24064. return {
  24065. data: getTypedArray(image.type, image.data),
  24066. width: image.width,
  24067. height: image.height
  24068. };
  24069. } else {
  24070. return null;
  24071. }
  24072. }
  24073. }
  24074. if (json !== undefined && json.length > 0) {
  24075. const manager = new LoadingManager(onLoad);
  24076. loader = new ImageLoader(manager);
  24077. loader.setCrossOrigin(this.crossOrigin);
  24078. for (let i = 0, il = json.length; i < il; i++) {
  24079. const image = json[i];
  24080. const url = image.url;
  24081. if (Array.isArray(url)) {
  24082. // load array of images e.g CubeTexture
  24083. images[image.uuid] = [];
  24084. for (let j = 0, jl = url.length; j < jl; j++) {
  24085. const currentUrl = url[j];
  24086. const deserializedImage = deserializeImage(currentUrl);
  24087. if (deserializedImage !== null) {
  24088. if (deserializedImage instanceof HTMLImageElement) {
  24089. images[image.uuid].push(deserializedImage);
  24090. } else {
  24091. // special case: handle array of data textures for cube textures
  24092. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  24093. }
  24094. }
  24095. }
  24096. } else {
  24097. // load single image
  24098. const deserializedImage = deserializeImage(image.url);
  24099. if (deserializedImage !== null) {
  24100. images[image.uuid] = deserializedImage;
  24101. }
  24102. }
  24103. }
  24104. }
  24105. return images;
  24106. }
  24107. async parseImagesAsync(json) {
  24108. const scope = this;
  24109. const images = {};
  24110. let loader;
  24111. async function deserializeImage(image) {
  24112. if (typeof image === 'string') {
  24113. const url = image;
  24114. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  24115. return await loader.loadAsync(path);
  24116. } else {
  24117. if (image.data) {
  24118. return {
  24119. data: getTypedArray(image.type, image.data),
  24120. width: image.width,
  24121. height: image.height
  24122. };
  24123. } else {
  24124. return null;
  24125. }
  24126. }
  24127. }
  24128. if (json !== undefined && json.length > 0) {
  24129. loader = new ImageLoader(this.manager);
  24130. loader.setCrossOrigin(this.crossOrigin);
  24131. for (let i = 0, il = json.length; i < il; i++) {
  24132. const image = json[i];
  24133. const url = image.url;
  24134. if (Array.isArray(url)) {
  24135. // load array of images e.g CubeTexture
  24136. images[image.uuid] = [];
  24137. for (let j = 0, jl = url.length; j < jl; j++) {
  24138. const currentUrl = url[j];
  24139. const deserializedImage = await deserializeImage(currentUrl);
  24140. if (deserializedImage !== null) {
  24141. if (deserializedImage instanceof HTMLImageElement) {
  24142. images[image.uuid].push(deserializedImage);
  24143. } else {
  24144. // special case: handle array of data textures for cube textures
  24145. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  24146. }
  24147. }
  24148. }
  24149. } else {
  24150. // load single image
  24151. const deserializedImage = await deserializeImage(image.url);
  24152. if (deserializedImage !== null) {
  24153. images[image.uuid] = deserializedImage;
  24154. }
  24155. }
  24156. }
  24157. }
  24158. return images;
  24159. }
  24160. parseTextures(json, images) {
  24161. function parseConstant(value, type) {
  24162. if (typeof value === 'number') return value;
  24163. console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
  24164. return type[value];
  24165. }
  24166. const textures = {};
  24167. if (json !== undefined) {
  24168. for (let i = 0, l = json.length; i < l; i++) {
  24169. const data = json[i];
  24170. if (data.image === undefined) {
  24171. console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
  24172. }
  24173. if (images[data.image] === undefined) {
  24174. console.warn('THREE.ObjectLoader: Undefined image', data.image);
  24175. }
  24176. let texture;
  24177. const image = images[data.image];
  24178. if (Array.isArray(image)) {
  24179. texture = new CubeTexture(image);
  24180. if (image.length === 6) texture.needsUpdate = true;
  24181. } else {
  24182. if (image && image.data) {
  24183. texture = new DataTexture(image.data, image.width, image.height);
  24184. } else {
  24185. texture = new Texture(image);
  24186. }
  24187. if (image) texture.needsUpdate = true; // textures can have undefined image data
  24188. }
  24189. texture.uuid = data.uuid;
  24190. if (data.name !== undefined) texture.name = data.name;
  24191. if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
  24192. if (data.offset !== undefined) texture.offset.fromArray(data.offset);
  24193. if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);
  24194. if (data.center !== undefined) texture.center.fromArray(data.center);
  24195. if (data.rotation !== undefined) texture.rotation = data.rotation;
  24196. if (data.wrap !== undefined) {
  24197. texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
  24198. texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
  24199. }
  24200. if (data.format !== undefined) texture.format = data.format;
  24201. if (data.type !== undefined) texture.type = data.type;
  24202. if (data.encoding !== undefined) texture.encoding = data.encoding;
  24203. if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
  24204. if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
  24205. if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
  24206. if (data.flipY !== undefined) texture.flipY = data.flipY;
  24207. if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
  24208. if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
  24209. if (data.userData !== undefined) texture.userData = data.userData;
  24210. textures[data.uuid] = texture;
  24211. }
  24212. }
  24213. return textures;
  24214. }
  24215. parseObject(data, geometries, materials, textures, animations) {
  24216. let object;
  24217. function getGeometry(name) {
  24218. if (geometries[name] === undefined) {
  24219. console.warn('THREE.ObjectLoader: Undefined geometry', name);
  24220. }
  24221. return geometries[name];
  24222. }
  24223. function getMaterial(name) {
  24224. if (name === undefined) return undefined;
  24225. if (Array.isArray(name)) {
  24226. const array = [];
  24227. for (let i = 0, l = name.length; i < l; i++) {
  24228. const uuid = name[i];
  24229. if (materials[uuid] === undefined) {
  24230. console.warn('THREE.ObjectLoader: Undefined material', uuid);
  24231. }
  24232. array.push(materials[uuid]);
  24233. }
  24234. return array;
  24235. }
  24236. if (materials[name] === undefined) {
  24237. console.warn('THREE.ObjectLoader: Undefined material', name);
  24238. }
  24239. return materials[name];
  24240. }
  24241. function getTexture(uuid) {
  24242. if (textures[uuid] === undefined) {
  24243. console.warn('THREE.ObjectLoader: Undefined texture', uuid);
  24244. }
  24245. return textures[uuid];
  24246. }
  24247. let geometry, material;
  24248. switch (data.type) {
  24249. case 'Scene':
  24250. object = new Scene();
  24251. if (data.background !== undefined) {
  24252. if (Number.isInteger(data.background)) {
  24253. object.background = new Color(data.background);
  24254. } else {
  24255. object.background = getTexture(data.background);
  24256. }
  24257. }
  24258. if (data.environment !== undefined) {
  24259. object.environment = getTexture(data.environment);
  24260. }
  24261. if (data.fog !== undefined) {
  24262. if (data.fog.type === 'Fog') {
  24263. object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
  24264. } else if (data.fog.type === 'FogExp2') {
  24265. object.fog = new FogExp2(data.fog.color, data.fog.density);
  24266. }
  24267. }
  24268. break;
  24269. case 'PerspectiveCamera':
  24270. object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
  24271. if (data.focus !== undefined) object.focus = data.focus;
  24272. if (data.zoom !== undefined) object.zoom = data.zoom;
  24273. if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;
  24274. if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;
  24275. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  24276. break;
  24277. case 'OrthographicCamera':
  24278. object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
  24279. if (data.zoom !== undefined) object.zoom = data.zoom;
  24280. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  24281. break;
  24282. case 'AmbientLight':
  24283. object = new AmbientLight(data.color, data.intensity);
  24284. break;
  24285. case 'DirectionalLight':
  24286. object = new DirectionalLight(data.color, data.intensity);
  24287. break;
  24288. case 'PointLight':
  24289. object = new PointLight(data.color, data.intensity, data.distance, data.decay);
  24290. break;
  24291. case 'RectAreaLight':
  24292. object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
  24293. break;
  24294. case 'SpotLight':
  24295. object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
  24296. break;
  24297. case 'HemisphereLight':
  24298. object = new HemisphereLight(data.color, data.groundColor, data.intensity);
  24299. break;
  24300. case 'LightProbe':
  24301. object = new LightProbe().fromJSON(data);
  24302. break;
  24303. case 'SkinnedMesh':
  24304. geometry = getGeometry(data.geometry);
  24305. material = getMaterial(data.material);
  24306. object = new SkinnedMesh(geometry, material);
  24307. if (data.bindMode !== undefined) object.bindMode = data.bindMode;
  24308. if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
  24309. if (data.skeleton !== undefined) object.skeleton = data.skeleton;
  24310. break;
  24311. case 'Mesh':
  24312. geometry = getGeometry(data.geometry);
  24313. material = getMaterial(data.material);
  24314. object = new Mesh(geometry, material);
  24315. break;
  24316. case 'InstancedMesh':
  24317. geometry = getGeometry(data.geometry);
  24318. material = getMaterial(data.material);
  24319. const count = data.count;
  24320. const instanceMatrix = data.instanceMatrix;
  24321. const instanceColor = data.instanceColor;
  24322. object = new InstancedMesh(geometry, material, count);
  24323. object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);
  24324. if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
  24325. break;
  24326. case 'LOD':
  24327. object = new LOD();
  24328. break;
  24329. case 'Line':
  24330. object = new Line(getGeometry(data.geometry), getMaterial(data.material));
  24331. break;
  24332. case 'LineLoop':
  24333. object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
  24334. break;
  24335. case 'LineSegments':
  24336. object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
  24337. break;
  24338. case 'PointCloud':
  24339. case 'Points':
  24340. object = new Points(getGeometry(data.geometry), getMaterial(data.material));
  24341. break;
  24342. case 'Sprite':
  24343. object = new Sprite(getMaterial(data.material));
  24344. break;
  24345. case 'Group':
  24346. object = new Group();
  24347. break;
  24348. case 'Bone':
  24349. object = new Bone();
  24350. break;
  24351. default:
  24352. object = new Object3D();
  24353. }
  24354. object.uuid = data.uuid;
  24355. if (data.name !== undefined) object.name = data.name;
  24356. if (data.matrix !== undefined) {
  24357. object.matrix.fromArray(data.matrix);
  24358. if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;
  24359. if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
  24360. } else {
  24361. if (data.position !== undefined) object.position.fromArray(data.position);
  24362. if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);
  24363. if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);
  24364. if (data.scale !== undefined) object.scale.fromArray(data.scale);
  24365. }
  24366. if (data.castShadow !== undefined) object.castShadow = data.castShadow;
  24367. if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
  24368. if (data.shadow) {
  24369. if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
  24370. if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
  24371. if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;
  24372. if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);
  24373. if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);
  24374. }
  24375. if (data.visible !== undefined) object.visible = data.visible;
  24376. if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;
  24377. if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;
  24378. if (data.userData !== undefined) object.userData = data.userData;
  24379. if (data.layers !== undefined) object.layers.mask = data.layers;
  24380. if (data.children !== undefined) {
  24381. const children = data.children;
  24382. for (let i = 0; i < children.length; i++) {
  24383. object.add(this.parseObject(children[i], geometries, materials, textures, animations));
  24384. }
  24385. }
  24386. if (data.animations !== undefined) {
  24387. const objectAnimations = data.animations;
  24388. for (let i = 0; i < objectAnimations.length; i++) {
  24389. const uuid = objectAnimations[i];
  24390. object.animations.push(animations[uuid]);
  24391. }
  24392. }
  24393. if (data.type === 'LOD') {
  24394. if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
  24395. const levels = data.levels;
  24396. for (let l = 0; l < levels.length; l++) {
  24397. const level = levels[l];
  24398. const child = object.getObjectByProperty('uuid', level.object);
  24399. if (child !== undefined) {
  24400. object.addLevel(child, level.distance);
  24401. }
  24402. }
  24403. }
  24404. return object;
  24405. }
  24406. bindSkeletons(object, skeletons) {
  24407. if (Object.keys(skeletons).length === 0) return;
  24408. object.traverse(function (child) {
  24409. if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
  24410. const skeleton = skeletons[child.skeleton];
  24411. if (skeleton === undefined) {
  24412. console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
  24413. } else {
  24414. child.bind(skeleton, child.bindMatrix);
  24415. }
  24416. }
  24417. });
  24418. }
  24419. /* DEPRECATED */
  24420. setTexturePath(value) {
  24421. console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
  24422. return this.setResourcePath(value);
  24423. }
  24424. }
  24425. const TEXTURE_MAPPING = {
  24426. UVMapping: UVMapping,
  24427. CubeReflectionMapping: CubeReflectionMapping,
  24428. CubeRefractionMapping: CubeRefractionMapping,
  24429. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24430. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24431. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24432. CubeUVRefractionMapping: CubeUVRefractionMapping
  24433. };
  24434. const TEXTURE_WRAPPING = {
  24435. RepeatWrapping: RepeatWrapping,
  24436. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24437. MirroredRepeatWrapping: MirroredRepeatWrapping
  24438. };
  24439. const TEXTURE_FILTER = {
  24440. NearestFilter: NearestFilter,
  24441. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24442. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24443. LinearFilter: LinearFilter,
  24444. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24445. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24446. };
  24447. class ImageBitmapLoader extends Loader {
  24448. constructor(manager) {
  24449. super(manager);
  24450. if (typeof createImageBitmap === 'undefined') {
  24451. console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
  24452. }
  24453. if (typeof fetch === 'undefined') {
  24454. console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
  24455. }
  24456. this.options = {
  24457. premultiplyAlpha: 'none'
  24458. };
  24459. }
  24460. setOptions(options) {
  24461. this.options = options;
  24462. return this;
  24463. }
  24464. load(url, onLoad, onProgress, onError) {
  24465. if (url === undefined) url = '';
  24466. if (this.path !== undefined) url = this.path + url;
  24467. url = this.manager.resolveURL(url);
  24468. const scope = this;
  24469. const cached = Cache.get(url);
  24470. if (cached !== undefined) {
  24471. scope.manager.itemStart(url);
  24472. setTimeout(function () {
  24473. if (onLoad) onLoad(cached);
  24474. scope.manager.itemEnd(url);
  24475. }, 0);
  24476. return cached;
  24477. }
  24478. const fetchOptions = {};
  24479. fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
  24480. fetchOptions.headers = this.requestHeader;
  24481. fetch(url, fetchOptions).then(function (res) {
  24482. return res.blob();
  24483. }).then(function (blob) {
  24484. return createImageBitmap(blob, Object.assign(scope.options, {
  24485. colorSpaceConversion: 'none'
  24486. }));
  24487. }).then(function (imageBitmap) {
  24488. Cache.add(url, imageBitmap);
  24489. if (onLoad) onLoad(imageBitmap);
  24490. scope.manager.itemEnd(url);
  24491. }).catch(function (e) {
  24492. if (onError) onError(e);
  24493. scope.manager.itemError(url);
  24494. scope.manager.itemEnd(url);
  24495. });
  24496. scope.manager.itemStart(url);
  24497. }
  24498. }
  24499. ImageBitmapLoader.prototype.isImageBitmapLoader = true;
  24500. let _context;
  24501. const AudioContext = {
  24502. getContext: function () {
  24503. if (_context === undefined) {
  24504. _context = new (window.AudioContext || window.webkitAudioContext)();
  24505. }
  24506. return _context;
  24507. },
  24508. setContext: function (value) {
  24509. _context = value;
  24510. }
  24511. };
  24512. class AudioLoader extends Loader {
  24513. constructor(manager) {
  24514. super(manager);
  24515. }
  24516. load(url, onLoad, onProgress, onError) {
  24517. const scope = this;
  24518. const loader = new FileLoader(this.manager);
  24519. loader.setResponseType('arraybuffer');
  24520. loader.setPath(this.path);
  24521. loader.setRequestHeader(this.requestHeader);
  24522. loader.setWithCredentials(this.withCredentials);
  24523. loader.load(url, function (buffer) {
  24524. try {
  24525. // Create a copy of the buffer. The `decodeAudioData` method
  24526. // detaches the buffer when complete, preventing reuse.
  24527. const bufferCopy = buffer.slice(0);
  24528. const context = AudioContext.getContext();
  24529. context.decodeAudioData(bufferCopy, function (audioBuffer) {
  24530. onLoad(audioBuffer);
  24531. });
  24532. } catch (e) {
  24533. if (onError) {
  24534. onError(e);
  24535. } else {
  24536. console.error(e);
  24537. }
  24538. scope.manager.itemError(url);
  24539. }
  24540. }, onProgress, onError);
  24541. }
  24542. }
  24543. class HemisphereLightProbe extends LightProbe {
  24544. constructor(skyColor, groundColor, intensity = 1) {
  24545. super(undefined, intensity);
  24546. const color1 = new Color().set(skyColor);
  24547. const color2 = new Color().set(groundColor);
  24548. const sky = new Vector3(color1.r, color1.g, color1.b);
  24549. const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24550. const c0 = Math.sqrt(Math.PI);
  24551. const c1 = c0 * Math.sqrt(0.75);
  24552. this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
  24553. this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
  24554. }
  24555. }
  24556. HemisphereLightProbe.prototype.isHemisphereLightProbe = true;
  24557. class AmbientLightProbe extends LightProbe {
  24558. constructor(color, intensity = 1) {
  24559. super(undefined, intensity);
  24560. const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24561. this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
  24562. }
  24563. }
  24564. AmbientLightProbe.prototype.isAmbientLightProbe = true;
  24565. const _eyeRight = /*@__PURE__*/new Matrix4();
  24566. const _eyeLeft = /*@__PURE__*/new Matrix4();
  24567. class StereoCamera {
  24568. constructor() {
  24569. this.type = 'StereoCamera';
  24570. this.aspect = 1;
  24571. this.eyeSep = 0.064;
  24572. this.cameraL = new PerspectiveCamera();
  24573. this.cameraL.layers.enable(1);
  24574. this.cameraL.matrixAutoUpdate = false;
  24575. this.cameraR = new PerspectiveCamera();
  24576. this.cameraR.layers.enable(2);
  24577. this.cameraR.matrixAutoUpdate = false;
  24578. this._cache = {
  24579. focus: null,
  24580. fov: null,
  24581. aspect: null,
  24582. near: null,
  24583. far: null,
  24584. zoom: null,
  24585. eyeSep: null
  24586. };
  24587. }
  24588. update(camera) {
  24589. const cache = this._cache;
  24590. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24591. if (needsUpdate) {
  24592. cache.focus = camera.focus;
  24593. cache.fov = camera.fov;
  24594. cache.aspect = camera.aspect * this.aspect;
  24595. cache.near = camera.near;
  24596. cache.far = camera.far;
  24597. cache.zoom = camera.zoom;
  24598. cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
  24599. // http://paulbourke.net/stereographics/stereorender/
  24600. const projectionMatrix = camera.projectionMatrix.clone();
  24601. const eyeSepHalf = cache.eyeSep / 2;
  24602. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24603. const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
  24604. let xmin, xmax; // translate xOffset
  24605. _eyeLeft.elements[12] = -eyeSepHalf;
  24606. _eyeRight.elements[12] = eyeSepHalf; // for left eye
  24607. xmin = -ymax * cache.aspect + eyeSepOnProjection;
  24608. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24609. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  24610. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  24611. this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye
  24612. xmin = -ymax * cache.aspect - eyeSepOnProjection;
  24613. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24614. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  24615. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  24616. this.cameraR.projectionMatrix.copy(projectionMatrix);
  24617. }
  24618. this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
  24619. this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
  24620. }
  24621. }
  24622. class Clock {
  24623. constructor(autoStart = true) {
  24624. this.autoStart = autoStart;
  24625. this.startTime = 0;
  24626. this.oldTime = 0;
  24627. this.elapsedTime = 0;
  24628. this.running = false;
  24629. }
  24630. start() {
  24631. this.startTime = now();
  24632. this.oldTime = this.startTime;
  24633. this.elapsedTime = 0;
  24634. this.running = true;
  24635. }
  24636. stop() {
  24637. this.getElapsedTime();
  24638. this.running = false;
  24639. this.autoStart = false;
  24640. }
  24641. getElapsedTime() {
  24642. this.getDelta();
  24643. return this.elapsedTime;
  24644. }
  24645. getDelta() {
  24646. let diff = 0;
  24647. if (this.autoStart && !this.running) {
  24648. this.start();
  24649. return 0;
  24650. }
  24651. if (this.running) {
  24652. const newTime = now();
  24653. diff = (newTime - this.oldTime) / 1000;
  24654. this.oldTime = newTime;
  24655. this.elapsedTime += diff;
  24656. }
  24657. return diff;
  24658. }
  24659. }
  24660. function now() {
  24661. return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
  24662. }
  24663. const _position$1 = /*@__PURE__*/new Vector3();
  24664. const _quaternion$1 = /*@__PURE__*/new Quaternion();
  24665. const _scale$1 = /*@__PURE__*/new Vector3();
  24666. const _orientation$1 = /*@__PURE__*/new Vector3();
  24667. class AudioListener extends Object3D {
  24668. constructor() {
  24669. super();
  24670. this.type = 'AudioListener';
  24671. this.context = AudioContext.getContext();
  24672. this.gain = this.context.createGain();
  24673. this.gain.connect(this.context.destination);
  24674. this.filter = null;
  24675. this.timeDelta = 0; // private
  24676. this._clock = new Clock();
  24677. }
  24678. getInput() {
  24679. return this.gain;
  24680. }
  24681. removeFilter() {
  24682. if (this.filter !== null) {
  24683. this.gain.disconnect(this.filter);
  24684. this.filter.disconnect(this.context.destination);
  24685. this.gain.connect(this.context.destination);
  24686. this.filter = null;
  24687. }
  24688. return this;
  24689. }
  24690. getFilter() {
  24691. return this.filter;
  24692. }
  24693. setFilter(value) {
  24694. if (this.filter !== null) {
  24695. this.gain.disconnect(this.filter);
  24696. this.filter.disconnect(this.context.destination);
  24697. } else {
  24698. this.gain.disconnect(this.context.destination);
  24699. }
  24700. this.filter = value;
  24701. this.gain.connect(this.filter);
  24702. this.filter.connect(this.context.destination);
  24703. return this;
  24704. }
  24705. getMasterVolume() {
  24706. return this.gain.gain.value;
  24707. }
  24708. setMasterVolume(value) {
  24709. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  24710. return this;
  24711. }
  24712. updateMatrixWorld(force) {
  24713. super.updateMatrixWorld(force);
  24714. const listener = this.context.listener;
  24715. const up = this.up;
  24716. this.timeDelta = this._clock.getDelta();
  24717. this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);
  24718. _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);
  24719. if (listener.positionX) {
  24720. // code path for Chrome (see #14393)
  24721. const endTime = this.context.currentTime + this.timeDelta;
  24722. listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
  24723. listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
  24724. listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
  24725. listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);
  24726. listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);
  24727. listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);
  24728. listener.upX.linearRampToValueAtTime(up.x, endTime);
  24729. listener.upY.linearRampToValueAtTime(up.y, endTime);
  24730. listener.upZ.linearRampToValueAtTime(up.z, endTime);
  24731. } else {
  24732. listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
  24733. listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);
  24734. }
  24735. }
  24736. }
  24737. class Audio extends Object3D {
  24738. constructor(listener) {
  24739. super();
  24740. this.type = 'Audio';
  24741. this.listener = listener;
  24742. this.context = listener.context;
  24743. this.gain = this.context.createGain();
  24744. this.gain.connect(listener.getInput());
  24745. this.autoplay = false;
  24746. this.buffer = null;
  24747. this.detune = 0;
  24748. this.loop = false;
  24749. this.loopStart = 0;
  24750. this.loopEnd = 0;
  24751. this.offset = 0;
  24752. this.duration = undefined;
  24753. this.playbackRate = 1;
  24754. this.isPlaying = false;
  24755. this.hasPlaybackControl = true;
  24756. this.source = null;
  24757. this.sourceType = 'empty';
  24758. this._startedAt = 0;
  24759. this._progress = 0;
  24760. this._connected = false;
  24761. this.filters = [];
  24762. }
  24763. getOutput() {
  24764. return this.gain;
  24765. }
  24766. setNodeSource(audioNode) {
  24767. this.hasPlaybackControl = false;
  24768. this.sourceType = 'audioNode';
  24769. this.source = audioNode;
  24770. this.connect();
  24771. return this;
  24772. }
  24773. setMediaElementSource(mediaElement) {
  24774. this.hasPlaybackControl = false;
  24775. this.sourceType = 'mediaNode';
  24776. this.source = this.context.createMediaElementSource(mediaElement);
  24777. this.connect();
  24778. return this;
  24779. }
  24780. setMediaStreamSource(mediaStream) {
  24781. this.hasPlaybackControl = false;
  24782. this.sourceType = 'mediaStreamNode';
  24783. this.source = this.context.createMediaStreamSource(mediaStream);
  24784. this.connect();
  24785. return this;
  24786. }
  24787. setBuffer(audioBuffer) {
  24788. this.buffer = audioBuffer;
  24789. this.sourceType = 'buffer';
  24790. if (this.autoplay) this.play();
  24791. return this;
  24792. }
  24793. play(delay = 0) {
  24794. if (this.isPlaying === true) {
  24795. console.warn('THREE.Audio: Audio is already playing.');
  24796. return;
  24797. }
  24798. if (this.hasPlaybackControl === false) {
  24799. console.warn('THREE.Audio: this Audio has no playback control.');
  24800. return;
  24801. }
  24802. this._startedAt = this.context.currentTime + delay;
  24803. const source = this.context.createBufferSource();
  24804. source.buffer = this.buffer;
  24805. source.loop = this.loop;
  24806. source.loopStart = this.loopStart;
  24807. source.loopEnd = this.loopEnd;
  24808. source.onended = this.onEnded.bind(this);
  24809. source.start(this._startedAt, this._progress + this.offset, this.duration);
  24810. this.isPlaying = true;
  24811. this.source = source;
  24812. this.setDetune(this.detune);
  24813. this.setPlaybackRate(this.playbackRate);
  24814. return this.connect();
  24815. }
  24816. pause() {
  24817. if (this.hasPlaybackControl === false) {
  24818. console.warn('THREE.Audio: this Audio has no playback control.');
  24819. return;
  24820. }
  24821. if (this.isPlaying === true) {
  24822. // update current progress
  24823. this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
  24824. if (this.loop === true) {
  24825. // ensure _progress does not exceed duration with looped audios
  24826. this._progress = this._progress % (this.duration || this.buffer.duration);
  24827. }
  24828. this.source.stop();
  24829. this.source.onended = null;
  24830. this.isPlaying = false;
  24831. }
  24832. return this;
  24833. }
  24834. stop() {
  24835. if (this.hasPlaybackControl === false) {
  24836. console.warn('THREE.Audio: this Audio has no playback control.');
  24837. return;
  24838. }
  24839. this._progress = 0;
  24840. this.source.stop();
  24841. this.source.onended = null;
  24842. this.isPlaying = false;
  24843. return this;
  24844. }
  24845. connect() {
  24846. if (this.filters.length > 0) {
  24847. this.source.connect(this.filters[0]);
  24848. for (let i = 1, l = this.filters.length; i < l; i++) {
  24849. this.filters[i - 1].connect(this.filters[i]);
  24850. }
  24851. this.filters[this.filters.length - 1].connect(this.getOutput());
  24852. } else {
  24853. this.source.connect(this.getOutput());
  24854. }
  24855. this._connected = true;
  24856. return this;
  24857. }
  24858. disconnect() {
  24859. if (this.filters.length > 0) {
  24860. this.source.disconnect(this.filters[0]);
  24861. for (let i = 1, l = this.filters.length; i < l; i++) {
  24862. this.filters[i - 1].disconnect(this.filters[i]);
  24863. }
  24864. this.filters[this.filters.length - 1].disconnect(this.getOutput());
  24865. } else {
  24866. this.source.disconnect(this.getOutput());
  24867. }
  24868. this._connected = false;
  24869. return this;
  24870. }
  24871. getFilters() {
  24872. return this.filters;
  24873. }
  24874. setFilters(value) {
  24875. if (!value) value = [];
  24876. if (this._connected === true) {
  24877. this.disconnect();
  24878. this.filters = value.slice();
  24879. this.connect();
  24880. } else {
  24881. this.filters = value.slice();
  24882. }
  24883. return this;
  24884. }
  24885. setDetune(value) {
  24886. this.detune = value;
  24887. if (this.source.detune === undefined) return; // only set detune when available
  24888. if (this.isPlaying === true) {
  24889. this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
  24890. }
  24891. return this;
  24892. }
  24893. getDetune() {
  24894. return this.detune;
  24895. }
  24896. getFilter() {
  24897. return this.getFilters()[0];
  24898. }
  24899. setFilter(filter) {
  24900. return this.setFilters(filter ? [filter] : []);
  24901. }
  24902. setPlaybackRate(value) {
  24903. if (this.hasPlaybackControl === false) {
  24904. console.warn('THREE.Audio: this Audio has no playback control.');
  24905. return;
  24906. }
  24907. this.playbackRate = value;
  24908. if (this.isPlaying === true) {
  24909. this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
  24910. }
  24911. return this;
  24912. }
  24913. getPlaybackRate() {
  24914. return this.playbackRate;
  24915. }
  24916. onEnded() {
  24917. this.isPlaying = false;
  24918. }
  24919. getLoop() {
  24920. if (this.hasPlaybackControl === false) {
  24921. console.warn('THREE.Audio: this Audio has no playback control.');
  24922. return false;
  24923. }
  24924. return this.loop;
  24925. }
  24926. setLoop(value) {
  24927. if (this.hasPlaybackControl === false) {
  24928. console.warn('THREE.Audio: this Audio has no playback control.');
  24929. return;
  24930. }
  24931. this.loop = value;
  24932. if (this.isPlaying === true) {
  24933. this.source.loop = this.loop;
  24934. }
  24935. return this;
  24936. }
  24937. setLoopStart(value) {
  24938. this.loopStart = value;
  24939. return this;
  24940. }
  24941. setLoopEnd(value) {
  24942. this.loopEnd = value;
  24943. return this;
  24944. }
  24945. getVolume() {
  24946. return this.gain.gain.value;
  24947. }
  24948. setVolume(value) {
  24949. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  24950. return this;
  24951. }
  24952. }
  24953. const _position = /*@__PURE__*/new Vector3();
  24954. const _quaternion = /*@__PURE__*/new Quaternion();
  24955. const _scale = /*@__PURE__*/new Vector3();
  24956. const _orientation = /*@__PURE__*/new Vector3();
  24957. class PositionalAudio extends Audio {
  24958. constructor(listener) {
  24959. super(listener);
  24960. this.panner = this.context.createPanner();
  24961. this.panner.panningModel = 'HRTF';
  24962. this.panner.connect(this.gain);
  24963. }
  24964. getOutput() {
  24965. return this.panner;
  24966. }
  24967. getRefDistance() {
  24968. return this.panner.refDistance;
  24969. }
  24970. setRefDistance(value) {
  24971. this.panner.refDistance = value;
  24972. return this;
  24973. }
  24974. getRolloffFactor() {
  24975. return this.panner.rolloffFactor;
  24976. }
  24977. setRolloffFactor(value) {
  24978. this.panner.rolloffFactor = value;
  24979. return this;
  24980. }
  24981. getDistanceModel() {
  24982. return this.panner.distanceModel;
  24983. }
  24984. setDistanceModel(value) {
  24985. this.panner.distanceModel = value;
  24986. return this;
  24987. }
  24988. getMaxDistance() {
  24989. return this.panner.maxDistance;
  24990. }
  24991. setMaxDistance(value) {
  24992. this.panner.maxDistance = value;
  24993. return this;
  24994. }
  24995. setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
  24996. this.panner.coneInnerAngle = coneInnerAngle;
  24997. this.panner.coneOuterAngle = coneOuterAngle;
  24998. this.panner.coneOuterGain = coneOuterGain;
  24999. return this;
  25000. }
  25001. updateMatrixWorld(force) {
  25002. super.updateMatrixWorld(force);
  25003. if (this.hasPlaybackControl === true && this.isPlaying === false) return;
  25004. this.matrixWorld.decompose(_position, _quaternion, _scale);
  25005. _orientation.set(0, 0, 1).applyQuaternion(_quaternion);
  25006. const panner = this.panner;
  25007. if (panner.positionX) {
  25008. // code path for Chrome and Firefox (see #14393)
  25009. const endTime = this.context.currentTime + this.listener.timeDelta;
  25010. panner.positionX.linearRampToValueAtTime(_position.x, endTime);
  25011. panner.positionY.linearRampToValueAtTime(_position.y, endTime);
  25012. panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
  25013. panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
  25014. panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
  25015. panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
  25016. } else {
  25017. panner.setPosition(_position.x, _position.y, _position.z);
  25018. panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
  25019. }
  25020. }
  25021. }
  25022. class AudioAnalyser {
  25023. constructor(audio, fftSize = 2048) {
  25024. this.analyser = audio.context.createAnalyser();
  25025. this.analyser.fftSize = fftSize;
  25026. this.data = new Uint8Array(this.analyser.frequencyBinCount);
  25027. audio.getOutput().connect(this.analyser);
  25028. }
  25029. getFrequencyData() {
  25030. this.analyser.getByteFrequencyData(this.data);
  25031. return this.data;
  25032. }
  25033. getAverageFrequency() {
  25034. let value = 0;
  25035. const data = this.getFrequencyData();
  25036. for (let i = 0; i < data.length; i++) {
  25037. value += data[i];
  25038. }
  25039. return value / data.length;
  25040. }
  25041. }
  25042. class PropertyMixer {
  25043. constructor(binding, typeName, valueSize) {
  25044. this.binding = binding;
  25045. this.valueSize = valueSize;
  25046. let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25047. //
  25048. // interpolators can use .buffer as their .result
  25049. // the data then goes to 'incoming'
  25050. //
  25051. // 'accu0' and 'accu1' are used frame-interleaved for
  25052. // the cumulative result and are compared to detect
  25053. // changes
  25054. //
  25055. // 'orig' stores the original state of the property
  25056. //
  25057. // 'add' is used for additive cumulative results
  25058. //
  25059. // 'work' is optional and is only present for quaternion types. It is used
  25060. // to store intermediate quaternion multiplication results
  25061. switch (typeName) {
  25062. case 'quaternion':
  25063. mixFunction = this._slerp;
  25064. mixFunctionAdditive = this._slerpAdditive;
  25065. setIdentity = this._setAdditiveIdentityQuaternion;
  25066. this.buffer = new Float64Array(valueSize * 6);
  25067. this._workIndex = 5;
  25068. break;
  25069. case 'string':
  25070. case 'bool':
  25071. mixFunction = this._select; // Use the regular mix function and for additive on these types,
  25072. // additive is not relevant for non-numeric types
  25073. mixFunctionAdditive = this._select;
  25074. setIdentity = this._setAdditiveIdentityOther;
  25075. this.buffer = new Array(valueSize * 5);
  25076. break;
  25077. default:
  25078. mixFunction = this._lerp;
  25079. mixFunctionAdditive = this._lerpAdditive;
  25080. setIdentity = this._setAdditiveIdentityNumeric;
  25081. this.buffer = new Float64Array(valueSize * 5);
  25082. }
  25083. this._mixBufferRegion = mixFunction;
  25084. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25085. this._setIdentity = setIdentity;
  25086. this._origIndex = 3;
  25087. this._addIndex = 4;
  25088. this.cumulativeWeight = 0;
  25089. this.cumulativeWeightAdditive = 0;
  25090. this.useCount = 0;
  25091. this.referenceCount = 0;
  25092. } // accumulate data in the 'incoming' region into 'accu<i>'
  25093. accumulate(accuIndex, weight) {
  25094. // note: happily accumulating nothing when weight = 0, the caller knows
  25095. // the weight and shouldn't have made the call in the first place
  25096. const buffer = this.buffer,
  25097. stride = this.valueSize,
  25098. offset = accuIndex * stride + stride;
  25099. let currentWeight = this.cumulativeWeight;
  25100. if (currentWeight === 0) {
  25101. // accuN := incoming * weight
  25102. for (let i = 0; i !== stride; ++i) {
  25103. buffer[offset + i] = buffer[i];
  25104. }
  25105. currentWeight = weight;
  25106. } else {
  25107. // accuN := accuN + incoming * weight
  25108. currentWeight += weight;
  25109. const mix = weight / currentWeight;
  25110. this._mixBufferRegion(buffer, offset, 0, mix, stride);
  25111. }
  25112. this.cumulativeWeight = currentWeight;
  25113. } // accumulate data in the 'incoming' region into 'add'
  25114. accumulateAdditive(weight) {
  25115. const buffer = this.buffer,
  25116. stride = this.valueSize,
  25117. offset = stride * this._addIndex;
  25118. if (this.cumulativeWeightAdditive === 0) {
  25119. // add = identity
  25120. this._setIdentity();
  25121. } // add := add + incoming * weight
  25122. this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
  25123. this.cumulativeWeightAdditive += weight;
  25124. } // apply the state of 'accu<i>' to the binding when accus differ
  25125. apply(accuIndex) {
  25126. const stride = this.valueSize,
  25127. buffer = this.buffer,
  25128. offset = accuIndex * stride + stride,
  25129. weight = this.cumulativeWeight,
  25130. weightAdditive = this.cumulativeWeightAdditive,
  25131. binding = this.binding;
  25132. this.cumulativeWeight = 0;
  25133. this.cumulativeWeightAdditive = 0;
  25134. if (weight < 1) {
  25135. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25136. const originalValueOffset = stride * this._origIndex;
  25137. this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
  25138. }
  25139. if (weightAdditive > 0) {
  25140. // accuN := accuN + additive accuN
  25141. this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
  25142. }
  25143. for (let i = stride, e = stride + stride; i !== e; ++i) {
  25144. if (buffer[i] !== buffer[i + stride]) {
  25145. // value has changed -> update scene graph
  25146. binding.setValue(buffer, offset);
  25147. break;
  25148. }
  25149. }
  25150. } // remember the state of the bound property and copy it to both accus
  25151. saveOriginalState() {
  25152. const binding = this.binding;
  25153. const buffer = this.buffer,
  25154. stride = this.valueSize,
  25155. originalValueOffset = stride * this._origIndex;
  25156. binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
  25157. for (let i = stride, e = originalValueOffset; i !== e; ++i) {
  25158. buffer[i] = buffer[originalValueOffset + i % stride];
  25159. } // Add to identity for additive
  25160. this._setIdentity();
  25161. this.cumulativeWeight = 0;
  25162. this.cumulativeWeightAdditive = 0;
  25163. } // apply the state previously taken via 'saveOriginalState' to the binding
  25164. restoreOriginalState() {
  25165. const originalValueOffset = this.valueSize * 3;
  25166. this.binding.setValue(this.buffer, originalValueOffset);
  25167. }
  25168. _setAdditiveIdentityNumeric() {
  25169. const startIndex = this._addIndex * this.valueSize;
  25170. const endIndex = startIndex + this.valueSize;
  25171. for (let i = startIndex; i < endIndex; i++) {
  25172. this.buffer[i] = 0;
  25173. }
  25174. }
  25175. _setAdditiveIdentityQuaternion() {
  25176. this._setAdditiveIdentityNumeric();
  25177. this.buffer[this._addIndex * this.valueSize + 3] = 1;
  25178. }
  25179. _setAdditiveIdentityOther() {
  25180. const startIndex = this._origIndex * this.valueSize;
  25181. const targetIndex = this._addIndex * this.valueSize;
  25182. for (let i = 0; i < this.valueSize; i++) {
  25183. this.buffer[targetIndex + i] = this.buffer[startIndex + i];
  25184. }
  25185. } // mix functions
  25186. _select(buffer, dstOffset, srcOffset, t, stride) {
  25187. if (t >= 0.5) {
  25188. for (let i = 0; i !== stride; ++i) {
  25189. buffer[dstOffset + i] = buffer[srcOffset + i];
  25190. }
  25191. }
  25192. }
  25193. _slerp(buffer, dstOffset, srcOffset, t) {
  25194. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
  25195. }
  25196. _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  25197. const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
  25198. Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
  25199. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
  25200. }
  25201. _lerp(buffer, dstOffset, srcOffset, t, stride) {
  25202. const s = 1 - t;
  25203. for (let i = 0; i !== stride; ++i) {
  25204. const j = dstOffset + i;
  25205. buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
  25206. }
  25207. }
  25208. _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  25209. for (let i = 0; i !== stride; ++i) {
  25210. const j = dstOffset + i;
  25211. buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
  25212. }
  25213. }
  25214. }
  25215. // Characters [].:/ are reserved for track binding syntax.
  25216. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25217. const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25218. // only latin characters, and the unicode \p{L} is not yet supported. So
  25219. // instead, we exclude reserved characters and match everything else.
  25220. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25221. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25222. // be matched to parse the rest of the track name.
  25223. const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25224. const _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved
  25225. // characters. Accessor may contain any character except closing bracket.
  25226. const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
  25227. // contain any non-bracket characters.
  25228. const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
  25229. const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
  25230. const _supportedObjectNames = ['material', 'materials', 'bones'];
  25231. class Composite {
  25232. constructor(targetGroup, path, optionalParsedPath) {
  25233. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
  25234. this._targetGroup = targetGroup;
  25235. this._bindings = targetGroup.subscribe_(path, parsedPath);
  25236. }
  25237. getValue(array, offset) {
  25238. this.bind(); // bind all binding
  25239. const firstValidIndex = this._targetGroup.nCachedObjects_,
  25240. binding = this._bindings[firstValidIndex]; // and only call .getValue on the first
  25241. if (binding !== undefined) binding.getValue(array, offset);
  25242. }
  25243. setValue(array, offset) {
  25244. const bindings = this._bindings;
  25245. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25246. bindings[i].setValue(array, offset);
  25247. }
  25248. }
  25249. bind() {
  25250. const bindings = this._bindings;
  25251. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25252. bindings[i].bind();
  25253. }
  25254. }
  25255. unbind() {
  25256. const bindings = this._bindings;
  25257. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  25258. bindings[i].unbind();
  25259. }
  25260. }
  25261. } // Note: This class uses a State pattern on a per-method basis:
  25262. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25263. // prototype version of these methods with one that represents
  25264. // the bound state. When the property is not found, the methods
  25265. // become no-ops.
  25266. class PropertyBinding {
  25267. constructor(rootNode, path, parsedPath) {
  25268. this.path = path;
  25269. this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
  25270. this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
  25271. this.rootNode = rootNode; // initial state of these methods that calls 'bind'
  25272. this.getValue = this._getValue_unbound;
  25273. this.setValue = this._setValue_unbound;
  25274. }
  25275. static create(root, path, parsedPath) {
  25276. if (!(root && root.isAnimationObjectGroup)) {
  25277. return new PropertyBinding(root, path, parsedPath);
  25278. } else {
  25279. return new PropertyBinding.Composite(root, path, parsedPath);
  25280. }
  25281. }
  25282. /**
  25283. * Replaces spaces with underscores and removes unsupported characters from
  25284. * node names, to ensure compatibility with parseTrackName().
  25285. *
  25286. * @param {string} name Node name to be sanitized.
  25287. * @return {string}
  25288. */
  25289. static sanitizeNodeName(name) {
  25290. return name.replace(/\s/g, '_').replace(_reservedRe, '');
  25291. }
  25292. static parseTrackName(trackName) {
  25293. const matches = _trackRe.exec(trackName);
  25294. if (!matches) {
  25295. throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
  25296. }
  25297. const results = {
  25298. // directoryName: matches[ 1 ], // (tschw) currently unused
  25299. nodeName: matches[2],
  25300. objectName: matches[3],
  25301. objectIndex: matches[4],
  25302. propertyName: matches[5],
  25303. // required
  25304. propertyIndex: matches[6]
  25305. };
  25306. const lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
  25307. if (lastDot !== undefined && lastDot !== -1) {
  25308. const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there
  25309. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25310. // 'bar' could be the objectName, or part of a nodeName (which can
  25311. // include '.' characters).
  25312. if (_supportedObjectNames.indexOf(objectName) !== -1) {
  25313. results.nodeName = results.nodeName.substring(0, lastDot);
  25314. results.objectName = objectName;
  25315. }
  25316. }
  25317. if (results.propertyName === null || results.propertyName.length === 0) {
  25318. throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
  25319. }
  25320. return results;
  25321. }
  25322. static findNode(root, nodeName) {
  25323. if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
  25324. return root;
  25325. } // search into skeleton bones.
  25326. if (root.skeleton) {
  25327. const bone = root.skeleton.getBoneByName(nodeName);
  25328. if (bone !== undefined) {
  25329. return bone;
  25330. }
  25331. } // search into node subtree.
  25332. if (root.children) {
  25333. const searchNodeSubtree = function (children) {
  25334. for (let i = 0; i < children.length; i++) {
  25335. const childNode = children[i];
  25336. if (childNode.name === nodeName || childNode.uuid === nodeName) {
  25337. return childNode;
  25338. }
  25339. const result = searchNodeSubtree(childNode.children);
  25340. if (result) return result;
  25341. }
  25342. return null;
  25343. };
  25344. const subTreeNode = searchNodeSubtree(root.children);
  25345. if (subTreeNode) {
  25346. return subTreeNode;
  25347. }
  25348. }
  25349. return null;
  25350. } // these are used to "bind" a nonexistent property
  25351. _getValue_unavailable() {}
  25352. _setValue_unavailable() {} // Getters
  25353. _getValue_direct(buffer, offset) {
  25354. buffer[offset] = this.targetObject[this.propertyName];
  25355. }
  25356. _getValue_array(buffer, offset) {
  25357. const source = this.resolvedProperty;
  25358. for (let i = 0, n = source.length; i !== n; ++i) {
  25359. buffer[offset++] = source[i];
  25360. }
  25361. }
  25362. _getValue_arrayElement(buffer, offset) {
  25363. buffer[offset] = this.resolvedProperty[this.propertyIndex];
  25364. }
  25365. _getValue_toArray(buffer, offset) {
  25366. this.resolvedProperty.toArray(buffer, offset);
  25367. } // Direct
  25368. _setValue_direct(buffer, offset) {
  25369. this.targetObject[this.propertyName] = buffer[offset];
  25370. }
  25371. _setValue_direct_setNeedsUpdate(buffer, offset) {
  25372. this.targetObject[this.propertyName] = buffer[offset];
  25373. this.targetObject.needsUpdate = true;
  25374. }
  25375. _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
  25376. this.targetObject[this.propertyName] = buffer[offset];
  25377. this.targetObject.matrixWorldNeedsUpdate = true;
  25378. } // EntireArray
  25379. _setValue_array(buffer, offset) {
  25380. const dest = this.resolvedProperty;
  25381. for (let i = 0, n = dest.length; i !== n; ++i) {
  25382. dest[i] = buffer[offset++];
  25383. }
  25384. }
  25385. _setValue_array_setNeedsUpdate(buffer, offset) {
  25386. const dest = this.resolvedProperty;
  25387. for (let i = 0, n = dest.length; i !== n; ++i) {
  25388. dest[i] = buffer[offset++];
  25389. }
  25390. this.targetObject.needsUpdate = true;
  25391. }
  25392. _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
  25393. const dest = this.resolvedProperty;
  25394. for (let i = 0, n = dest.length; i !== n; ++i) {
  25395. dest[i] = buffer[offset++];
  25396. }
  25397. this.targetObject.matrixWorldNeedsUpdate = true;
  25398. } // ArrayElement
  25399. _setValue_arrayElement(buffer, offset) {
  25400. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25401. }
  25402. _setValue_arrayElement_setNeedsUpdate(buffer, offset) {
  25403. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25404. this.targetObject.needsUpdate = true;
  25405. }
  25406. _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
  25407. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  25408. this.targetObject.matrixWorldNeedsUpdate = true;
  25409. } // HasToFromArray
  25410. _setValue_fromArray(buffer, offset) {
  25411. this.resolvedProperty.fromArray(buffer, offset);
  25412. }
  25413. _setValue_fromArray_setNeedsUpdate(buffer, offset) {
  25414. this.resolvedProperty.fromArray(buffer, offset);
  25415. this.targetObject.needsUpdate = true;
  25416. }
  25417. _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
  25418. this.resolvedProperty.fromArray(buffer, offset);
  25419. this.targetObject.matrixWorldNeedsUpdate = true;
  25420. }
  25421. _getValue_unbound(targetArray, offset) {
  25422. this.bind();
  25423. this.getValue(targetArray, offset);
  25424. }
  25425. _setValue_unbound(sourceArray, offset) {
  25426. this.bind();
  25427. this.setValue(sourceArray, offset);
  25428. } // create getter / setter pair for a property in the scene graph
  25429. bind() {
  25430. let targetObject = this.node;
  25431. const parsedPath = this.parsedPath;
  25432. const objectName = parsedPath.objectName;
  25433. const propertyName = parsedPath.propertyName;
  25434. let propertyIndex = parsedPath.propertyIndex;
  25435. if (!targetObject) {
  25436. targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;
  25437. this.node = targetObject;
  25438. } // set fail state so we can just 'return' on error
  25439. this.getValue = this._getValue_unavailable;
  25440. this.setValue = this._setValue_unavailable; // ensure there is a value node
  25441. if (!targetObject) {
  25442. console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
  25443. return;
  25444. }
  25445. if (objectName) {
  25446. let objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25447. switch (objectName) {
  25448. case 'materials':
  25449. if (!targetObject.material) {
  25450. console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
  25451. return;
  25452. }
  25453. if (!targetObject.material.materials) {
  25454. console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
  25455. return;
  25456. }
  25457. targetObject = targetObject.material.materials;
  25458. break;
  25459. case 'bones':
  25460. if (!targetObject.skeleton) {
  25461. console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
  25462. return;
  25463. } // potential future optimization: skip this if propertyIndex is already an integer
  25464. // and convert the integer string to a true integer.
  25465. targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.
  25466. for (let i = 0; i < targetObject.length; i++) {
  25467. if (targetObject[i].name === objectIndex) {
  25468. objectIndex = i;
  25469. break;
  25470. }
  25471. }
  25472. break;
  25473. default:
  25474. if (targetObject[objectName] === undefined) {
  25475. console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
  25476. return;
  25477. }
  25478. targetObject = targetObject[objectName];
  25479. }
  25480. if (objectIndex !== undefined) {
  25481. if (targetObject[objectIndex] === undefined) {
  25482. console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
  25483. return;
  25484. }
  25485. targetObject = targetObject[objectIndex];
  25486. }
  25487. } // resolve property
  25488. const nodeProperty = targetObject[propertyName];
  25489. if (nodeProperty === undefined) {
  25490. const nodeName = parsedPath.nodeName;
  25491. console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject);
  25492. return;
  25493. } // determine versioning scheme
  25494. let versioning = this.Versioning.None;
  25495. this.targetObject = targetObject;
  25496. if (targetObject.needsUpdate !== undefined) {
  25497. // material
  25498. versioning = this.Versioning.NeedsUpdate;
  25499. } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
  25500. // node transform
  25501. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25502. } // determine how the property gets bound
  25503. let bindingType = this.BindingType.Direct;
  25504. if (propertyIndex !== undefined) {
  25505. // access a sub element of the property array (only primitives are supported right now)
  25506. if (propertyName === 'morphTargetInfluences') {
  25507. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25508. // support resolving morphTarget names into indices.
  25509. if (!targetObject.geometry) {
  25510. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
  25511. return;
  25512. }
  25513. if (targetObject.geometry.isBufferGeometry) {
  25514. if (!targetObject.geometry.morphAttributes) {
  25515. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
  25516. return;
  25517. }
  25518. if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
  25519. propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
  25520. }
  25521. } else {
  25522. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
  25523. return;
  25524. }
  25525. }
  25526. bindingType = this.BindingType.ArrayElement;
  25527. this.resolvedProperty = nodeProperty;
  25528. this.propertyIndex = propertyIndex;
  25529. } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
  25530. // must use copy for Object3D.Euler/Quaternion
  25531. bindingType = this.BindingType.HasFromToArray;
  25532. this.resolvedProperty = nodeProperty;
  25533. } else if (Array.isArray(nodeProperty)) {
  25534. bindingType = this.BindingType.EntireArray;
  25535. this.resolvedProperty = nodeProperty;
  25536. } else {
  25537. this.propertyName = propertyName;
  25538. } // select getter / setter
  25539. this.getValue = this.GetterByBindingType[bindingType];
  25540. this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
  25541. }
  25542. unbind() {
  25543. this.node = null; // back to the prototype version of getValue / setValue
  25544. // note: avoiding to mutate the shape of 'this' via 'delete'
  25545. this.getValue = this._getValue_unbound;
  25546. this.setValue = this._setValue_unbound;
  25547. }
  25548. }
  25549. PropertyBinding.Composite = Composite;
  25550. PropertyBinding.prototype.BindingType = {
  25551. Direct: 0,
  25552. EntireArray: 1,
  25553. ArrayElement: 2,
  25554. HasFromToArray: 3
  25555. };
  25556. PropertyBinding.prototype.Versioning = {
  25557. None: 0,
  25558. NeedsUpdate: 1,
  25559. MatrixWorldNeedsUpdate: 2
  25560. };
  25561. PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray];
  25562. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct
  25563. PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray
  25564. PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement
  25565. PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray
  25566. PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];
  25567. /**
  25568. *
  25569. * A group of objects that receives a shared animation state.
  25570. *
  25571. * Usage:
  25572. *
  25573. * - Add objects you would otherwise pass as 'root' to the
  25574. * constructor or the .clipAction method of AnimationMixer.
  25575. *
  25576. * - Instead pass this object as 'root'.
  25577. *
  25578. * - You can also add and remove objects later when the mixer
  25579. * is running.
  25580. *
  25581. * Note:
  25582. *
  25583. * Objects of this class appear as one object to the mixer,
  25584. * so cache control of the individual objects must be done
  25585. * on the group.
  25586. *
  25587. * Limitation:
  25588. *
  25589. * - The animated properties must be compatible among the
  25590. * all objects in the group.
  25591. *
  25592. * - A single property can either be controlled through a
  25593. * target group or directly, but not both.
  25594. */
  25595. class AnimationObjectGroup {
  25596. constructor() {
  25597. this.uuid = generateUUID(); // cached objects followed by the active ones
  25598. this._objects = Array.prototype.slice.call(arguments);
  25599. this.nCachedObjects_ = 0; // threshold
  25600. // note: read by PropertyBinding.Composite
  25601. const indices = {};
  25602. this._indicesByUUID = indices; // for bookkeeping
  25603. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25604. indices[arguments[i].uuid] = i;
  25605. }
  25606. this._paths = []; // inside: string
  25607. this._parsedPaths = []; // inside: { we don't care, here }
  25608. this._bindings = []; // inside: Array< PropertyBinding >
  25609. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25610. const scope = this;
  25611. this.stats = {
  25612. objects: {
  25613. get total() {
  25614. return scope._objects.length;
  25615. },
  25616. get inUse() {
  25617. return this.total - scope.nCachedObjects_;
  25618. }
  25619. },
  25620. get bindingsPerObject() {
  25621. return scope._bindings.length;
  25622. }
  25623. };
  25624. }
  25625. add() {
  25626. const objects = this._objects,
  25627. indicesByUUID = this._indicesByUUID,
  25628. paths = this._paths,
  25629. parsedPaths = this._parsedPaths,
  25630. bindings = this._bindings,
  25631. nBindings = bindings.length;
  25632. let knownObject = undefined,
  25633. nObjects = objects.length,
  25634. nCachedObjects = this.nCachedObjects_;
  25635. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25636. const object = arguments[i],
  25637. uuid = object.uuid;
  25638. let index = indicesByUUID[uuid];
  25639. if (index === undefined) {
  25640. // unknown object -> add it to the ACTIVE region
  25641. index = nObjects++;
  25642. indicesByUUID[uuid] = index;
  25643. objects.push(object); // accounting is done, now do the same for all bindings
  25644. for (let j = 0, m = nBindings; j !== m; ++j) {
  25645. bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
  25646. }
  25647. } else if (index < nCachedObjects) {
  25648. knownObject = objects[index]; // move existing object to the ACTIVE region
  25649. const firstActiveIndex = --nCachedObjects,
  25650. lastCachedObject = objects[firstActiveIndex];
  25651. indicesByUUID[lastCachedObject.uuid] = index;
  25652. objects[index] = lastCachedObject;
  25653. indicesByUUID[uuid] = firstActiveIndex;
  25654. objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings
  25655. for (let j = 0, m = nBindings; j !== m; ++j) {
  25656. const bindingsForPath = bindings[j],
  25657. lastCached = bindingsForPath[firstActiveIndex];
  25658. let binding = bindingsForPath[index];
  25659. bindingsForPath[index] = lastCached;
  25660. if (binding === undefined) {
  25661. // since we do not bother to create new bindings
  25662. // for objects that are cached, the binding may
  25663. // or may not exist
  25664. binding = new PropertyBinding(object, paths[j], parsedPaths[j]);
  25665. }
  25666. bindingsForPath[firstActiveIndex] = binding;
  25667. }
  25668. } else if (objects[index] !== knownObject) {
  25669. console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
  25670. } // else the object is already where we want it to be
  25671. } // for arguments
  25672. this.nCachedObjects_ = nCachedObjects;
  25673. }
  25674. remove() {
  25675. const objects = this._objects,
  25676. indicesByUUID = this._indicesByUUID,
  25677. bindings = this._bindings,
  25678. nBindings = bindings.length;
  25679. let nCachedObjects = this.nCachedObjects_;
  25680. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25681. const object = arguments[i],
  25682. uuid = object.uuid,
  25683. index = indicesByUUID[uuid];
  25684. if (index !== undefined && index >= nCachedObjects) {
  25685. // move existing object into the CACHED region
  25686. const lastCachedIndex = nCachedObjects++,
  25687. firstActiveObject = objects[lastCachedIndex];
  25688. indicesByUUID[firstActiveObject.uuid] = index;
  25689. objects[index] = firstActiveObject;
  25690. indicesByUUID[uuid] = lastCachedIndex;
  25691. objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings
  25692. for (let j = 0, m = nBindings; j !== m; ++j) {
  25693. const bindingsForPath = bindings[j],
  25694. firstActive = bindingsForPath[lastCachedIndex],
  25695. binding = bindingsForPath[index];
  25696. bindingsForPath[index] = firstActive;
  25697. bindingsForPath[lastCachedIndex] = binding;
  25698. }
  25699. }
  25700. } // for arguments
  25701. this.nCachedObjects_ = nCachedObjects;
  25702. } // remove & forget
  25703. uncache() {
  25704. const objects = this._objects,
  25705. indicesByUUID = this._indicesByUUID,
  25706. bindings = this._bindings,
  25707. nBindings = bindings.length;
  25708. let nCachedObjects = this.nCachedObjects_,
  25709. nObjects = objects.length;
  25710. for (let i = 0, n = arguments.length; i !== n; ++i) {
  25711. const object = arguments[i],
  25712. uuid = object.uuid,
  25713. index = indicesByUUID[uuid];
  25714. if (index !== undefined) {
  25715. delete indicesByUUID[uuid];
  25716. if (index < nCachedObjects) {
  25717. // object is cached, shrink the CACHED region
  25718. const firstActiveIndex = --nCachedObjects,
  25719. lastCachedObject = objects[firstActiveIndex],
  25720. lastIndex = --nObjects,
  25721. lastObject = objects[lastIndex]; // last cached object takes this object's place
  25722. indicesByUUID[lastCachedObject.uuid] = index;
  25723. objects[index] = lastCachedObject; // last object goes to the activated slot and pop
  25724. indicesByUUID[lastObject.uuid] = firstActiveIndex;
  25725. objects[firstActiveIndex] = lastObject;
  25726. objects.pop(); // accounting is done, now do the same for all bindings
  25727. for (let j = 0, m = nBindings; j !== m; ++j) {
  25728. const bindingsForPath = bindings[j],
  25729. lastCached = bindingsForPath[firstActiveIndex],
  25730. last = bindingsForPath[lastIndex];
  25731. bindingsForPath[index] = lastCached;
  25732. bindingsForPath[firstActiveIndex] = last;
  25733. bindingsForPath.pop();
  25734. }
  25735. } else {
  25736. // object is active, just swap with the last and pop
  25737. const lastIndex = --nObjects,
  25738. lastObject = objects[lastIndex];
  25739. if (lastIndex > 0) {
  25740. indicesByUUID[lastObject.uuid] = index;
  25741. }
  25742. objects[index] = lastObject;
  25743. objects.pop(); // accounting is done, now do the same for all bindings
  25744. for (let j = 0, m = nBindings; j !== m; ++j) {
  25745. const bindingsForPath = bindings[j];
  25746. bindingsForPath[index] = bindingsForPath[lastIndex];
  25747. bindingsForPath.pop();
  25748. }
  25749. } // cached or active
  25750. } // if object is known
  25751. } // for arguments
  25752. this.nCachedObjects_ = nCachedObjects;
  25753. } // Internal interface used by befriended PropertyBinding.Composite:
  25754. subscribe_(path, parsedPath) {
  25755. // returns an array of bindings for the given path that is changed
  25756. // according to the contained objects in the group
  25757. const indicesByPath = this._bindingsIndicesByPath;
  25758. let index = indicesByPath[path];
  25759. const bindings = this._bindings;
  25760. if (index !== undefined) return bindings[index];
  25761. const paths = this._paths,
  25762. parsedPaths = this._parsedPaths,
  25763. objects = this._objects,
  25764. nObjects = objects.length,
  25765. nCachedObjects = this.nCachedObjects_,
  25766. bindingsForPath = new Array(nObjects);
  25767. index = bindings.length;
  25768. indicesByPath[path] = index;
  25769. paths.push(path);
  25770. parsedPaths.push(parsedPath);
  25771. bindings.push(bindingsForPath);
  25772. for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
  25773. const object = objects[i];
  25774. bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
  25775. }
  25776. return bindingsForPath;
  25777. }
  25778. unsubscribe_(path) {
  25779. // tells the group to forget about a property path and no longer
  25780. // update the array previously obtained with 'subscribe_'
  25781. const indicesByPath = this._bindingsIndicesByPath,
  25782. index = indicesByPath[path];
  25783. if (index !== undefined) {
  25784. const paths = this._paths,
  25785. parsedPaths = this._parsedPaths,
  25786. bindings = this._bindings,
  25787. lastBindingsIndex = bindings.length - 1,
  25788. lastBindings = bindings[lastBindingsIndex],
  25789. lastBindingsPath = path[lastBindingsIndex];
  25790. indicesByPath[lastBindingsPath] = index;
  25791. bindings[index] = lastBindings;
  25792. bindings.pop();
  25793. parsedPaths[index] = parsedPaths[lastBindingsIndex];
  25794. parsedPaths.pop();
  25795. paths[index] = paths[lastBindingsIndex];
  25796. paths.pop();
  25797. }
  25798. }
  25799. }
  25800. AnimationObjectGroup.prototype.isAnimationObjectGroup = true;
  25801. class AnimationAction {
  25802. constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
  25803. this._mixer = mixer;
  25804. this._clip = clip;
  25805. this._localRoot = localRoot;
  25806. this.blendMode = blendMode;
  25807. const tracks = clip.tracks,
  25808. nTracks = tracks.length,
  25809. interpolants = new Array(nTracks);
  25810. const interpolantSettings = {
  25811. endingStart: ZeroCurvatureEnding,
  25812. endingEnd: ZeroCurvatureEnding
  25813. };
  25814. for (let i = 0; i !== nTracks; ++i) {
  25815. const interpolant = tracks[i].createInterpolant(null);
  25816. interpolants[i] = interpolant;
  25817. interpolant.settings = interpolantSettings;
  25818. }
  25819. this._interpolantSettings = interpolantSettings;
  25820. this._interpolants = interpolants; // bound by the mixer
  25821. // inside: PropertyMixer (managed by the mixer)
  25822. this._propertyBindings = new Array(nTracks);
  25823. this._cacheIndex = null; // for the memory manager
  25824. this._byClipCacheIndex = null; // for the memory manager
  25825. this._timeScaleInterpolant = null;
  25826. this._weightInterpolant = null;
  25827. this.loop = LoopRepeat;
  25828. this._loopCount = -1; // global mixer time when the action is to be started
  25829. // it's set back to 'null' upon start of the action
  25830. this._startTime = null; // scaled local time of the action
  25831. // gets clamped or wrapped to 0..clip.duration according to loop
  25832. this.time = 0;
  25833. this.timeScale = 1;
  25834. this._effectiveTimeScale = 1;
  25835. this.weight = 1;
  25836. this._effectiveWeight = 1;
  25837. this.repetitions = Infinity; // no. of repetitions when looping
  25838. this.paused = false; // true -> zero effective time scale
  25839. this.enabled = true; // false -> zero effective weight
  25840. this.clampWhenFinished = false; // keep feeding the last frame?
  25841. this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
  25842. this.zeroSlopeAtEnd = true; // clips for start, loop and end
  25843. } // State & Scheduling
  25844. play() {
  25845. this._mixer._activateAction(this);
  25846. return this;
  25847. }
  25848. stop() {
  25849. this._mixer._deactivateAction(this);
  25850. return this.reset();
  25851. }
  25852. reset() {
  25853. this.paused = false;
  25854. this.enabled = true;
  25855. this.time = 0; // restart clip
  25856. this._loopCount = -1; // forget previous loops
  25857. this._startTime = null; // forget scheduling
  25858. return this.stopFading().stopWarping();
  25859. }
  25860. isRunning() {
  25861. return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
  25862. } // return true when play has been called
  25863. isScheduled() {
  25864. return this._mixer._isActiveAction(this);
  25865. }
  25866. startAt(time) {
  25867. this._startTime = time;
  25868. return this;
  25869. }
  25870. setLoop(mode, repetitions) {
  25871. this.loop = mode;
  25872. this.repetitions = repetitions;
  25873. return this;
  25874. } // Weight
  25875. // set the weight stopping any scheduled fading
  25876. // although .enabled = false yields an effective weight of zero, this
  25877. // method does *not* change .enabled, because it would be confusing
  25878. setEffectiveWeight(weight) {
  25879. this.weight = weight; // note: same logic as when updated at runtime
  25880. this._effectiveWeight = this.enabled ? weight : 0;
  25881. return this.stopFading();
  25882. } // return the weight considering fading and .enabled
  25883. getEffectiveWeight() {
  25884. return this._effectiveWeight;
  25885. }
  25886. fadeIn(duration) {
  25887. return this._scheduleFading(duration, 0, 1);
  25888. }
  25889. fadeOut(duration) {
  25890. return this._scheduleFading(duration, 1, 0);
  25891. }
  25892. crossFadeFrom(fadeOutAction, duration, warp) {
  25893. fadeOutAction.fadeOut(duration);
  25894. this.fadeIn(duration);
  25895. if (warp) {
  25896. const fadeInDuration = this._clip.duration,
  25897. fadeOutDuration = fadeOutAction._clip.duration,
  25898. startEndRatio = fadeOutDuration / fadeInDuration,
  25899. endStartRatio = fadeInDuration / fadeOutDuration;
  25900. fadeOutAction.warp(1.0, startEndRatio, duration);
  25901. this.warp(endStartRatio, 1.0, duration);
  25902. }
  25903. return this;
  25904. }
  25905. crossFadeTo(fadeInAction, duration, warp) {
  25906. return fadeInAction.crossFadeFrom(this, duration, warp);
  25907. }
  25908. stopFading() {
  25909. const weightInterpolant = this._weightInterpolant;
  25910. if (weightInterpolant !== null) {
  25911. this._weightInterpolant = null;
  25912. this._mixer._takeBackControlInterpolant(weightInterpolant);
  25913. }
  25914. return this;
  25915. } // Time Scale Control
  25916. // set the time scale stopping any scheduled warping
  25917. // although .paused = true yields an effective time scale of zero, this
  25918. // method does *not* change .paused, because it would be confusing
  25919. setEffectiveTimeScale(timeScale) {
  25920. this.timeScale = timeScale;
  25921. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25922. return this.stopWarping();
  25923. } // return the time scale considering warping and .paused
  25924. getEffectiveTimeScale() {
  25925. return this._effectiveTimeScale;
  25926. }
  25927. setDuration(duration) {
  25928. this.timeScale = this._clip.duration / duration;
  25929. return this.stopWarping();
  25930. }
  25931. syncWith(action) {
  25932. this.time = action.time;
  25933. this.timeScale = action.timeScale;
  25934. return this.stopWarping();
  25935. }
  25936. halt(duration) {
  25937. return this.warp(this._effectiveTimeScale, 0, duration);
  25938. }
  25939. warp(startTimeScale, endTimeScale, duration) {
  25940. const mixer = this._mixer,
  25941. now = mixer.time,
  25942. timeScale = this.timeScale;
  25943. let interpolant = this._timeScaleInterpolant;
  25944. if (interpolant === null) {
  25945. interpolant = mixer._lendControlInterpolant();
  25946. this._timeScaleInterpolant = interpolant;
  25947. }
  25948. const times = interpolant.parameterPositions,
  25949. values = interpolant.sampleValues;
  25950. times[0] = now;
  25951. times[1] = now + duration;
  25952. values[0] = startTimeScale / timeScale;
  25953. values[1] = endTimeScale / timeScale;
  25954. return this;
  25955. }
  25956. stopWarping() {
  25957. const timeScaleInterpolant = this._timeScaleInterpolant;
  25958. if (timeScaleInterpolant !== null) {
  25959. this._timeScaleInterpolant = null;
  25960. this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
  25961. }
  25962. return this;
  25963. } // Object Accessors
  25964. getMixer() {
  25965. return this._mixer;
  25966. }
  25967. getClip() {
  25968. return this._clip;
  25969. }
  25970. getRoot() {
  25971. return this._localRoot || this._mixer._root;
  25972. } // Interna
  25973. _update(time, deltaTime, timeDirection, accuIndex) {
  25974. // called by the mixer
  25975. if (!this.enabled) {
  25976. // call ._updateWeight() to update ._effectiveWeight
  25977. this._updateWeight(time);
  25978. return;
  25979. }
  25980. const startTime = this._startTime;
  25981. if (startTime !== null) {
  25982. // check for scheduled start of action
  25983. const timeRunning = (time - startTime) * timeDirection;
  25984. if (timeRunning < 0 || timeDirection === 0) {
  25985. return; // yet to come / don't decide when delta = 0
  25986. } // start
  25987. this._startTime = null; // unschedule
  25988. deltaTime = timeDirection * timeRunning;
  25989. } // apply time scale and advance time
  25990. deltaTime *= this._updateTimeScale(time);
  25991. const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
  25992. // an effective weight of 0
  25993. const weight = this._updateWeight(time);
  25994. if (weight > 0) {
  25995. const interpolants = this._interpolants;
  25996. const propertyMixers = this._propertyBindings;
  25997. switch (this.blendMode) {
  25998. case AdditiveAnimationBlendMode:
  25999. for (let j = 0, m = interpolants.length; j !== m; ++j) {
  26000. interpolants[j].evaluate(clipTime);
  26001. propertyMixers[j].accumulateAdditive(weight);
  26002. }
  26003. break;
  26004. case NormalAnimationBlendMode:
  26005. default:
  26006. for (let j = 0, m = interpolants.length; j !== m; ++j) {
  26007. interpolants[j].evaluate(clipTime);
  26008. propertyMixers[j].accumulate(accuIndex, weight);
  26009. }
  26010. }
  26011. }
  26012. }
  26013. _updateWeight(time) {
  26014. let weight = 0;
  26015. if (this.enabled) {
  26016. weight = this.weight;
  26017. const interpolant = this._weightInterpolant;
  26018. if (interpolant !== null) {
  26019. const interpolantValue = interpolant.evaluate(time)[0];
  26020. weight *= interpolantValue;
  26021. if (time > interpolant.parameterPositions[1]) {
  26022. this.stopFading();
  26023. if (interpolantValue === 0) {
  26024. // faded out, disable
  26025. this.enabled = false;
  26026. }
  26027. }
  26028. }
  26029. }
  26030. this._effectiveWeight = weight;
  26031. return weight;
  26032. }
  26033. _updateTimeScale(time) {
  26034. let timeScale = 0;
  26035. if (!this.paused) {
  26036. timeScale = this.timeScale;
  26037. const interpolant = this._timeScaleInterpolant;
  26038. if (interpolant !== null) {
  26039. const interpolantValue = interpolant.evaluate(time)[0];
  26040. timeScale *= interpolantValue;
  26041. if (time > interpolant.parameterPositions[1]) {
  26042. this.stopWarping();
  26043. if (timeScale === 0) {
  26044. // motion has halted, pause
  26045. this.paused = true;
  26046. } else {
  26047. // warp done - apply final time scale
  26048. this.timeScale = timeScale;
  26049. }
  26050. }
  26051. }
  26052. }
  26053. this._effectiveTimeScale = timeScale;
  26054. return timeScale;
  26055. }
  26056. _updateTime(deltaTime) {
  26057. const duration = this._clip.duration;
  26058. const loop = this.loop;
  26059. let time = this.time + deltaTime;
  26060. let loopCount = this._loopCount;
  26061. const pingPong = loop === LoopPingPong;
  26062. if (deltaTime === 0) {
  26063. if (loopCount === -1) return time;
  26064. return pingPong && (loopCount & 1) === 1 ? duration - time : time;
  26065. }
  26066. if (loop === LoopOnce) {
  26067. if (loopCount === -1) {
  26068. // just started
  26069. this._loopCount = 0;
  26070. this._setEndings(true, true, false);
  26071. }
  26072. handle_stop: {
  26073. if (time >= duration) {
  26074. time = duration;
  26075. } else if (time < 0) {
  26076. time = 0;
  26077. } else {
  26078. this.time = time;
  26079. break handle_stop;
  26080. }
  26081. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  26082. this.time = time;
  26083. this._mixer.dispatchEvent({
  26084. type: 'finished',
  26085. action: this,
  26086. direction: deltaTime < 0 ? -1 : 1
  26087. });
  26088. }
  26089. } else {
  26090. // repetitive Repeat or PingPong
  26091. if (loopCount === -1) {
  26092. // just started
  26093. if (deltaTime >= 0) {
  26094. loopCount = 0;
  26095. this._setEndings(true, this.repetitions === 0, pingPong);
  26096. } else {
  26097. // when looping in reverse direction, the initial
  26098. // transition through zero counts as a repetition,
  26099. // so leave loopCount at -1
  26100. this._setEndings(this.repetitions === 0, true, pingPong);
  26101. }
  26102. }
  26103. if (time >= duration || time < 0) {
  26104. // wrap around
  26105. const loopDelta = Math.floor(time / duration); // signed
  26106. time -= duration * loopDelta;
  26107. loopCount += Math.abs(loopDelta);
  26108. const pending = this.repetitions - loopCount;
  26109. if (pending <= 0) {
  26110. // have to stop (switch state, clamp time, fire event)
  26111. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  26112. time = deltaTime > 0 ? duration : 0;
  26113. this.time = time;
  26114. this._mixer.dispatchEvent({
  26115. type: 'finished',
  26116. action: this,
  26117. direction: deltaTime > 0 ? 1 : -1
  26118. });
  26119. } else {
  26120. // keep running
  26121. if (pending === 1) {
  26122. // entering the last round
  26123. const atStart = deltaTime < 0;
  26124. this._setEndings(atStart, !atStart, pingPong);
  26125. } else {
  26126. this._setEndings(false, false, pingPong);
  26127. }
  26128. this._loopCount = loopCount;
  26129. this.time = time;
  26130. this._mixer.dispatchEvent({
  26131. type: 'loop',
  26132. action: this,
  26133. loopDelta: loopDelta
  26134. });
  26135. }
  26136. } else {
  26137. this.time = time;
  26138. }
  26139. if (pingPong && (loopCount & 1) === 1) {
  26140. // invert time for the "pong round"
  26141. return duration - time;
  26142. }
  26143. }
  26144. return time;
  26145. }
  26146. _setEndings(atStart, atEnd, pingPong) {
  26147. const settings = this._interpolantSettings;
  26148. if (pingPong) {
  26149. settings.endingStart = ZeroSlopeEnding;
  26150. settings.endingEnd = ZeroSlopeEnding;
  26151. } else {
  26152. // assuming for LoopOnce atStart == atEnd == true
  26153. if (atStart) {
  26154. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26155. } else {
  26156. settings.endingStart = WrapAroundEnding;
  26157. }
  26158. if (atEnd) {
  26159. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26160. } else {
  26161. settings.endingEnd = WrapAroundEnding;
  26162. }
  26163. }
  26164. }
  26165. _scheduleFading(duration, weightNow, weightThen) {
  26166. const mixer = this._mixer,
  26167. now = mixer.time;
  26168. let interpolant = this._weightInterpolant;
  26169. if (interpolant === null) {
  26170. interpolant = mixer._lendControlInterpolant();
  26171. this._weightInterpolant = interpolant;
  26172. }
  26173. const times = interpolant.parameterPositions,
  26174. values = interpolant.sampleValues;
  26175. times[0] = now;
  26176. values[0] = weightNow;
  26177. times[1] = now + duration;
  26178. values[1] = weightThen;
  26179. return this;
  26180. }
  26181. }
  26182. class AnimationMixer extends EventDispatcher {
  26183. constructor(root) {
  26184. super();
  26185. this._root = root;
  26186. this._initMemoryManager();
  26187. this._accuIndex = 0;
  26188. this.time = 0;
  26189. this.timeScale = 1.0;
  26190. }
  26191. _bindAction(action, prototypeAction) {
  26192. const root = action._localRoot || this._root,
  26193. tracks = action._clip.tracks,
  26194. nTracks = tracks.length,
  26195. bindings = action._propertyBindings,
  26196. interpolants = action._interpolants,
  26197. rootUuid = root.uuid,
  26198. bindingsByRoot = this._bindingsByRootAndName;
  26199. let bindingsByName = bindingsByRoot[rootUuid];
  26200. if (bindingsByName === undefined) {
  26201. bindingsByName = {};
  26202. bindingsByRoot[rootUuid] = bindingsByName;
  26203. }
  26204. for (let i = 0; i !== nTracks; ++i) {
  26205. const track = tracks[i],
  26206. trackName = track.name;
  26207. let binding = bindingsByName[trackName];
  26208. if (binding !== undefined) {
  26209. bindings[i] = binding;
  26210. } else {
  26211. binding = bindings[i];
  26212. if (binding !== undefined) {
  26213. // existing binding, make sure the cache knows
  26214. if (binding._cacheIndex === null) {
  26215. ++binding.referenceCount;
  26216. this._addInactiveBinding(binding, rootUuid, trackName);
  26217. }
  26218. continue;
  26219. }
  26220. const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
  26221. binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());
  26222. ++binding.referenceCount;
  26223. this._addInactiveBinding(binding, rootUuid, trackName);
  26224. bindings[i] = binding;
  26225. }
  26226. interpolants[i].resultBuffer = binding.buffer;
  26227. }
  26228. }
  26229. _activateAction(action) {
  26230. if (!this._isActiveAction(action)) {
  26231. if (action._cacheIndex === null) {
  26232. // this action has been forgotten by the cache, but the user
  26233. // appears to be still using it -> rebind
  26234. const rootUuid = (action._localRoot || this._root).uuid,
  26235. clipUuid = action._clip.uuid,
  26236. actionsForClip = this._actionsByClip[clipUuid];
  26237. this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
  26238. this._addInactiveAction(action, clipUuid, rootUuid);
  26239. }
  26240. const bindings = action._propertyBindings; // increment reference counts / sort out state
  26241. for (let i = 0, n = bindings.length; i !== n; ++i) {
  26242. const binding = bindings[i];
  26243. if (binding.useCount++ === 0) {
  26244. this._lendBinding(binding);
  26245. binding.saveOriginalState();
  26246. }
  26247. }
  26248. this._lendAction(action);
  26249. }
  26250. }
  26251. _deactivateAction(action) {
  26252. if (this._isActiveAction(action)) {
  26253. const bindings = action._propertyBindings; // decrement reference counts / sort out state
  26254. for (let i = 0, n = bindings.length; i !== n; ++i) {
  26255. const binding = bindings[i];
  26256. if (--binding.useCount === 0) {
  26257. binding.restoreOriginalState();
  26258. this._takeBackBinding(binding);
  26259. }
  26260. }
  26261. this._takeBackAction(action);
  26262. }
  26263. } // Memory manager
  26264. _initMemoryManager() {
  26265. this._actions = []; // 'nActiveActions' followed by inactive ones
  26266. this._nActiveActions = 0;
  26267. this._actionsByClip = {}; // inside:
  26268. // {
  26269. // knownActions: Array< AnimationAction > - used as prototypes
  26270. // actionByRoot: AnimationAction - lookup
  26271. // }
  26272. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26273. this._nActiveBindings = 0;
  26274. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26275. this._controlInterpolants = []; // same game as above
  26276. this._nActiveControlInterpolants = 0;
  26277. const scope = this;
  26278. this.stats = {
  26279. actions: {
  26280. get total() {
  26281. return scope._actions.length;
  26282. },
  26283. get inUse() {
  26284. return scope._nActiveActions;
  26285. }
  26286. },
  26287. bindings: {
  26288. get total() {
  26289. return scope._bindings.length;
  26290. },
  26291. get inUse() {
  26292. return scope._nActiveBindings;
  26293. }
  26294. },
  26295. controlInterpolants: {
  26296. get total() {
  26297. return scope._controlInterpolants.length;
  26298. },
  26299. get inUse() {
  26300. return scope._nActiveControlInterpolants;
  26301. }
  26302. }
  26303. };
  26304. } // Memory management for AnimationAction objects
  26305. _isActiveAction(action) {
  26306. const index = action._cacheIndex;
  26307. return index !== null && index < this._nActiveActions;
  26308. }
  26309. _addInactiveAction(action, clipUuid, rootUuid) {
  26310. const actions = this._actions,
  26311. actionsByClip = this._actionsByClip;
  26312. let actionsForClip = actionsByClip[clipUuid];
  26313. if (actionsForClip === undefined) {
  26314. actionsForClip = {
  26315. knownActions: [action],
  26316. actionByRoot: {}
  26317. };
  26318. action._byClipCacheIndex = 0;
  26319. actionsByClip[clipUuid] = actionsForClip;
  26320. } else {
  26321. const knownActions = actionsForClip.knownActions;
  26322. action._byClipCacheIndex = knownActions.length;
  26323. knownActions.push(action);
  26324. }
  26325. action._cacheIndex = actions.length;
  26326. actions.push(action);
  26327. actionsForClip.actionByRoot[rootUuid] = action;
  26328. }
  26329. _removeInactiveAction(action) {
  26330. const actions = this._actions,
  26331. lastInactiveAction = actions[actions.length - 1],
  26332. cacheIndex = action._cacheIndex;
  26333. lastInactiveAction._cacheIndex = cacheIndex;
  26334. actions[cacheIndex] = lastInactiveAction;
  26335. actions.pop();
  26336. action._cacheIndex = null;
  26337. const clipUuid = action._clip.uuid,
  26338. actionsByClip = this._actionsByClip,
  26339. actionsForClip = actionsByClip[clipUuid],
  26340. knownActionsForClip = actionsForClip.knownActions,
  26341. lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],
  26342. byClipCacheIndex = action._byClipCacheIndex;
  26343. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26344. knownActionsForClip[byClipCacheIndex] = lastKnownAction;
  26345. knownActionsForClip.pop();
  26346. action._byClipCacheIndex = null;
  26347. const actionByRoot = actionsForClip.actionByRoot,
  26348. rootUuid = (action._localRoot || this._root).uuid;
  26349. delete actionByRoot[rootUuid];
  26350. if (knownActionsForClip.length === 0) {
  26351. delete actionsByClip[clipUuid];
  26352. }
  26353. this._removeInactiveBindingsForAction(action);
  26354. }
  26355. _removeInactiveBindingsForAction(action) {
  26356. const bindings = action._propertyBindings;
  26357. for (let i = 0, n = bindings.length; i !== n; ++i) {
  26358. const binding = bindings[i];
  26359. if (--binding.referenceCount === 0) {
  26360. this._removeInactiveBinding(binding);
  26361. }
  26362. }
  26363. }
  26364. _lendAction(action) {
  26365. // [ active actions | inactive actions ]
  26366. // [ active actions >| inactive actions ]
  26367. // s a
  26368. // <-swap->
  26369. // a s
  26370. const actions = this._actions,
  26371. prevIndex = action._cacheIndex,
  26372. lastActiveIndex = this._nActiveActions++,
  26373. firstInactiveAction = actions[lastActiveIndex];
  26374. action._cacheIndex = lastActiveIndex;
  26375. actions[lastActiveIndex] = action;
  26376. firstInactiveAction._cacheIndex = prevIndex;
  26377. actions[prevIndex] = firstInactiveAction;
  26378. }
  26379. _takeBackAction(action) {
  26380. // [ active actions | inactive actions ]
  26381. // [ active actions |< inactive actions ]
  26382. // a s
  26383. // <-swap->
  26384. // s a
  26385. const actions = this._actions,
  26386. prevIndex = action._cacheIndex,
  26387. firstInactiveIndex = --this._nActiveActions,
  26388. lastActiveAction = actions[firstInactiveIndex];
  26389. action._cacheIndex = firstInactiveIndex;
  26390. actions[firstInactiveIndex] = action;
  26391. lastActiveAction._cacheIndex = prevIndex;
  26392. actions[prevIndex] = lastActiveAction;
  26393. } // Memory management for PropertyMixer objects
  26394. _addInactiveBinding(binding, rootUuid, trackName) {
  26395. const bindingsByRoot = this._bindingsByRootAndName,
  26396. bindings = this._bindings;
  26397. let bindingByName = bindingsByRoot[rootUuid];
  26398. if (bindingByName === undefined) {
  26399. bindingByName = {};
  26400. bindingsByRoot[rootUuid] = bindingByName;
  26401. }
  26402. bindingByName[trackName] = binding;
  26403. binding._cacheIndex = bindings.length;
  26404. bindings.push(binding);
  26405. }
  26406. _removeInactiveBinding(binding) {
  26407. const bindings = this._bindings,
  26408. propBinding = binding.binding,
  26409. rootUuid = propBinding.rootNode.uuid,
  26410. trackName = propBinding.path,
  26411. bindingsByRoot = this._bindingsByRootAndName,
  26412. bindingByName = bindingsByRoot[rootUuid],
  26413. lastInactiveBinding = bindings[bindings.length - 1],
  26414. cacheIndex = binding._cacheIndex;
  26415. lastInactiveBinding._cacheIndex = cacheIndex;
  26416. bindings[cacheIndex] = lastInactiveBinding;
  26417. bindings.pop();
  26418. delete bindingByName[trackName];
  26419. if (Object.keys(bindingByName).length === 0) {
  26420. delete bindingsByRoot[rootUuid];
  26421. }
  26422. }
  26423. _lendBinding(binding) {
  26424. const bindings = this._bindings,
  26425. prevIndex = binding._cacheIndex,
  26426. lastActiveIndex = this._nActiveBindings++,
  26427. firstInactiveBinding = bindings[lastActiveIndex];
  26428. binding._cacheIndex = lastActiveIndex;
  26429. bindings[lastActiveIndex] = binding;
  26430. firstInactiveBinding._cacheIndex = prevIndex;
  26431. bindings[prevIndex] = firstInactiveBinding;
  26432. }
  26433. _takeBackBinding(binding) {
  26434. const bindings = this._bindings,
  26435. prevIndex = binding._cacheIndex,
  26436. firstInactiveIndex = --this._nActiveBindings,
  26437. lastActiveBinding = bindings[firstInactiveIndex];
  26438. binding._cacheIndex = firstInactiveIndex;
  26439. bindings[firstInactiveIndex] = binding;
  26440. lastActiveBinding._cacheIndex = prevIndex;
  26441. bindings[prevIndex] = lastActiveBinding;
  26442. } // Memory management of Interpolants for weight and time scale
  26443. _lendControlInterpolant() {
  26444. const interpolants = this._controlInterpolants,
  26445. lastActiveIndex = this._nActiveControlInterpolants++;
  26446. let interpolant = interpolants[lastActiveIndex];
  26447. if (interpolant === undefined) {
  26448. interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
  26449. interpolant.__cacheIndex = lastActiveIndex;
  26450. interpolants[lastActiveIndex] = interpolant;
  26451. }
  26452. return interpolant;
  26453. }
  26454. _takeBackControlInterpolant(interpolant) {
  26455. const interpolants = this._controlInterpolants,
  26456. prevIndex = interpolant.__cacheIndex,
  26457. firstInactiveIndex = --this._nActiveControlInterpolants,
  26458. lastActiveInterpolant = interpolants[firstInactiveIndex];
  26459. interpolant.__cacheIndex = firstInactiveIndex;
  26460. interpolants[firstInactiveIndex] = interpolant;
  26461. lastActiveInterpolant.__cacheIndex = prevIndex;
  26462. interpolants[prevIndex] = lastActiveInterpolant;
  26463. } // return an action for a clip optionally using a custom root target
  26464. // object (this method allocates a lot of dynamic memory in case a
  26465. // previously unknown clip/root combination is specified)
  26466. clipAction(clip, optionalRoot, blendMode) {
  26467. const root = optionalRoot || this._root,
  26468. rootUuid = root.uuid;
  26469. let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
  26470. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  26471. const actionsForClip = this._actionsByClip[clipUuid];
  26472. let prototypeAction = null;
  26473. if (blendMode === undefined) {
  26474. if (clipObject !== null) {
  26475. blendMode = clipObject.blendMode;
  26476. } else {
  26477. blendMode = NormalAnimationBlendMode;
  26478. }
  26479. }
  26480. if (actionsForClip !== undefined) {
  26481. const existingAction = actionsForClip.actionByRoot[rootUuid];
  26482. if (existingAction !== undefined && existingAction.blendMode === blendMode) {
  26483. return existingAction;
  26484. } // we know the clip, so we don't have to parse all
  26485. // the bindings again but can just copy
  26486. prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action
  26487. if (clipObject === null) clipObject = prototypeAction._clip;
  26488. } // clip must be known when specified via string
  26489. if (clipObject === null) return null; // allocate all resources required to run it
  26490. const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
  26491. this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
  26492. this._addInactiveAction(newAction, clipUuid, rootUuid);
  26493. return newAction;
  26494. } // get an existing action
  26495. existingAction(clip, optionalRoot) {
  26496. const root = optionalRoot || this._root,
  26497. rootUuid = root.uuid,
  26498. clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,
  26499. clipUuid = clipObject ? clipObject.uuid : clip,
  26500. actionsForClip = this._actionsByClip[clipUuid];
  26501. if (actionsForClip !== undefined) {
  26502. return actionsForClip.actionByRoot[rootUuid] || null;
  26503. }
  26504. return null;
  26505. } // deactivates all previously scheduled actions
  26506. stopAllAction() {
  26507. const actions = this._actions,
  26508. nActions = this._nActiveActions;
  26509. for (let i = nActions - 1; i >= 0; --i) {
  26510. actions[i].stop();
  26511. }
  26512. return this;
  26513. } // advance the time and update apply the animation
  26514. update(deltaTime) {
  26515. deltaTime *= this.timeScale;
  26516. const actions = this._actions,
  26517. nActions = this._nActiveActions,
  26518. time = this.time += deltaTime,
  26519. timeDirection = Math.sign(deltaTime),
  26520. accuIndex = this._accuIndex ^= 1; // run active actions
  26521. for (let i = 0; i !== nActions; ++i) {
  26522. const action = actions[i];
  26523. action._update(time, deltaTime, timeDirection, accuIndex);
  26524. } // update scene graph
  26525. const bindings = this._bindings,
  26526. nBindings = this._nActiveBindings;
  26527. for (let i = 0; i !== nBindings; ++i) {
  26528. bindings[i].apply(accuIndex);
  26529. }
  26530. return this;
  26531. } // Allows you to seek to a specific time in an animation.
  26532. setTime(timeInSeconds) {
  26533. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26534. for (let i = 0; i < this._actions.length; i++) {
  26535. this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26536. }
  26537. return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
  26538. } // return this mixer's root target object
  26539. getRoot() {
  26540. return this._root;
  26541. } // free all resources specific to a particular clip
  26542. uncacheClip(clip) {
  26543. const actions = this._actions,
  26544. clipUuid = clip.uuid,
  26545. actionsByClip = this._actionsByClip,
  26546. actionsForClip = actionsByClip[clipUuid];
  26547. if (actionsForClip !== undefined) {
  26548. // note: just calling _removeInactiveAction would mess up the
  26549. // iteration state and also require updating the state we can
  26550. // just throw away
  26551. const actionsToRemove = actionsForClip.knownActions;
  26552. for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
  26553. const action = actionsToRemove[i];
  26554. this._deactivateAction(action);
  26555. const cacheIndex = action._cacheIndex,
  26556. lastInactiveAction = actions[actions.length - 1];
  26557. action._cacheIndex = null;
  26558. action._byClipCacheIndex = null;
  26559. lastInactiveAction._cacheIndex = cacheIndex;
  26560. actions[cacheIndex] = lastInactiveAction;
  26561. actions.pop();
  26562. this._removeInactiveBindingsForAction(action);
  26563. }
  26564. delete actionsByClip[clipUuid];
  26565. }
  26566. } // free all resources specific to a particular root target object
  26567. uncacheRoot(root) {
  26568. const rootUuid = root.uuid,
  26569. actionsByClip = this._actionsByClip;
  26570. for (const clipUuid in actionsByClip) {
  26571. const actionByRoot = actionsByClip[clipUuid].actionByRoot,
  26572. action = actionByRoot[rootUuid];
  26573. if (action !== undefined) {
  26574. this._deactivateAction(action);
  26575. this._removeInactiveAction(action);
  26576. }
  26577. }
  26578. const bindingsByRoot = this._bindingsByRootAndName,
  26579. bindingByName = bindingsByRoot[rootUuid];
  26580. if (bindingByName !== undefined) {
  26581. for (const trackName in bindingByName) {
  26582. const binding = bindingByName[trackName];
  26583. binding.restoreOriginalState();
  26584. this._removeInactiveBinding(binding);
  26585. }
  26586. }
  26587. } // remove a targeted clip from the cache
  26588. uncacheAction(clip, optionalRoot) {
  26589. const action = this.existingAction(clip, optionalRoot);
  26590. if (action !== null) {
  26591. this._deactivateAction(action);
  26592. this._removeInactiveAction(action);
  26593. }
  26594. }
  26595. }
  26596. AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1);
  26597. class Uniform {
  26598. constructor(value) {
  26599. if (typeof value === 'string') {
  26600. console.warn('THREE.Uniform: Type parameter is no longer needed.');
  26601. value = arguments[1];
  26602. }
  26603. this.value = value;
  26604. }
  26605. clone() {
  26606. return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
  26607. }
  26608. }
  26609. class InstancedInterleavedBuffer extends InterleavedBuffer {
  26610. constructor(array, stride, meshPerAttribute = 1) {
  26611. super(array, stride);
  26612. this.meshPerAttribute = meshPerAttribute;
  26613. }
  26614. copy(source) {
  26615. super.copy(source);
  26616. this.meshPerAttribute = source.meshPerAttribute;
  26617. return this;
  26618. }
  26619. clone(data) {
  26620. const ib = super.clone(data);
  26621. ib.meshPerAttribute = this.meshPerAttribute;
  26622. return ib;
  26623. }
  26624. toJSON(data) {
  26625. const json = super.toJSON(data);
  26626. json.isInstancedInterleavedBuffer = true;
  26627. json.meshPerAttribute = this.meshPerAttribute;
  26628. return json;
  26629. }
  26630. }
  26631. InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
  26632. class GLBufferAttribute {
  26633. constructor(buffer, type, itemSize, elementSize, count) {
  26634. this.buffer = buffer;
  26635. this.type = type;
  26636. this.itemSize = itemSize;
  26637. this.elementSize = elementSize;
  26638. this.count = count;
  26639. this.version = 0;
  26640. }
  26641. set needsUpdate(value) {
  26642. if (value === true) this.version++;
  26643. }
  26644. setBuffer(buffer) {
  26645. this.buffer = buffer;
  26646. return this;
  26647. }
  26648. setType(type, elementSize) {
  26649. this.type = type;
  26650. this.elementSize = elementSize;
  26651. return this;
  26652. }
  26653. setItemSize(itemSize) {
  26654. this.itemSize = itemSize;
  26655. return this;
  26656. }
  26657. setCount(count) {
  26658. this.count = count;
  26659. return this;
  26660. }
  26661. }
  26662. GLBufferAttribute.prototype.isGLBufferAttribute = true;
  26663. class Raycaster {
  26664. constructor(origin, direction, near = 0, far = Infinity) {
  26665. this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
  26666. this.near = near;
  26667. this.far = far;
  26668. this.camera = null;
  26669. this.layers = new Layers();
  26670. this.params = {
  26671. Mesh: {},
  26672. Line: {
  26673. threshold: 1
  26674. },
  26675. LOD: {},
  26676. Points: {
  26677. threshold: 1
  26678. },
  26679. Sprite: {}
  26680. };
  26681. }
  26682. set(origin, direction) {
  26683. // direction is assumed to be normalized (for accurate distance calculations)
  26684. this.ray.set(origin, direction);
  26685. }
  26686. setFromCamera(coords, camera) {
  26687. if (camera && camera.isPerspectiveCamera) {
  26688. this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
  26689. this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
  26690. this.camera = camera;
  26691. } else if (camera && camera.isOrthographicCamera) {
  26692. this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
  26693. this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
  26694. this.camera = camera;
  26695. } else {
  26696. console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
  26697. }
  26698. }
  26699. intersectObject(object, recursive = true, intersects = []) {
  26700. intersectObject(object, this, intersects, recursive);
  26701. intersects.sort(ascSort);
  26702. return intersects;
  26703. }
  26704. intersectObjects(objects, recursive = true, intersects = []) {
  26705. for (let i = 0, l = objects.length; i < l; i++) {
  26706. intersectObject(objects[i], this, intersects, recursive);
  26707. }
  26708. intersects.sort(ascSort);
  26709. return intersects;
  26710. }
  26711. }
  26712. function ascSort(a, b) {
  26713. return a.distance - b.distance;
  26714. }
  26715. function intersectObject(object, raycaster, intersects, recursive) {
  26716. if (object.layers.test(raycaster.layers)) {
  26717. object.raycast(raycaster, intersects);
  26718. }
  26719. if (recursive === true) {
  26720. const children = object.children;
  26721. for (let i = 0, l = children.length; i < l; i++) {
  26722. intersectObject(children[i], raycaster, intersects, true);
  26723. }
  26724. }
  26725. }
  26726. /**
  26727. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26728. *
  26729. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26730. * The azimuthal angle (theta) is measured from the positive z-axis.
  26731. */
  26732. class Spherical {
  26733. constructor(radius = 1, phi = 0, theta = 0) {
  26734. this.radius = radius;
  26735. this.phi = phi; // polar angle
  26736. this.theta = theta; // azimuthal angle
  26737. return this;
  26738. }
  26739. set(radius, phi, theta) {
  26740. this.radius = radius;
  26741. this.phi = phi;
  26742. this.theta = theta;
  26743. return this;
  26744. }
  26745. copy(other) {
  26746. this.radius = other.radius;
  26747. this.phi = other.phi;
  26748. this.theta = other.theta;
  26749. return this;
  26750. } // restrict phi to be betwee EPS and PI-EPS
  26751. makeSafe() {
  26752. const EPS = 0.000001;
  26753. this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
  26754. return this;
  26755. }
  26756. setFromVector3(v) {
  26757. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26758. }
  26759. setFromCartesianCoords(x, y, z) {
  26760. this.radius = Math.sqrt(x * x + y * y + z * z);
  26761. if (this.radius === 0) {
  26762. this.theta = 0;
  26763. this.phi = 0;
  26764. } else {
  26765. this.theta = Math.atan2(x, z);
  26766. this.phi = Math.acos(clamp(y / this.radius, -1, 1));
  26767. }
  26768. return this;
  26769. }
  26770. clone() {
  26771. return new this.constructor().copy(this);
  26772. }
  26773. }
  26774. /**
  26775. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26776. */
  26777. class Cylindrical {
  26778. constructor(radius = 1, theta = 0, y = 0) {
  26779. this.radius = radius; // distance from the origin to a point in the x-z plane
  26780. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26781. this.y = y; // height above the x-z plane
  26782. return this;
  26783. }
  26784. set(radius, theta, y) {
  26785. this.radius = radius;
  26786. this.theta = theta;
  26787. this.y = y;
  26788. return this;
  26789. }
  26790. copy(other) {
  26791. this.radius = other.radius;
  26792. this.theta = other.theta;
  26793. this.y = other.y;
  26794. return this;
  26795. }
  26796. setFromVector3(v) {
  26797. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26798. }
  26799. setFromCartesianCoords(x, y, z) {
  26800. this.radius = Math.sqrt(x * x + z * z);
  26801. this.theta = Math.atan2(x, z);
  26802. this.y = y;
  26803. return this;
  26804. }
  26805. clone() {
  26806. return new this.constructor().copy(this);
  26807. }
  26808. }
  26809. const _vector$4 = /*@__PURE__*/new Vector2();
  26810. class Box2 {
  26811. constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) {
  26812. this.min = min;
  26813. this.max = max;
  26814. }
  26815. set(min, max) {
  26816. this.min.copy(min);
  26817. this.max.copy(max);
  26818. return this;
  26819. }
  26820. setFromPoints(points) {
  26821. this.makeEmpty();
  26822. for (let i = 0, il = points.length; i < il; i++) {
  26823. this.expandByPoint(points[i]);
  26824. }
  26825. return this;
  26826. }
  26827. setFromCenterAndSize(center, size) {
  26828. const halfSize = _vector$4.copy(size).multiplyScalar(0.5);
  26829. this.min.copy(center).sub(halfSize);
  26830. this.max.copy(center).add(halfSize);
  26831. return this;
  26832. }
  26833. clone() {
  26834. return new this.constructor().copy(this);
  26835. }
  26836. copy(box) {
  26837. this.min.copy(box.min);
  26838. this.max.copy(box.max);
  26839. return this;
  26840. }
  26841. makeEmpty() {
  26842. this.min.x = this.min.y = +Infinity;
  26843. this.max.x = this.max.y = -Infinity;
  26844. return this;
  26845. }
  26846. isEmpty() {
  26847. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26848. return this.max.x < this.min.x || this.max.y < this.min.y;
  26849. }
  26850. getCenter(target) {
  26851. return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  26852. }
  26853. getSize(target) {
  26854. return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
  26855. }
  26856. expandByPoint(point) {
  26857. this.min.min(point);
  26858. this.max.max(point);
  26859. return this;
  26860. }
  26861. expandByVector(vector) {
  26862. this.min.sub(vector);
  26863. this.max.add(vector);
  26864. return this;
  26865. }
  26866. expandByScalar(scalar) {
  26867. this.min.addScalar(-scalar);
  26868. this.max.addScalar(scalar);
  26869. return this;
  26870. }
  26871. containsPoint(point) {
  26872. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
  26873. }
  26874. containsBox(box) {
  26875. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
  26876. }
  26877. getParameter(point, target) {
  26878. // This can potentially have a divide by zero if the box
  26879. // has a size dimension of 0.
  26880. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y));
  26881. }
  26882. intersectsBox(box) {
  26883. // using 4 splitting planes to rule out intersections
  26884. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26885. }
  26886. clampPoint(point, target) {
  26887. return target.copy(point).clamp(this.min, this.max);
  26888. }
  26889. distanceToPoint(point) {
  26890. const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);
  26891. return clampedPoint.sub(point).length();
  26892. }
  26893. intersect(box) {
  26894. this.min.max(box.min);
  26895. this.max.min(box.max);
  26896. return this;
  26897. }
  26898. union(box) {
  26899. this.min.min(box.min);
  26900. this.max.max(box.max);
  26901. return this;
  26902. }
  26903. translate(offset) {
  26904. this.min.add(offset);
  26905. this.max.add(offset);
  26906. return this;
  26907. }
  26908. equals(box) {
  26909. return box.min.equals(this.min) && box.max.equals(this.max);
  26910. }
  26911. }
  26912. Box2.prototype.isBox2 = true;
  26913. const _startP = /*@__PURE__*/new Vector3();
  26914. const _startEnd = /*@__PURE__*/new Vector3();
  26915. class Line3 {
  26916. constructor(start = new Vector3(), end = new Vector3()) {
  26917. this.start = start;
  26918. this.end = end;
  26919. }
  26920. set(start, end) {
  26921. this.start.copy(start);
  26922. this.end.copy(end);
  26923. return this;
  26924. }
  26925. copy(line) {
  26926. this.start.copy(line.start);
  26927. this.end.copy(line.end);
  26928. return this;
  26929. }
  26930. getCenter(target) {
  26931. return target.addVectors(this.start, this.end).multiplyScalar(0.5);
  26932. }
  26933. delta(target) {
  26934. return target.subVectors(this.end, this.start);
  26935. }
  26936. distanceSq() {
  26937. return this.start.distanceToSquared(this.end);
  26938. }
  26939. distance() {
  26940. return this.start.distanceTo(this.end);
  26941. }
  26942. at(t, target) {
  26943. return this.delta(target).multiplyScalar(t).add(this.start);
  26944. }
  26945. closestPointToPointParameter(point, clampToLine) {
  26946. _startP.subVectors(point, this.start);
  26947. _startEnd.subVectors(this.end, this.start);
  26948. const startEnd2 = _startEnd.dot(_startEnd);
  26949. const startEnd_startP = _startEnd.dot(_startP);
  26950. let t = startEnd_startP / startEnd2;
  26951. if (clampToLine) {
  26952. t = clamp(t, 0, 1);
  26953. }
  26954. return t;
  26955. }
  26956. closestPointToPoint(point, clampToLine, target) {
  26957. const t = this.closestPointToPointParameter(point, clampToLine);
  26958. return this.delta(target).multiplyScalar(t).add(this.start);
  26959. }
  26960. applyMatrix4(matrix) {
  26961. this.start.applyMatrix4(matrix);
  26962. this.end.applyMatrix4(matrix);
  26963. return this;
  26964. }
  26965. equals(line) {
  26966. return line.start.equals(this.start) && line.end.equals(this.end);
  26967. }
  26968. clone() {
  26969. return new this.constructor().copy(this);
  26970. }
  26971. }
  26972. const _vector$3 = /*@__PURE__*/new Vector3();
  26973. class SpotLightHelper extends Object3D {
  26974. constructor(light, color) {
  26975. super();
  26976. this.light = light;
  26977. this.light.updateMatrixWorld();
  26978. this.matrix = light.matrixWorld;
  26979. this.matrixAutoUpdate = false;
  26980. this.color = color;
  26981. const geometry = new BufferGeometry();
  26982. const positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1];
  26983. for (let i = 0, j = 1, l = 32; i < l; i++, j++) {
  26984. const p1 = i / l * Math.PI * 2;
  26985. const p2 = j / l * Math.PI * 2;
  26986. positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
  26987. }
  26988. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  26989. const material = new LineBasicMaterial({
  26990. fog: false,
  26991. toneMapped: false
  26992. });
  26993. this.cone = new LineSegments(geometry, material);
  26994. this.add(this.cone);
  26995. this.update();
  26996. }
  26997. dispose() {
  26998. this.cone.geometry.dispose();
  26999. this.cone.material.dispose();
  27000. }
  27001. update() {
  27002. this.light.updateMatrixWorld();
  27003. const coneLength = this.light.distance ? this.light.distance : 1000;
  27004. const coneWidth = coneLength * Math.tan(this.light.angle);
  27005. this.cone.scale.set(coneWidth, coneWidth, coneLength);
  27006. _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);
  27007. this.cone.lookAt(_vector$3);
  27008. if (this.color !== undefined) {
  27009. this.cone.material.color.set(this.color);
  27010. } else {
  27011. this.cone.material.color.copy(this.light.color);
  27012. }
  27013. }
  27014. }
  27015. const _vector$2 = /*@__PURE__*/new Vector3();
  27016. const _boneMatrix = /*@__PURE__*/new Matrix4();
  27017. const _matrixWorldInv = /*@__PURE__*/new Matrix4();
  27018. class SkeletonHelper extends LineSegments {
  27019. constructor(object) {
  27020. const bones = getBoneList(object);
  27021. const geometry = new BufferGeometry();
  27022. const vertices = [];
  27023. const colors = [];
  27024. const color1 = new Color(0, 0, 1);
  27025. const color2 = new Color(0, 1, 0);
  27026. for (let i = 0; i < bones.length; i++) {
  27027. const bone = bones[i];
  27028. if (bone.parent && bone.parent.isBone) {
  27029. vertices.push(0, 0, 0);
  27030. vertices.push(0, 0, 0);
  27031. colors.push(color1.r, color1.g, color1.b);
  27032. colors.push(color2.r, color2.g, color2.b);
  27033. }
  27034. }
  27035. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27036. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27037. const material = new LineBasicMaterial({
  27038. vertexColors: true,
  27039. depthTest: false,
  27040. depthWrite: false,
  27041. toneMapped: false,
  27042. transparent: true
  27043. });
  27044. super(geometry, material);
  27045. this.type = 'SkeletonHelper';
  27046. this.isSkeletonHelper = true;
  27047. this.root = object;
  27048. this.bones = bones;
  27049. this.matrix = object.matrixWorld;
  27050. this.matrixAutoUpdate = false;
  27051. }
  27052. updateMatrixWorld(force) {
  27053. const bones = this.bones;
  27054. const geometry = this.geometry;
  27055. const position = geometry.getAttribute('position');
  27056. _matrixWorldInv.copy(this.root.matrixWorld).invert();
  27057. for (let i = 0, j = 0; i < bones.length; i++) {
  27058. const bone = bones[i];
  27059. if (bone.parent && bone.parent.isBone) {
  27060. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
  27061. _vector$2.setFromMatrixPosition(_boneMatrix);
  27062. position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);
  27063. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
  27064. _vector$2.setFromMatrixPosition(_boneMatrix);
  27065. position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
  27066. j += 2;
  27067. }
  27068. }
  27069. geometry.getAttribute('position').needsUpdate = true;
  27070. super.updateMatrixWorld(force);
  27071. }
  27072. }
  27073. function getBoneList(object) {
  27074. const boneList = [];
  27075. if (object && object.isBone) {
  27076. boneList.push(object);
  27077. }
  27078. for (let i = 0; i < object.children.length; i++) {
  27079. boneList.push.apply(boneList, getBoneList(object.children[i]));
  27080. }
  27081. return boneList;
  27082. }
  27083. class PointLightHelper extends Mesh {
  27084. constructor(light, sphereSize, color) {
  27085. const geometry = new SphereGeometry(sphereSize, 4, 2);
  27086. const material = new MeshBasicMaterial({
  27087. wireframe: true,
  27088. fog: false,
  27089. toneMapped: false
  27090. });
  27091. super(geometry, material);
  27092. this.light = light;
  27093. this.light.updateMatrixWorld();
  27094. this.color = color;
  27095. this.type = 'PointLightHelper';
  27096. this.matrix = this.light.matrixWorld;
  27097. this.matrixAutoUpdate = false;
  27098. this.update();
  27099. /*
  27100. // TODO: delete this comment?
  27101. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27102. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27103. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27104. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27105. const d = light.distance;
  27106. if ( d === 0.0 ) {
  27107. this.lightDistance.visible = false;
  27108. } else {
  27109. this.lightDistance.scale.set( d, d, d );
  27110. }
  27111. this.add( this.lightDistance );
  27112. */
  27113. }
  27114. dispose() {
  27115. this.geometry.dispose();
  27116. this.material.dispose();
  27117. }
  27118. update() {
  27119. if (this.color !== undefined) {
  27120. this.material.color.set(this.color);
  27121. } else {
  27122. this.material.color.copy(this.light.color);
  27123. }
  27124. /*
  27125. const d = this.light.distance;
  27126. if ( d === 0.0 ) {
  27127. this.lightDistance.visible = false;
  27128. } else {
  27129. this.lightDistance.visible = true;
  27130. this.lightDistance.scale.set( d, d, d );
  27131. }
  27132. */
  27133. }
  27134. }
  27135. const _vector$1 = /*@__PURE__*/new Vector3();
  27136. const _color1 = /*@__PURE__*/new Color();
  27137. const _color2 = /*@__PURE__*/new Color();
  27138. class HemisphereLightHelper extends Object3D {
  27139. constructor(light, size, color) {
  27140. super();
  27141. this.light = light;
  27142. this.light.updateMatrixWorld();
  27143. this.matrix = light.matrixWorld;
  27144. this.matrixAutoUpdate = false;
  27145. this.color = color;
  27146. const geometry = new OctahedronGeometry(size);
  27147. geometry.rotateY(Math.PI * 0.5);
  27148. this.material = new MeshBasicMaterial({
  27149. wireframe: true,
  27150. fog: false,
  27151. toneMapped: false
  27152. });
  27153. if (this.color === undefined) this.material.vertexColors = true;
  27154. const position = geometry.getAttribute('position');
  27155. const colors = new Float32Array(position.count * 3);
  27156. geometry.setAttribute('color', new BufferAttribute(colors, 3));
  27157. this.add(new Mesh(geometry, this.material));
  27158. this.update();
  27159. }
  27160. dispose() {
  27161. this.children[0].geometry.dispose();
  27162. this.children[0].material.dispose();
  27163. }
  27164. update() {
  27165. const mesh = this.children[0];
  27166. if (this.color !== undefined) {
  27167. this.material.color.set(this.color);
  27168. } else {
  27169. const colors = mesh.geometry.getAttribute('color');
  27170. _color1.copy(this.light.color);
  27171. _color2.copy(this.light.groundColor);
  27172. for (let i = 0, l = colors.count; i < l; i++) {
  27173. const color = i < l / 2 ? _color1 : _color2;
  27174. colors.setXYZ(i, color.r, color.g, color.b);
  27175. }
  27176. colors.needsUpdate = true;
  27177. }
  27178. mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
  27179. }
  27180. }
  27181. class GridHelper extends LineSegments {
  27182. constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) {
  27183. color1 = new Color(color1);
  27184. color2 = new Color(color2);
  27185. const center = divisions / 2;
  27186. const step = size / divisions;
  27187. const halfSize = size / 2;
  27188. const vertices = [],
  27189. colors = [];
  27190. for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
  27191. vertices.push(-halfSize, 0, k, halfSize, 0, k);
  27192. vertices.push(k, 0, -halfSize, k, 0, halfSize);
  27193. const color = i === center ? color1 : color2;
  27194. color.toArray(colors, j);
  27195. j += 3;
  27196. color.toArray(colors, j);
  27197. j += 3;
  27198. color.toArray(colors, j);
  27199. j += 3;
  27200. color.toArray(colors, j);
  27201. j += 3;
  27202. }
  27203. const geometry = new BufferGeometry();
  27204. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27205. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27206. const material = new LineBasicMaterial({
  27207. vertexColors: true,
  27208. toneMapped: false
  27209. });
  27210. super(geometry, material);
  27211. this.type = 'GridHelper';
  27212. }
  27213. }
  27214. class PolarGridHelper extends LineSegments {
  27215. constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) {
  27216. color1 = new Color(color1);
  27217. color2 = new Color(color2);
  27218. const vertices = [];
  27219. const colors = []; // create the radials
  27220. for (let i = 0; i <= radials; i++) {
  27221. const v = i / radials * (Math.PI * 2);
  27222. const x = Math.sin(v) * radius;
  27223. const z = Math.cos(v) * radius;
  27224. vertices.push(0, 0, 0);
  27225. vertices.push(x, 0, z);
  27226. const color = i & 1 ? color1 : color2;
  27227. colors.push(color.r, color.g, color.b);
  27228. colors.push(color.r, color.g, color.b);
  27229. } // create the circles
  27230. for (let i = 0; i <= circles; i++) {
  27231. const color = i & 1 ? color1 : color2;
  27232. const r = radius - radius / circles * i;
  27233. for (let j = 0; j < divisions; j++) {
  27234. // first vertex
  27235. let v = j / divisions * (Math.PI * 2);
  27236. let x = Math.sin(v) * r;
  27237. let z = Math.cos(v) * r;
  27238. vertices.push(x, 0, z);
  27239. colors.push(color.r, color.g, color.b); // second vertex
  27240. v = (j + 1) / divisions * (Math.PI * 2);
  27241. x = Math.sin(v) * r;
  27242. z = Math.cos(v) * r;
  27243. vertices.push(x, 0, z);
  27244. colors.push(color.r, color.g, color.b);
  27245. }
  27246. }
  27247. const geometry = new BufferGeometry();
  27248. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27249. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27250. const material = new LineBasicMaterial({
  27251. vertexColors: true,
  27252. toneMapped: false
  27253. });
  27254. super(geometry, material);
  27255. this.type = 'PolarGridHelper';
  27256. }
  27257. }
  27258. const _v1 = /*@__PURE__*/new Vector3();
  27259. const _v2 = /*@__PURE__*/new Vector3();
  27260. const _v3 = /*@__PURE__*/new Vector3();
  27261. class DirectionalLightHelper extends Object3D {
  27262. constructor(light, size, color) {
  27263. super();
  27264. this.light = light;
  27265. this.light.updateMatrixWorld();
  27266. this.matrix = light.matrixWorld;
  27267. this.matrixAutoUpdate = false;
  27268. this.color = color;
  27269. if (size === undefined) size = 1;
  27270. let geometry = new BufferGeometry();
  27271. geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
  27272. const material = new LineBasicMaterial({
  27273. fog: false,
  27274. toneMapped: false
  27275. });
  27276. this.lightPlane = new Line(geometry, material);
  27277. this.add(this.lightPlane);
  27278. geometry = new BufferGeometry();
  27279. geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
  27280. this.targetLine = new Line(geometry, material);
  27281. this.add(this.targetLine);
  27282. this.update();
  27283. }
  27284. dispose() {
  27285. this.lightPlane.geometry.dispose();
  27286. this.lightPlane.material.dispose();
  27287. this.targetLine.geometry.dispose();
  27288. this.targetLine.material.dispose();
  27289. }
  27290. update() {
  27291. _v1.setFromMatrixPosition(this.light.matrixWorld);
  27292. _v2.setFromMatrixPosition(this.light.target.matrixWorld);
  27293. _v3.subVectors(_v2, _v1);
  27294. this.lightPlane.lookAt(_v2);
  27295. if (this.color !== undefined) {
  27296. this.lightPlane.material.color.set(this.color);
  27297. this.targetLine.material.color.set(this.color);
  27298. } else {
  27299. this.lightPlane.material.color.copy(this.light.color);
  27300. this.targetLine.material.color.copy(this.light.color);
  27301. }
  27302. this.targetLine.lookAt(_v2);
  27303. this.targetLine.scale.z = _v3.length();
  27304. }
  27305. }
  27306. const _vector = /*@__PURE__*/new Vector3();
  27307. const _camera = /*@__PURE__*/new Camera();
  27308. /**
  27309. * - shows frustum, line of sight and up of the camera
  27310. * - suitable for fast updates
  27311. * - based on frustum visualization in lightgl.js shadowmap example
  27312. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27313. */
  27314. class CameraHelper extends LineSegments {
  27315. constructor(camera) {
  27316. const geometry = new BufferGeometry();
  27317. const material = new LineBasicMaterial({
  27318. color: 0xffffff,
  27319. vertexColors: true,
  27320. toneMapped: false
  27321. });
  27322. const vertices = [];
  27323. const colors = [];
  27324. const pointMap = {}; // colors
  27325. const colorFrustum = new Color(0xffaa00);
  27326. const colorCone = new Color(0xff0000);
  27327. const colorUp = new Color(0x00aaff);
  27328. const colorTarget = new Color(0xffffff);
  27329. const colorCross = new Color(0x333333); // near
  27330. addLine('n1', 'n2', colorFrustum);
  27331. addLine('n2', 'n4', colorFrustum);
  27332. addLine('n4', 'n3', colorFrustum);
  27333. addLine('n3', 'n1', colorFrustum); // far
  27334. addLine('f1', 'f2', colorFrustum);
  27335. addLine('f2', 'f4', colorFrustum);
  27336. addLine('f4', 'f3', colorFrustum);
  27337. addLine('f3', 'f1', colorFrustum); // sides
  27338. addLine('n1', 'f1', colorFrustum);
  27339. addLine('n2', 'f2', colorFrustum);
  27340. addLine('n3', 'f3', colorFrustum);
  27341. addLine('n4', 'f4', colorFrustum); // cone
  27342. addLine('p', 'n1', colorCone);
  27343. addLine('p', 'n2', colorCone);
  27344. addLine('p', 'n3', colorCone);
  27345. addLine('p', 'n4', colorCone); // up
  27346. addLine('u1', 'u2', colorUp);
  27347. addLine('u2', 'u3', colorUp);
  27348. addLine('u3', 'u1', colorUp); // target
  27349. addLine('c', 't', colorTarget);
  27350. addLine('p', 'c', colorCross); // cross
  27351. addLine('cn1', 'cn2', colorCross);
  27352. addLine('cn3', 'cn4', colorCross);
  27353. addLine('cf1', 'cf2', colorCross);
  27354. addLine('cf3', 'cf4', colorCross);
  27355. function addLine(a, b, color) {
  27356. addPoint(a, color);
  27357. addPoint(b, color);
  27358. }
  27359. function addPoint(id, color) {
  27360. vertices.push(0, 0, 0);
  27361. colors.push(color.r, color.g, color.b);
  27362. if (pointMap[id] === undefined) {
  27363. pointMap[id] = [];
  27364. }
  27365. pointMap[id].push(vertices.length / 3 - 1);
  27366. }
  27367. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27368. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27369. super(geometry, material);
  27370. this.type = 'CameraHelper';
  27371. this.camera = camera;
  27372. if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
  27373. this.matrix = camera.matrixWorld;
  27374. this.matrixAutoUpdate = false;
  27375. this.pointMap = pointMap;
  27376. this.update();
  27377. }
  27378. update() {
  27379. const geometry = this.geometry;
  27380. const pointMap = this.pointMap;
  27381. const w = 1,
  27382. h = 1; // we need just camera projection matrix inverse
  27383. // world matrix must be identity
  27384. _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
  27385. setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
  27386. setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
  27387. setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
  27388. setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
  27389. setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
  27390. setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
  27391. setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
  27392. setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
  27393. setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
  27394. setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
  27395. setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
  27396. setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
  27397. setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
  27398. setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
  27399. setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
  27400. setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
  27401. setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
  27402. setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
  27403. setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
  27404. setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
  27405. setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
  27406. geometry.getAttribute('position').needsUpdate = true;
  27407. }
  27408. dispose() {
  27409. this.geometry.dispose();
  27410. this.material.dispose();
  27411. }
  27412. }
  27413. function setPoint(point, pointMap, geometry, camera, x, y, z) {
  27414. _vector.set(x, y, z).unproject(camera);
  27415. const points = pointMap[point];
  27416. if (points !== undefined) {
  27417. const position = geometry.getAttribute('position');
  27418. for (let i = 0, l = points.length; i < l; i++) {
  27419. position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
  27420. }
  27421. }
  27422. }
  27423. const _box = /*@__PURE__*/new Box3();
  27424. class BoxHelper extends LineSegments {
  27425. constructor(object, color = 0xffff00) {
  27426. const 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]);
  27427. const positions = new Float32Array(8 * 3);
  27428. const geometry = new BufferGeometry();
  27429. geometry.setIndex(new BufferAttribute(indices, 1));
  27430. geometry.setAttribute('position', new BufferAttribute(positions, 3));
  27431. super(geometry, new LineBasicMaterial({
  27432. color: color,
  27433. toneMapped: false
  27434. }));
  27435. this.object = object;
  27436. this.type = 'BoxHelper';
  27437. this.matrixAutoUpdate = false;
  27438. this.update();
  27439. }
  27440. update(object) {
  27441. if (object !== undefined) {
  27442. console.warn('THREE.BoxHelper: .update() has no longer arguments.');
  27443. }
  27444. if (this.object !== undefined) {
  27445. _box.setFromObject(this.object);
  27446. }
  27447. if (_box.isEmpty()) return;
  27448. const min = _box.min;
  27449. const max = _box.max;
  27450. /*
  27451. 5____4
  27452. 1/___0/|
  27453. | 6__|_7
  27454. 2/___3/
  27455. 0: max.x, max.y, max.z
  27456. 1: min.x, max.y, max.z
  27457. 2: min.x, min.y, max.z
  27458. 3: max.x, min.y, max.z
  27459. 4: max.x, max.y, min.z
  27460. 5: min.x, max.y, min.z
  27461. 6: min.x, min.y, min.z
  27462. 7: max.x, min.y, min.z
  27463. */
  27464. const position = this.geometry.attributes.position;
  27465. const array = position.array;
  27466. array[0] = max.x;
  27467. array[1] = max.y;
  27468. array[2] = max.z;
  27469. array[3] = min.x;
  27470. array[4] = max.y;
  27471. array[5] = max.z;
  27472. array[6] = min.x;
  27473. array[7] = min.y;
  27474. array[8] = max.z;
  27475. array[9] = max.x;
  27476. array[10] = min.y;
  27477. array[11] = max.z;
  27478. array[12] = max.x;
  27479. array[13] = max.y;
  27480. array[14] = min.z;
  27481. array[15] = min.x;
  27482. array[16] = max.y;
  27483. array[17] = min.z;
  27484. array[18] = min.x;
  27485. array[19] = min.y;
  27486. array[20] = min.z;
  27487. array[21] = max.x;
  27488. array[22] = min.y;
  27489. array[23] = min.z;
  27490. position.needsUpdate = true;
  27491. this.geometry.computeBoundingSphere();
  27492. }
  27493. setFromObject(object) {
  27494. this.object = object;
  27495. this.update();
  27496. return this;
  27497. }
  27498. copy(source) {
  27499. LineSegments.prototype.copy.call(this, source);
  27500. this.object = source.object;
  27501. return this;
  27502. }
  27503. }
  27504. class Box3Helper extends LineSegments {
  27505. constructor(box, color = 0xffff00) {
  27506. const 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]);
  27507. const 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];
  27508. const geometry = new BufferGeometry();
  27509. geometry.setIndex(new BufferAttribute(indices, 1));
  27510. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27511. super(geometry, new LineBasicMaterial({
  27512. color: color,
  27513. toneMapped: false
  27514. }));
  27515. this.box = box;
  27516. this.type = 'Box3Helper';
  27517. this.geometry.computeBoundingSphere();
  27518. }
  27519. updateMatrixWorld(force) {
  27520. const box = this.box;
  27521. if (box.isEmpty()) return;
  27522. box.getCenter(this.position);
  27523. box.getSize(this.scale);
  27524. this.scale.multiplyScalar(0.5);
  27525. super.updateMatrixWorld(force);
  27526. }
  27527. }
  27528. class PlaneHelper extends Line {
  27529. constructor(plane, size = 1, hex = 0xffff00) {
  27530. const color = hex;
  27531. const 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];
  27532. const geometry = new BufferGeometry();
  27533. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  27534. geometry.computeBoundingSphere();
  27535. super(geometry, new LineBasicMaterial({
  27536. color: color,
  27537. toneMapped: false
  27538. }));
  27539. this.type = 'PlaneHelper';
  27540. this.plane = plane;
  27541. this.size = size;
  27542. const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
  27543. const geometry2 = new BufferGeometry();
  27544. geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
  27545. geometry2.computeBoundingSphere();
  27546. this.add(new Mesh(geometry2, new MeshBasicMaterial({
  27547. color: color,
  27548. opacity: 0.2,
  27549. transparent: true,
  27550. depthWrite: false,
  27551. toneMapped: false
  27552. })));
  27553. }
  27554. updateMatrixWorld(force) {
  27555. let scale = -this.plane.constant;
  27556. if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter
  27557. this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
  27558. this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27559. this.lookAt(this.plane.normal);
  27560. super.updateMatrixWorld(force);
  27561. }
  27562. }
  27563. const _axis = /*@__PURE__*/new Vector3();
  27564. let _lineGeometry, _coneGeometry;
  27565. class ArrowHelper extends Object3D {
  27566. // dir is assumed to be normalized
  27567. constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) {
  27568. super();
  27569. this.type = 'ArrowHelper';
  27570. if (_lineGeometry === undefined) {
  27571. _lineGeometry = new BufferGeometry();
  27572. _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
  27573. _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);
  27574. _coneGeometry.translate(0, -0.5, 0);
  27575. }
  27576. this.position.copy(origin);
  27577. this.line = new Line(_lineGeometry, new LineBasicMaterial({
  27578. color: color,
  27579. toneMapped: false
  27580. }));
  27581. this.line.matrixAutoUpdate = false;
  27582. this.add(this.line);
  27583. this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
  27584. color: color,
  27585. toneMapped: false
  27586. }));
  27587. this.cone.matrixAutoUpdate = false;
  27588. this.add(this.cone);
  27589. this.setDirection(dir);
  27590. this.setLength(length, headLength, headWidth);
  27591. }
  27592. setDirection(dir) {
  27593. // dir is assumed to be normalized
  27594. if (dir.y > 0.99999) {
  27595. this.quaternion.set(0, 0, 0, 1);
  27596. } else if (dir.y < -0.99999) {
  27597. this.quaternion.set(1, 0, 0, 0);
  27598. } else {
  27599. _axis.set(dir.z, 0, -dir.x).normalize();
  27600. const radians = Math.acos(dir.y);
  27601. this.quaternion.setFromAxisAngle(_axis, radians);
  27602. }
  27603. }
  27604. setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
  27605. this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
  27606. this.line.updateMatrix();
  27607. this.cone.scale.set(headWidth, headLength, headWidth);
  27608. this.cone.position.y = length;
  27609. this.cone.updateMatrix();
  27610. }
  27611. setColor(color) {
  27612. this.line.material.color.set(color);
  27613. this.cone.material.color.set(color);
  27614. }
  27615. copy(source) {
  27616. super.copy(source, false);
  27617. this.line.copy(source.line);
  27618. this.cone.copy(source.cone);
  27619. return this;
  27620. }
  27621. }
  27622. class AxesHelper extends LineSegments {
  27623. constructor(size = 1) {
  27624. const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
  27625. const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
  27626. const geometry = new BufferGeometry();
  27627. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  27628. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  27629. const material = new LineBasicMaterial({
  27630. vertexColors: true,
  27631. toneMapped: false
  27632. });
  27633. super(geometry, material);
  27634. this.type = 'AxesHelper';
  27635. }
  27636. setColors(xAxisColor, yAxisColor, zAxisColor) {
  27637. const color = new Color();
  27638. const array = this.geometry.attributes.color.array;
  27639. color.set(xAxisColor);
  27640. color.toArray(array, 0);
  27641. color.toArray(array, 3);
  27642. color.set(yAxisColor);
  27643. color.toArray(array, 6);
  27644. color.toArray(array, 9);
  27645. color.set(zAxisColor);
  27646. color.toArray(array, 12);
  27647. color.toArray(array, 15);
  27648. this.geometry.attributes.color.needsUpdate = true;
  27649. return this;
  27650. }
  27651. dispose() {
  27652. this.geometry.dispose();
  27653. this.material.dispose();
  27654. }
  27655. }
  27656. class ShapePath {
  27657. constructor() {
  27658. this.type = 'ShapePath';
  27659. this.color = new Color();
  27660. this.subPaths = [];
  27661. this.currentPath = null;
  27662. }
  27663. moveTo(x, y) {
  27664. this.currentPath = new Path();
  27665. this.subPaths.push(this.currentPath);
  27666. this.currentPath.moveTo(x, y);
  27667. return this;
  27668. }
  27669. lineTo(x, y) {
  27670. this.currentPath.lineTo(x, y);
  27671. return this;
  27672. }
  27673. quadraticCurveTo(aCPx, aCPy, aX, aY) {
  27674. this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
  27675. return this;
  27676. }
  27677. bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  27678. this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
  27679. return this;
  27680. }
  27681. splineThru(pts) {
  27682. this.currentPath.splineThru(pts);
  27683. return this;
  27684. }
  27685. toShapes(isCCW, noHoles) {
  27686. function toShapesNoHoles(inSubpaths) {
  27687. const shapes = [];
  27688. for (let i = 0, l = inSubpaths.length; i < l; i++) {
  27689. const tmpPath = inSubpaths[i];
  27690. const tmpShape = new Shape();
  27691. tmpShape.curves = tmpPath.curves;
  27692. shapes.push(tmpShape);
  27693. }
  27694. return shapes;
  27695. }
  27696. function isPointInsidePolygon(inPt, inPolygon) {
  27697. const polyLen = inPolygon.length; // inPt on polygon contour => immediate success or
  27698. // toggling of inside/outside at every single! intersection point of an edge
  27699. // with the horizontal line through inPt, left of inPt
  27700. // not counting lowerY endpoints of edges and whole edges on that line
  27701. let inside = false;
  27702. for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
  27703. let edgeLowPt = inPolygon[p];
  27704. let edgeHighPt = inPolygon[q];
  27705. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  27706. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  27707. if (Math.abs(edgeDy) > Number.EPSILON) {
  27708. // not parallel
  27709. if (edgeDy < 0) {
  27710. edgeLowPt = inPolygon[q];
  27711. edgeDx = -edgeDx;
  27712. edgeHighPt = inPolygon[p];
  27713. edgeDy = -edgeDy;
  27714. }
  27715. if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
  27716. if (inPt.y === edgeLowPt.y) {
  27717. if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?
  27718. // continue; // no intersection or edgeLowPt => doesn't count !!!
  27719. } else {
  27720. const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  27721. if (perpEdge === 0) return true; // inPt is on contour ?
  27722. if (perpEdge < 0) continue;
  27723. inside = !inside; // true intersection left of inPt
  27724. }
  27725. } else {
  27726. // parallel or collinear
  27727. if (inPt.y !== edgeLowPt.y) continue; // parallel
  27728. // edge lies on the same horizontal line as inPt
  27729. if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
  27730. // continue;
  27731. }
  27732. }
  27733. return inside;
  27734. }
  27735. const isClockWise = ShapeUtils.isClockWise;
  27736. const subPaths = this.subPaths;
  27737. if (subPaths.length === 0) return [];
  27738. if (noHoles === true) return toShapesNoHoles(subPaths);
  27739. let solid, tmpPath, tmpShape;
  27740. const shapes = [];
  27741. if (subPaths.length === 1) {
  27742. tmpPath = subPaths[0];
  27743. tmpShape = new Shape();
  27744. tmpShape.curves = tmpPath.curves;
  27745. shapes.push(tmpShape);
  27746. return shapes;
  27747. }
  27748. let holesFirst = !isClockWise(subPaths[0].getPoints());
  27749. holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
  27750. const betterShapeHoles = [];
  27751. const newShapes = [];
  27752. let newShapeHoles = [];
  27753. let mainIdx = 0;
  27754. let tmpPoints;
  27755. newShapes[mainIdx] = undefined;
  27756. newShapeHoles[mainIdx] = [];
  27757. for (let i = 0, l = subPaths.length; i < l; i++) {
  27758. tmpPath = subPaths[i];
  27759. tmpPoints = tmpPath.getPoints();
  27760. solid = isClockWise(tmpPoints);
  27761. solid = isCCW ? !solid : solid;
  27762. if (solid) {
  27763. if (!holesFirst && newShapes[mainIdx]) mainIdx++;
  27764. newShapes[mainIdx] = {
  27765. s: new Shape(),
  27766. p: tmpPoints
  27767. };
  27768. newShapes[mainIdx].s.curves = tmpPath.curves;
  27769. if (holesFirst) mainIdx++;
  27770. newShapeHoles[mainIdx] = []; //console.log('cw', i);
  27771. } else {
  27772. newShapeHoles[mainIdx].push({
  27773. h: tmpPath,
  27774. p: tmpPoints[0]
  27775. }); //console.log('ccw', i);
  27776. }
  27777. } // only Holes? -> probably all Shapes with wrong orientation
  27778. if (!newShapes[0]) return toShapesNoHoles(subPaths);
  27779. if (newShapes.length > 1) {
  27780. let ambiguous = false;
  27781. const toChange = [];
  27782. for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  27783. betterShapeHoles[sIdx] = [];
  27784. }
  27785. for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  27786. const sho = newShapeHoles[sIdx];
  27787. for (let hIdx = 0; hIdx < sho.length; hIdx++) {
  27788. const ho = sho[hIdx];
  27789. let hole_unassigned = true;
  27790. for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
  27791. if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
  27792. if (sIdx !== s2Idx) toChange.push({
  27793. froms: sIdx,
  27794. tos: s2Idx,
  27795. hole: hIdx
  27796. });
  27797. if (hole_unassigned) {
  27798. hole_unassigned = false;
  27799. betterShapeHoles[s2Idx].push(ho);
  27800. } else {
  27801. ambiguous = true;
  27802. }
  27803. }
  27804. }
  27805. if (hole_unassigned) {
  27806. betterShapeHoles[sIdx].push(ho);
  27807. }
  27808. }
  27809. } // console.log("ambiguous: ", ambiguous);
  27810. if (toChange.length > 0) {
  27811. // console.log("to change: ", toChange);
  27812. if (!ambiguous) newShapeHoles = betterShapeHoles;
  27813. }
  27814. }
  27815. let tmpHoles;
  27816. for (let i = 0, il = newShapes.length; i < il; i++) {
  27817. tmpShape = newShapes[i].s;
  27818. shapes.push(tmpShape);
  27819. tmpHoles = newShapeHoles[i];
  27820. for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
  27821. tmpShape.holes.push(tmpHoles[j].h);
  27822. }
  27823. } //console.log("shape", shapes);
  27824. return shapes;
  27825. }
  27826. }
  27827. const _floatView = new Float32Array(1);
  27828. const _int32View = new Int32Array(_floatView.buffer);
  27829. class DataUtils {
  27830. // Converts float32 to float16 (stored as uint16 value).
  27831. static toHalfFloat(val) {
  27832. if (val > 65504) {
  27833. console.warn('THREE.DataUtils.toHalfFloat(): value exceeds 65504.');
  27834. val = 65504; // maximum representable value in float16
  27835. } // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
  27836. /* This method is faster than the OpenEXR implementation (very often
  27837. * used, eg. in Ogre), with the additional benefit of rounding, inspired
  27838. * by James Tursa?s half-precision code. */
  27839. _floatView[0] = val;
  27840. const x = _int32View[0];
  27841. let bits = x >> 16 & 0x8000;
  27842. /* Get the sign */
  27843. let m = x >> 12 & 0x07ff;
  27844. /* Keep one extra bit for rounding */
  27845. const e = x >> 23 & 0xff;
  27846. /* Using int is faster here */
  27847. /* If zero, or denormal, or exponent underflows too much for a denormal
  27848. * half, return signed zero. */
  27849. if (e < 103) return bits;
  27850. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  27851. if (e > 142) {
  27852. bits |= 0x7c00;
  27853. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  27854. * not Inf, so make sure we set one mantissa bit too. */
  27855. bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
  27856. return bits;
  27857. }
  27858. /* If exponent underflows but not too much, return a denormal */
  27859. if (e < 113) {
  27860. m |= 0x0800;
  27861. /* Extra rounding may overflow and set mantissa to 0 and exponent
  27862. * to 1, which is OK. */
  27863. bits |= (m >> 114 - e) + (m >> 113 - e & 1);
  27864. return bits;
  27865. }
  27866. bits |= e - 112 << 10 | m >> 1;
  27867. /* Extra rounding. An overflow will set mantissa to 0 and increment
  27868. * the exponent, which is OK. */
  27869. bits += m & 1;
  27870. return bits;
  27871. }
  27872. }
  27873. const LineStrip = 0;
  27874. const LinePieces = 1;
  27875. const NoColors = 0;
  27876. const FaceColors = 1;
  27877. const VertexColors = 2;
  27878. function MeshFaceMaterial(materials) {
  27879. console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
  27880. return materials;
  27881. }
  27882. function MultiMaterial(materials = []) {
  27883. console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
  27884. materials.isMultiMaterial = true;
  27885. materials.materials = materials;
  27886. materials.clone = function () {
  27887. return materials.slice();
  27888. };
  27889. return materials;
  27890. }
  27891. function PointCloud(geometry, material) {
  27892. console.warn('THREE.PointCloud has been renamed to THREE.Points.');
  27893. return new Points(geometry, material);
  27894. }
  27895. function Particle(material) {
  27896. console.warn('THREE.Particle has been renamed to THREE.Sprite.');
  27897. return new Sprite(material);
  27898. }
  27899. function ParticleSystem(geometry, material) {
  27900. console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
  27901. return new Points(geometry, material);
  27902. }
  27903. function PointCloudMaterial(parameters) {
  27904. console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
  27905. return new PointsMaterial(parameters);
  27906. }
  27907. function ParticleBasicMaterial(parameters) {
  27908. console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
  27909. return new PointsMaterial(parameters);
  27910. }
  27911. function ParticleSystemMaterial(parameters) {
  27912. console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
  27913. return new PointsMaterial(parameters);
  27914. }
  27915. function Vertex(x, y, z) {
  27916. console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
  27917. return new Vector3(x, y, z);
  27918. } //
  27919. function DynamicBufferAttribute(array, itemSize) {
  27920. console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
  27921. return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
  27922. }
  27923. function Int8Attribute(array, itemSize) {
  27924. console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
  27925. return new Int8BufferAttribute(array, itemSize);
  27926. }
  27927. function Uint8Attribute(array, itemSize) {
  27928. console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
  27929. return new Uint8BufferAttribute(array, itemSize);
  27930. }
  27931. function Uint8ClampedAttribute(array, itemSize) {
  27932. console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
  27933. return new Uint8ClampedBufferAttribute(array, itemSize);
  27934. }
  27935. function Int16Attribute(array, itemSize) {
  27936. console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
  27937. return new Int16BufferAttribute(array, itemSize);
  27938. }
  27939. function Uint16Attribute(array, itemSize) {
  27940. console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
  27941. return new Uint16BufferAttribute(array, itemSize);
  27942. }
  27943. function Int32Attribute(array, itemSize) {
  27944. console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
  27945. return new Int32BufferAttribute(array, itemSize);
  27946. }
  27947. function Uint32Attribute(array, itemSize) {
  27948. console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
  27949. return new Uint32BufferAttribute(array, itemSize);
  27950. }
  27951. function Float32Attribute(array, itemSize) {
  27952. console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
  27953. return new Float32BufferAttribute(array, itemSize);
  27954. }
  27955. function Float64Attribute(array, itemSize) {
  27956. console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
  27957. return new Float64BufferAttribute(array, itemSize);
  27958. } //
  27959. Curve.create = function (construct, getPoint) {
  27960. console.log('THREE.Curve.create() has been deprecated');
  27961. construct.prototype = Object.create(Curve.prototype);
  27962. construct.prototype.constructor = construct;
  27963. construct.prototype.getPoint = getPoint;
  27964. return construct;
  27965. }; //
  27966. Path.prototype.fromPoints = function (points) {
  27967. console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
  27968. return this.setFromPoints(points);
  27969. }; //
  27970. function AxisHelper(size) {
  27971. console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
  27972. return new AxesHelper(size);
  27973. }
  27974. function BoundingBoxHelper(object, color) {
  27975. console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
  27976. return new BoxHelper(object, color);
  27977. }
  27978. function EdgesHelper(object, hex) {
  27979. console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
  27980. return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
  27981. color: hex !== undefined ? hex : 0xffffff
  27982. }));
  27983. }
  27984. GridHelper.prototype.setColors = function () {
  27985. console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
  27986. };
  27987. SkeletonHelper.prototype.update = function () {
  27988. console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
  27989. };
  27990. function WireframeHelper(object, hex) {
  27991. console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
  27992. return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
  27993. color: hex !== undefined ? hex : 0xffffff
  27994. }));
  27995. } //
  27996. Loader.prototype.extractUrlBase = function (url) {
  27997. console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
  27998. return LoaderUtils.extractUrlBase(url);
  27999. };
  28000. Loader.Handlers = {
  28001. add: function () {
  28002. console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
  28003. },
  28004. get: function () {
  28005. console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
  28006. }
  28007. };
  28008. function XHRLoader(manager) {
  28009. console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
  28010. return new FileLoader(manager);
  28011. }
  28012. function BinaryTextureLoader(manager) {
  28013. console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
  28014. return new DataTextureLoader(manager);
  28015. } //
  28016. Box2.prototype.center = function (optionalTarget) {
  28017. console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
  28018. return this.getCenter(optionalTarget);
  28019. };
  28020. Box2.prototype.empty = function () {
  28021. console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
  28022. return this.isEmpty();
  28023. };
  28024. Box2.prototype.isIntersectionBox = function (box) {
  28025. console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
  28026. return this.intersectsBox(box);
  28027. };
  28028. Box2.prototype.size = function (optionalTarget) {
  28029. console.warn('THREE.Box2: .size() has been renamed to .getSize().');
  28030. return this.getSize(optionalTarget);
  28031. }; //
  28032. Box3.prototype.center = function (optionalTarget) {
  28033. console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
  28034. return this.getCenter(optionalTarget);
  28035. };
  28036. Box3.prototype.empty = function () {
  28037. console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
  28038. return this.isEmpty();
  28039. };
  28040. Box3.prototype.isIntersectionBox = function (box) {
  28041. console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
  28042. return this.intersectsBox(box);
  28043. };
  28044. Box3.prototype.isIntersectionSphere = function (sphere) {
  28045. console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  28046. return this.intersectsSphere(sphere);
  28047. };
  28048. Box3.prototype.size = function (optionalTarget) {
  28049. console.warn('THREE.Box3: .size() has been renamed to .getSize().');
  28050. return this.getSize(optionalTarget);
  28051. }; //
  28052. Sphere.prototype.empty = function () {
  28053. console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
  28054. return this.isEmpty();
  28055. }; //
  28056. Frustum.prototype.setFromMatrix = function (m) {
  28057. console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
  28058. return this.setFromProjectionMatrix(m);
  28059. }; //
  28060. Line3.prototype.center = function (optionalTarget) {
  28061. console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
  28062. return this.getCenter(optionalTarget);
  28063. }; //
  28064. Matrix3.prototype.flattenToArrayOffset = function (array, offset) {
  28065. console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  28066. return this.toArray(array, offset);
  28067. };
  28068. Matrix3.prototype.multiplyVector3 = function (vector) {
  28069. console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
  28070. return vector.applyMatrix3(this);
  28071. };
  28072. Matrix3.prototype.multiplyVector3Array = function () {
  28073. console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
  28074. };
  28075. Matrix3.prototype.applyToBufferAttribute = function (attribute) {
  28076. console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
  28077. return attribute.applyMatrix3(this);
  28078. };
  28079. Matrix3.prototype.applyToVector3Array = function () {
  28080. console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
  28081. };
  28082. Matrix3.prototype.getInverse = function (matrix) {
  28083. console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  28084. return this.copy(matrix).invert();
  28085. }; //
  28086. Matrix4.prototype.extractPosition = function (m) {
  28087. console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
  28088. return this.copyPosition(m);
  28089. };
  28090. Matrix4.prototype.flattenToArrayOffset = function (array, offset) {
  28091. console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  28092. return this.toArray(array, offset);
  28093. };
  28094. Matrix4.prototype.getPosition = function () {
  28095. console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
  28096. return new Vector3().setFromMatrixColumn(this, 3);
  28097. };
  28098. Matrix4.prototype.setRotationFromQuaternion = function (q) {
  28099. console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
  28100. return this.makeRotationFromQuaternion(q);
  28101. };
  28102. Matrix4.prototype.multiplyToArray = function () {
  28103. console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
  28104. };
  28105. Matrix4.prototype.multiplyVector3 = function (vector) {
  28106. console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28107. return vector.applyMatrix4(this);
  28108. };
  28109. Matrix4.prototype.multiplyVector4 = function (vector) {
  28110. console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28111. return vector.applyMatrix4(this);
  28112. };
  28113. Matrix4.prototype.multiplyVector3Array = function () {
  28114. console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
  28115. };
  28116. Matrix4.prototype.rotateAxis = function (v) {
  28117. console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
  28118. v.transformDirection(this);
  28119. };
  28120. Matrix4.prototype.crossVector = function (vector) {
  28121. console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  28122. return vector.applyMatrix4(this);
  28123. };
  28124. Matrix4.prototype.translate = function () {
  28125. console.error('THREE.Matrix4: .translate() has been removed.');
  28126. };
  28127. Matrix4.prototype.rotateX = function () {
  28128. console.error('THREE.Matrix4: .rotateX() has been removed.');
  28129. };
  28130. Matrix4.prototype.rotateY = function () {
  28131. console.error('THREE.Matrix4: .rotateY() has been removed.');
  28132. };
  28133. Matrix4.prototype.rotateZ = function () {
  28134. console.error('THREE.Matrix4: .rotateZ() has been removed.');
  28135. };
  28136. Matrix4.prototype.rotateByAxis = function () {
  28137. console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
  28138. };
  28139. Matrix4.prototype.applyToBufferAttribute = function (attribute) {
  28140. console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
  28141. return attribute.applyMatrix4(this);
  28142. };
  28143. Matrix4.prototype.applyToVector3Array = function () {
  28144. console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
  28145. };
  28146. Matrix4.prototype.makeFrustum = function (left, right, bottom, top, near, far) {
  28147. console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');
  28148. return this.makePerspective(left, right, top, bottom, near, far);
  28149. };
  28150. Matrix4.prototype.getInverse = function (matrix) {
  28151. console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  28152. return this.copy(matrix).invert();
  28153. }; //
  28154. Plane.prototype.isIntersectionLine = function (line) {
  28155. console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');
  28156. return this.intersectsLine(line);
  28157. }; //
  28158. Quaternion.prototype.multiplyVector3 = function (vector) {
  28159. console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
  28160. return vector.applyQuaternion(this);
  28161. };
  28162. Quaternion.prototype.inverse = function () {
  28163. console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
  28164. return this.invert();
  28165. }; //
  28166. Ray.prototype.isIntersectionBox = function (box) {
  28167. console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
  28168. return this.intersectsBox(box);
  28169. };
  28170. Ray.prototype.isIntersectionPlane = function (plane) {
  28171. console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
  28172. return this.intersectsPlane(plane);
  28173. };
  28174. Ray.prototype.isIntersectionSphere = function (sphere) {
  28175. console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  28176. return this.intersectsSphere(sphere);
  28177. }; //
  28178. Triangle.prototype.area = function () {
  28179. console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
  28180. return this.getArea();
  28181. };
  28182. Triangle.prototype.barycoordFromPoint = function (point, target) {
  28183. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  28184. return this.getBarycoord(point, target);
  28185. };
  28186. Triangle.prototype.midpoint = function (target) {
  28187. console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
  28188. return this.getMidpoint(target);
  28189. };
  28190. Triangle.prototypenormal = function (target) {
  28191. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  28192. return this.getNormal(target);
  28193. };
  28194. Triangle.prototype.plane = function (target) {
  28195. console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
  28196. return this.getPlane(target);
  28197. };
  28198. Triangle.barycoordFromPoint = function (point, a, b, c, target) {
  28199. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  28200. return Triangle.getBarycoord(point, a, b, c, target);
  28201. };
  28202. Triangle.normal = function (a, b, c, target) {
  28203. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  28204. return Triangle.getNormal(a, b, c, target);
  28205. }; //
  28206. Shape.prototype.extractAllPoints = function (divisions) {
  28207. console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
  28208. return this.extractPoints(divisions);
  28209. };
  28210. Shape.prototype.extrude = function (options) {
  28211. console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
  28212. return new ExtrudeGeometry(this, options);
  28213. };
  28214. Shape.prototype.makeGeometry = function (options) {
  28215. console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
  28216. return new ShapeGeometry(this, options);
  28217. }; //
  28218. Vector2.prototype.fromAttribute = function (attribute, index, offset) {
  28219. console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28220. return this.fromBufferAttribute(attribute, index, offset);
  28221. };
  28222. Vector2.prototype.distanceToManhattan = function (v) {
  28223. console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28224. return this.manhattanDistanceTo(v);
  28225. };
  28226. Vector2.prototype.lengthManhattan = function () {
  28227. console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
  28228. return this.manhattanLength();
  28229. }; //
  28230. Vector3.prototype.setEulerFromRotationMatrix = function () {
  28231. console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
  28232. };
  28233. Vector3.prototype.setEulerFromQuaternion = function () {
  28234. console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
  28235. };
  28236. Vector3.prototype.getPositionFromMatrix = function (m) {
  28237. console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
  28238. return this.setFromMatrixPosition(m);
  28239. };
  28240. Vector3.prototype.getScaleFromMatrix = function (m) {
  28241. console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
  28242. return this.setFromMatrixScale(m);
  28243. };
  28244. Vector3.prototype.getColumnFromMatrix = function (index, matrix) {
  28245. console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
  28246. return this.setFromMatrixColumn(matrix, index);
  28247. };
  28248. Vector3.prototype.applyProjection = function (m) {
  28249. console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
  28250. return this.applyMatrix4(m);
  28251. };
  28252. Vector3.prototype.fromAttribute = function (attribute, index, offset) {
  28253. console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28254. return this.fromBufferAttribute(attribute, index, offset);
  28255. };
  28256. Vector3.prototype.distanceToManhattan = function (v) {
  28257. console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28258. return this.manhattanDistanceTo(v);
  28259. };
  28260. Vector3.prototype.lengthManhattan = function () {
  28261. console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
  28262. return this.manhattanLength();
  28263. }; //
  28264. Vector4.prototype.fromAttribute = function (attribute, index, offset) {
  28265. console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28266. return this.fromBufferAttribute(attribute, index, offset);
  28267. };
  28268. Vector4.prototype.lengthManhattan = function () {
  28269. console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
  28270. return this.manhattanLength();
  28271. }; //
  28272. Object3D.prototype.getChildByName = function (name) {
  28273. console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
  28274. return this.getObjectByName(name);
  28275. };
  28276. Object3D.prototype.renderDepth = function () {
  28277. console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
  28278. };
  28279. Object3D.prototype.translate = function (distance, axis) {
  28280. console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
  28281. return this.translateOnAxis(axis, distance);
  28282. };
  28283. Object3D.prototype.getWorldRotation = function () {
  28284. console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
  28285. };
  28286. Object3D.prototype.applyMatrix = function (matrix) {
  28287. console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
  28288. return this.applyMatrix4(matrix);
  28289. };
  28290. Object.defineProperties(Object3D.prototype, {
  28291. eulerOrder: {
  28292. get: function () {
  28293. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28294. return this.rotation.order;
  28295. },
  28296. set: function (value) {
  28297. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28298. this.rotation.order = value;
  28299. }
  28300. },
  28301. useQuaternion: {
  28302. get: function () {
  28303. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28304. },
  28305. set: function () {
  28306. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28307. }
  28308. }
  28309. });
  28310. Mesh.prototype.setDrawMode = function () {
  28311. console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28312. };
  28313. Object.defineProperties(Mesh.prototype, {
  28314. drawMode: {
  28315. get: function () {
  28316. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
  28317. return TrianglesDrawMode;
  28318. },
  28319. set: function () {
  28320. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28321. }
  28322. }
  28323. });
  28324. SkinnedMesh.prototype.initBones = function () {
  28325. console.error('THREE.SkinnedMesh: initBones() has been removed.');
  28326. }; //
  28327. PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
  28328. console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.');
  28329. if (filmGauge !== undefined) this.filmGauge = filmGauge;
  28330. this.setFocalLength(focalLength);
  28331. }; //
  28332. Object.defineProperties(Light.prototype, {
  28333. onlyShadow: {
  28334. set: function () {
  28335. console.warn('THREE.Light: .onlyShadow has been removed.');
  28336. }
  28337. },
  28338. shadowCameraFov: {
  28339. set: function (value) {
  28340. console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');
  28341. this.shadow.camera.fov = value;
  28342. }
  28343. },
  28344. shadowCameraLeft: {
  28345. set: function (value) {
  28346. console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');
  28347. this.shadow.camera.left = value;
  28348. }
  28349. },
  28350. shadowCameraRight: {
  28351. set: function (value) {
  28352. console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');
  28353. this.shadow.camera.right = value;
  28354. }
  28355. },
  28356. shadowCameraTop: {
  28357. set: function (value) {
  28358. console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');
  28359. this.shadow.camera.top = value;
  28360. }
  28361. },
  28362. shadowCameraBottom: {
  28363. set: function (value) {
  28364. console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');
  28365. this.shadow.camera.bottom = value;
  28366. }
  28367. },
  28368. shadowCameraNear: {
  28369. set: function (value) {
  28370. console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');
  28371. this.shadow.camera.near = value;
  28372. }
  28373. },
  28374. shadowCameraFar: {
  28375. set: function (value) {
  28376. console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');
  28377. this.shadow.camera.far = value;
  28378. }
  28379. },
  28380. shadowCameraVisible: {
  28381. set: function () {
  28382. console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');
  28383. }
  28384. },
  28385. shadowBias: {
  28386. set: function (value) {
  28387. console.warn('THREE.Light: .shadowBias is now .shadow.bias.');
  28388. this.shadow.bias = value;
  28389. }
  28390. },
  28391. shadowDarkness: {
  28392. set: function () {
  28393. console.warn('THREE.Light: .shadowDarkness has been removed.');
  28394. }
  28395. },
  28396. shadowMapWidth: {
  28397. set: function (value) {
  28398. console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');
  28399. this.shadow.mapSize.width = value;
  28400. }
  28401. },
  28402. shadowMapHeight: {
  28403. set: function (value) {
  28404. console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');
  28405. this.shadow.mapSize.height = value;
  28406. }
  28407. }
  28408. }); //
  28409. Object.defineProperties(BufferAttribute.prototype, {
  28410. length: {
  28411. get: function () {
  28412. console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
  28413. return this.array.length;
  28414. }
  28415. },
  28416. dynamic: {
  28417. get: function () {
  28418. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28419. return this.usage === DynamicDrawUsage;
  28420. },
  28421. set: function () {
  28422. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28423. this.setUsage(DynamicDrawUsage);
  28424. }
  28425. }
  28426. });
  28427. BufferAttribute.prototype.setDynamic = function (value) {
  28428. console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28429. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28430. return this;
  28431. };
  28432. BufferAttribute.prototype.copyIndicesArray = function () {
  28433. console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
  28434. }, BufferAttribute.prototype.setArray = function () {
  28435. console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28436. }; //
  28437. BufferGeometry.prototype.addIndex = function (index) {
  28438. console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
  28439. this.setIndex(index);
  28440. };
  28441. BufferGeometry.prototype.addAttribute = function (name, attribute) {
  28442. console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
  28443. if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
  28444. console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
  28445. return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
  28446. }
  28447. if (name === 'index') {
  28448. console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
  28449. this.setIndex(attribute);
  28450. return this;
  28451. }
  28452. return this.setAttribute(name, attribute);
  28453. };
  28454. BufferGeometry.prototype.addDrawCall = function (start, count, indexOffset) {
  28455. if (indexOffset !== undefined) {
  28456. console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');
  28457. }
  28458. console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');
  28459. this.addGroup(start, count);
  28460. };
  28461. BufferGeometry.prototype.clearDrawCalls = function () {
  28462. console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
  28463. this.clearGroups();
  28464. };
  28465. BufferGeometry.prototype.computeOffsets = function () {
  28466. console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
  28467. };
  28468. BufferGeometry.prototype.removeAttribute = function (name) {
  28469. console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
  28470. return this.deleteAttribute(name);
  28471. };
  28472. BufferGeometry.prototype.applyMatrix = function (matrix) {
  28473. console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
  28474. return this.applyMatrix4(matrix);
  28475. };
  28476. Object.defineProperties(BufferGeometry.prototype, {
  28477. drawcalls: {
  28478. get: function () {
  28479. console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');
  28480. return this.groups;
  28481. }
  28482. },
  28483. offsets: {
  28484. get: function () {
  28485. console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');
  28486. return this.groups;
  28487. }
  28488. }
  28489. });
  28490. InterleavedBuffer.prototype.setDynamic = function (value) {
  28491. console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28492. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28493. return this;
  28494. };
  28495. InterleavedBuffer.prototype.setArray = function () {
  28496. console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28497. }; //
  28498. ExtrudeGeometry.prototype.getArrays = function () {
  28499. console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
  28500. };
  28501. ExtrudeGeometry.prototype.addShapeList = function () {
  28502. console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
  28503. };
  28504. ExtrudeGeometry.prototype.addShape = function () {
  28505. console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
  28506. }; //
  28507. Scene.prototype.dispose = function () {
  28508. console.error('THREE.Scene: .dispose() has been removed.');
  28509. }; //
  28510. Uniform.prototype.onUpdate = function () {
  28511. console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');
  28512. return this;
  28513. }; //
  28514. Object.defineProperties(Material.prototype, {
  28515. wrapAround: {
  28516. get: function () {
  28517. console.warn('THREE.Material: .wrapAround has been removed.');
  28518. },
  28519. set: function () {
  28520. console.warn('THREE.Material: .wrapAround has been removed.');
  28521. }
  28522. },
  28523. overdraw: {
  28524. get: function () {
  28525. console.warn('THREE.Material: .overdraw has been removed.');
  28526. },
  28527. set: function () {
  28528. console.warn('THREE.Material: .overdraw has been removed.');
  28529. }
  28530. },
  28531. wrapRGB: {
  28532. get: function () {
  28533. console.warn('THREE.Material: .wrapRGB has been removed.');
  28534. return new Color();
  28535. }
  28536. },
  28537. shading: {
  28538. get: function () {
  28539. console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  28540. },
  28541. set: function (value) {
  28542. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  28543. this.flatShading = value === FlatShading;
  28544. }
  28545. },
  28546. stencilMask: {
  28547. get: function () {
  28548. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  28549. return this.stencilFuncMask;
  28550. },
  28551. set: function (value) {
  28552. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  28553. this.stencilFuncMask = value;
  28554. }
  28555. },
  28556. vertexTangents: {
  28557. get: function () {
  28558. console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
  28559. },
  28560. set: function () {
  28561. console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
  28562. }
  28563. }
  28564. });
  28565. Object.defineProperties(ShaderMaterial.prototype, {
  28566. derivatives: {
  28567. get: function () {
  28568. console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  28569. return this.extensions.derivatives;
  28570. },
  28571. set: function (value) {
  28572. console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  28573. this.extensions.derivatives = value;
  28574. }
  28575. }
  28576. }); //
  28577. WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) {
  28578. console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
  28579. this.setRenderTarget(renderTarget);
  28580. this.clear(color, depth, stencil);
  28581. };
  28582. WebGLRenderer.prototype.animate = function (callback) {
  28583. console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
  28584. this.setAnimationLoop(callback);
  28585. };
  28586. WebGLRenderer.prototype.getCurrentRenderTarget = function () {
  28587. console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
  28588. return this.getRenderTarget();
  28589. };
  28590. WebGLRenderer.prototype.getMaxAnisotropy = function () {
  28591. console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
  28592. return this.capabilities.getMaxAnisotropy();
  28593. };
  28594. WebGLRenderer.prototype.getPrecision = function () {
  28595. console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
  28596. return this.capabilities.precision;
  28597. };
  28598. WebGLRenderer.prototype.resetGLState = function () {
  28599. console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
  28600. return this.state.reset();
  28601. };
  28602. WebGLRenderer.prototype.supportsFloatTextures = function () {
  28603. console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
  28604. return this.extensions.get('OES_texture_float');
  28605. };
  28606. WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
  28607. console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
  28608. return this.extensions.get('OES_texture_half_float');
  28609. };
  28610. WebGLRenderer.prototype.supportsStandardDerivatives = function () {
  28611. console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
  28612. return this.extensions.get('OES_standard_derivatives');
  28613. };
  28614. WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
  28615. console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
  28616. return this.extensions.get('WEBGL_compressed_texture_s3tc');
  28617. };
  28618. WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
  28619. console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
  28620. return this.extensions.get('WEBGL_compressed_texture_pvrtc');
  28621. };
  28622. WebGLRenderer.prototype.supportsBlendMinMax = function () {
  28623. console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
  28624. return this.extensions.get('EXT_blend_minmax');
  28625. };
  28626. WebGLRenderer.prototype.supportsVertexTextures = function () {
  28627. console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
  28628. return this.capabilities.vertexTextures;
  28629. };
  28630. WebGLRenderer.prototype.supportsInstancedArrays = function () {
  28631. console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
  28632. return this.extensions.get('ANGLE_instanced_arrays');
  28633. };
  28634. WebGLRenderer.prototype.enableScissorTest = function (boolean) {
  28635. console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
  28636. this.setScissorTest(boolean);
  28637. };
  28638. WebGLRenderer.prototype.initMaterial = function () {
  28639. console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
  28640. };
  28641. WebGLRenderer.prototype.addPrePlugin = function () {
  28642. console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
  28643. };
  28644. WebGLRenderer.prototype.addPostPlugin = function () {
  28645. console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
  28646. };
  28647. WebGLRenderer.prototype.updateShadowMap = function () {
  28648. console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
  28649. };
  28650. WebGLRenderer.prototype.setFaceCulling = function () {
  28651. console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
  28652. };
  28653. WebGLRenderer.prototype.allocTextureUnit = function () {
  28654. console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
  28655. };
  28656. WebGLRenderer.prototype.setTexture = function () {
  28657. console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
  28658. };
  28659. WebGLRenderer.prototype.setTexture2D = function () {
  28660. console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
  28661. };
  28662. WebGLRenderer.prototype.setTextureCube = function () {
  28663. console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
  28664. };
  28665. WebGLRenderer.prototype.getActiveMipMapLevel = function () {
  28666. console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
  28667. return this.getActiveMipmapLevel();
  28668. };
  28669. Object.defineProperties(WebGLRenderer.prototype, {
  28670. shadowMapEnabled: {
  28671. get: function () {
  28672. return this.shadowMap.enabled;
  28673. },
  28674. set: function (value) {
  28675. console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
  28676. this.shadowMap.enabled = value;
  28677. }
  28678. },
  28679. shadowMapType: {
  28680. get: function () {
  28681. return this.shadowMap.type;
  28682. },
  28683. set: function (value) {
  28684. console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
  28685. this.shadowMap.type = value;
  28686. }
  28687. },
  28688. shadowMapCullFace: {
  28689. get: function () {
  28690. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  28691. return undefined;
  28692. },
  28693. set: function () {
  28694. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  28695. }
  28696. },
  28697. context: {
  28698. get: function () {
  28699. console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
  28700. return this.getContext();
  28701. }
  28702. },
  28703. vr: {
  28704. get: function () {
  28705. console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
  28706. return this.xr;
  28707. }
  28708. },
  28709. gammaInput: {
  28710. get: function () {
  28711. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  28712. return false;
  28713. },
  28714. set: function () {
  28715. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  28716. }
  28717. },
  28718. gammaOutput: {
  28719. get: function () {
  28720. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  28721. return false;
  28722. },
  28723. set: function (value) {
  28724. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  28725. this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
  28726. }
  28727. },
  28728. toneMappingWhitePoint: {
  28729. get: function () {
  28730. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  28731. return 1.0;
  28732. },
  28733. set: function () {
  28734. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  28735. }
  28736. }
  28737. });
  28738. Object.defineProperties(WebGLShadowMap.prototype, {
  28739. cullFace: {
  28740. get: function () {
  28741. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  28742. return undefined;
  28743. },
  28744. set: function () {
  28745. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  28746. }
  28747. },
  28748. renderReverseSided: {
  28749. get: function () {
  28750. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  28751. return undefined;
  28752. },
  28753. set: function () {
  28754. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  28755. }
  28756. },
  28757. renderSingleSided: {
  28758. get: function () {
  28759. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  28760. return undefined;
  28761. },
  28762. set: function () {
  28763. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  28764. }
  28765. }
  28766. });
  28767. function WebGLRenderTargetCube(width, height, options) {
  28768. console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
  28769. return new WebGLCubeRenderTarget(width, options);
  28770. } //
  28771. Object.defineProperties(WebGLRenderTarget.prototype, {
  28772. wrapS: {
  28773. get: function () {
  28774. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  28775. return this.texture.wrapS;
  28776. },
  28777. set: function (value) {
  28778. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  28779. this.texture.wrapS = value;
  28780. }
  28781. },
  28782. wrapT: {
  28783. get: function () {
  28784. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  28785. return this.texture.wrapT;
  28786. },
  28787. set: function (value) {
  28788. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  28789. this.texture.wrapT = value;
  28790. }
  28791. },
  28792. magFilter: {
  28793. get: function () {
  28794. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  28795. return this.texture.magFilter;
  28796. },
  28797. set: function (value) {
  28798. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  28799. this.texture.magFilter = value;
  28800. }
  28801. },
  28802. minFilter: {
  28803. get: function () {
  28804. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  28805. return this.texture.minFilter;
  28806. },
  28807. set: function (value) {
  28808. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  28809. this.texture.minFilter = value;
  28810. }
  28811. },
  28812. anisotropy: {
  28813. get: function () {
  28814. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  28815. return this.texture.anisotropy;
  28816. },
  28817. set: function (value) {
  28818. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  28819. this.texture.anisotropy = value;
  28820. }
  28821. },
  28822. offset: {
  28823. get: function () {
  28824. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  28825. return this.texture.offset;
  28826. },
  28827. set: function (value) {
  28828. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  28829. this.texture.offset = value;
  28830. }
  28831. },
  28832. repeat: {
  28833. get: function () {
  28834. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  28835. return this.texture.repeat;
  28836. },
  28837. set: function (value) {
  28838. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  28839. this.texture.repeat = value;
  28840. }
  28841. },
  28842. format: {
  28843. get: function () {
  28844. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  28845. return this.texture.format;
  28846. },
  28847. set: function (value) {
  28848. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  28849. this.texture.format = value;
  28850. }
  28851. },
  28852. type: {
  28853. get: function () {
  28854. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  28855. return this.texture.type;
  28856. },
  28857. set: function (value) {
  28858. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  28859. this.texture.type = value;
  28860. }
  28861. },
  28862. generateMipmaps: {
  28863. get: function () {
  28864. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  28865. return this.texture.generateMipmaps;
  28866. },
  28867. set: function (value) {
  28868. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  28869. this.texture.generateMipmaps = value;
  28870. }
  28871. }
  28872. }); //
  28873. Audio.prototype.load = function (file) {
  28874. console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
  28875. const scope = this;
  28876. const audioLoader = new AudioLoader();
  28877. audioLoader.load(file, function (buffer) {
  28878. scope.setBuffer(buffer);
  28879. });
  28880. return this;
  28881. };
  28882. AudioAnalyser.prototype.getData = function () {
  28883. console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
  28884. return this.getFrequencyData();
  28885. }; //
  28886. CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
  28887. console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
  28888. return this.update(renderer, scene);
  28889. };
  28890. CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
  28891. console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
  28892. return this.renderTarget.clear(renderer, color, depth, stencil);
  28893. };
  28894. ImageUtils.crossOrigin = undefined;
  28895. ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
  28896. console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
  28897. const loader = new TextureLoader();
  28898. loader.setCrossOrigin(this.crossOrigin);
  28899. const texture = loader.load(url, onLoad, undefined, onError);
  28900. if (mapping) texture.mapping = mapping;
  28901. return texture;
  28902. };
  28903. ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
  28904. console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
  28905. const loader = new CubeTextureLoader();
  28906. loader.setCrossOrigin(this.crossOrigin);
  28907. const texture = loader.load(urls, onLoad, undefined, onError);
  28908. if (mapping) texture.mapping = mapping;
  28909. return texture;
  28910. };
  28911. ImageUtils.loadCompressedTexture = function () {
  28912. console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
  28913. };
  28914. ImageUtils.loadCompressedTextureCube = function () {
  28915. console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
  28916. }; //
  28917. function CanvasRenderer() {
  28918. console.error('THREE.CanvasRenderer has been removed');
  28919. } //
  28920. function JSONLoader() {
  28921. console.error('THREE.JSONLoader has been removed.');
  28922. } //
  28923. const SceneUtils = {
  28924. createMultiMaterialObject: function () {
  28925. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  28926. },
  28927. detach: function () {
  28928. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  28929. },
  28930. attach: function () {
  28931. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  28932. }
  28933. }; //
  28934. function LensFlare() {
  28935. console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
  28936. } //
  28937. function ParametricGeometry() {
  28938. console.error('THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js');
  28939. return new BufferGeometry();
  28940. }
  28941. function TextGeometry() {
  28942. console.error('THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js');
  28943. return new BufferGeometry();
  28944. }
  28945. function FontLoader() {
  28946. console.error('THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js');
  28947. }
  28948. function Font() {
  28949. console.error('THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js');
  28950. }
  28951. function ImmediateRenderObject() {
  28952. console.error('THREE.ImmediateRenderObject has been removed.');
  28953. }
  28954. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  28955. /* eslint-disable no-undef */
  28956. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
  28957. detail: {
  28958. revision: REVISION
  28959. }
  28960. }));
  28961. /* eslint-enable no-undef */
  28962. }
  28963. if (typeof window !== 'undefined') {
  28964. if (window.__THREE__) {
  28965. console.warn('WARNING: Multiple instances of Three.js being imported.');
  28966. } else {
  28967. window.__THREE__ = REVISION;
  28968. }
  28969. }
  28970. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28971. exports.AddEquation = AddEquation;
  28972. exports.AddOperation = AddOperation;
  28973. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  28974. exports.AdditiveBlending = AdditiveBlending;
  28975. exports.AlphaFormat = AlphaFormat;
  28976. exports.AlwaysDepth = AlwaysDepth;
  28977. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  28978. exports.AmbientLight = AmbientLight;
  28979. exports.AmbientLightProbe = AmbientLightProbe;
  28980. exports.AnimationClip = AnimationClip;
  28981. exports.AnimationLoader = AnimationLoader;
  28982. exports.AnimationMixer = AnimationMixer;
  28983. exports.AnimationObjectGroup = AnimationObjectGroup;
  28984. exports.AnimationUtils = AnimationUtils;
  28985. exports.ArcCurve = ArcCurve;
  28986. exports.ArrayCamera = ArrayCamera;
  28987. exports.ArrowHelper = ArrowHelper;
  28988. exports.Audio = Audio;
  28989. exports.AudioAnalyser = AudioAnalyser;
  28990. exports.AudioContext = AudioContext;
  28991. exports.AudioListener = AudioListener;
  28992. exports.AudioLoader = AudioLoader;
  28993. exports.AxesHelper = AxesHelper;
  28994. exports.AxisHelper = AxisHelper;
  28995. exports.BackSide = BackSide;
  28996. exports.BasicDepthPacking = BasicDepthPacking;
  28997. exports.BasicShadowMap = BasicShadowMap;
  28998. exports.BinaryTextureLoader = BinaryTextureLoader;
  28999. exports.Bone = Bone;
  29000. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29001. exports.BoundingBoxHelper = BoundingBoxHelper;
  29002. exports.Box2 = Box2;
  29003. exports.Box3 = Box3;
  29004. exports.Box3Helper = Box3Helper;
  29005. exports.BoxBufferGeometry = BoxGeometry;
  29006. exports.BoxGeometry = BoxGeometry;
  29007. exports.BoxHelper = BoxHelper;
  29008. exports.BufferAttribute = BufferAttribute;
  29009. exports.BufferGeometry = BufferGeometry;
  29010. exports.BufferGeometryLoader = BufferGeometryLoader;
  29011. exports.ByteType = ByteType;
  29012. exports.Cache = Cache;
  29013. exports.Camera = Camera;
  29014. exports.CameraHelper = CameraHelper;
  29015. exports.CanvasRenderer = CanvasRenderer;
  29016. exports.CanvasTexture = CanvasTexture;
  29017. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29018. exports.CineonToneMapping = CineonToneMapping;
  29019. exports.CircleBufferGeometry = CircleGeometry;
  29020. exports.CircleGeometry = CircleGeometry;
  29021. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29022. exports.Clock = Clock;
  29023. exports.Color = Color;
  29024. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29025. exports.CompressedTexture = CompressedTexture;
  29026. exports.CompressedTextureLoader = CompressedTextureLoader;
  29027. exports.ConeBufferGeometry = ConeGeometry;
  29028. exports.ConeGeometry = ConeGeometry;
  29029. exports.CubeCamera = CubeCamera;
  29030. exports.CubeReflectionMapping = CubeReflectionMapping;
  29031. exports.CubeRefractionMapping = CubeRefractionMapping;
  29032. exports.CubeTexture = CubeTexture;
  29033. exports.CubeTextureLoader = CubeTextureLoader;
  29034. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29035. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29036. exports.CubicBezierCurve = CubicBezierCurve;
  29037. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29038. exports.CubicInterpolant = CubicInterpolant;
  29039. exports.CullFaceBack = CullFaceBack;
  29040. exports.CullFaceFront = CullFaceFront;
  29041. exports.CullFaceFrontBack = CullFaceFrontBack;
  29042. exports.CullFaceNone = CullFaceNone;
  29043. exports.Curve = Curve;
  29044. exports.CurvePath = CurvePath;
  29045. exports.CustomBlending = CustomBlending;
  29046. exports.CustomToneMapping = CustomToneMapping;
  29047. exports.CylinderBufferGeometry = CylinderGeometry;
  29048. exports.CylinderGeometry = CylinderGeometry;
  29049. exports.Cylindrical = Cylindrical;
  29050. exports.DataTexture = DataTexture;
  29051. exports.DataTexture2DArray = DataTexture2DArray;
  29052. exports.DataTexture3D = DataTexture3D;
  29053. exports.DataTextureLoader = DataTextureLoader;
  29054. exports.DataUtils = DataUtils;
  29055. exports.DecrementStencilOp = DecrementStencilOp;
  29056. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29057. exports.DefaultLoadingManager = DefaultLoadingManager;
  29058. exports.DepthFormat = DepthFormat;
  29059. exports.DepthStencilFormat = DepthStencilFormat;
  29060. exports.DepthTexture = DepthTexture;
  29061. exports.DirectionalLight = DirectionalLight;
  29062. exports.DirectionalLightHelper = DirectionalLightHelper;
  29063. exports.DiscreteInterpolant = DiscreteInterpolant;
  29064. exports.DodecahedronBufferGeometry = DodecahedronGeometry;
  29065. exports.DodecahedronGeometry = DodecahedronGeometry;
  29066. exports.DoubleSide = DoubleSide;
  29067. exports.DstAlphaFactor = DstAlphaFactor;
  29068. exports.DstColorFactor = DstColorFactor;
  29069. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29070. exports.DynamicCopyUsage = DynamicCopyUsage;
  29071. exports.DynamicDrawUsage = DynamicDrawUsage;
  29072. exports.DynamicReadUsage = DynamicReadUsage;
  29073. exports.EdgesGeometry = EdgesGeometry;
  29074. exports.EdgesHelper = EdgesHelper;
  29075. exports.EllipseCurve = EllipseCurve;
  29076. exports.EqualDepth = EqualDepth;
  29077. exports.EqualStencilFunc = EqualStencilFunc;
  29078. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29079. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29080. exports.Euler = Euler;
  29081. exports.EventDispatcher = EventDispatcher;
  29082. exports.ExtrudeBufferGeometry = ExtrudeGeometry;
  29083. exports.ExtrudeGeometry = ExtrudeGeometry;
  29084. exports.FaceColors = FaceColors;
  29085. exports.FileLoader = FileLoader;
  29086. exports.FlatShading = FlatShading;
  29087. exports.Float16BufferAttribute = Float16BufferAttribute;
  29088. exports.Float32Attribute = Float32Attribute;
  29089. exports.Float32BufferAttribute = Float32BufferAttribute;
  29090. exports.Float64Attribute = Float64Attribute;
  29091. exports.Float64BufferAttribute = Float64BufferAttribute;
  29092. exports.FloatType = FloatType;
  29093. exports.Fog = Fog;
  29094. exports.FogExp2 = FogExp2;
  29095. exports.Font = Font;
  29096. exports.FontLoader = FontLoader;
  29097. exports.FrontSide = FrontSide;
  29098. exports.Frustum = Frustum;
  29099. exports.GLBufferAttribute = GLBufferAttribute;
  29100. exports.GLSL1 = GLSL1;
  29101. exports.GLSL3 = GLSL3;
  29102. exports.GammaEncoding = GammaEncoding;
  29103. exports.GreaterDepth = GreaterDepth;
  29104. exports.GreaterEqualDepth = GreaterEqualDepth;
  29105. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29106. exports.GreaterStencilFunc = GreaterStencilFunc;
  29107. exports.GridHelper = GridHelper;
  29108. exports.Group = Group;
  29109. exports.HalfFloatType = HalfFloatType;
  29110. exports.HemisphereLight = HemisphereLight;
  29111. exports.HemisphereLightHelper = HemisphereLightHelper;
  29112. exports.HemisphereLightProbe = HemisphereLightProbe;
  29113. exports.IcosahedronBufferGeometry = IcosahedronGeometry;
  29114. exports.IcosahedronGeometry = IcosahedronGeometry;
  29115. exports.ImageBitmapLoader = ImageBitmapLoader;
  29116. exports.ImageLoader = ImageLoader;
  29117. exports.ImageUtils = ImageUtils;
  29118. exports.ImmediateRenderObject = ImmediateRenderObject;
  29119. exports.IncrementStencilOp = IncrementStencilOp;
  29120. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29121. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29122. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29123. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29124. exports.InstancedMesh = InstancedMesh;
  29125. exports.Int16Attribute = Int16Attribute;
  29126. exports.Int16BufferAttribute = Int16BufferAttribute;
  29127. exports.Int32Attribute = Int32Attribute;
  29128. exports.Int32BufferAttribute = Int32BufferAttribute;
  29129. exports.Int8Attribute = Int8Attribute;
  29130. exports.Int8BufferAttribute = Int8BufferAttribute;
  29131. exports.IntType = IntType;
  29132. exports.InterleavedBuffer = InterleavedBuffer;
  29133. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29134. exports.Interpolant = Interpolant;
  29135. exports.InterpolateDiscrete = InterpolateDiscrete;
  29136. exports.InterpolateLinear = InterpolateLinear;
  29137. exports.InterpolateSmooth = InterpolateSmooth;
  29138. exports.InvertStencilOp = InvertStencilOp;
  29139. exports.JSONLoader = JSONLoader;
  29140. exports.KeepStencilOp = KeepStencilOp;
  29141. exports.KeyframeTrack = KeyframeTrack;
  29142. exports.LOD = LOD;
  29143. exports.LatheBufferGeometry = LatheGeometry;
  29144. exports.LatheGeometry = LatheGeometry;
  29145. exports.Layers = Layers;
  29146. exports.LensFlare = LensFlare;
  29147. exports.LessDepth = LessDepth;
  29148. exports.LessEqualDepth = LessEqualDepth;
  29149. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29150. exports.LessStencilFunc = LessStencilFunc;
  29151. exports.Light = Light;
  29152. exports.LightProbe = LightProbe;
  29153. exports.Line = Line;
  29154. exports.Line3 = Line3;
  29155. exports.LineBasicMaterial = LineBasicMaterial;
  29156. exports.LineCurve = LineCurve;
  29157. exports.LineCurve3 = LineCurve3;
  29158. exports.LineDashedMaterial = LineDashedMaterial;
  29159. exports.LineLoop = LineLoop;
  29160. exports.LinePieces = LinePieces;
  29161. exports.LineSegments = LineSegments;
  29162. exports.LineStrip = LineStrip;
  29163. exports.LinearEncoding = LinearEncoding;
  29164. exports.LinearFilter = LinearFilter;
  29165. exports.LinearInterpolant = LinearInterpolant;
  29166. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29167. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29168. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29169. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29170. exports.LinearToneMapping = LinearToneMapping;
  29171. exports.Loader = Loader;
  29172. exports.LoaderUtils = LoaderUtils;
  29173. exports.LoadingManager = LoadingManager;
  29174. exports.LogLuvEncoding = LogLuvEncoding;
  29175. exports.LoopOnce = LoopOnce;
  29176. exports.LoopPingPong = LoopPingPong;
  29177. exports.LoopRepeat = LoopRepeat;
  29178. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29179. exports.LuminanceFormat = LuminanceFormat;
  29180. exports.MOUSE = MOUSE;
  29181. exports.Material = Material;
  29182. exports.MaterialLoader = MaterialLoader;
  29183. exports.Math = MathUtils;
  29184. exports.MathUtils = MathUtils;
  29185. exports.Matrix3 = Matrix3;
  29186. exports.Matrix4 = Matrix4;
  29187. exports.MaxEquation = MaxEquation;
  29188. exports.Mesh = Mesh;
  29189. exports.MeshBasicMaterial = MeshBasicMaterial;
  29190. exports.MeshDepthMaterial = MeshDepthMaterial;
  29191. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29192. exports.MeshFaceMaterial = MeshFaceMaterial;
  29193. exports.MeshLambertMaterial = MeshLambertMaterial;
  29194. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29195. exports.MeshNormalMaterial = MeshNormalMaterial;
  29196. exports.MeshPhongMaterial = MeshPhongMaterial;
  29197. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29198. exports.MeshStandardMaterial = MeshStandardMaterial;
  29199. exports.MeshToonMaterial = MeshToonMaterial;
  29200. exports.MinEquation = MinEquation;
  29201. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29202. exports.MixOperation = MixOperation;
  29203. exports.MultiMaterial = MultiMaterial;
  29204. exports.MultiplyBlending = MultiplyBlending;
  29205. exports.MultiplyOperation = MultiplyOperation;
  29206. exports.NearestFilter = NearestFilter;
  29207. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29208. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29209. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29210. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29211. exports.NeverDepth = NeverDepth;
  29212. exports.NeverStencilFunc = NeverStencilFunc;
  29213. exports.NoBlending = NoBlending;
  29214. exports.NoColors = NoColors;
  29215. exports.NoToneMapping = NoToneMapping;
  29216. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  29217. exports.NormalBlending = NormalBlending;
  29218. exports.NotEqualDepth = NotEqualDepth;
  29219. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29220. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29221. exports.Object3D = Object3D;
  29222. exports.ObjectLoader = ObjectLoader;
  29223. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29224. exports.OctahedronBufferGeometry = OctahedronGeometry;
  29225. exports.OctahedronGeometry = OctahedronGeometry;
  29226. exports.OneFactor = OneFactor;
  29227. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29228. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29229. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29230. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29231. exports.OrthographicCamera = OrthographicCamera;
  29232. exports.PCFShadowMap = PCFShadowMap;
  29233. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29234. exports.PMREMGenerator = PMREMGenerator;
  29235. exports.ParametricGeometry = ParametricGeometry;
  29236. exports.Particle = Particle;
  29237. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29238. exports.ParticleSystem = ParticleSystem;
  29239. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29240. exports.Path = Path;
  29241. exports.PerspectiveCamera = PerspectiveCamera;
  29242. exports.Plane = Plane;
  29243. exports.PlaneBufferGeometry = PlaneGeometry;
  29244. exports.PlaneGeometry = PlaneGeometry;
  29245. exports.PlaneHelper = PlaneHelper;
  29246. exports.PointCloud = PointCloud;
  29247. exports.PointCloudMaterial = PointCloudMaterial;
  29248. exports.PointLight = PointLight;
  29249. exports.PointLightHelper = PointLightHelper;
  29250. exports.Points = Points;
  29251. exports.PointsMaterial = PointsMaterial;
  29252. exports.PolarGridHelper = PolarGridHelper;
  29253. exports.PolyhedronBufferGeometry = PolyhedronGeometry;
  29254. exports.PolyhedronGeometry = PolyhedronGeometry;
  29255. exports.PositionalAudio = PositionalAudio;
  29256. exports.PropertyBinding = PropertyBinding;
  29257. exports.PropertyMixer = PropertyMixer;
  29258. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29259. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29260. exports.Quaternion = Quaternion;
  29261. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29262. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29263. exports.REVISION = REVISION;
  29264. exports.RGBADepthPacking = RGBADepthPacking;
  29265. exports.RGBAFormat = RGBAFormat;
  29266. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  29267. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29268. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29269. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29270. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29271. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29272. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29273. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29274. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29275. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29276. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29277. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29278. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29279. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29280. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29281. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  29282. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  29283. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29284. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29285. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29286. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29287. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29288. exports.RGBDEncoding = RGBDEncoding;
  29289. exports.RGBEEncoding = RGBEEncoding;
  29290. exports.RGBEFormat = RGBEFormat;
  29291. exports.RGBFormat = RGBFormat;
  29292. exports.RGBIntegerFormat = RGBIntegerFormat;
  29293. exports.RGBM16Encoding = RGBM16Encoding;
  29294. exports.RGBM7Encoding = RGBM7Encoding;
  29295. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29296. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  29297. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29298. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29299. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29300. exports.RGFormat = RGFormat;
  29301. exports.RGIntegerFormat = RGIntegerFormat;
  29302. exports.RawShaderMaterial = RawShaderMaterial;
  29303. exports.Ray = Ray;
  29304. exports.Raycaster = Raycaster;
  29305. exports.RectAreaLight = RectAreaLight;
  29306. exports.RedFormat = RedFormat;
  29307. exports.RedIntegerFormat = RedIntegerFormat;
  29308. exports.ReinhardToneMapping = ReinhardToneMapping;
  29309. exports.RepeatWrapping = RepeatWrapping;
  29310. exports.ReplaceStencilOp = ReplaceStencilOp;
  29311. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29312. exports.RingBufferGeometry = RingGeometry;
  29313. exports.RingGeometry = RingGeometry;
  29314. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  29315. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  29316. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  29317. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  29318. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  29319. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  29320. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  29321. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  29322. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  29323. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  29324. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  29325. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  29326. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  29327. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  29328. exports.Scene = Scene;
  29329. exports.SceneUtils = SceneUtils;
  29330. exports.ShaderChunk = ShaderChunk;
  29331. exports.ShaderLib = ShaderLib;
  29332. exports.ShaderMaterial = ShaderMaterial;
  29333. exports.ShadowMaterial = ShadowMaterial;
  29334. exports.Shape = Shape;
  29335. exports.ShapeBufferGeometry = ShapeGeometry;
  29336. exports.ShapeGeometry = ShapeGeometry;
  29337. exports.ShapePath = ShapePath;
  29338. exports.ShapeUtils = ShapeUtils;
  29339. exports.ShortType = ShortType;
  29340. exports.Skeleton = Skeleton;
  29341. exports.SkeletonHelper = SkeletonHelper;
  29342. exports.SkinnedMesh = SkinnedMesh;
  29343. exports.SmoothShading = SmoothShading;
  29344. exports.Sphere = Sphere;
  29345. exports.SphereBufferGeometry = SphereGeometry;
  29346. exports.SphereGeometry = SphereGeometry;
  29347. exports.Spherical = Spherical;
  29348. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29349. exports.SplineCurve = SplineCurve;
  29350. exports.SpotLight = SpotLight;
  29351. exports.SpotLightHelper = SpotLightHelper;
  29352. exports.Sprite = Sprite;
  29353. exports.SpriteMaterial = SpriteMaterial;
  29354. exports.SrcAlphaFactor = SrcAlphaFactor;
  29355. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29356. exports.SrcColorFactor = SrcColorFactor;
  29357. exports.StaticCopyUsage = StaticCopyUsage;
  29358. exports.StaticDrawUsage = StaticDrawUsage;
  29359. exports.StaticReadUsage = StaticReadUsage;
  29360. exports.StereoCamera = StereoCamera;
  29361. exports.StreamCopyUsage = StreamCopyUsage;
  29362. exports.StreamDrawUsage = StreamDrawUsage;
  29363. exports.StreamReadUsage = StreamReadUsage;
  29364. exports.StringKeyframeTrack = StringKeyframeTrack;
  29365. exports.SubtractEquation = SubtractEquation;
  29366. exports.SubtractiveBlending = SubtractiveBlending;
  29367. exports.TOUCH = TOUCH;
  29368. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29369. exports.TetrahedronBufferGeometry = TetrahedronGeometry;
  29370. exports.TetrahedronGeometry = TetrahedronGeometry;
  29371. exports.TextGeometry = TextGeometry;
  29372. exports.Texture = Texture;
  29373. exports.TextureLoader = TextureLoader;
  29374. exports.TorusBufferGeometry = TorusGeometry;
  29375. exports.TorusGeometry = TorusGeometry;
  29376. exports.TorusKnotBufferGeometry = TorusKnotGeometry;
  29377. exports.TorusKnotGeometry = TorusKnotGeometry;
  29378. exports.Triangle = Triangle;
  29379. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29380. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29381. exports.TrianglesDrawMode = TrianglesDrawMode;
  29382. exports.TubeBufferGeometry = TubeGeometry;
  29383. exports.TubeGeometry = TubeGeometry;
  29384. exports.UVMapping = UVMapping;
  29385. exports.Uint16Attribute = Uint16Attribute;
  29386. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29387. exports.Uint32Attribute = Uint32Attribute;
  29388. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29389. exports.Uint8Attribute = Uint8Attribute;
  29390. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29391. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29392. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29393. exports.Uniform = Uniform;
  29394. exports.UniformsLib = UniformsLib;
  29395. exports.UniformsUtils = UniformsUtils;
  29396. exports.UnsignedByteType = UnsignedByteType;
  29397. exports.UnsignedInt248Type = UnsignedInt248Type;
  29398. exports.UnsignedIntType = UnsignedIntType;
  29399. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29400. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29401. exports.UnsignedShort565Type = UnsignedShort565Type;
  29402. exports.UnsignedShortType = UnsignedShortType;
  29403. exports.VSMShadowMap = VSMShadowMap;
  29404. exports.Vector2 = Vector2;
  29405. exports.Vector3 = Vector3;
  29406. exports.Vector4 = Vector4;
  29407. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29408. exports.Vertex = Vertex;
  29409. exports.VertexColors = VertexColors;
  29410. exports.VideoTexture = VideoTexture;
  29411. exports.WebGL1Renderer = WebGL1Renderer;
  29412. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  29413. exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;
  29414. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29415. exports.WebGLRenderTarget = WebGLRenderTarget;
  29416. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29417. exports.WebGLRenderer = WebGLRenderer;
  29418. exports.WebGLUtils = WebGLUtils;
  29419. exports.WireframeGeometry = WireframeGeometry;
  29420. exports.WireframeHelper = WireframeHelper;
  29421. exports.WrapAroundEnding = WrapAroundEnding;
  29422. exports.XHRLoader = XHRLoader;
  29423. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29424. exports.ZeroFactor = ZeroFactor;
  29425. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29426. exports.ZeroStencilOp = ZeroStencilOp;
  29427. exports.sRGBEncoding = sRGBEncoding;
  29428. Object.defineProperty(exports, '__esModule', { value: true });
  29429. }));