three.module.js 1.1 MB

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  1. // Polyfills
  2. if ( Number.EPSILON === undefined ) {
  3. Number.EPSILON = Math.pow( 2, - 52 );
  4. }
  5. if ( Number.isInteger === undefined ) {
  6. // Missing in IE
  7. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  8. Number.isInteger = function ( value ) {
  9. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  10. };
  11. }
  12. //
  13. if ( Math.sign === undefined ) {
  14. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  15. Math.sign = function ( x ) {
  16. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  17. };
  18. }
  19. if ( 'name' in Function.prototype === false ) {
  20. // Missing in IE
  21. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  22. Object.defineProperty( Function.prototype, 'name', {
  23. get: function () {
  24. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  25. }
  26. } );
  27. }
  28. if ( Object.assign === undefined ) {
  29. // Missing in IE
  30. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  31. Object.assign = function ( target ) {
  32. if ( target === undefined || target === null ) {
  33. throw new TypeError( 'Cannot convert undefined or null to object' );
  34. }
  35. const output = Object( target );
  36. for ( let index = 1; index < arguments.length; index ++ ) {
  37. const source = arguments[ index ];
  38. if ( source !== undefined && source !== null ) {
  39. for ( const nextKey in source ) {
  40. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  41. output[ nextKey ] = source[ nextKey ];
  42. }
  43. }
  44. }
  45. }
  46. return output;
  47. };
  48. }
  49. const REVISION = '118dev';
  50. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  51. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  52. const CullFaceNone = 0;
  53. const CullFaceBack = 1;
  54. const CullFaceFront = 2;
  55. const CullFaceFrontBack = 3;
  56. const FrontFaceDirectionCW = 0;
  57. const FrontFaceDirectionCCW = 1;
  58. const BasicShadowMap = 0;
  59. const PCFShadowMap = 1;
  60. const PCFSoftShadowMap = 2;
  61. const VSMShadowMap = 3;
  62. const FrontSide = 0;
  63. const BackSide = 1;
  64. const DoubleSide = 2;
  65. const FlatShading = 1;
  66. const SmoothShading = 2;
  67. const NoBlending = 0;
  68. const NormalBlending = 1;
  69. const AdditiveBlending = 2;
  70. const SubtractiveBlending = 3;
  71. const MultiplyBlending = 4;
  72. const CustomBlending = 5;
  73. const AddEquation = 100;
  74. const SubtractEquation = 101;
  75. const ReverseSubtractEquation = 102;
  76. const MinEquation = 103;
  77. const MaxEquation = 104;
  78. const ZeroFactor = 200;
  79. const OneFactor = 201;
  80. const SrcColorFactor = 202;
  81. const OneMinusSrcColorFactor = 203;
  82. const SrcAlphaFactor = 204;
  83. const OneMinusSrcAlphaFactor = 205;
  84. const DstAlphaFactor = 206;
  85. const OneMinusDstAlphaFactor = 207;
  86. const DstColorFactor = 208;
  87. const OneMinusDstColorFactor = 209;
  88. const SrcAlphaSaturateFactor = 210;
  89. const NeverDepth = 0;
  90. const AlwaysDepth = 1;
  91. const LessDepth = 2;
  92. const LessEqualDepth = 3;
  93. const EqualDepth = 4;
  94. const GreaterEqualDepth = 5;
  95. const GreaterDepth = 6;
  96. const NotEqualDepth = 7;
  97. const MultiplyOperation = 0;
  98. const MixOperation = 1;
  99. const AddOperation = 2;
  100. const NoToneMapping = 0;
  101. const LinearToneMapping = 1;
  102. const ReinhardToneMapping = 2;
  103. const CineonToneMapping = 3;
  104. const ACESFilmicToneMapping = 4;
  105. const UVMapping = 300;
  106. const CubeReflectionMapping = 301;
  107. const CubeRefractionMapping = 302;
  108. const EquirectangularReflectionMapping = 303;
  109. const EquirectangularRefractionMapping = 304;
  110. const CubeUVReflectionMapping = 306;
  111. const CubeUVRefractionMapping = 307;
  112. const RepeatWrapping = 1000;
  113. const ClampToEdgeWrapping = 1001;
  114. const MirroredRepeatWrapping = 1002;
  115. const NearestFilter = 1003;
  116. const NearestMipmapNearestFilter = 1004;
  117. const NearestMipMapNearestFilter = 1004;
  118. const NearestMipmapLinearFilter = 1005;
  119. const NearestMipMapLinearFilter = 1005;
  120. const LinearFilter = 1006;
  121. const LinearMipmapNearestFilter = 1007;
  122. const LinearMipMapNearestFilter = 1007;
  123. const LinearMipmapLinearFilter = 1008;
  124. const LinearMipMapLinearFilter = 1008;
  125. const UnsignedByteType = 1009;
  126. const ByteType = 1010;
  127. const ShortType = 1011;
  128. const UnsignedShortType = 1012;
  129. const IntType = 1013;
  130. const UnsignedIntType = 1014;
  131. const FloatType = 1015;
  132. const HalfFloatType = 1016;
  133. const UnsignedShort4444Type = 1017;
  134. const UnsignedShort5551Type = 1018;
  135. const UnsignedShort565Type = 1019;
  136. const UnsignedInt248Type = 1020;
  137. const AlphaFormat = 1021;
  138. const RGBFormat = 1022;
  139. const RGBAFormat = 1023;
  140. const LuminanceFormat = 1024;
  141. const LuminanceAlphaFormat = 1025;
  142. const RGBEFormat = RGBAFormat;
  143. const DepthFormat = 1026;
  144. const DepthStencilFormat = 1027;
  145. const RedFormat = 1028;
  146. const RedIntegerFormat = 1029;
  147. const RGFormat = 1030;
  148. const RGIntegerFormat = 1031;
  149. const RGBIntegerFormat = 1032;
  150. const RGBAIntegerFormat = 1033;
  151. const RGB_S3TC_DXT1_Format = 33776;
  152. const RGBA_S3TC_DXT1_Format = 33777;
  153. const RGBA_S3TC_DXT3_Format = 33778;
  154. const RGBA_S3TC_DXT5_Format = 33779;
  155. const RGB_PVRTC_4BPPV1_Format = 35840;
  156. const RGB_PVRTC_2BPPV1_Format = 35841;
  157. const RGBA_PVRTC_4BPPV1_Format = 35842;
  158. const RGBA_PVRTC_2BPPV1_Format = 35843;
  159. const RGB_ETC1_Format = 36196;
  160. const RGB_ETC2_Format = 37492;
  161. const RGBA_ETC2_EAC_Format = 37496;
  162. const RGBA_ASTC_4x4_Format = 37808;
  163. const RGBA_ASTC_5x4_Format = 37809;
  164. const RGBA_ASTC_5x5_Format = 37810;
  165. const RGBA_ASTC_6x5_Format = 37811;
  166. const RGBA_ASTC_6x6_Format = 37812;
  167. const RGBA_ASTC_8x5_Format = 37813;
  168. const RGBA_ASTC_8x6_Format = 37814;
  169. const RGBA_ASTC_8x8_Format = 37815;
  170. const RGBA_ASTC_10x5_Format = 37816;
  171. const RGBA_ASTC_10x6_Format = 37817;
  172. const RGBA_ASTC_10x8_Format = 37818;
  173. const RGBA_ASTC_10x10_Format = 37819;
  174. const RGBA_ASTC_12x10_Format = 37820;
  175. const RGBA_ASTC_12x12_Format = 37821;
  176. const RGBA_BPTC_Format = 36492;
  177. const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  178. const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  179. const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  180. const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  181. const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  182. const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  183. const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  184. const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  185. const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  186. const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  187. const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  188. const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  189. const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  190. const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  191. const LoopOnce = 2200;
  192. const LoopRepeat = 2201;
  193. const LoopPingPong = 2202;
  194. const InterpolateDiscrete = 2300;
  195. const InterpolateLinear = 2301;
  196. const InterpolateSmooth = 2302;
  197. const ZeroCurvatureEnding = 2400;
  198. const ZeroSlopeEnding = 2401;
  199. const WrapAroundEnding = 2402;
  200. const NormalAnimationBlendMode = 2500;
  201. const AdditiveAnimationBlendMode = 2501;
  202. const TrianglesDrawMode = 0;
  203. const TriangleStripDrawMode = 1;
  204. const TriangleFanDrawMode = 2;
  205. const LinearEncoding = 3000;
  206. const sRGBEncoding = 3001;
  207. const GammaEncoding = 3007;
  208. const RGBEEncoding = 3002;
  209. const LogLuvEncoding = 3003;
  210. const RGBM7Encoding = 3004;
  211. const RGBM16Encoding = 3005;
  212. const RGBDEncoding = 3006;
  213. const BasicDepthPacking = 3200;
  214. const RGBADepthPacking = 3201;
  215. const TangentSpaceNormalMap = 0;
  216. const ObjectSpaceNormalMap = 1;
  217. const ZeroStencilOp = 0;
  218. const KeepStencilOp = 7680;
  219. const ReplaceStencilOp = 7681;
  220. const IncrementStencilOp = 7682;
  221. const DecrementStencilOp = 7683;
  222. const IncrementWrapStencilOp = 34055;
  223. const DecrementWrapStencilOp = 34056;
  224. const InvertStencilOp = 5386;
  225. const NeverStencilFunc = 512;
  226. const LessStencilFunc = 513;
  227. const EqualStencilFunc = 514;
  228. const LessEqualStencilFunc = 515;
  229. const GreaterStencilFunc = 516;
  230. const NotEqualStencilFunc = 517;
  231. const GreaterEqualStencilFunc = 518;
  232. const AlwaysStencilFunc = 519;
  233. const StaticDrawUsage = 35044;
  234. const DynamicDrawUsage = 35048;
  235. const StreamDrawUsage = 35040;
  236. const StaticReadUsage = 35045;
  237. const DynamicReadUsage = 35049;
  238. const StreamReadUsage = 35041;
  239. const StaticCopyUsage = 35046;
  240. const DynamicCopyUsage = 35050;
  241. const StreamCopyUsage = 35042;
  242. /**
  243. * https://github.com/mrdoob/eventdispatcher.js/
  244. */
  245. function EventDispatcher() {}
  246. Object.assign( EventDispatcher.prototype, {
  247. addEventListener: function ( type, listener ) {
  248. if ( this._listeners === undefined ) this._listeners = {};
  249. const listeners = this._listeners;
  250. if ( listeners[ type ] === undefined ) {
  251. listeners[ type ] = [];
  252. }
  253. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  254. listeners[ type ].push( listener );
  255. }
  256. },
  257. hasEventListener: function ( type, listener ) {
  258. if ( this._listeners === undefined ) return false;
  259. const listeners = this._listeners;
  260. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  261. },
  262. removeEventListener: function ( type, listener ) {
  263. if ( this._listeners === undefined ) return;
  264. const listeners = this._listeners;
  265. const listenerArray = listeners[ type ];
  266. if ( listenerArray !== undefined ) {
  267. const index = listenerArray.indexOf( listener );
  268. if ( index !== - 1 ) {
  269. listenerArray.splice( index, 1 );
  270. }
  271. }
  272. },
  273. dispatchEvent: function ( event ) {
  274. if ( this._listeners === undefined ) return;
  275. const listeners = this._listeners;
  276. const listenerArray = listeners[ event.type ];
  277. if ( listenerArray !== undefined ) {
  278. event.target = this;
  279. // Make a copy, in case listeners are removed while iterating.
  280. const array = listenerArray.slice( 0 );
  281. for ( let i = 0, l = array.length; i < l; i ++ ) {
  282. array[ i ].call( this, event );
  283. }
  284. }
  285. }
  286. } );
  287. /**
  288. * @author alteredq / http://alteredqualia.com/
  289. * @author mrdoob / http://mrdoob.com/
  290. * @author WestLangley / http://github.com/WestLangley
  291. * @author thezwap
  292. */
  293. const _lut = [];
  294. for ( let i = 0; i < 256; i ++ ) {
  295. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  296. }
  297. const MathUtils = {
  298. DEG2RAD: Math.PI / 180,
  299. RAD2DEG: 180 / Math.PI,
  300. generateUUID: function () {
  301. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  302. const d0 = Math.random() * 0xffffffff | 0;
  303. const d1 = Math.random() * 0xffffffff | 0;
  304. const d2 = Math.random() * 0xffffffff | 0;
  305. const d3 = Math.random() * 0xffffffff | 0;
  306. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  307. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  308. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  309. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  310. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  311. return uuid.toUpperCase();
  312. },
  313. clamp: function ( value, min, max ) {
  314. return Math.max( min, Math.min( max, value ) );
  315. },
  316. // compute euclidian modulo of m % n
  317. // https://en.wikipedia.org/wiki/Modulo_operation
  318. euclideanModulo: function ( n, m ) {
  319. return ( ( n % m ) + m ) % m;
  320. },
  321. // Linear mapping from range <a1, a2> to range <b1, b2>
  322. mapLinear: function ( x, a1, a2, b1, b2 ) {
  323. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  324. },
  325. // https://en.wikipedia.org/wiki/Linear_interpolation
  326. lerp: function ( x, y, t ) {
  327. return ( 1 - t ) * x + t * y;
  328. },
  329. // http://en.wikipedia.org/wiki/Smoothstep
  330. smoothstep: function ( x, min, max ) {
  331. if ( x <= min ) return 0;
  332. if ( x >= max ) return 1;
  333. x = ( x - min ) / ( max - min );
  334. return x * x * ( 3 - 2 * x );
  335. },
  336. smootherstep: function ( x, min, max ) {
  337. if ( x <= min ) return 0;
  338. if ( x >= max ) return 1;
  339. x = ( x - min ) / ( max - min );
  340. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  341. },
  342. // Random integer from <low, high> interval
  343. randInt: function ( low, high ) {
  344. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  345. },
  346. // Random float from <low, high> interval
  347. randFloat: function ( low, high ) {
  348. return low + Math.random() * ( high - low );
  349. },
  350. // Random float from <-range/2, range/2> interval
  351. randFloatSpread: function ( range ) {
  352. return range * ( 0.5 - Math.random() );
  353. },
  354. degToRad: function ( degrees ) {
  355. return degrees * MathUtils.DEG2RAD;
  356. },
  357. radToDeg: function ( radians ) {
  358. return radians * MathUtils.RAD2DEG;
  359. },
  360. isPowerOfTwo: function ( value ) {
  361. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  362. },
  363. ceilPowerOfTwo: function ( value ) {
  364. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  365. },
  366. floorPowerOfTwo: function ( value ) {
  367. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  368. },
  369. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  370. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  371. // rotations are applied to the axes in the order specified by 'order'
  372. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  373. // angles are in radians
  374. const cos = Math.cos;
  375. const sin = Math.sin;
  376. const c2 = cos( b / 2 );
  377. const s2 = sin( b / 2 );
  378. const c13 = cos( ( a + c ) / 2 );
  379. const s13 = sin( ( a + c ) / 2 );
  380. const c1_3 = cos( ( a - c ) / 2 );
  381. const s1_3 = sin( ( a - c ) / 2 );
  382. const c3_1 = cos( ( c - a ) / 2 );
  383. const s3_1 = sin( ( c - a ) / 2 );
  384. switch ( order ) {
  385. case 'XYX':
  386. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  387. break;
  388. case 'YZY':
  389. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  390. break;
  391. case 'ZXZ':
  392. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  393. break;
  394. case 'XZX':
  395. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  396. break;
  397. case 'YXY':
  398. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  399. break;
  400. case 'ZYZ':
  401. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  402. break;
  403. default:
  404. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  405. }
  406. }
  407. };
  408. /**
  409. * @author mrdoob / http://mrdoob.com/
  410. * @author philogb / http://blog.thejit.org/
  411. * @author egraether / http://egraether.com/
  412. * @author zz85 / http://www.lab4games.net/zz85/blog
  413. */
  414. function Vector2( x, y ) {
  415. this.x = x || 0;
  416. this.y = y || 0;
  417. }
  418. Object.defineProperties( Vector2.prototype, {
  419. "width": {
  420. get: function () {
  421. return this.x;
  422. },
  423. set: function ( value ) {
  424. this.x = value;
  425. }
  426. },
  427. "height": {
  428. get: function () {
  429. return this.y;
  430. },
  431. set: function ( value ) {
  432. this.y = value;
  433. }
  434. }
  435. } );
  436. Object.assign( Vector2.prototype, {
  437. isVector2: true,
  438. set: function ( x, y ) {
  439. this.x = x;
  440. this.y = y;
  441. return this;
  442. },
  443. setScalar: function ( scalar ) {
  444. this.x = scalar;
  445. this.y = scalar;
  446. return this;
  447. },
  448. setX: function ( x ) {
  449. this.x = x;
  450. return this;
  451. },
  452. setY: function ( y ) {
  453. this.y = y;
  454. return this;
  455. },
  456. setComponent: function ( index, value ) {
  457. switch ( index ) {
  458. case 0: this.x = value; break;
  459. case 1: this.y = value; break;
  460. default: throw new Error( 'index is out of range: ' + index );
  461. }
  462. return this;
  463. },
  464. getComponent: function ( index ) {
  465. switch ( index ) {
  466. case 0: return this.x;
  467. case 1: return this.y;
  468. default: throw new Error( 'index is out of range: ' + index );
  469. }
  470. },
  471. clone: function () {
  472. return new this.constructor( this.x, this.y );
  473. },
  474. copy: function ( v ) {
  475. this.x = v.x;
  476. this.y = v.y;
  477. return this;
  478. },
  479. add: function ( v, w ) {
  480. if ( w !== undefined ) {
  481. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  482. return this.addVectors( v, w );
  483. }
  484. this.x += v.x;
  485. this.y += v.y;
  486. return this;
  487. },
  488. addScalar: function ( s ) {
  489. this.x += s;
  490. this.y += s;
  491. return this;
  492. },
  493. addVectors: function ( a, b ) {
  494. this.x = a.x + b.x;
  495. this.y = a.y + b.y;
  496. return this;
  497. },
  498. addScaledVector: function ( v, s ) {
  499. this.x += v.x * s;
  500. this.y += v.y * s;
  501. return this;
  502. },
  503. sub: function ( v, w ) {
  504. if ( w !== undefined ) {
  505. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  506. return this.subVectors( v, w );
  507. }
  508. this.x -= v.x;
  509. this.y -= v.y;
  510. return this;
  511. },
  512. subScalar: function ( s ) {
  513. this.x -= s;
  514. this.y -= s;
  515. return this;
  516. },
  517. subVectors: function ( a, b ) {
  518. this.x = a.x - b.x;
  519. this.y = a.y - b.y;
  520. return this;
  521. },
  522. multiply: function ( v ) {
  523. this.x *= v.x;
  524. this.y *= v.y;
  525. return this;
  526. },
  527. multiplyScalar: function ( scalar ) {
  528. this.x *= scalar;
  529. this.y *= scalar;
  530. return this;
  531. },
  532. divide: function ( v ) {
  533. this.x /= v.x;
  534. this.y /= v.y;
  535. return this;
  536. },
  537. divideScalar: function ( scalar ) {
  538. return this.multiplyScalar( 1 / scalar );
  539. },
  540. applyMatrix3: function ( m ) {
  541. const x = this.x, y = this.y;
  542. const e = m.elements;
  543. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  544. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  545. return this;
  546. },
  547. min: function ( v ) {
  548. this.x = Math.min( this.x, v.x );
  549. this.y = Math.min( this.y, v.y );
  550. return this;
  551. },
  552. max: function ( v ) {
  553. this.x = Math.max( this.x, v.x );
  554. this.y = Math.max( this.y, v.y );
  555. return this;
  556. },
  557. clamp: function ( min, max ) {
  558. // assumes min < max, componentwise
  559. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  560. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  561. return this;
  562. },
  563. clampScalar: function ( minVal, maxVal ) {
  564. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  565. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  566. return this;
  567. },
  568. clampLength: function ( min, max ) {
  569. const length = this.length();
  570. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  571. },
  572. floor: function () {
  573. this.x = Math.floor( this.x );
  574. this.y = Math.floor( this.y );
  575. return this;
  576. },
  577. ceil: function () {
  578. this.x = Math.ceil( this.x );
  579. this.y = Math.ceil( this.y );
  580. return this;
  581. },
  582. round: function () {
  583. this.x = Math.round( this.x );
  584. this.y = Math.round( this.y );
  585. return this;
  586. },
  587. roundToZero: function () {
  588. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  589. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  590. return this;
  591. },
  592. negate: function () {
  593. this.x = - this.x;
  594. this.y = - this.y;
  595. return this;
  596. },
  597. dot: function ( v ) {
  598. return this.x * v.x + this.y * v.y;
  599. },
  600. cross: function ( v ) {
  601. return this.x * v.y - this.y * v.x;
  602. },
  603. lengthSq: function () {
  604. return this.x * this.x + this.y * this.y;
  605. },
  606. length: function () {
  607. return Math.sqrt( this.x * this.x + this.y * this.y );
  608. },
  609. manhattanLength: function () {
  610. return Math.abs( this.x ) + Math.abs( this.y );
  611. },
  612. normalize: function () {
  613. return this.divideScalar( this.length() || 1 );
  614. },
  615. angle: function () {
  616. // computes the angle in radians with respect to the positive x-axis
  617. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  618. return angle;
  619. },
  620. distanceTo: function ( v ) {
  621. return Math.sqrt( this.distanceToSquared( v ) );
  622. },
  623. distanceToSquared: function ( v ) {
  624. const dx = this.x - v.x, dy = this.y - v.y;
  625. return dx * dx + dy * dy;
  626. },
  627. manhattanDistanceTo: function ( v ) {
  628. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  629. },
  630. setLength: function ( length ) {
  631. return this.normalize().multiplyScalar( length );
  632. },
  633. lerp: function ( v, alpha ) {
  634. this.x += ( v.x - this.x ) * alpha;
  635. this.y += ( v.y - this.y ) * alpha;
  636. return this;
  637. },
  638. lerpVectors: function ( 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: function ( v ) {
  644. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  645. },
  646. fromArray: function ( array, offset ) {
  647. if ( offset === undefined ) offset = 0;
  648. this.x = array[ offset ];
  649. this.y = array[ offset + 1 ];
  650. return this;
  651. },
  652. toArray: function ( array, offset ) {
  653. if ( array === undefined ) array = [];
  654. if ( offset === undefined ) offset = 0;
  655. array[ offset ] = this.x;
  656. array[ offset + 1 ] = this.y;
  657. return array;
  658. },
  659. fromBufferAttribute: function ( attribute, index, offset ) {
  660. if ( offset !== undefined ) {
  661. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  662. }
  663. this.x = attribute.getX( index );
  664. this.y = attribute.getY( index );
  665. return this;
  666. },
  667. rotateAround: function ( center, angle ) {
  668. const c = Math.cos( angle ), s = Math.sin( angle );
  669. const x = this.x - center.x;
  670. const y = this.y - center.y;
  671. this.x = x * c - y * s + center.x;
  672. this.y = x * s + y * c + center.y;
  673. return this;
  674. },
  675. random: function () {
  676. this.x = Math.random();
  677. this.y = Math.random();
  678. return this;
  679. }
  680. } );
  681. /**
  682. * @author alteredq / http://alteredqualia.com/
  683. * @author WestLangley / http://github.com/WestLangley
  684. * @author bhouston / http://clara.io
  685. * @author tschw
  686. */
  687. function Matrix3() {
  688. this.elements = [
  689. 1, 0, 0,
  690. 0, 1, 0,
  691. 0, 0, 1
  692. ];
  693. if ( arguments.length > 0 ) {
  694. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  695. }
  696. }
  697. Object.assign( Matrix3.prototype, {
  698. isMatrix3: true,
  699. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  700. const te = this.elements;
  701. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  702. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  703. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  704. return this;
  705. },
  706. identity: function () {
  707. this.set(
  708. 1, 0, 0,
  709. 0, 1, 0,
  710. 0, 0, 1
  711. );
  712. return this;
  713. },
  714. clone: function () {
  715. return new this.constructor().fromArray( this.elements );
  716. },
  717. copy: function ( m ) {
  718. const te = this.elements;
  719. const me = m.elements;
  720. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  721. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  722. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  723. return this;
  724. },
  725. extractBasis: function ( xAxis, yAxis, zAxis ) {
  726. xAxis.setFromMatrix3Column( this, 0 );
  727. yAxis.setFromMatrix3Column( this, 1 );
  728. zAxis.setFromMatrix3Column( this, 2 );
  729. return this;
  730. },
  731. setFromMatrix4: function ( m ) {
  732. const me = m.elements;
  733. this.set(
  734. me[ 0 ], me[ 4 ], me[ 8 ],
  735. me[ 1 ], me[ 5 ], me[ 9 ],
  736. me[ 2 ], me[ 6 ], me[ 10 ]
  737. );
  738. return this;
  739. },
  740. multiply: function ( m ) {
  741. return this.multiplyMatrices( this, m );
  742. },
  743. premultiply: function ( m ) {
  744. return this.multiplyMatrices( m, this );
  745. },
  746. multiplyMatrices: function ( a, b ) {
  747. const ae = a.elements;
  748. const be = b.elements;
  749. const te = this.elements;
  750. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  751. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  752. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  753. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  754. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  755. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  756. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  757. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  758. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  759. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  760. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  761. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  762. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  763. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  764. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  765. return this;
  766. },
  767. multiplyScalar: function ( s ) {
  768. const te = this.elements;
  769. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  770. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  771. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  772. return this;
  773. },
  774. determinant: function () {
  775. const te = this.elements;
  776. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  777. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  778. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  779. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  780. },
  781. getInverse: function ( matrix, throwOnDegenerate ) {
  782. if ( throwOnDegenerate !== undefined ) {
  783. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  784. }
  785. const me = matrix.elements,
  786. te = this.elements,
  787. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  788. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  789. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  790. t11 = n33 * n22 - n32 * n23,
  791. t12 = n32 * n13 - n33 * n12,
  792. t13 = n23 * n12 - n22 * n13,
  793. det = n11 * t11 + n21 * t12 + n31 * t13;
  794. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  795. const detInv = 1 / det;
  796. te[ 0 ] = t11 * detInv;
  797. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  798. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  799. te[ 3 ] = t12 * detInv;
  800. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  801. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  802. te[ 6 ] = t13 * detInv;
  803. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  804. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  805. return this;
  806. },
  807. transpose: function () {
  808. let tmp;
  809. const m = this.elements;
  810. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  811. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  812. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  813. return this;
  814. },
  815. getNormalMatrix: function ( matrix4 ) {
  816. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  817. },
  818. transposeIntoArray: function ( r ) {
  819. const m = this.elements;
  820. r[ 0 ] = m[ 0 ];
  821. r[ 1 ] = m[ 3 ];
  822. r[ 2 ] = m[ 6 ];
  823. r[ 3 ] = m[ 1 ];
  824. r[ 4 ] = m[ 4 ];
  825. r[ 5 ] = m[ 7 ];
  826. r[ 6 ] = m[ 2 ];
  827. r[ 7 ] = m[ 5 ];
  828. r[ 8 ] = m[ 8 ];
  829. return this;
  830. },
  831. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  832. const c = Math.cos( rotation );
  833. const s = Math.sin( rotation );
  834. this.set(
  835. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  836. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  837. 0, 0, 1
  838. );
  839. },
  840. scale: function ( sx, sy ) {
  841. const te = this.elements;
  842. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  843. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  844. return this;
  845. },
  846. rotate: function ( theta ) {
  847. const c = Math.cos( theta );
  848. const s = Math.sin( theta );
  849. const te = this.elements;
  850. const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  851. const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  852. te[ 0 ] = c * a11 + s * a21;
  853. te[ 3 ] = c * a12 + s * a22;
  854. te[ 6 ] = c * a13 + s * a23;
  855. te[ 1 ] = - s * a11 + c * a21;
  856. te[ 4 ] = - s * a12 + c * a22;
  857. te[ 7 ] = - s * a13 + c * a23;
  858. return this;
  859. },
  860. translate: function ( tx, ty ) {
  861. const te = this.elements;
  862. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  863. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  864. return this;
  865. },
  866. equals: function ( matrix ) {
  867. const te = this.elements;
  868. const me = matrix.elements;
  869. for ( let i = 0; i < 9; i ++ ) {
  870. if ( te[ i ] !== me[ i ] ) return false;
  871. }
  872. return true;
  873. },
  874. fromArray: function ( array, offset ) {
  875. if ( offset === undefined ) offset = 0;
  876. for ( let i = 0; i < 9; i ++ ) {
  877. this.elements[ i ] = array[ i + offset ];
  878. }
  879. return this;
  880. },
  881. toArray: function ( array, offset ) {
  882. if ( array === undefined ) array = [];
  883. if ( offset === undefined ) offset = 0;
  884. const te = this.elements;
  885. array[ offset ] = te[ 0 ];
  886. array[ offset + 1 ] = te[ 1 ];
  887. array[ offset + 2 ] = te[ 2 ];
  888. array[ offset + 3 ] = te[ 3 ];
  889. array[ offset + 4 ] = te[ 4 ];
  890. array[ offset + 5 ] = te[ 5 ];
  891. array[ offset + 6 ] = te[ 6 ];
  892. array[ offset + 7 ] = te[ 7 ];
  893. array[ offset + 8 ] = te[ 8 ];
  894. return array;
  895. }
  896. } );
  897. /**
  898. * @author mrdoob / http://mrdoob.com/
  899. * @author alteredq / http://alteredqualia.com/
  900. * @author szimek / https://github.com/szimek/
  901. */
  902. let _canvas;
  903. const ImageUtils = {
  904. getDataURL: function ( image ) {
  905. if ( /^data:/i.test( image.src ) ) {
  906. return image.src;
  907. }
  908. if ( typeof HTMLCanvasElement == 'undefined' ) {
  909. return image.src;
  910. }
  911. let canvas;
  912. if ( image instanceof HTMLCanvasElement ) {
  913. canvas = image;
  914. } else {
  915. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  916. _canvas.width = image.width;
  917. _canvas.height = image.height;
  918. const context = _canvas.getContext( '2d' );
  919. if ( image instanceof ImageData ) {
  920. context.putImageData( image, 0, 0 );
  921. } else {
  922. context.drawImage( image, 0, 0, image.width, image.height );
  923. }
  924. canvas = _canvas;
  925. }
  926. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  927. return canvas.toDataURL( 'image/jpeg', 0.6 );
  928. } else {
  929. return canvas.toDataURL( 'image/png' );
  930. }
  931. }
  932. };
  933. /**
  934. * @author mrdoob / http://mrdoob.com/
  935. * @author alteredq / http://alteredqualia.com/
  936. * @author szimek / https://github.com/szimek/
  937. */
  938. let textureId = 0;
  939. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  940. Object.defineProperty( this, 'id', { value: textureId ++ } );
  941. this.uuid = MathUtils.generateUUID();
  942. this.name = '';
  943. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  944. this.mipmaps = [];
  945. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  946. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  947. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  948. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  949. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  950. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  951. this.format = format !== undefined ? format : RGBAFormat;
  952. this.internalFormat = null;
  953. this.type = type !== undefined ? type : UnsignedByteType;
  954. this.offset = new Vector2( 0, 0 );
  955. this.repeat = new Vector2( 1, 1 );
  956. this.center = new Vector2( 0, 0 );
  957. this.rotation = 0;
  958. this.matrixAutoUpdate = true;
  959. this.matrix = new Matrix3();
  960. this.generateMipmaps = true;
  961. this.premultiplyAlpha = false;
  962. this.flipY = true;
  963. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  964. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  965. //
  966. // Also changing the encoding after already used by a Material will not automatically make the Material
  967. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  968. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  969. this.version = 0;
  970. this.onUpdate = null;
  971. }
  972. Texture.DEFAULT_IMAGE = undefined;
  973. Texture.DEFAULT_MAPPING = UVMapping;
  974. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  975. constructor: Texture,
  976. isTexture: true,
  977. updateMatrix: function () {
  978. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  979. },
  980. clone: function () {
  981. return new this.constructor().copy( this );
  982. },
  983. copy: function ( source ) {
  984. this.name = source.name;
  985. this.image = source.image;
  986. this.mipmaps = source.mipmaps.slice( 0 );
  987. this.mapping = source.mapping;
  988. this.wrapS = source.wrapS;
  989. this.wrapT = source.wrapT;
  990. this.magFilter = source.magFilter;
  991. this.minFilter = source.minFilter;
  992. this.anisotropy = source.anisotropy;
  993. this.format = source.format;
  994. this.internalFormat = source.internalFormat;
  995. this.type = source.type;
  996. this.offset.copy( source.offset );
  997. this.repeat.copy( source.repeat );
  998. this.center.copy( source.center );
  999. this.rotation = source.rotation;
  1000. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1001. this.matrix.copy( source.matrix );
  1002. this.generateMipmaps = source.generateMipmaps;
  1003. this.premultiplyAlpha = source.premultiplyAlpha;
  1004. this.flipY = source.flipY;
  1005. this.unpackAlignment = source.unpackAlignment;
  1006. this.encoding = source.encoding;
  1007. return this;
  1008. },
  1009. toJSON: function ( meta ) {
  1010. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1011. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1012. return meta.textures[ this.uuid ];
  1013. }
  1014. const output = {
  1015. metadata: {
  1016. version: 4.5,
  1017. type: 'Texture',
  1018. generator: 'Texture.toJSON'
  1019. },
  1020. uuid: this.uuid,
  1021. name: this.name,
  1022. mapping: this.mapping,
  1023. repeat: [ this.repeat.x, this.repeat.y ],
  1024. offset: [ this.offset.x, this.offset.y ],
  1025. center: [ this.center.x, this.center.y ],
  1026. rotation: this.rotation,
  1027. wrap: [ this.wrapS, this.wrapT ],
  1028. format: this.format,
  1029. type: this.type,
  1030. encoding: this.encoding,
  1031. minFilter: this.minFilter,
  1032. magFilter: this.magFilter,
  1033. anisotropy: this.anisotropy,
  1034. flipY: this.flipY,
  1035. premultiplyAlpha: this.premultiplyAlpha,
  1036. unpackAlignment: this.unpackAlignment
  1037. };
  1038. if ( this.image !== undefined ) {
  1039. // TODO: Move to THREE.Image
  1040. const image = this.image;
  1041. if ( image.uuid === undefined ) {
  1042. image.uuid = MathUtils.generateUUID(); // UGH
  1043. }
  1044. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1045. let url;
  1046. if ( Array.isArray( image ) ) {
  1047. // process array of images e.g. CubeTexture
  1048. url = [];
  1049. for ( let i = 0, l = image.length; i < l; i ++ ) {
  1050. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1051. }
  1052. } else {
  1053. // process single image
  1054. url = ImageUtils.getDataURL( image );
  1055. }
  1056. meta.images[ image.uuid ] = {
  1057. uuid: image.uuid,
  1058. url: url
  1059. };
  1060. }
  1061. output.image = image.uuid;
  1062. }
  1063. if ( ! isRootObject ) {
  1064. meta.textures[ this.uuid ] = output;
  1065. }
  1066. return output;
  1067. },
  1068. dispose: function () {
  1069. this.dispatchEvent( { type: 'dispose' } );
  1070. },
  1071. transformUv: function ( uv ) {
  1072. if ( this.mapping !== UVMapping ) return uv;
  1073. uv.applyMatrix3( this.matrix );
  1074. if ( uv.x < 0 || uv.x > 1 ) {
  1075. switch ( this.wrapS ) {
  1076. case RepeatWrapping:
  1077. uv.x = uv.x - Math.floor( uv.x );
  1078. break;
  1079. case ClampToEdgeWrapping:
  1080. uv.x = uv.x < 0 ? 0 : 1;
  1081. break;
  1082. case MirroredRepeatWrapping:
  1083. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1084. uv.x = Math.ceil( uv.x ) - uv.x;
  1085. } else {
  1086. uv.x = uv.x - Math.floor( uv.x );
  1087. }
  1088. break;
  1089. }
  1090. }
  1091. if ( uv.y < 0 || uv.y > 1 ) {
  1092. switch ( this.wrapT ) {
  1093. case RepeatWrapping:
  1094. uv.y = uv.y - Math.floor( uv.y );
  1095. break;
  1096. case ClampToEdgeWrapping:
  1097. uv.y = uv.y < 0 ? 0 : 1;
  1098. break;
  1099. case MirroredRepeatWrapping:
  1100. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1101. uv.y = Math.ceil( uv.y ) - uv.y;
  1102. } else {
  1103. uv.y = uv.y - Math.floor( uv.y );
  1104. }
  1105. break;
  1106. }
  1107. }
  1108. if ( this.flipY ) {
  1109. uv.y = 1 - uv.y;
  1110. }
  1111. return uv;
  1112. }
  1113. } );
  1114. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1115. set: function ( value ) {
  1116. if ( value === true ) this.version ++;
  1117. }
  1118. } );
  1119. /**
  1120. * @author supereggbert / http://www.paulbrunt.co.uk/
  1121. * @author philogb / http://blog.thejit.org/
  1122. * @author mikael emtinger / http://gomo.se/
  1123. * @author egraether / http://egraether.com/
  1124. * @author WestLangley / http://github.com/WestLangley
  1125. */
  1126. function Vector4( x, y, z, w ) {
  1127. this.x = x || 0;
  1128. this.y = y || 0;
  1129. this.z = z || 0;
  1130. this.w = ( w !== undefined ) ? w : 1;
  1131. }
  1132. Object.defineProperties( Vector4.prototype, {
  1133. "width": {
  1134. get: function () {
  1135. return this.z;
  1136. },
  1137. set: function ( value ) {
  1138. this.z = value;
  1139. }
  1140. },
  1141. "height": {
  1142. get: function () {
  1143. return this.w;
  1144. },
  1145. set: function ( value ) {
  1146. this.w = value;
  1147. }
  1148. }
  1149. } );
  1150. Object.assign( Vector4.prototype, {
  1151. isVector4: true,
  1152. set: function ( x, y, z, w ) {
  1153. this.x = x;
  1154. this.y = y;
  1155. this.z = z;
  1156. this.w = w;
  1157. return this;
  1158. },
  1159. setScalar: function ( scalar ) {
  1160. this.x = scalar;
  1161. this.y = scalar;
  1162. this.z = scalar;
  1163. this.w = scalar;
  1164. return this;
  1165. },
  1166. setX: function ( x ) {
  1167. this.x = x;
  1168. return this;
  1169. },
  1170. setY: function ( y ) {
  1171. this.y = y;
  1172. return this;
  1173. },
  1174. setZ: function ( z ) {
  1175. this.z = z;
  1176. return this;
  1177. },
  1178. setW: function ( w ) {
  1179. this.w = w;
  1180. return this;
  1181. },
  1182. setComponent: function ( index, value ) {
  1183. switch ( index ) {
  1184. case 0: this.x = value; break;
  1185. case 1: this.y = value; break;
  1186. case 2: this.z = value; break;
  1187. case 3: this.w = value; break;
  1188. default: throw new Error( 'index is out of range: ' + index );
  1189. }
  1190. return this;
  1191. },
  1192. getComponent: function ( index ) {
  1193. switch ( index ) {
  1194. case 0: return this.x;
  1195. case 1: return this.y;
  1196. case 2: return this.z;
  1197. case 3: return this.w;
  1198. default: throw new Error( 'index is out of range: ' + index );
  1199. }
  1200. },
  1201. clone: function () {
  1202. return new this.constructor( this.x, this.y, this.z, this.w );
  1203. },
  1204. copy: function ( v ) {
  1205. this.x = v.x;
  1206. this.y = v.y;
  1207. this.z = v.z;
  1208. this.w = ( v.w !== undefined ) ? v.w : 1;
  1209. return this;
  1210. },
  1211. add: function ( v, w ) {
  1212. if ( w !== undefined ) {
  1213. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1214. return this.addVectors( v, w );
  1215. }
  1216. this.x += v.x;
  1217. this.y += v.y;
  1218. this.z += v.z;
  1219. this.w += v.w;
  1220. return this;
  1221. },
  1222. addScalar: function ( s ) {
  1223. this.x += s;
  1224. this.y += s;
  1225. this.z += s;
  1226. this.w += s;
  1227. return this;
  1228. },
  1229. addVectors: function ( a, b ) {
  1230. this.x = a.x + b.x;
  1231. this.y = a.y + b.y;
  1232. this.z = a.z + b.z;
  1233. this.w = a.w + b.w;
  1234. return this;
  1235. },
  1236. addScaledVector: function ( v, s ) {
  1237. this.x += v.x * s;
  1238. this.y += v.y * s;
  1239. this.z += v.z * s;
  1240. this.w += v.w * s;
  1241. return this;
  1242. },
  1243. sub: function ( v, w ) {
  1244. if ( w !== undefined ) {
  1245. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1246. return this.subVectors( v, w );
  1247. }
  1248. this.x -= v.x;
  1249. this.y -= v.y;
  1250. this.z -= v.z;
  1251. this.w -= v.w;
  1252. return this;
  1253. },
  1254. subScalar: function ( s ) {
  1255. this.x -= s;
  1256. this.y -= s;
  1257. this.z -= s;
  1258. this.w -= s;
  1259. return this;
  1260. },
  1261. subVectors: function ( a, b ) {
  1262. this.x = a.x - b.x;
  1263. this.y = a.y - b.y;
  1264. this.z = a.z - b.z;
  1265. this.w = a.w - b.w;
  1266. return this;
  1267. },
  1268. multiplyScalar: function ( scalar ) {
  1269. this.x *= scalar;
  1270. this.y *= scalar;
  1271. this.z *= scalar;
  1272. this.w *= scalar;
  1273. return this;
  1274. },
  1275. applyMatrix4: function ( m ) {
  1276. const x = this.x, y = this.y, z = this.z, w = this.w;
  1277. const e = m.elements;
  1278. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1279. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1280. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1281. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1282. return this;
  1283. },
  1284. divideScalar: function ( scalar ) {
  1285. return this.multiplyScalar( 1 / scalar );
  1286. },
  1287. setAxisAngleFromQuaternion: function ( q ) {
  1288. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1289. // q is assumed to be normalized
  1290. this.w = 2 * Math.acos( q.w );
  1291. const s = Math.sqrt( 1 - q.w * q.w );
  1292. if ( s < 0.0001 ) {
  1293. this.x = 1;
  1294. this.y = 0;
  1295. this.z = 0;
  1296. } else {
  1297. this.x = q.x / s;
  1298. this.y = q.y / s;
  1299. this.z = q.z / s;
  1300. }
  1301. return this;
  1302. },
  1303. setAxisAngleFromRotationMatrix: function ( m ) {
  1304. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1305. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1306. let angle, x, y, z; // variables for result
  1307. const epsilon = 0.01, // margin to allow for rounding errors
  1308. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1309. te = m.elements,
  1310. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1311. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1312. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1313. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1314. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1315. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1316. // singularity found
  1317. // first check for identity matrix which must have +1 for all terms
  1318. // in leading diagonal and zero in other terms
  1319. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1320. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1321. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1322. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1323. // this singularity is identity matrix so angle = 0
  1324. this.set( 1, 0, 0, 0 );
  1325. return this; // zero angle, arbitrary axis
  1326. }
  1327. // otherwise this singularity is angle = 180
  1328. angle = Math.PI;
  1329. const xx = ( m11 + 1 ) / 2;
  1330. const yy = ( m22 + 1 ) / 2;
  1331. const zz = ( m33 + 1 ) / 2;
  1332. const xy = ( m12 + m21 ) / 4;
  1333. const xz = ( m13 + m31 ) / 4;
  1334. const yz = ( m23 + m32 ) / 4;
  1335. if ( ( xx > yy ) && ( xx > zz ) ) {
  1336. // m11 is the largest diagonal term
  1337. if ( xx < epsilon ) {
  1338. x = 0;
  1339. y = 0.707106781;
  1340. z = 0.707106781;
  1341. } else {
  1342. x = Math.sqrt( xx );
  1343. y = xy / x;
  1344. z = xz / x;
  1345. }
  1346. } else if ( yy > zz ) {
  1347. // m22 is the largest diagonal term
  1348. if ( yy < epsilon ) {
  1349. x = 0.707106781;
  1350. y = 0;
  1351. z = 0.707106781;
  1352. } else {
  1353. y = Math.sqrt( yy );
  1354. x = xy / y;
  1355. z = yz / y;
  1356. }
  1357. } else {
  1358. // m33 is the largest diagonal term so base result on this
  1359. if ( zz < epsilon ) {
  1360. x = 0.707106781;
  1361. y = 0.707106781;
  1362. z = 0;
  1363. } else {
  1364. z = Math.sqrt( zz );
  1365. x = xz / z;
  1366. y = yz / z;
  1367. }
  1368. }
  1369. this.set( x, y, z, angle );
  1370. return this; // return 180 deg rotation
  1371. }
  1372. // as we have reached here there are no singularities so we can handle normally
  1373. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1374. ( m13 - m31 ) * ( m13 - m31 ) +
  1375. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1376. if ( Math.abs( s ) < 0.001 ) s = 1;
  1377. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1378. // caught by singularity test above, but I've left it in just in case
  1379. this.x = ( m32 - m23 ) / s;
  1380. this.y = ( m13 - m31 ) / s;
  1381. this.z = ( m21 - m12 ) / s;
  1382. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1383. return this;
  1384. },
  1385. min: function ( v ) {
  1386. this.x = Math.min( this.x, v.x );
  1387. this.y = Math.min( this.y, v.y );
  1388. this.z = Math.min( this.z, v.z );
  1389. this.w = Math.min( this.w, v.w );
  1390. return this;
  1391. },
  1392. max: function ( v ) {
  1393. this.x = Math.max( this.x, v.x );
  1394. this.y = Math.max( this.y, v.y );
  1395. this.z = Math.max( this.z, v.z );
  1396. this.w = Math.max( this.w, v.w );
  1397. return this;
  1398. },
  1399. clamp: function ( min, max ) {
  1400. // assumes min < max, componentwise
  1401. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1402. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1403. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1404. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1405. return this;
  1406. },
  1407. clampScalar: function ( minVal, maxVal ) {
  1408. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1409. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1410. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1411. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1412. return this;
  1413. },
  1414. clampLength: function ( min, max ) {
  1415. const length = this.length();
  1416. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1417. },
  1418. floor: function () {
  1419. this.x = Math.floor( this.x );
  1420. this.y = Math.floor( this.y );
  1421. this.z = Math.floor( this.z );
  1422. this.w = Math.floor( this.w );
  1423. return this;
  1424. },
  1425. ceil: function () {
  1426. this.x = Math.ceil( this.x );
  1427. this.y = Math.ceil( this.y );
  1428. this.z = Math.ceil( this.z );
  1429. this.w = Math.ceil( this.w );
  1430. return this;
  1431. },
  1432. round: function () {
  1433. this.x = Math.round( this.x );
  1434. this.y = Math.round( this.y );
  1435. this.z = Math.round( this.z );
  1436. this.w = Math.round( this.w );
  1437. return this;
  1438. },
  1439. roundToZero: function () {
  1440. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1441. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1442. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1443. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1444. return this;
  1445. },
  1446. negate: function () {
  1447. this.x = - this.x;
  1448. this.y = - this.y;
  1449. this.z = - this.z;
  1450. this.w = - this.w;
  1451. return this;
  1452. },
  1453. dot: function ( v ) {
  1454. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1455. },
  1456. lengthSq: function () {
  1457. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1458. },
  1459. length: function () {
  1460. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1461. },
  1462. manhattanLength: function () {
  1463. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1464. },
  1465. normalize: function () {
  1466. return this.divideScalar( this.length() || 1 );
  1467. },
  1468. setLength: function ( length ) {
  1469. return this.normalize().multiplyScalar( length );
  1470. },
  1471. lerp: function ( v, alpha ) {
  1472. this.x += ( v.x - this.x ) * alpha;
  1473. this.y += ( v.y - this.y ) * alpha;
  1474. this.z += ( v.z - this.z ) * alpha;
  1475. this.w += ( v.w - this.w ) * alpha;
  1476. return this;
  1477. },
  1478. lerpVectors: function ( v1, v2, alpha ) {
  1479. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1480. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1481. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1482. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1483. return this;
  1484. },
  1485. equals: function ( v ) {
  1486. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1487. },
  1488. fromArray: function ( array, offset ) {
  1489. if ( offset === undefined ) offset = 0;
  1490. this.x = array[ offset ];
  1491. this.y = array[ offset + 1 ];
  1492. this.z = array[ offset + 2 ];
  1493. this.w = array[ offset + 3 ];
  1494. return this;
  1495. },
  1496. toArray: function ( array, offset ) {
  1497. if ( array === undefined ) array = [];
  1498. if ( offset === undefined ) offset = 0;
  1499. array[ offset ] = this.x;
  1500. array[ offset + 1 ] = this.y;
  1501. array[ offset + 2 ] = this.z;
  1502. array[ offset + 3 ] = this.w;
  1503. return array;
  1504. },
  1505. fromBufferAttribute: function ( attribute, index, offset ) {
  1506. if ( offset !== undefined ) {
  1507. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1508. }
  1509. this.x = attribute.getX( index );
  1510. this.y = attribute.getY( index );
  1511. this.z = attribute.getZ( index );
  1512. this.w = attribute.getW( index );
  1513. return this;
  1514. },
  1515. random: function () {
  1516. this.x = Math.random();
  1517. this.y = Math.random();
  1518. this.z = Math.random();
  1519. this.w = Math.random();
  1520. return this;
  1521. }
  1522. } );
  1523. /**
  1524. * @author szimek / https://github.com/szimek/
  1525. * @author alteredq / http://alteredqualia.com/
  1526. * @author Marius Kintel / https://github.com/kintel
  1527. */
  1528. /*
  1529. In options, we can specify:
  1530. * Texture parameters for an auto-generated target texture
  1531. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1532. */
  1533. function WebGLRenderTarget( width, height, options ) {
  1534. this.width = width;
  1535. this.height = height;
  1536. this.scissor = new Vector4( 0, 0, width, height );
  1537. this.scissorTest = false;
  1538. this.viewport = new Vector4( 0, 0, width, height );
  1539. options = options || {};
  1540. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1541. this.texture.image = {};
  1542. this.texture.image.width = width;
  1543. this.texture.image.height = height;
  1544. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1545. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1546. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1547. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1548. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1549. }
  1550. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1551. constructor: WebGLRenderTarget,
  1552. isWebGLRenderTarget: true,
  1553. setSize: function ( width, height ) {
  1554. if ( this.width !== width || this.height !== height ) {
  1555. this.width = width;
  1556. this.height = height;
  1557. this.texture.image.width = width;
  1558. this.texture.image.height = height;
  1559. this.dispose();
  1560. }
  1561. this.viewport.set( 0, 0, width, height );
  1562. this.scissor.set( 0, 0, width, height );
  1563. },
  1564. clone: function () {
  1565. return new this.constructor().copy( this );
  1566. },
  1567. copy: function ( source ) {
  1568. this.width = source.width;
  1569. this.height = source.height;
  1570. this.viewport.copy( source.viewport );
  1571. this.texture = source.texture.clone();
  1572. this.depthBuffer = source.depthBuffer;
  1573. this.stencilBuffer = source.stencilBuffer;
  1574. this.depthTexture = source.depthTexture;
  1575. return this;
  1576. },
  1577. dispose: function () {
  1578. this.dispatchEvent( { type: 'dispose' } );
  1579. }
  1580. } );
  1581. /**
  1582. * @author Mugen87 / https://github.com/Mugen87
  1583. * @author Matt DesLauriers / @mattdesl
  1584. */
  1585. function WebGLMultisampleRenderTarget( width, height, options ) {
  1586. WebGLRenderTarget.call( this, width, height, options );
  1587. this.samples = 4;
  1588. }
  1589. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1590. constructor: WebGLMultisampleRenderTarget,
  1591. isWebGLMultisampleRenderTarget: true,
  1592. copy: function ( source ) {
  1593. WebGLRenderTarget.prototype.copy.call( this, source );
  1594. this.samples = source.samples;
  1595. return this;
  1596. }
  1597. } );
  1598. /**
  1599. * @author mikael emtinger / http://gomo.se/
  1600. * @author alteredq / http://alteredqualia.com/
  1601. * @author WestLangley / http://github.com/WestLangley
  1602. * @author bhouston / http://clara.io
  1603. */
  1604. function Quaternion( x, y, z, w ) {
  1605. this._x = x || 0;
  1606. this._y = y || 0;
  1607. this._z = z || 0;
  1608. this._w = ( w !== undefined ) ? w : 1;
  1609. }
  1610. Object.assign( Quaternion, {
  1611. slerp: function ( qa, qb, qm, t ) {
  1612. return qm.copy( qa ).slerp( qb, t );
  1613. },
  1614. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1615. // fuzz-free, array-based Quaternion SLERP operation
  1616. let x0 = src0[ srcOffset0 + 0 ],
  1617. y0 = src0[ srcOffset0 + 1 ],
  1618. z0 = src0[ srcOffset0 + 2 ],
  1619. w0 = src0[ srcOffset0 + 3 ];
  1620. const x1 = src1[ srcOffset1 + 0 ],
  1621. y1 = src1[ srcOffset1 + 1 ],
  1622. z1 = src1[ srcOffset1 + 2 ],
  1623. w1 = src1[ srcOffset1 + 3 ];
  1624. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1625. let s = 1 - t,
  1626. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1627. dir = ( cos >= 0 ? 1 : - 1 ),
  1628. sqrSin = 1 - cos * cos;
  1629. // Skip the Slerp for tiny steps to avoid numeric problems:
  1630. if ( sqrSin > Number.EPSILON ) {
  1631. const sin = Math.sqrt( sqrSin ),
  1632. len = Math.atan2( sin, cos * dir );
  1633. s = Math.sin( s * len ) / sin;
  1634. t = Math.sin( t * len ) / sin;
  1635. }
  1636. const tDir = t * dir;
  1637. x0 = x0 * s + x1 * tDir;
  1638. y0 = y0 * s + y1 * tDir;
  1639. z0 = z0 * s + z1 * tDir;
  1640. w0 = w0 * s + w1 * tDir;
  1641. // Normalize in case we just did a lerp:
  1642. if ( s === 1 - t ) {
  1643. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1644. x0 *= f;
  1645. y0 *= f;
  1646. z0 *= f;
  1647. w0 *= f;
  1648. }
  1649. }
  1650. dst[ dstOffset ] = x0;
  1651. dst[ dstOffset + 1 ] = y0;
  1652. dst[ dstOffset + 2 ] = z0;
  1653. dst[ dstOffset + 3 ] = w0;
  1654. },
  1655. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1656. const x0 = src0[ srcOffset0 ];
  1657. const y0 = src0[ srcOffset0 + 1 ];
  1658. const z0 = src0[ srcOffset0 + 2 ];
  1659. const w0 = src0[ srcOffset0 + 3 ];
  1660. const x1 = src1[ srcOffset1 ];
  1661. const y1 = src1[ srcOffset1 + 1 ];
  1662. const z1 = src1[ srcOffset1 + 2 ];
  1663. const w1 = src1[ srcOffset1 + 3 ];
  1664. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1665. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1666. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1667. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1668. return dst;
  1669. }
  1670. } );
  1671. Object.defineProperties( Quaternion.prototype, {
  1672. x: {
  1673. get: function () {
  1674. return this._x;
  1675. },
  1676. set: function ( value ) {
  1677. this._x = value;
  1678. this._onChangeCallback();
  1679. }
  1680. },
  1681. y: {
  1682. get: function () {
  1683. return this._y;
  1684. },
  1685. set: function ( value ) {
  1686. this._y = value;
  1687. this._onChangeCallback();
  1688. }
  1689. },
  1690. z: {
  1691. get: function () {
  1692. return this._z;
  1693. },
  1694. set: function ( value ) {
  1695. this._z = value;
  1696. this._onChangeCallback();
  1697. }
  1698. },
  1699. w: {
  1700. get: function () {
  1701. return this._w;
  1702. },
  1703. set: function ( value ) {
  1704. this._w = value;
  1705. this._onChangeCallback();
  1706. }
  1707. }
  1708. } );
  1709. Object.assign( Quaternion.prototype, {
  1710. isQuaternion: true,
  1711. set: function ( x, y, z, w ) {
  1712. this._x = x;
  1713. this._y = y;
  1714. this._z = z;
  1715. this._w = w;
  1716. this._onChangeCallback();
  1717. return this;
  1718. },
  1719. clone: function () {
  1720. return new this.constructor( this._x, this._y, this._z, this._w );
  1721. },
  1722. copy: function ( quaternion ) {
  1723. this._x = quaternion.x;
  1724. this._y = quaternion.y;
  1725. this._z = quaternion.z;
  1726. this._w = quaternion.w;
  1727. this._onChangeCallback();
  1728. return this;
  1729. },
  1730. setFromEuler: function ( euler, update ) {
  1731. if ( ! ( euler && euler.isEuler ) ) {
  1732. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1733. }
  1734. const x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1735. // http://www.mathworks.com/matlabcentral/fileexchange/
  1736. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1737. // content/SpinCalc.m
  1738. const cos = Math.cos;
  1739. const sin = Math.sin;
  1740. const c1 = cos( x / 2 );
  1741. const c2 = cos( y / 2 );
  1742. const c3 = cos( z / 2 );
  1743. const s1 = sin( x / 2 );
  1744. const s2 = sin( y / 2 );
  1745. const s3 = sin( z / 2 );
  1746. switch ( order ) {
  1747. case 'XYZ':
  1748. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1749. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1750. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1751. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1752. break;
  1753. case 'YXZ':
  1754. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1755. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1756. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1757. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1758. break;
  1759. case 'ZXY':
  1760. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1761. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1762. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1763. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1764. break;
  1765. case 'ZYX':
  1766. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1767. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1768. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1769. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1770. break;
  1771. case 'YZX':
  1772. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1773. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1774. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1775. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1776. break;
  1777. case 'XZY':
  1778. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1779. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1780. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1781. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1782. break;
  1783. default:
  1784. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1785. }
  1786. if ( update !== false ) this._onChangeCallback();
  1787. return this;
  1788. },
  1789. setFromAxisAngle: function ( axis, angle ) {
  1790. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1791. // assumes axis is normalized
  1792. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  1793. this._x = axis.x * s;
  1794. this._y = axis.y * s;
  1795. this._z = axis.z * s;
  1796. this._w = Math.cos( halfAngle );
  1797. this._onChangeCallback();
  1798. return this;
  1799. },
  1800. setFromRotationMatrix: function ( m ) {
  1801. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1802. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1803. const te = m.elements,
  1804. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1805. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1806. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1807. trace = m11 + m22 + m33;
  1808. if ( trace > 0 ) {
  1809. const s = 0.5 / Math.sqrt( trace + 1.0 );
  1810. this._w = 0.25 / s;
  1811. this._x = ( m32 - m23 ) * s;
  1812. this._y = ( m13 - m31 ) * s;
  1813. this._z = ( m21 - m12 ) * s;
  1814. } else if ( m11 > m22 && m11 > m33 ) {
  1815. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1816. this._w = ( m32 - m23 ) / s;
  1817. this._x = 0.25 * s;
  1818. this._y = ( m12 + m21 ) / s;
  1819. this._z = ( m13 + m31 ) / s;
  1820. } else if ( m22 > m33 ) {
  1821. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1822. this._w = ( m13 - m31 ) / s;
  1823. this._x = ( m12 + m21 ) / s;
  1824. this._y = 0.25 * s;
  1825. this._z = ( m23 + m32 ) / s;
  1826. } else {
  1827. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1828. this._w = ( m21 - m12 ) / s;
  1829. this._x = ( m13 + m31 ) / s;
  1830. this._y = ( m23 + m32 ) / s;
  1831. this._z = 0.25 * s;
  1832. }
  1833. this._onChangeCallback();
  1834. return this;
  1835. },
  1836. setFromUnitVectors: function ( vFrom, vTo ) {
  1837. // assumes direction vectors vFrom and vTo are normalized
  1838. const EPS = 0.000001;
  1839. let r = vFrom.dot( vTo ) + 1;
  1840. if ( r < EPS ) {
  1841. r = 0;
  1842. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1843. this._x = - vFrom.y;
  1844. this._y = vFrom.x;
  1845. this._z = 0;
  1846. this._w = r;
  1847. } else {
  1848. this._x = 0;
  1849. this._y = - vFrom.z;
  1850. this._z = vFrom.y;
  1851. this._w = r;
  1852. }
  1853. } else {
  1854. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1855. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1856. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1857. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1858. this._w = r;
  1859. }
  1860. return this.normalize();
  1861. },
  1862. angleTo: function ( q ) {
  1863. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1864. },
  1865. rotateTowards: function ( q, step ) {
  1866. const angle = this.angleTo( q );
  1867. if ( angle === 0 ) return this;
  1868. const t = Math.min( 1, step / angle );
  1869. this.slerp( q, t );
  1870. return this;
  1871. },
  1872. inverse: function () {
  1873. // quaternion is assumed to have unit length
  1874. return this.conjugate();
  1875. },
  1876. conjugate: function () {
  1877. this._x *= - 1;
  1878. this._y *= - 1;
  1879. this._z *= - 1;
  1880. this._onChangeCallback();
  1881. return this;
  1882. },
  1883. dot: function ( v ) {
  1884. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1885. },
  1886. lengthSq: function () {
  1887. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1888. },
  1889. length: function () {
  1890. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1891. },
  1892. normalize: function () {
  1893. let l = this.length();
  1894. if ( l === 0 ) {
  1895. this._x = 0;
  1896. this._y = 0;
  1897. this._z = 0;
  1898. this._w = 1;
  1899. } else {
  1900. l = 1 / l;
  1901. this._x = this._x * l;
  1902. this._y = this._y * l;
  1903. this._z = this._z * l;
  1904. this._w = this._w * l;
  1905. }
  1906. this._onChangeCallback();
  1907. return this;
  1908. },
  1909. multiply: function ( q, p ) {
  1910. if ( p !== undefined ) {
  1911. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1912. return this.multiplyQuaternions( q, p );
  1913. }
  1914. return this.multiplyQuaternions( this, q );
  1915. },
  1916. premultiply: function ( q ) {
  1917. return this.multiplyQuaternions( q, this );
  1918. },
  1919. multiplyQuaternions: function ( a, b ) {
  1920. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1921. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1922. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1923. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1924. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1925. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1926. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1927. this._onChangeCallback();
  1928. return this;
  1929. },
  1930. slerp: function ( qb, t ) {
  1931. if ( t === 0 ) return this;
  1932. if ( t === 1 ) return this.copy( qb );
  1933. const x = this._x, y = this._y, z = this._z, w = this._w;
  1934. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1935. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1936. if ( cosHalfTheta < 0 ) {
  1937. this._w = - qb._w;
  1938. this._x = - qb._x;
  1939. this._y = - qb._y;
  1940. this._z = - qb._z;
  1941. cosHalfTheta = - cosHalfTheta;
  1942. } else {
  1943. this.copy( qb );
  1944. }
  1945. if ( cosHalfTheta >= 1.0 ) {
  1946. this._w = w;
  1947. this._x = x;
  1948. this._y = y;
  1949. this._z = z;
  1950. return this;
  1951. }
  1952. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1953. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1954. const s = 1 - t;
  1955. this._w = s * w + t * this._w;
  1956. this._x = s * x + t * this._x;
  1957. this._y = s * y + t * this._y;
  1958. this._z = s * z + t * this._z;
  1959. this.normalize();
  1960. this._onChangeCallback();
  1961. return this;
  1962. }
  1963. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1964. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1965. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1966. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1967. this._w = ( w * ratioA + this._w * ratioB );
  1968. this._x = ( x * ratioA + this._x * ratioB );
  1969. this._y = ( y * ratioA + this._y * ratioB );
  1970. this._z = ( z * ratioA + this._z * ratioB );
  1971. this._onChangeCallback();
  1972. return this;
  1973. },
  1974. equals: function ( quaternion ) {
  1975. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1976. },
  1977. fromArray: function ( array, offset ) {
  1978. if ( offset === undefined ) offset = 0;
  1979. this._x = array[ offset ];
  1980. this._y = array[ offset + 1 ];
  1981. this._z = array[ offset + 2 ];
  1982. this._w = array[ offset + 3 ];
  1983. this._onChangeCallback();
  1984. return this;
  1985. },
  1986. toArray: function ( array, offset ) {
  1987. if ( array === undefined ) array = [];
  1988. if ( offset === undefined ) offset = 0;
  1989. array[ offset ] = this._x;
  1990. array[ offset + 1 ] = this._y;
  1991. array[ offset + 2 ] = this._z;
  1992. array[ offset + 3 ] = this._w;
  1993. return array;
  1994. },
  1995. fromBufferAttribute: function ( attribute, index ) {
  1996. this._x = attribute.getX( index );
  1997. this._y = attribute.getY( index );
  1998. this._z = attribute.getZ( index );
  1999. this._w = attribute.getW( index );
  2000. return this;
  2001. },
  2002. _onChange: function ( callback ) {
  2003. this._onChangeCallback = callback;
  2004. return this;
  2005. },
  2006. _onChangeCallback: function () {}
  2007. } );
  2008. /**
  2009. * @author mrdoob / http://mrdoob.com/
  2010. * @author kile / http://kile.stravaganza.org/
  2011. * @author philogb / http://blog.thejit.org/
  2012. * @author mikael emtinger / http://gomo.se/
  2013. * @author egraether / http://egraether.com/
  2014. * @author WestLangley / http://github.com/WestLangley
  2015. */
  2016. const _vector = new Vector3();
  2017. const _quaternion = new Quaternion();
  2018. function Vector3( x, y, z ) {
  2019. this.x = x || 0;
  2020. this.y = y || 0;
  2021. this.z = z || 0;
  2022. }
  2023. Object.assign( Vector3.prototype, {
  2024. isVector3: true,
  2025. set: function ( x, y, z ) {
  2026. this.x = x;
  2027. this.y = y;
  2028. this.z = z;
  2029. return this;
  2030. },
  2031. setScalar: function ( scalar ) {
  2032. this.x = scalar;
  2033. this.y = scalar;
  2034. this.z = scalar;
  2035. return this;
  2036. },
  2037. setX: function ( x ) {
  2038. this.x = x;
  2039. return this;
  2040. },
  2041. setY: function ( y ) {
  2042. this.y = y;
  2043. return this;
  2044. },
  2045. setZ: function ( z ) {
  2046. this.z = z;
  2047. return this;
  2048. },
  2049. setComponent: function ( index, value ) {
  2050. switch ( index ) {
  2051. case 0: this.x = value; break;
  2052. case 1: this.y = value; break;
  2053. case 2: this.z = value; break;
  2054. default: throw new Error( 'index is out of range: ' + index );
  2055. }
  2056. return this;
  2057. },
  2058. getComponent: function ( index ) {
  2059. switch ( index ) {
  2060. case 0: return this.x;
  2061. case 1: return this.y;
  2062. case 2: return this.z;
  2063. default: throw new Error( 'index is out of range: ' + index );
  2064. }
  2065. },
  2066. clone: function () {
  2067. return new this.constructor( this.x, this.y, this.z );
  2068. },
  2069. copy: function ( v ) {
  2070. this.x = v.x;
  2071. this.y = v.y;
  2072. this.z = v.z;
  2073. return this;
  2074. },
  2075. add: function ( v, w ) {
  2076. if ( w !== undefined ) {
  2077. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2078. return this.addVectors( v, w );
  2079. }
  2080. this.x += v.x;
  2081. this.y += v.y;
  2082. this.z += v.z;
  2083. return this;
  2084. },
  2085. addScalar: function ( s ) {
  2086. this.x += s;
  2087. this.y += s;
  2088. this.z += s;
  2089. return this;
  2090. },
  2091. addVectors: function ( a, b ) {
  2092. this.x = a.x + b.x;
  2093. this.y = a.y + b.y;
  2094. this.z = a.z + b.z;
  2095. return this;
  2096. },
  2097. addScaledVector: function ( v, s ) {
  2098. this.x += v.x * s;
  2099. this.y += v.y * s;
  2100. this.z += v.z * s;
  2101. return this;
  2102. },
  2103. sub: function ( v, w ) {
  2104. if ( w !== undefined ) {
  2105. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2106. return this.subVectors( v, w );
  2107. }
  2108. this.x -= v.x;
  2109. this.y -= v.y;
  2110. this.z -= v.z;
  2111. return this;
  2112. },
  2113. subScalar: function ( s ) {
  2114. this.x -= s;
  2115. this.y -= s;
  2116. this.z -= s;
  2117. return this;
  2118. },
  2119. subVectors: function ( a, b ) {
  2120. this.x = a.x - b.x;
  2121. this.y = a.y - b.y;
  2122. this.z = a.z - b.z;
  2123. return this;
  2124. },
  2125. multiply: function ( v, w ) {
  2126. if ( w !== undefined ) {
  2127. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2128. return this.multiplyVectors( v, w );
  2129. }
  2130. this.x *= v.x;
  2131. this.y *= v.y;
  2132. this.z *= v.z;
  2133. return this;
  2134. },
  2135. multiplyScalar: function ( scalar ) {
  2136. this.x *= scalar;
  2137. this.y *= scalar;
  2138. this.z *= scalar;
  2139. return this;
  2140. },
  2141. multiplyVectors: function ( a, b ) {
  2142. this.x = a.x * b.x;
  2143. this.y = a.y * b.y;
  2144. this.z = a.z * b.z;
  2145. return this;
  2146. },
  2147. applyEuler: function ( euler ) {
  2148. if ( ! ( euler && euler.isEuler ) ) {
  2149. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2150. }
  2151. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2152. },
  2153. applyAxisAngle: function ( axis, angle ) {
  2154. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2155. },
  2156. applyMatrix3: function ( m ) {
  2157. const x = this.x, y = this.y, z = this.z;
  2158. const e = m.elements;
  2159. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2160. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2161. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2162. return this;
  2163. },
  2164. applyNormalMatrix: function ( m ) {
  2165. return this.applyMatrix3( m ).normalize();
  2166. },
  2167. applyMatrix4: function ( m ) {
  2168. const x = this.x, y = this.y, z = this.z;
  2169. const e = m.elements;
  2170. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2171. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2172. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2173. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2174. return this;
  2175. },
  2176. applyQuaternion: function ( q ) {
  2177. const x = this.x, y = this.y, z = this.z;
  2178. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2179. // calculate quat * vector
  2180. const ix = qw * x + qy * z - qz * y;
  2181. const iy = qw * y + qz * x - qx * z;
  2182. const iz = qw * z + qx * y - qy * x;
  2183. const iw = - qx * x - qy * y - qz * z;
  2184. // calculate result * inverse quat
  2185. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2186. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2187. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2188. return this;
  2189. },
  2190. project: function ( camera ) {
  2191. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2192. },
  2193. unproject: function ( camera ) {
  2194. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2195. },
  2196. transformDirection: function ( m ) {
  2197. // input: THREE.Matrix4 affine matrix
  2198. // vector interpreted as a direction
  2199. const x = this.x, y = this.y, z = this.z;
  2200. const e = m.elements;
  2201. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2202. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2203. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2204. return this.normalize();
  2205. },
  2206. divide: function ( v ) {
  2207. this.x /= v.x;
  2208. this.y /= v.y;
  2209. this.z /= v.z;
  2210. return this;
  2211. },
  2212. divideScalar: function ( scalar ) {
  2213. return this.multiplyScalar( 1 / scalar );
  2214. },
  2215. min: function ( v ) {
  2216. this.x = Math.min( this.x, v.x );
  2217. this.y = Math.min( this.y, v.y );
  2218. this.z = Math.min( this.z, v.z );
  2219. return this;
  2220. },
  2221. max: function ( v ) {
  2222. this.x = Math.max( this.x, v.x );
  2223. this.y = Math.max( this.y, v.y );
  2224. this.z = Math.max( this.z, v.z );
  2225. return this;
  2226. },
  2227. clamp: function ( min, max ) {
  2228. // assumes min < max, componentwise
  2229. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2230. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2231. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2232. return this;
  2233. },
  2234. clampScalar: function ( minVal, maxVal ) {
  2235. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2236. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2237. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2238. return this;
  2239. },
  2240. clampLength: function ( min, max ) {
  2241. const length = this.length();
  2242. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2243. },
  2244. floor: function () {
  2245. this.x = Math.floor( this.x );
  2246. this.y = Math.floor( this.y );
  2247. this.z = Math.floor( this.z );
  2248. return this;
  2249. },
  2250. ceil: function () {
  2251. this.x = Math.ceil( this.x );
  2252. this.y = Math.ceil( this.y );
  2253. this.z = Math.ceil( this.z );
  2254. return this;
  2255. },
  2256. round: function () {
  2257. this.x = Math.round( this.x );
  2258. this.y = Math.round( this.y );
  2259. this.z = Math.round( this.z );
  2260. return this;
  2261. },
  2262. roundToZero: function () {
  2263. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2264. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2265. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2266. return this;
  2267. },
  2268. negate: function () {
  2269. this.x = - this.x;
  2270. this.y = - this.y;
  2271. this.z = - this.z;
  2272. return this;
  2273. },
  2274. dot: function ( v ) {
  2275. return this.x * v.x + this.y * v.y + this.z * v.z;
  2276. },
  2277. // TODO lengthSquared?
  2278. lengthSq: function () {
  2279. return this.x * this.x + this.y * this.y + this.z * this.z;
  2280. },
  2281. length: function () {
  2282. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2283. },
  2284. manhattanLength: function () {
  2285. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2286. },
  2287. normalize: function () {
  2288. return this.divideScalar( this.length() || 1 );
  2289. },
  2290. setLength: function ( length ) {
  2291. return this.normalize().multiplyScalar( length );
  2292. },
  2293. lerp: function ( v, alpha ) {
  2294. this.x += ( v.x - this.x ) * alpha;
  2295. this.y += ( v.y - this.y ) * alpha;
  2296. this.z += ( v.z - this.z ) * alpha;
  2297. return this;
  2298. },
  2299. lerpVectors: function ( v1, v2, alpha ) {
  2300. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2301. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2302. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2303. return this;
  2304. },
  2305. cross: function ( v, w ) {
  2306. if ( w !== undefined ) {
  2307. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2308. return this.crossVectors( v, w );
  2309. }
  2310. return this.crossVectors( this, v );
  2311. },
  2312. crossVectors: function ( a, b ) {
  2313. const ax = a.x, ay = a.y, az = a.z;
  2314. const bx = b.x, by = b.y, bz = b.z;
  2315. this.x = ay * bz - az * by;
  2316. this.y = az * bx - ax * bz;
  2317. this.z = ax * by - ay * bx;
  2318. return this;
  2319. },
  2320. projectOnVector: function ( v ) {
  2321. const denominator = v.lengthSq();
  2322. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  2323. const scalar = v.dot( this ) / denominator;
  2324. return this.copy( v ).multiplyScalar( scalar );
  2325. },
  2326. projectOnPlane: function ( planeNormal ) {
  2327. _vector.copy( this ).projectOnVector( planeNormal );
  2328. return this.sub( _vector );
  2329. },
  2330. reflect: function ( normal ) {
  2331. // reflect incident vector off plane orthogonal to normal
  2332. // normal is assumed to have unit length
  2333. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2334. },
  2335. angleTo: function ( v ) {
  2336. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2337. if ( denominator === 0 ) return Math.PI / 2;
  2338. const theta = this.dot( v ) / denominator;
  2339. // clamp, to handle numerical problems
  2340. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2341. },
  2342. distanceTo: function ( v ) {
  2343. return Math.sqrt( this.distanceToSquared( v ) );
  2344. },
  2345. distanceToSquared: function ( v ) {
  2346. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2347. return dx * dx + dy * dy + dz * dz;
  2348. },
  2349. manhattanDistanceTo: function ( v ) {
  2350. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2351. },
  2352. setFromSpherical: function ( s ) {
  2353. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2354. },
  2355. setFromSphericalCoords: function ( radius, phi, theta ) {
  2356. const sinPhiRadius = Math.sin( phi ) * radius;
  2357. this.x = sinPhiRadius * Math.sin( theta );
  2358. this.y = Math.cos( phi ) * radius;
  2359. this.z = sinPhiRadius * Math.cos( theta );
  2360. return this;
  2361. },
  2362. setFromCylindrical: function ( c ) {
  2363. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2364. },
  2365. setFromCylindricalCoords: function ( radius, theta, y ) {
  2366. this.x = radius * Math.sin( theta );
  2367. this.y = y;
  2368. this.z = radius * Math.cos( theta );
  2369. return this;
  2370. },
  2371. setFromMatrixPosition: function ( m ) {
  2372. const e = m.elements;
  2373. this.x = e[ 12 ];
  2374. this.y = e[ 13 ];
  2375. this.z = e[ 14 ];
  2376. return this;
  2377. },
  2378. setFromMatrixScale: function ( m ) {
  2379. const sx = this.setFromMatrixColumn( m, 0 ).length();
  2380. const sy = this.setFromMatrixColumn( m, 1 ).length();
  2381. const sz = this.setFromMatrixColumn( m, 2 ).length();
  2382. this.x = sx;
  2383. this.y = sy;
  2384. this.z = sz;
  2385. return this;
  2386. },
  2387. setFromMatrixColumn: function ( m, index ) {
  2388. return this.fromArray( m.elements, index * 4 );
  2389. },
  2390. setFromMatrix3Column: function ( m, index ) {
  2391. return this.fromArray( m.elements, index * 3 );
  2392. },
  2393. equals: function ( v ) {
  2394. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2395. },
  2396. fromArray: function ( array, offset ) {
  2397. if ( offset === undefined ) offset = 0;
  2398. this.x = array[ offset ];
  2399. this.y = array[ offset + 1 ];
  2400. this.z = array[ offset + 2 ];
  2401. return this;
  2402. },
  2403. toArray: function ( array, offset ) {
  2404. if ( array === undefined ) array = [];
  2405. if ( offset === undefined ) offset = 0;
  2406. array[ offset ] = this.x;
  2407. array[ offset + 1 ] = this.y;
  2408. array[ offset + 2 ] = this.z;
  2409. return array;
  2410. },
  2411. fromBufferAttribute: function ( attribute, index, offset ) {
  2412. if ( offset !== undefined ) {
  2413. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2414. }
  2415. this.x = attribute.getX( index );
  2416. this.y = attribute.getY( index );
  2417. this.z = attribute.getZ( index );
  2418. return this;
  2419. },
  2420. random: function () {
  2421. this.x = Math.random();
  2422. this.y = Math.random();
  2423. this.z = Math.random();
  2424. return this;
  2425. }
  2426. } );
  2427. const _v1 = new Vector3();
  2428. const _m1 = new Matrix4();
  2429. const _zero = new Vector3( 0, 0, 0 );
  2430. const _one = new Vector3( 1, 1, 1 );
  2431. const _x = new Vector3();
  2432. const _y = new Vector3();
  2433. const _z = new Vector3();
  2434. /**
  2435. * @author mrdoob / http://mrdoob.com/
  2436. * @author supereggbert / http://www.paulbrunt.co.uk/
  2437. * @author philogb / http://blog.thejit.org/
  2438. * @author jordi_ros / http://plattsoft.com
  2439. * @author D1plo1d / http://github.com/D1plo1d
  2440. * @author alteredq / http://alteredqualia.com/
  2441. * @author mikael emtinger / http://gomo.se/
  2442. * @author timknip / http://www.floorplanner.com/
  2443. * @author bhouston / http://clara.io
  2444. * @author WestLangley / http://github.com/WestLangley
  2445. */
  2446. function Matrix4() {
  2447. this.elements = [
  2448. 1, 0, 0, 0,
  2449. 0, 1, 0, 0,
  2450. 0, 0, 1, 0,
  2451. 0, 0, 0, 1
  2452. ];
  2453. if ( arguments.length > 0 ) {
  2454. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2455. }
  2456. }
  2457. Object.assign( Matrix4.prototype, {
  2458. isMatrix4: true,
  2459. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2460. const te = this.elements;
  2461. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2462. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2463. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2464. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2465. return this;
  2466. },
  2467. identity: function () {
  2468. this.set(
  2469. 1, 0, 0, 0,
  2470. 0, 1, 0, 0,
  2471. 0, 0, 1, 0,
  2472. 0, 0, 0, 1
  2473. );
  2474. return this;
  2475. },
  2476. clone: function () {
  2477. return new Matrix4().fromArray( this.elements );
  2478. },
  2479. copy: function ( m ) {
  2480. const te = this.elements;
  2481. const me = m.elements;
  2482. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2483. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2484. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2485. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2486. return this;
  2487. },
  2488. copyPosition: function ( m ) {
  2489. const te = this.elements, me = m.elements;
  2490. te[ 12 ] = me[ 12 ];
  2491. te[ 13 ] = me[ 13 ];
  2492. te[ 14 ] = me[ 14 ];
  2493. return this;
  2494. },
  2495. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2496. xAxis.setFromMatrixColumn( this, 0 );
  2497. yAxis.setFromMatrixColumn( this, 1 );
  2498. zAxis.setFromMatrixColumn( this, 2 );
  2499. return this;
  2500. },
  2501. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2502. this.set(
  2503. xAxis.x, yAxis.x, zAxis.x, 0,
  2504. xAxis.y, yAxis.y, zAxis.y, 0,
  2505. xAxis.z, yAxis.z, zAxis.z, 0,
  2506. 0, 0, 0, 1
  2507. );
  2508. return this;
  2509. },
  2510. extractRotation: function ( m ) {
  2511. // this method does not support reflection matrices
  2512. const te = this.elements;
  2513. const me = m.elements;
  2514. const scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2515. const scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2516. const scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2517. te[ 0 ] = me[ 0 ] * scaleX;
  2518. te[ 1 ] = me[ 1 ] * scaleX;
  2519. te[ 2 ] = me[ 2 ] * scaleX;
  2520. te[ 3 ] = 0;
  2521. te[ 4 ] = me[ 4 ] * scaleY;
  2522. te[ 5 ] = me[ 5 ] * scaleY;
  2523. te[ 6 ] = me[ 6 ] * scaleY;
  2524. te[ 7 ] = 0;
  2525. te[ 8 ] = me[ 8 ] * scaleZ;
  2526. te[ 9 ] = me[ 9 ] * scaleZ;
  2527. te[ 10 ] = me[ 10 ] * scaleZ;
  2528. te[ 11 ] = 0;
  2529. te[ 12 ] = 0;
  2530. te[ 13 ] = 0;
  2531. te[ 14 ] = 0;
  2532. te[ 15 ] = 1;
  2533. return this;
  2534. },
  2535. makeRotationFromEuler: function ( euler ) {
  2536. if ( ! ( euler && euler.isEuler ) ) {
  2537. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2538. }
  2539. const te = this.elements;
  2540. const x = euler.x, y = euler.y, z = euler.z;
  2541. const a = Math.cos( x ), b = Math.sin( x );
  2542. const c = Math.cos( y ), d = Math.sin( y );
  2543. const e = Math.cos( z ), f = Math.sin( z );
  2544. if ( euler.order === 'XYZ' ) {
  2545. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  2546. te[ 0 ] = c * e;
  2547. te[ 4 ] = - c * f;
  2548. te[ 8 ] = d;
  2549. te[ 1 ] = af + be * d;
  2550. te[ 5 ] = ae - bf * d;
  2551. te[ 9 ] = - b * c;
  2552. te[ 2 ] = bf - ae * d;
  2553. te[ 6 ] = be + af * d;
  2554. te[ 10 ] = a * c;
  2555. } else if ( euler.order === 'YXZ' ) {
  2556. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  2557. te[ 0 ] = ce + df * b;
  2558. te[ 4 ] = de * b - cf;
  2559. te[ 8 ] = a * d;
  2560. te[ 1 ] = a * f;
  2561. te[ 5 ] = a * e;
  2562. te[ 9 ] = - b;
  2563. te[ 2 ] = cf * b - de;
  2564. te[ 6 ] = df + ce * b;
  2565. te[ 10 ] = a * c;
  2566. } else if ( euler.order === 'ZXY' ) {
  2567. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  2568. te[ 0 ] = ce - df * b;
  2569. te[ 4 ] = - a * f;
  2570. te[ 8 ] = de + cf * b;
  2571. te[ 1 ] = cf + de * b;
  2572. te[ 5 ] = a * e;
  2573. te[ 9 ] = df - ce * b;
  2574. te[ 2 ] = - a * d;
  2575. te[ 6 ] = b;
  2576. te[ 10 ] = a * c;
  2577. } else if ( euler.order === 'ZYX' ) {
  2578. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  2579. te[ 0 ] = c * e;
  2580. te[ 4 ] = be * d - af;
  2581. te[ 8 ] = ae * d + bf;
  2582. te[ 1 ] = c * f;
  2583. te[ 5 ] = bf * d + ae;
  2584. te[ 9 ] = af * d - be;
  2585. te[ 2 ] = - d;
  2586. te[ 6 ] = b * c;
  2587. te[ 10 ] = a * c;
  2588. } else if ( euler.order === 'YZX' ) {
  2589. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2590. te[ 0 ] = c * e;
  2591. te[ 4 ] = bd - ac * f;
  2592. te[ 8 ] = bc * f + ad;
  2593. te[ 1 ] = f;
  2594. te[ 5 ] = a * e;
  2595. te[ 9 ] = - b * e;
  2596. te[ 2 ] = - d * e;
  2597. te[ 6 ] = ad * f + bc;
  2598. te[ 10 ] = ac - bd * f;
  2599. } else if ( euler.order === 'XZY' ) {
  2600. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2601. te[ 0 ] = c * e;
  2602. te[ 4 ] = - f;
  2603. te[ 8 ] = d * e;
  2604. te[ 1 ] = ac * f + bd;
  2605. te[ 5 ] = a * e;
  2606. te[ 9 ] = ad * f - bc;
  2607. te[ 2 ] = bc * f - ad;
  2608. te[ 6 ] = b * e;
  2609. te[ 10 ] = bd * f + ac;
  2610. }
  2611. // bottom row
  2612. te[ 3 ] = 0;
  2613. te[ 7 ] = 0;
  2614. te[ 11 ] = 0;
  2615. // last column
  2616. te[ 12 ] = 0;
  2617. te[ 13 ] = 0;
  2618. te[ 14 ] = 0;
  2619. te[ 15 ] = 1;
  2620. return this;
  2621. },
  2622. makeRotationFromQuaternion: function ( q ) {
  2623. return this.compose( _zero, q, _one );
  2624. },
  2625. lookAt: function ( eye, target, up ) {
  2626. const te = this.elements;
  2627. _z.subVectors( eye, target );
  2628. if ( _z.lengthSq() === 0 ) {
  2629. // eye and target are in the same position
  2630. _z.z = 1;
  2631. }
  2632. _z.normalize();
  2633. _x.crossVectors( up, _z );
  2634. if ( _x.lengthSq() === 0 ) {
  2635. // up and z are parallel
  2636. if ( Math.abs( up.z ) === 1 ) {
  2637. _z.x += 0.0001;
  2638. } else {
  2639. _z.z += 0.0001;
  2640. }
  2641. _z.normalize();
  2642. _x.crossVectors( up, _z );
  2643. }
  2644. _x.normalize();
  2645. _y.crossVectors( _z, _x );
  2646. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2647. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2648. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2649. return this;
  2650. },
  2651. multiply: function ( m, n ) {
  2652. if ( n !== undefined ) {
  2653. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2654. return this.multiplyMatrices( m, n );
  2655. }
  2656. return this.multiplyMatrices( this, m );
  2657. },
  2658. premultiply: function ( m ) {
  2659. return this.multiplyMatrices( m, this );
  2660. },
  2661. multiplyMatrices: function ( a, b ) {
  2662. const ae = a.elements;
  2663. const be = b.elements;
  2664. const te = this.elements;
  2665. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2666. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2667. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2668. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2669. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2670. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2671. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2672. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2673. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2674. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2675. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2676. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2677. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2678. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2679. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2680. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2681. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2682. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2683. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2684. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2685. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2686. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2687. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2688. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2689. return this;
  2690. },
  2691. multiplyScalar: function ( s ) {
  2692. const te = this.elements;
  2693. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2694. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2695. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2696. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2697. return this;
  2698. },
  2699. determinant: function () {
  2700. const te = this.elements;
  2701. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2702. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2703. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2704. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2705. //TODO: make this more efficient
  2706. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2707. return (
  2708. n41 * (
  2709. + n14 * n23 * n32
  2710. - n13 * n24 * n32
  2711. - n14 * n22 * n33
  2712. + n12 * n24 * n33
  2713. + n13 * n22 * n34
  2714. - n12 * n23 * n34
  2715. ) +
  2716. n42 * (
  2717. + n11 * n23 * n34
  2718. - n11 * n24 * n33
  2719. + n14 * n21 * n33
  2720. - n13 * n21 * n34
  2721. + n13 * n24 * n31
  2722. - n14 * n23 * n31
  2723. ) +
  2724. n43 * (
  2725. + n11 * n24 * n32
  2726. - n11 * n22 * n34
  2727. - n14 * n21 * n32
  2728. + n12 * n21 * n34
  2729. + n14 * n22 * n31
  2730. - n12 * n24 * n31
  2731. ) +
  2732. n44 * (
  2733. - n13 * n22 * n31
  2734. - n11 * n23 * n32
  2735. + n11 * n22 * n33
  2736. + n13 * n21 * n32
  2737. - n12 * n21 * n33
  2738. + n12 * n23 * n31
  2739. )
  2740. );
  2741. },
  2742. transpose: function () {
  2743. const te = this.elements;
  2744. let tmp;
  2745. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2746. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2747. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2748. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2749. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2750. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2751. return this;
  2752. },
  2753. setPosition: function ( x, y, z ) {
  2754. const te = this.elements;
  2755. if ( x.isVector3 ) {
  2756. te[ 12 ] = x.x;
  2757. te[ 13 ] = x.y;
  2758. te[ 14 ] = x.z;
  2759. } else {
  2760. te[ 12 ] = x;
  2761. te[ 13 ] = y;
  2762. te[ 14 ] = z;
  2763. }
  2764. return this;
  2765. },
  2766. getInverse: function ( m, throwOnDegenerate ) {
  2767. if ( throwOnDegenerate !== undefined ) {
  2768. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2769. }
  2770. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2771. const te = this.elements,
  2772. me = m.elements,
  2773. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2774. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2775. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2776. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2777. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2778. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2779. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2780. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2781. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2782. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  2783. const detInv = 1 / det;
  2784. te[ 0 ] = t11 * detInv;
  2785. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2786. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2787. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2788. te[ 4 ] = t12 * detInv;
  2789. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2790. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2791. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2792. te[ 8 ] = t13 * detInv;
  2793. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2794. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2795. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2796. te[ 12 ] = t14 * detInv;
  2797. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2798. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2799. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2800. return this;
  2801. },
  2802. scale: function ( v ) {
  2803. const te = this.elements;
  2804. const x = v.x, y = v.y, z = v.z;
  2805. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2806. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2807. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2808. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2809. return this;
  2810. },
  2811. getMaxScaleOnAxis: function () {
  2812. const te = this.elements;
  2813. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2814. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2815. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2816. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2817. },
  2818. makeTranslation: function ( x, y, z ) {
  2819. this.set(
  2820. 1, 0, 0, x,
  2821. 0, 1, 0, y,
  2822. 0, 0, 1, z,
  2823. 0, 0, 0, 1
  2824. );
  2825. return this;
  2826. },
  2827. makeRotationX: function ( theta ) {
  2828. const c = Math.cos( theta ), s = Math.sin( theta );
  2829. this.set(
  2830. 1, 0, 0, 0,
  2831. 0, c, - s, 0,
  2832. 0, s, c, 0,
  2833. 0, 0, 0, 1
  2834. );
  2835. return this;
  2836. },
  2837. makeRotationY: function ( theta ) {
  2838. const c = Math.cos( theta ), s = Math.sin( theta );
  2839. this.set(
  2840. c, 0, s, 0,
  2841. 0, 1, 0, 0,
  2842. - s, 0, c, 0,
  2843. 0, 0, 0, 1
  2844. );
  2845. return this;
  2846. },
  2847. makeRotationZ: function ( theta ) {
  2848. const c = Math.cos( theta ), s = Math.sin( theta );
  2849. this.set(
  2850. c, - s, 0, 0,
  2851. s, c, 0, 0,
  2852. 0, 0, 1, 0,
  2853. 0, 0, 0, 1
  2854. );
  2855. return this;
  2856. },
  2857. makeRotationAxis: function ( axis, angle ) {
  2858. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2859. const c = Math.cos( angle );
  2860. const s = Math.sin( angle );
  2861. const t = 1 - c;
  2862. const x = axis.x, y = axis.y, z = axis.z;
  2863. const tx = t * x, ty = t * y;
  2864. this.set(
  2865. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2866. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2867. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2868. 0, 0, 0, 1
  2869. );
  2870. return this;
  2871. },
  2872. makeScale: function ( x, y, z ) {
  2873. this.set(
  2874. x, 0, 0, 0,
  2875. 0, y, 0, 0,
  2876. 0, 0, z, 0,
  2877. 0, 0, 0, 1
  2878. );
  2879. return this;
  2880. },
  2881. makeShear: function ( x, y, z ) {
  2882. this.set(
  2883. 1, y, z, 0,
  2884. x, 1, z, 0,
  2885. x, y, 1, 0,
  2886. 0, 0, 0, 1
  2887. );
  2888. return this;
  2889. },
  2890. compose: function ( position, quaternion, scale ) {
  2891. const te = this.elements;
  2892. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2893. const x2 = x + x, y2 = y + y, z2 = z + z;
  2894. const xx = x * x2, xy = x * y2, xz = x * z2;
  2895. const yy = y * y2, yz = y * z2, zz = z * z2;
  2896. const wx = w * x2, wy = w * y2, wz = w * z2;
  2897. const sx = scale.x, sy = scale.y, sz = scale.z;
  2898. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2899. te[ 1 ] = ( xy + wz ) * sx;
  2900. te[ 2 ] = ( xz - wy ) * sx;
  2901. te[ 3 ] = 0;
  2902. te[ 4 ] = ( xy - wz ) * sy;
  2903. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2904. te[ 6 ] = ( yz + wx ) * sy;
  2905. te[ 7 ] = 0;
  2906. te[ 8 ] = ( xz + wy ) * sz;
  2907. te[ 9 ] = ( yz - wx ) * sz;
  2908. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2909. te[ 11 ] = 0;
  2910. te[ 12 ] = position.x;
  2911. te[ 13 ] = position.y;
  2912. te[ 14 ] = position.z;
  2913. te[ 15 ] = 1;
  2914. return this;
  2915. },
  2916. decompose: function ( position, quaternion, scale ) {
  2917. const te = this.elements;
  2918. let sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2919. let sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2920. let sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2921. // if determine is negative, we need to invert one scale
  2922. const det = this.determinant();
  2923. if ( det < 0 ) sx = - sx;
  2924. position.x = te[ 12 ];
  2925. position.y = te[ 13 ];
  2926. position.z = te[ 14 ];
  2927. // scale the rotation part
  2928. _m1.copy( this );
  2929. const invSX = 1 / sx;
  2930. const invSY = 1 / sy;
  2931. const invSZ = 1 / sz;
  2932. _m1.elements[ 0 ] *= invSX;
  2933. _m1.elements[ 1 ] *= invSX;
  2934. _m1.elements[ 2 ] *= invSX;
  2935. _m1.elements[ 4 ] *= invSY;
  2936. _m1.elements[ 5 ] *= invSY;
  2937. _m1.elements[ 6 ] *= invSY;
  2938. _m1.elements[ 8 ] *= invSZ;
  2939. _m1.elements[ 9 ] *= invSZ;
  2940. _m1.elements[ 10 ] *= invSZ;
  2941. quaternion.setFromRotationMatrix( _m1 );
  2942. scale.x = sx;
  2943. scale.y = sy;
  2944. scale.z = sz;
  2945. return this;
  2946. },
  2947. makePerspective: function ( left, right, top, bottom, near, far ) {
  2948. if ( far === undefined ) {
  2949. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2950. }
  2951. const te = this.elements;
  2952. const x = 2 * near / ( right - left );
  2953. const y = 2 * near / ( top - bottom );
  2954. const a = ( right + left ) / ( right - left );
  2955. const b = ( top + bottom ) / ( top - bottom );
  2956. const c = - ( far + near ) / ( far - near );
  2957. const d = - 2 * far * near / ( far - near );
  2958. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2959. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2960. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2961. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2962. return this;
  2963. },
  2964. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2965. const te = this.elements;
  2966. const w = 1.0 / ( right - left );
  2967. const h = 1.0 / ( top - bottom );
  2968. const p = 1.0 / ( far - near );
  2969. const x = ( right + left ) * w;
  2970. const y = ( top + bottom ) * h;
  2971. const z = ( far + near ) * p;
  2972. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2973. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2974. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2975. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2976. return this;
  2977. },
  2978. equals: function ( matrix ) {
  2979. const te = this.elements;
  2980. const me = matrix.elements;
  2981. for ( let i = 0; i < 16; i ++ ) {
  2982. if ( te[ i ] !== me[ i ] ) return false;
  2983. }
  2984. return true;
  2985. },
  2986. fromArray: function ( array, offset ) {
  2987. if ( offset === undefined ) offset = 0;
  2988. for ( let i = 0; i < 16; i ++ ) {
  2989. this.elements[ i ] = array[ i + offset ];
  2990. }
  2991. return this;
  2992. },
  2993. toArray: function ( array, offset ) {
  2994. if ( array === undefined ) array = [];
  2995. if ( offset === undefined ) offset = 0;
  2996. const te = this.elements;
  2997. array[ offset ] = te[ 0 ];
  2998. array[ offset + 1 ] = te[ 1 ];
  2999. array[ offset + 2 ] = te[ 2 ];
  3000. array[ offset + 3 ] = te[ 3 ];
  3001. array[ offset + 4 ] = te[ 4 ];
  3002. array[ offset + 5 ] = te[ 5 ];
  3003. array[ offset + 6 ] = te[ 6 ];
  3004. array[ offset + 7 ] = te[ 7 ];
  3005. array[ offset + 8 ] = te[ 8 ];
  3006. array[ offset + 9 ] = te[ 9 ];
  3007. array[ offset + 10 ] = te[ 10 ];
  3008. array[ offset + 11 ] = te[ 11 ];
  3009. array[ offset + 12 ] = te[ 12 ];
  3010. array[ offset + 13 ] = te[ 13 ];
  3011. array[ offset + 14 ] = te[ 14 ];
  3012. array[ offset + 15 ] = te[ 15 ];
  3013. return array;
  3014. }
  3015. } );
  3016. /**
  3017. * @author mrdoob / http://mrdoob.com/
  3018. * @author WestLangley / http://github.com/WestLangley
  3019. * @author bhouston / http://clara.io
  3020. */
  3021. const _matrix = new Matrix4();
  3022. const _quaternion$1 = new Quaternion();
  3023. function Euler( x, y, z, order ) {
  3024. this._x = x || 0;
  3025. this._y = y || 0;
  3026. this._z = z || 0;
  3027. this._order = order || Euler.DefaultOrder;
  3028. }
  3029. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3030. Euler.DefaultOrder = 'XYZ';
  3031. Object.defineProperties( Euler.prototype, {
  3032. x: {
  3033. get: function () {
  3034. return this._x;
  3035. },
  3036. set: function ( value ) {
  3037. this._x = value;
  3038. this._onChangeCallback();
  3039. }
  3040. },
  3041. y: {
  3042. get: function () {
  3043. return this._y;
  3044. },
  3045. set: function ( value ) {
  3046. this._y = value;
  3047. this._onChangeCallback();
  3048. }
  3049. },
  3050. z: {
  3051. get: function () {
  3052. return this._z;
  3053. },
  3054. set: function ( value ) {
  3055. this._z = value;
  3056. this._onChangeCallback();
  3057. }
  3058. },
  3059. order: {
  3060. get: function () {
  3061. return this._order;
  3062. },
  3063. set: function ( value ) {
  3064. this._order = value;
  3065. this._onChangeCallback();
  3066. }
  3067. }
  3068. } );
  3069. Object.assign( Euler.prototype, {
  3070. isEuler: true,
  3071. set: function ( x, y, z, order ) {
  3072. this._x = x;
  3073. this._y = y;
  3074. this._z = z;
  3075. this._order = order || this._order;
  3076. this._onChangeCallback();
  3077. return this;
  3078. },
  3079. clone: function () {
  3080. return new this.constructor( this._x, this._y, this._z, this._order );
  3081. },
  3082. copy: function ( euler ) {
  3083. this._x = euler._x;
  3084. this._y = euler._y;
  3085. this._z = euler._z;
  3086. this._order = euler._order;
  3087. this._onChangeCallback();
  3088. return this;
  3089. },
  3090. setFromRotationMatrix: function ( m, order, update ) {
  3091. const clamp = MathUtils.clamp;
  3092. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3093. const te = m.elements;
  3094. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3095. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3096. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3097. order = order || this._order;
  3098. switch ( order ) {
  3099. case 'XYZ':
  3100. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3101. if ( Math.abs( m13 ) < 0.9999999 ) {
  3102. this._x = Math.atan2( - m23, m33 );
  3103. this._z = Math.atan2( - m12, m11 );
  3104. } else {
  3105. this._x = Math.atan2( m32, m22 );
  3106. this._z = 0;
  3107. }
  3108. break;
  3109. case 'YXZ':
  3110. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3111. if ( Math.abs( m23 ) < 0.9999999 ) {
  3112. this._y = Math.atan2( m13, m33 );
  3113. this._z = Math.atan2( m21, m22 );
  3114. } else {
  3115. this._y = Math.atan2( - m31, m11 );
  3116. this._z = 0;
  3117. }
  3118. break;
  3119. case 'ZXY':
  3120. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3121. if ( Math.abs( m32 ) < 0.9999999 ) {
  3122. this._y = Math.atan2( - m31, m33 );
  3123. this._z = Math.atan2( - m12, m22 );
  3124. } else {
  3125. this._y = 0;
  3126. this._z = Math.atan2( m21, m11 );
  3127. }
  3128. break;
  3129. case 'ZYX':
  3130. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3131. if ( Math.abs( m31 ) < 0.9999999 ) {
  3132. this._x = Math.atan2( m32, m33 );
  3133. this._z = Math.atan2( m21, m11 );
  3134. } else {
  3135. this._x = 0;
  3136. this._z = Math.atan2( - m12, m22 );
  3137. }
  3138. break;
  3139. case 'YZX':
  3140. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3141. if ( Math.abs( m21 ) < 0.9999999 ) {
  3142. this._x = Math.atan2( - m23, m22 );
  3143. this._y = Math.atan2( - m31, m11 );
  3144. } else {
  3145. this._x = 0;
  3146. this._y = Math.atan2( m13, m33 );
  3147. }
  3148. break;
  3149. case 'XZY':
  3150. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3151. if ( Math.abs( m12 ) < 0.9999999 ) {
  3152. this._x = Math.atan2( m32, m22 );
  3153. this._y = Math.atan2( m13, m11 );
  3154. } else {
  3155. this._x = Math.atan2( - m23, m33 );
  3156. this._y = 0;
  3157. }
  3158. break;
  3159. default:
  3160. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3161. }
  3162. this._order = order;
  3163. if ( update !== false ) this._onChangeCallback();
  3164. return this;
  3165. },
  3166. setFromQuaternion: function ( q, order, update ) {
  3167. _matrix.makeRotationFromQuaternion( q );
  3168. return this.setFromRotationMatrix( _matrix, order, update );
  3169. },
  3170. setFromVector3: function ( v, order ) {
  3171. return this.set( v.x, v.y, v.z, order || this._order );
  3172. },
  3173. reorder: function ( newOrder ) {
  3174. // WARNING: this discards revolution information -bhouston
  3175. _quaternion$1.setFromEuler( this );
  3176. return this.setFromQuaternion( _quaternion$1, newOrder );
  3177. },
  3178. equals: function ( euler ) {
  3179. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3180. },
  3181. fromArray: function ( array ) {
  3182. this._x = array[ 0 ];
  3183. this._y = array[ 1 ];
  3184. this._z = array[ 2 ];
  3185. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3186. this._onChangeCallback();
  3187. return this;
  3188. },
  3189. toArray: function ( array, offset ) {
  3190. if ( array === undefined ) array = [];
  3191. if ( offset === undefined ) offset = 0;
  3192. array[ offset ] = this._x;
  3193. array[ offset + 1 ] = this._y;
  3194. array[ offset + 2 ] = this._z;
  3195. array[ offset + 3 ] = this._order;
  3196. return array;
  3197. },
  3198. toVector3: function ( optionalResult ) {
  3199. if ( optionalResult ) {
  3200. return optionalResult.set( this._x, this._y, this._z );
  3201. } else {
  3202. return new Vector3( this._x, this._y, this._z );
  3203. }
  3204. },
  3205. _onChange: function ( callback ) {
  3206. this._onChangeCallback = callback;
  3207. return this;
  3208. },
  3209. _onChangeCallback: function () {}
  3210. } );
  3211. /**
  3212. * @author mrdoob / http://mrdoob.com/
  3213. */
  3214. function Layers() {
  3215. this.mask = 1 | 0;
  3216. }
  3217. Object.assign( Layers.prototype, {
  3218. set: function ( channel ) {
  3219. this.mask = 1 << channel | 0;
  3220. },
  3221. enable: function ( channel ) {
  3222. this.mask |= 1 << channel | 0;
  3223. },
  3224. enableAll: function () {
  3225. this.mask = 0xffffffff | 0;
  3226. },
  3227. toggle: function ( channel ) {
  3228. this.mask ^= 1 << channel | 0;
  3229. },
  3230. disable: function ( channel ) {
  3231. this.mask &= ~ ( 1 << channel | 0 );
  3232. },
  3233. disableAll: function () {
  3234. this.mask = 0;
  3235. },
  3236. test: function ( layers ) {
  3237. return ( this.mask & layers.mask ) !== 0;
  3238. }
  3239. } );
  3240. let _object3DId = 0;
  3241. const _v1$1 = new Vector3();
  3242. const _q1 = new Quaternion();
  3243. const _m1$1 = new Matrix4();
  3244. const _target = new Vector3();
  3245. const _position = new Vector3();
  3246. const _scale = new Vector3();
  3247. const _quaternion$2 = new Quaternion();
  3248. const _xAxis = new Vector3( 1, 0, 0 );
  3249. const _yAxis = new Vector3( 0, 1, 0 );
  3250. const _zAxis = new Vector3( 0, 0, 1 );
  3251. const _addedEvent = { type: 'added' };
  3252. const _removedEvent = { type: 'removed' };
  3253. /**
  3254. * @author mrdoob / http://mrdoob.com/
  3255. * @author mikael emtinger / http://gomo.se/
  3256. * @author alteredq / http://alteredqualia.com/
  3257. * @author WestLangley / http://github.com/WestLangley
  3258. * @author elephantatwork / www.elephantatwork.ch
  3259. */
  3260. function Object3D() {
  3261. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3262. this.uuid = MathUtils.generateUUID();
  3263. this.name = '';
  3264. this.type = 'Object3D';
  3265. this.parent = null;
  3266. this.children = [];
  3267. this.up = Object3D.DefaultUp.clone();
  3268. const position = new Vector3();
  3269. const rotation = new Euler();
  3270. const quaternion = new Quaternion();
  3271. const scale = new Vector3( 1, 1, 1 );
  3272. function onRotationChange() {
  3273. quaternion.setFromEuler( rotation, false );
  3274. }
  3275. function onQuaternionChange() {
  3276. rotation.setFromQuaternion( quaternion, undefined, false );
  3277. }
  3278. rotation._onChange( onRotationChange );
  3279. quaternion._onChange( onQuaternionChange );
  3280. Object.defineProperties( this, {
  3281. position: {
  3282. configurable: true,
  3283. enumerable: true,
  3284. value: position
  3285. },
  3286. rotation: {
  3287. configurable: true,
  3288. enumerable: true,
  3289. value: rotation
  3290. },
  3291. quaternion: {
  3292. configurable: true,
  3293. enumerable: true,
  3294. value: quaternion
  3295. },
  3296. scale: {
  3297. configurable: true,
  3298. enumerable: true,
  3299. value: scale
  3300. },
  3301. modelViewMatrix: {
  3302. value: new Matrix4()
  3303. },
  3304. normalMatrix: {
  3305. value: new Matrix3()
  3306. }
  3307. } );
  3308. this.matrix = new Matrix4();
  3309. this.matrixWorld = new Matrix4();
  3310. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3311. this.matrixWorldNeedsUpdate = false;
  3312. this.layers = new Layers();
  3313. this.visible = true;
  3314. this.castShadow = false;
  3315. this.receiveShadow = false;
  3316. this.frustumCulled = true;
  3317. this.renderOrder = 0;
  3318. this.userData = {};
  3319. }
  3320. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3321. Object3D.DefaultMatrixAutoUpdate = true;
  3322. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3323. constructor: Object3D,
  3324. isObject3D: true,
  3325. onBeforeRender: function () {},
  3326. onAfterRender: function () {},
  3327. applyMatrix4: function ( matrix ) {
  3328. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3329. this.matrix.premultiply( matrix );
  3330. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3331. },
  3332. applyQuaternion: function ( q ) {
  3333. this.quaternion.premultiply( q );
  3334. return this;
  3335. },
  3336. setRotationFromAxisAngle: function ( axis, angle ) {
  3337. // assumes axis is normalized
  3338. this.quaternion.setFromAxisAngle( axis, angle );
  3339. },
  3340. setRotationFromEuler: function ( euler ) {
  3341. this.quaternion.setFromEuler( euler, true );
  3342. },
  3343. setRotationFromMatrix: function ( m ) {
  3344. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3345. this.quaternion.setFromRotationMatrix( m );
  3346. },
  3347. setRotationFromQuaternion: function ( q ) {
  3348. // assumes q is normalized
  3349. this.quaternion.copy( q );
  3350. },
  3351. rotateOnAxis: function ( axis, angle ) {
  3352. // rotate object on axis in object space
  3353. // axis is assumed to be normalized
  3354. _q1.setFromAxisAngle( axis, angle );
  3355. this.quaternion.multiply( _q1 );
  3356. return this;
  3357. },
  3358. rotateOnWorldAxis: function ( axis, angle ) {
  3359. // rotate object on axis in world space
  3360. // axis is assumed to be normalized
  3361. // method assumes no rotated parent
  3362. _q1.setFromAxisAngle( axis, angle );
  3363. this.quaternion.premultiply( _q1 );
  3364. return this;
  3365. },
  3366. rotateX: function ( angle ) {
  3367. return this.rotateOnAxis( _xAxis, angle );
  3368. },
  3369. rotateY: function ( angle ) {
  3370. return this.rotateOnAxis( _yAxis, angle );
  3371. },
  3372. rotateZ: function ( angle ) {
  3373. return this.rotateOnAxis( _zAxis, angle );
  3374. },
  3375. translateOnAxis: function ( axis, distance ) {
  3376. // translate object by distance along axis in object space
  3377. // axis is assumed to be normalized
  3378. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3379. this.position.add( _v1$1.multiplyScalar( distance ) );
  3380. return this;
  3381. },
  3382. translateX: function ( distance ) {
  3383. return this.translateOnAxis( _xAxis, distance );
  3384. },
  3385. translateY: function ( distance ) {
  3386. return this.translateOnAxis( _yAxis, distance );
  3387. },
  3388. translateZ: function ( distance ) {
  3389. return this.translateOnAxis( _zAxis, distance );
  3390. },
  3391. localToWorld: function ( vector ) {
  3392. return vector.applyMatrix4( this.matrixWorld );
  3393. },
  3394. worldToLocal: function ( vector ) {
  3395. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3396. },
  3397. lookAt: function ( x, y, z ) {
  3398. // This method does not support objects having non-uniformly-scaled parent(s)
  3399. if ( x.isVector3 ) {
  3400. _target.copy( x );
  3401. } else {
  3402. _target.set( x, y, z );
  3403. }
  3404. const parent = this.parent;
  3405. this.updateWorldMatrix( true, false );
  3406. _position.setFromMatrixPosition( this.matrixWorld );
  3407. if ( this.isCamera || this.isLight ) {
  3408. _m1$1.lookAt( _position, _target, this.up );
  3409. } else {
  3410. _m1$1.lookAt( _target, _position, this.up );
  3411. }
  3412. this.quaternion.setFromRotationMatrix( _m1$1 );
  3413. if ( parent ) {
  3414. _m1$1.extractRotation( parent.matrixWorld );
  3415. _q1.setFromRotationMatrix( _m1$1 );
  3416. this.quaternion.premultiply( _q1.inverse() );
  3417. }
  3418. },
  3419. add: function ( object ) {
  3420. if ( arguments.length > 1 ) {
  3421. for ( let i = 0; i < arguments.length; i ++ ) {
  3422. this.add( arguments[ i ] );
  3423. }
  3424. return this;
  3425. }
  3426. if ( object === this ) {
  3427. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3428. return this;
  3429. }
  3430. if ( ( object && object.isObject3D ) ) {
  3431. if ( object.parent !== null ) {
  3432. object.parent.remove( object );
  3433. }
  3434. object.parent = this;
  3435. this.children.push( object );
  3436. object.dispatchEvent( _addedEvent );
  3437. } else {
  3438. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3439. }
  3440. return this;
  3441. },
  3442. remove: function ( object ) {
  3443. if ( arguments.length > 1 ) {
  3444. for ( let i = 0; i < arguments.length; i ++ ) {
  3445. this.remove( arguments[ i ] );
  3446. }
  3447. return this;
  3448. }
  3449. const index = this.children.indexOf( object );
  3450. if ( index !== - 1 ) {
  3451. object.parent = null;
  3452. this.children.splice( index, 1 );
  3453. object.dispatchEvent( _removedEvent );
  3454. }
  3455. return this;
  3456. },
  3457. attach: function ( object ) {
  3458. // adds object as a child of this, while maintaining the object's world transform
  3459. this.updateWorldMatrix( true, false );
  3460. _m1$1.getInverse( this.matrixWorld );
  3461. if ( object.parent !== null ) {
  3462. object.parent.updateWorldMatrix( true, false );
  3463. _m1$1.multiply( object.parent.matrixWorld );
  3464. }
  3465. object.applyMatrix4( _m1$1 );
  3466. object.updateWorldMatrix( false, false );
  3467. this.add( object );
  3468. return this;
  3469. },
  3470. getObjectById: function ( id ) {
  3471. return this.getObjectByProperty( 'id', id );
  3472. },
  3473. getObjectByName: function ( name ) {
  3474. return this.getObjectByProperty( 'name', name );
  3475. },
  3476. getObjectByProperty: function ( name, value ) {
  3477. if ( this[ name ] === value ) return this;
  3478. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  3479. const child = this.children[ i ];
  3480. const object = child.getObjectByProperty( name, value );
  3481. if ( object !== undefined ) {
  3482. return object;
  3483. }
  3484. }
  3485. return undefined;
  3486. },
  3487. getWorldPosition: function ( target ) {
  3488. if ( target === undefined ) {
  3489. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3490. target = new Vector3();
  3491. }
  3492. this.updateMatrixWorld( true );
  3493. return target.setFromMatrixPosition( this.matrixWorld );
  3494. },
  3495. getWorldQuaternion: function ( target ) {
  3496. if ( target === undefined ) {
  3497. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3498. target = new Quaternion();
  3499. }
  3500. this.updateMatrixWorld( true );
  3501. this.matrixWorld.decompose( _position, target, _scale );
  3502. return target;
  3503. },
  3504. getWorldScale: function ( target ) {
  3505. if ( target === undefined ) {
  3506. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3507. target = new Vector3();
  3508. }
  3509. this.updateMatrixWorld( true );
  3510. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3511. return target;
  3512. },
  3513. getWorldDirection: function ( target ) {
  3514. if ( target === undefined ) {
  3515. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3516. target = new Vector3();
  3517. }
  3518. this.updateMatrixWorld( true );
  3519. const e = this.matrixWorld.elements;
  3520. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3521. },
  3522. raycast: function () {},
  3523. traverse: function ( callback ) {
  3524. callback( this );
  3525. const children = this.children;
  3526. for ( let i = 0, l = children.length; i < l; i ++ ) {
  3527. children[ i ].traverse( callback );
  3528. }
  3529. },
  3530. traverseVisible: function ( callback ) {
  3531. if ( this.visible === false ) return;
  3532. callback( this );
  3533. const children = this.children;
  3534. for ( let i = 0, l = children.length; i < l; i ++ ) {
  3535. children[ i ].traverseVisible( callback );
  3536. }
  3537. },
  3538. traverseAncestors: function ( callback ) {
  3539. const parent = this.parent;
  3540. if ( parent !== null ) {
  3541. callback( parent );
  3542. parent.traverseAncestors( callback );
  3543. }
  3544. },
  3545. updateMatrix: function () {
  3546. this.matrix.compose( this.position, this.quaternion, this.scale );
  3547. this.matrixWorldNeedsUpdate = true;
  3548. },
  3549. updateMatrixWorld: function ( force ) {
  3550. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3551. if ( this.matrixWorldNeedsUpdate || force ) {
  3552. if ( this.parent === null ) {
  3553. this.matrixWorld.copy( this.matrix );
  3554. } else {
  3555. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3556. }
  3557. this.matrixWorldNeedsUpdate = false;
  3558. force = true;
  3559. }
  3560. // update children
  3561. const children = this.children;
  3562. for ( let i = 0, l = children.length; i < l; i ++ ) {
  3563. children[ i ].updateMatrixWorld( force );
  3564. }
  3565. },
  3566. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3567. const parent = this.parent;
  3568. if ( updateParents === true && parent !== null ) {
  3569. parent.updateWorldMatrix( true, false );
  3570. }
  3571. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3572. if ( this.parent === null ) {
  3573. this.matrixWorld.copy( this.matrix );
  3574. } else {
  3575. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3576. }
  3577. // update children
  3578. if ( updateChildren === true ) {
  3579. const children = this.children;
  3580. for ( let i = 0, l = children.length; i < l; i ++ ) {
  3581. children[ i ].updateWorldMatrix( false, true );
  3582. }
  3583. }
  3584. },
  3585. toJSON: function ( meta ) {
  3586. // meta is a string when called from JSON.stringify
  3587. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  3588. const output = {};
  3589. // meta is a hash used to collect geometries, materials.
  3590. // not providing it implies that this is the root object
  3591. // being serialized.
  3592. if ( isRootObject ) {
  3593. // initialize meta obj
  3594. meta = {
  3595. geometries: {},
  3596. materials: {},
  3597. textures: {},
  3598. images: {},
  3599. shapes: {}
  3600. };
  3601. output.metadata = {
  3602. version: 4.5,
  3603. type: 'Object',
  3604. generator: 'Object3D.toJSON'
  3605. };
  3606. }
  3607. // standard Object3D serialization
  3608. const object = {};
  3609. object.uuid = this.uuid;
  3610. object.type = this.type;
  3611. if ( this.name !== '' ) object.name = this.name;
  3612. if ( this.castShadow === true ) object.castShadow = true;
  3613. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3614. if ( this.visible === false ) object.visible = false;
  3615. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3616. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3617. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3618. object.layers = this.layers.mask;
  3619. object.matrix = this.matrix.toArray();
  3620. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3621. // object specific properties
  3622. if ( this.isInstancedMesh ) {
  3623. object.type = 'InstancedMesh';
  3624. object.count = this.count;
  3625. object.instanceMatrix = this.instanceMatrix.toJSON();
  3626. }
  3627. //
  3628. function serialize( library, element ) {
  3629. if ( library[ element.uuid ] === undefined ) {
  3630. library[ element.uuid ] = element.toJSON( meta );
  3631. }
  3632. return element.uuid;
  3633. }
  3634. if ( this.isMesh || this.isLine || this.isPoints ) {
  3635. object.geometry = serialize( meta.geometries, this.geometry );
  3636. const parameters = this.geometry.parameters;
  3637. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3638. const shapes = parameters.shapes;
  3639. if ( Array.isArray( shapes ) ) {
  3640. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  3641. const shape = shapes[ i ];
  3642. serialize( meta.shapes, shape );
  3643. }
  3644. } else {
  3645. serialize( meta.shapes, shapes );
  3646. }
  3647. }
  3648. }
  3649. if ( this.material !== undefined ) {
  3650. if ( Array.isArray( this.material ) ) {
  3651. const uuids = [];
  3652. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  3653. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3654. }
  3655. object.material = uuids;
  3656. } else {
  3657. object.material = serialize( meta.materials, this.material );
  3658. }
  3659. }
  3660. //
  3661. if ( this.children.length > 0 ) {
  3662. object.children = [];
  3663. for ( let i = 0; i < this.children.length; i ++ ) {
  3664. object.children.push( this.children[ i ].toJSON( meta ).object );
  3665. }
  3666. }
  3667. if ( isRootObject ) {
  3668. const geometries = extractFromCache( meta.geometries );
  3669. const materials = extractFromCache( meta.materials );
  3670. const textures = extractFromCache( meta.textures );
  3671. const images = extractFromCache( meta.images );
  3672. const shapes = extractFromCache( meta.shapes );
  3673. if ( geometries.length > 0 ) output.geometries = geometries;
  3674. if ( materials.length > 0 ) output.materials = materials;
  3675. if ( textures.length > 0 ) output.textures = textures;
  3676. if ( images.length > 0 ) output.images = images;
  3677. if ( shapes.length > 0 ) output.shapes = shapes;
  3678. }
  3679. output.object = object;
  3680. return output;
  3681. // extract data from the cache hash
  3682. // remove metadata on each item
  3683. // and return as array
  3684. function extractFromCache( cache ) {
  3685. const values = [];
  3686. for ( const key in cache ) {
  3687. const data = cache[ key ];
  3688. delete data.metadata;
  3689. values.push( data );
  3690. }
  3691. return values;
  3692. }
  3693. },
  3694. clone: function ( recursive ) {
  3695. return new this.constructor().copy( this, recursive );
  3696. },
  3697. copy: function ( source, recursive ) {
  3698. if ( recursive === undefined ) recursive = true;
  3699. this.name = source.name;
  3700. this.up.copy( source.up );
  3701. this.position.copy( source.position );
  3702. this.quaternion.copy( source.quaternion );
  3703. this.scale.copy( source.scale );
  3704. this.matrix.copy( source.matrix );
  3705. this.matrixWorld.copy( source.matrixWorld );
  3706. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3707. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3708. this.layers.mask = source.layers.mask;
  3709. this.visible = source.visible;
  3710. this.castShadow = source.castShadow;
  3711. this.receiveShadow = source.receiveShadow;
  3712. this.frustumCulled = source.frustumCulled;
  3713. this.renderOrder = source.renderOrder;
  3714. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3715. if ( recursive === true ) {
  3716. for ( let i = 0; i < source.children.length; i ++ ) {
  3717. const child = source.children[ i ];
  3718. this.add( child.clone() );
  3719. }
  3720. }
  3721. return this;
  3722. }
  3723. } );
  3724. /**
  3725. * @author mrdoob / http://mrdoob.com/
  3726. */
  3727. function Scene() {
  3728. Object3D.call( this );
  3729. this.type = 'Scene';
  3730. this.background = null;
  3731. this.environment = null;
  3732. this.fog = null;
  3733. this.overrideMaterial = null;
  3734. this.autoUpdate = true; // checked by the renderer
  3735. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3736. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3737. }
  3738. }
  3739. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3740. constructor: Scene,
  3741. isScene: true,
  3742. copy: function ( source, recursive ) {
  3743. Object3D.prototype.copy.call( this, source, recursive );
  3744. if ( source.background !== null ) this.background = source.background.clone();
  3745. if ( source.environment !== null ) this.environment = source.environment.clone();
  3746. if ( source.fog !== null ) this.fog = source.fog.clone();
  3747. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3748. this.autoUpdate = source.autoUpdate;
  3749. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3750. return this;
  3751. },
  3752. toJSON: function ( meta ) {
  3753. const data = Object3D.prototype.toJSON.call( this, meta );
  3754. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3755. if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );
  3756. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3757. return data;
  3758. },
  3759. dispose: function () {
  3760. this.dispatchEvent( { type: 'dispose' } );
  3761. }
  3762. } );
  3763. const _points = [
  3764. new Vector3(),
  3765. new Vector3(),
  3766. new Vector3(),
  3767. new Vector3(),
  3768. new Vector3(),
  3769. new Vector3(),
  3770. new Vector3(),
  3771. new Vector3()
  3772. ];
  3773. const _vector$1 = new Vector3();
  3774. const _box = new Box3();
  3775. // triangle centered vertices
  3776. const _v0 = new Vector3();
  3777. const _v1$2 = new Vector3();
  3778. const _v2 = new Vector3();
  3779. // triangle edge vectors
  3780. const _f0 = new Vector3();
  3781. const _f1 = new Vector3();
  3782. const _f2 = new Vector3();
  3783. const _center = new Vector3();
  3784. const _extents = new Vector3();
  3785. const _triangleNormal = new Vector3();
  3786. const _testAxis = new Vector3();
  3787. /**
  3788. * @author bhouston / http://clara.io
  3789. * @author WestLangley / http://github.com/WestLangley
  3790. */
  3791. function Box3( min, max ) {
  3792. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3793. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3794. }
  3795. Object.assign( Box3.prototype, {
  3796. isBox3: true,
  3797. set: function ( min, max ) {
  3798. this.min.copy( min );
  3799. this.max.copy( max );
  3800. return this;
  3801. },
  3802. setFromArray: function ( array ) {
  3803. let minX = + Infinity;
  3804. let minY = + Infinity;
  3805. let minZ = + Infinity;
  3806. let maxX = - Infinity;
  3807. let maxY = - Infinity;
  3808. let maxZ = - Infinity;
  3809. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  3810. const x = array[ i ];
  3811. const y = array[ i + 1 ];
  3812. const z = array[ i + 2 ];
  3813. if ( x < minX ) minX = x;
  3814. if ( y < minY ) minY = y;
  3815. if ( z < minZ ) minZ = z;
  3816. if ( x > maxX ) maxX = x;
  3817. if ( y > maxY ) maxY = y;
  3818. if ( z > maxZ ) maxZ = z;
  3819. }
  3820. this.min.set( minX, minY, minZ );
  3821. this.max.set( maxX, maxY, maxZ );
  3822. return this;
  3823. },
  3824. setFromBufferAttribute: function ( attribute ) {
  3825. let minX = + Infinity;
  3826. let minY = + Infinity;
  3827. let minZ = + Infinity;
  3828. let maxX = - Infinity;
  3829. let maxY = - Infinity;
  3830. let maxZ = - Infinity;
  3831. for ( let i = 0, l = attribute.count; i < l; i ++ ) {
  3832. const x = attribute.getX( i );
  3833. const y = attribute.getY( i );
  3834. const z = attribute.getZ( i );
  3835. if ( x < minX ) minX = x;
  3836. if ( y < minY ) minY = y;
  3837. if ( z < minZ ) minZ = z;
  3838. if ( x > maxX ) maxX = x;
  3839. if ( y > maxY ) maxY = y;
  3840. if ( z > maxZ ) maxZ = z;
  3841. }
  3842. this.min.set( minX, minY, minZ );
  3843. this.max.set( maxX, maxY, maxZ );
  3844. return this;
  3845. },
  3846. setFromPoints: function ( points ) {
  3847. this.makeEmpty();
  3848. for ( let i = 0, il = points.length; i < il; i ++ ) {
  3849. this.expandByPoint( points[ i ] );
  3850. }
  3851. return this;
  3852. },
  3853. setFromCenterAndSize: function ( center, size ) {
  3854. const halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3855. this.min.copy( center ).sub( halfSize );
  3856. this.max.copy( center ).add( halfSize );
  3857. return this;
  3858. },
  3859. setFromObject: function ( object ) {
  3860. this.makeEmpty();
  3861. return this.expandByObject( object );
  3862. },
  3863. clone: function () {
  3864. return new this.constructor().copy( this );
  3865. },
  3866. copy: function ( box ) {
  3867. this.min.copy( box.min );
  3868. this.max.copy( box.max );
  3869. return this;
  3870. },
  3871. makeEmpty: function () {
  3872. this.min.x = this.min.y = this.min.z = + Infinity;
  3873. this.max.x = this.max.y = this.max.z = - Infinity;
  3874. return this;
  3875. },
  3876. isEmpty: function () {
  3877. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3878. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3879. },
  3880. getCenter: function ( target ) {
  3881. if ( target === undefined ) {
  3882. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3883. target = new Vector3();
  3884. }
  3885. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3886. },
  3887. getSize: function ( target ) {
  3888. if ( target === undefined ) {
  3889. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3890. target = new Vector3();
  3891. }
  3892. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3893. },
  3894. expandByPoint: function ( point ) {
  3895. this.min.min( point );
  3896. this.max.max( point );
  3897. return this;
  3898. },
  3899. expandByVector: function ( vector ) {
  3900. this.min.sub( vector );
  3901. this.max.add( vector );
  3902. return this;
  3903. },
  3904. expandByScalar: function ( scalar ) {
  3905. this.min.addScalar( - scalar );
  3906. this.max.addScalar( scalar );
  3907. return this;
  3908. },
  3909. expandByObject: function ( object ) {
  3910. // Computes the world-axis-aligned bounding box of an object (including its children),
  3911. // accounting for both the object's, and children's, world transforms
  3912. object.updateWorldMatrix( false, false );
  3913. const geometry = object.geometry;
  3914. if ( geometry !== undefined ) {
  3915. if ( geometry.boundingBox === null ) {
  3916. geometry.computeBoundingBox();
  3917. }
  3918. _box.copy( geometry.boundingBox );
  3919. _box.applyMatrix4( object.matrixWorld );
  3920. this.union( _box );
  3921. }
  3922. const children = object.children;
  3923. for ( let i = 0, l = children.length; i < l; i ++ ) {
  3924. this.expandByObject( children[ i ] );
  3925. }
  3926. return this;
  3927. },
  3928. containsPoint: function ( point ) {
  3929. return point.x < this.min.x || point.x > this.max.x ||
  3930. point.y < this.min.y || point.y > this.max.y ||
  3931. point.z < this.min.z || point.z > this.max.z ? false : true;
  3932. },
  3933. containsBox: function ( box ) {
  3934. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3935. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3936. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3937. },
  3938. getParameter: function ( point, target ) {
  3939. // This can potentially have a divide by zero if the box
  3940. // has a size dimension of 0.
  3941. if ( target === undefined ) {
  3942. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3943. target = new Vector3();
  3944. }
  3945. return target.set(
  3946. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3947. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3948. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3949. );
  3950. },
  3951. intersectsBox: function ( box ) {
  3952. // using 6 splitting planes to rule out intersections.
  3953. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3954. box.max.y < this.min.y || box.min.y > this.max.y ||
  3955. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3956. },
  3957. intersectsSphere: function ( sphere ) {
  3958. // Find the point on the AABB closest to the sphere center.
  3959. this.clampPoint( sphere.center, _vector$1 );
  3960. // If that point is inside the sphere, the AABB and sphere intersect.
  3961. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3962. },
  3963. intersectsPlane: function ( plane ) {
  3964. // We compute the minimum and maximum dot product values. If those values
  3965. // are on the same side (back or front) of the plane, then there is no intersection.
  3966. let min, max;
  3967. if ( plane.normal.x > 0 ) {
  3968. min = plane.normal.x * this.min.x;
  3969. max = plane.normal.x * this.max.x;
  3970. } else {
  3971. min = plane.normal.x * this.max.x;
  3972. max = plane.normal.x * this.min.x;
  3973. }
  3974. if ( plane.normal.y > 0 ) {
  3975. min += plane.normal.y * this.min.y;
  3976. max += plane.normal.y * this.max.y;
  3977. } else {
  3978. min += plane.normal.y * this.max.y;
  3979. max += plane.normal.y * this.min.y;
  3980. }
  3981. if ( plane.normal.z > 0 ) {
  3982. min += plane.normal.z * this.min.z;
  3983. max += plane.normal.z * this.max.z;
  3984. } else {
  3985. min += plane.normal.z * this.max.z;
  3986. max += plane.normal.z * this.min.z;
  3987. }
  3988. return ( min <= - plane.constant && max >= - plane.constant );
  3989. },
  3990. intersectsTriangle: function ( triangle ) {
  3991. if ( this.isEmpty() ) {
  3992. return false;
  3993. }
  3994. // compute box center and extents
  3995. this.getCenter( _center );
  3996. _extents.subVectors( this.max, _center );
  3997. // translate triangle to aabb origin
  3998. _v0.subVectors( triangle.a, _center );
  3999. _v1$2.subVectors( triangle.b, _center );
  4000. _v2.subVectors( triangle.c, _center );
  4001. // compute edge vectors for triangle
  4002. _f0.subVectors( _v1$2, _v0 );
  4003. _f1.subVectors( _v2, _v1$2 );
  4004. _f2.subVectors( _v0, _v2 );
  4005. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4006. // 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
  4007. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4008. let axes = [
  4009. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4010. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4011. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4012. ];
  4013. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4014. return false;
  4015. }
  4016. // test 3 face normals from the aabb
  4017. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4018. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4019. return false;
  4020. }
  4021. // finally testing the face normal of the triangle
  4022. // use already existing triangle edge vectors here
  4023. _triangleNormal.crossVectors( _f0, _f1 );
  4024. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4025. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4026. },
  4027. clampPoint: function ( point, target ) {
  4028. if ( target === undefined ) {
  4029. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4030. target = new Vector3();
  4031. }
  4032. return target.copy( point ).clamp( this.min, this.max );
  4033. },
  4034. distanceToPoint: function ( point ) {
  4035. const clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4036. return clampedPoint.sub( point ).length();
  4037. },
  4038. getBoundingSphere: function ( target ) {
  4039. if ( target === undefined ) {
  4040. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4041. //target = new Sphere(); // removed to avoid cyclic dependency
  4042. }
  4043. this.getCenter( target.center );
  4044. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4045. return target;
  4046. },
  4047. intersect: function ( box ) {
  4048. this.min.max( box.min );
  4049. this.max.min( box.max );
  4050. // 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.
  4051. if ( this.isEmpty() ) this.makeEmpty();
  4052. return this;
  4053. },
  4054. union: function ( box ) {
  4055. this.min.min( box.min );
  4056. this.max.max( box.max );
  4057. return this;
  4058. },
  4059. applyMatrix4: function ( matrix ) {
  4060. // transform of empty box is an empty box.
  4061. if ( this.isEmpty() ) return this;
  4062. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4063. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4064. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4065. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4066. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4067. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4068. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4069. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4070. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4071. this.setFromPoints( _points );
  4072. return this;
  4073. },
  4074. translate: function ( offset ) {
  4075. this.min.add( offset );
  4076. this.max.add( offset );
  4077. return this;
  4078. },
  4079. equals: function ( box ) {
  4080. return box.min.equals( this.min ) && box.max.equals( this.max );
  4081. }
  4082. } );
  4083. function satForAxes( axes, v0, v1, v2, extents ) {
  4084. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4085. _testAxis.fromArray( axes, i );
  4086. // project the aabb onto the seperating axis
  4087. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4088. // project all 3 vertices of the triangle onto the seperating axis
  4089. const p0 = v0.dot( _testAxis );
  4090. const p1 = v1.dot( _testAxis );
  4091. const p2 = v2.dot( _testAxis );
  4092. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4093. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4094. // points of the projected triangle are outside the projected half-length of the aabb
  4095. // the axis is seperating and we can exit
  4096. return false;
  4097. }
  4098. }
  4099. return true;
  4100. }
  4101. const _box$1 = new Box3();
  4102. /**
  4103. * @author bhouston / http://clara.io
  4104. * @author mrdoob / http://mrdoob.com/
  4105. */
  4106. function Sphere( center, radius ) {
  4107. this.center = ( center !== undefined ) ? center : new Vector3();
  4108. this.radius = ( radius !== undefined ) ? radius : - 1;
  4109. }
  4110. Object.assign( Sphere.prototype, {
  4111. set: function ( center, radius ) {
  4112. this.center.copy( center );
  4113. this.radius = radius;
  4114. return this;
  4115. },
  4116. setFromPoints: function ( points, optionalCenter ) {
  4117. const center = this.center;
  4118. if ( optionalCenter !== undefined ) {
  4119. center.copy( optionalCenter );
  4120. } else {
  4121. _box$1.setFromPoints( points ).getCenter( center );
  4122. }
  4123. let maxRadiusSq = 0;
  4124. for ( let i = 0, il = points.length; i < il; i ++ ) {
  4125. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4126. }
  4127. this.radius = Math.sqrt( maxRadiusSq );
  4128. return this;
  4129. },
  4130. clone: function () {
  4131. return new this.constructor().copy( this );
  4132. },
  4133. copy: function ( sphere ) {
  4134. this.center.copy( sphere.center );
  4135. this.radius = sphere.radius;
  4136. return this;
  4137. },
  4138. isEmpty: function () {
  4139. return ( this.radius < 0 );
  4140. },
  4141. makeEmpty: function () {
  4142. this.center.set( 0, 0, 0 );
  4143. this.radius = - 1;
  4144. return this;
  4145. },
  4146. containsPoint: function ( point ) {
  4147. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4148. },
  4149. distanceToPoint: function ( point ) {
  4150. return ( point.distanceTo( this.center ) - this.radius );
  4151. },
  4152. intersectsSphere: function ( sphere ) {
  4153. const radiusSum = this.radius + sphere.radius;
  4154. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4155. },
  4156. intersectsBox: function ( box ) {
  4157. return box.intersectsSphere( this );
  4158. },
  4159. intersectsPlane: function ( plane ) {
  4160. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4161. },
  4162. clampPoint: function ( point, target ) {
  4163. const deltaLengthSq = this.center.distanceToSquared( point );
  4164. if ( target === undefined ) {
  4165. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4166. target = new Vector3();
  4167. }
  4168. target.copy( point );
  4169. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4170. target.sub( this.center ).normalize();
  4171. target.multiplyScalar( this.radius ).add( this.center );
  4172. }
  4173. return target;
  4174. },
  4175. getBoundingBox: function ( target ) {
  4176. if ( target === undefined ) {
  4177. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4178. target = new Box3();
  4179. }
  4180. if ( this.isEmpty() ) {
  4181. // Empty sphere produces empty bounding box
  4182. target.makeEmpty();
  4183. return target;
  4184. }
  4185. target.set( this.center, this.center );
  4186. target.expandByScalar( this.radius );
  4187. return target;
  4188. },
  4189. applyMatrix4: function ( matrix ) {
  4190. this.center.applyMatrix4( matrix );
  4191. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4192. return this;
  4193. },
  4194. translate: function ( offset ) {
  4195. this.center.add( offset );
  4196. return this;
  4197. },
  4198. equals: function ( sphere ) {
  4199. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4200. }
  4201. } );
  4202. const _vector$2 = new Vector3();
  4203. const _segCenter = new Vector3();
  4204. const _segDir = new Vector3();
  4205. const _diff = new Vector3();
  4206. const _edge1 = new Vector3();
  4207. const _edge2 = new Vector3();
  4208. const _normal = new Vector3();
  4209. /**
  4210. * @author bhouston / http://clara.io
  4211. */
  4212. function Ray( origin, direction ) {
  4213. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4214. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4215. }
  4216. Object.assign( Ray.prototype, {
  4217. set: function ( origin, direction ) {
  4218. this.origin.copy( origin );
  4219. this.direction.copy( direction );
  4220. return this;
  4221. },
  4222. clone: function () {
  4223. return new this.constructor().copy( this );
  4224. },
  4225. copy: function ( ray ) {
  4226. this.origin.copy( ray.origin );
  4227. this.direction.copy( ray.direction );
  4228. return this;
  4229. },
  4230. at: function ( t, target ) {
  4231. if ( target === undefined ) {
  4232. console.warn( 'THREE.Ray: .at() target is now required' );
  4233. target = new Vector3();
  4234. }
  4235. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4236. },
  4237. lookAt: function ( v ) {
  4238. this.direction.copy( v ).sub( this.origin ).normalize();
  4239. return this;
  4240. },
  4241. recast: function ( t ) {
  4242. this.origin.copy( this.at( t, _vector$2 ) );
  4243. return this;
  4244. },
  4245. closestPointToPoint: function ( point, target ) {
  4246. if ( target === undefined ) {
  4247. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4248. target = new Vector3();
  4249. }
  4250. target.subVectors( point, this.origin );
  4251. const directionDistance = target.dot( this.direction );
  4252. if ( directionDistance < 0 ) {
  4253. return target.copy( this.origin );
  4254. }
  4255. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4256. },
  4257. distanceToPoint: function ( point ) {
  4258. return Math.sqrt( this.distanceSqToPoint( point ) );
  4259. },
  4260. distanceSqToPoint: function ( point ) {
  4261. const directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4262. // point behind the ray
  4263. if ( directionDistance < 0 ) {
  4264. return this.origin.distanceToSquared( point );
  4265. }
  4266. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4267. return _vector$2.distanceToSquared( point );
  4268. },
  4269. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4270. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4271. // It returns the min distance between the ray and the segment
  4272. // defined by v0 and v1
  4273. // It can also set two optional targets :
  4274. // - The closest point on the ray
  4275. // - The closest point on the segment
  4276. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4277. _segDir.copy( v1 ).sub( v0 ).normalize();
  4278. _diff.copy( this.origin ).sub( _segCenter );
  4279. const segExtent = v0.distanceTo( v1 ) * 0.5;
  4280. const a01 = - this.direction.dot( _segDir );
  4281. const b0 = _diff.dot( this.direction );
  4282. const b1 = - _diff.dot( _segDir );
  4283. const c = _diff.lengthSq();
  4284. const det = Math.abs( 1 - a01 * a01 );
  4285. let s0, s1, sqrDist, extDet;
  4286. if ( det > 0 ) {
  4287. // The ray and segment are not parallel.
  4288. s0 = a01 * b1 - b0;
  4289. s1 = a01 * b0 - b1;
  4290. extDet = segExtent * det;
  4291. if ( s0 >= 0 ) {
  4292. if ( s1 >= - extDet ) {
  4293. if ( s1 <= extDet ) {
  4294. // region 0
  4295. // Minimum at interior points of ray and segment.
  4296. const invDet = 1 / det;
  4297. s0 *= invDet;
  4298. s1 *= invDet;
  4299. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4300. } else {
  4301. // region 1
  4302. s1 = segExtent;
  4303. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4304. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4305. }
  4306. } else {
  4307. // region 5
  4308. s1 = - segExtent;
  4309. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4310. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4311. }
  4312. } else {
  4313. if ( s1 <= - extDet ) {
  4314. // region 4
  4315. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4316. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4317. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4318. } else if ( s1 <= extDet ) {
  4319. // region 3
  4320. s0 = 0;
  4321. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4322. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4323. } else {
  4324. // region 2
  4325. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4326. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4327. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4328. }
  4329. }
  4330. } else {
  4331. // Ray and segment are parallel.
  4332. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4333. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4334. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4335. }
  4336. if ( optionalPointOnRay ) {
  4337. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4338. }
  4339. if ( optionalPointOnSegment ) {
  4340. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4341. }
  4342. return sqrDist;
  4343. },
  4344. intersectSphere: function ( sphere, target ) {
  4345. _vector$2.subVectors( sphere.center, this.origin );
  4346. const tca = _vector$2.dot( this.direction );
  4347. const d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4348. const radius2 = sphere.radius * sphere.radius;
  4349. if ( d2 > radius2 ) return null;
  4350. const thc = Math.sqrt( radius2 - d2 );
  4351. // t0 = first intersect point - entrance on front of sphere
  4352. const t0 = tca - thc;
  4353. // t1 = second intersect point - exit point on back of sphere
  4354. const t1 = tca + thc;
  4355. // test to see if both t0 and t1 are behind the ray - if so, return null
  4356. if ( t0 < 0 && t1 < 0 ) return null;
  4357. // test to see if t0 is behind the ray:
  4358. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4359. // in order to always return an intersect point that is in front of the ray.
  4360. if ( t0 < 0 ) return this.at( t1, target );
  4361. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4362. return this.at( t0, target );
  4363. },
  4364. intersectsSphere: function ( sphere ) {
  4365. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4366. },
  4367. distanceToPlane: function ( plane ) {
  4368. const denominator = plane.normal.dot( this.direction );
  4369. if ( denominator === 0 ) {
  4370. // line is coplanar, return origin
  4371. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4372. return 0;
  4373. }
  4374. // Null is preferable to undefined since undefined means.... it is undefined
  4375. return null;
  4376. }
  4377. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4378. // Return if the ray never intersects the plane
  4379. return t >= 0 ? t : null;
  4380. },
  4381. intersectPlane: function ( plane, target ) {
  4382. const t = this.distanceToPlane( plane );
  4383. if ( t === null ) {
  4384. return null;
  4385. }
  4386. return this.at( t, target );
  4387. },
  4388. intersectsPlane: function ( plane ) {
  4389. // check if the ray lies on the plane first
  4390. const distToPoint = plane.distanceToPoint( this.origin );
  4391. if ( distToPoint === 0 ) {
  4392. return true;
  4393. }
  4394. const denominator = plane.normal.dot( this.direction );
  4395. if ( denominator * distToPoint < 0 ) {
  4396. return true;
  4397. }
  4398. // ray origin is behind the plane (and is pointing behind it)
  4399. return false;
  4400. },
  4401. intersectBox: function ( box, target ) {
  4402. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  4403. const invdirx = 1 / this.direction.x,
  4404. invdiry = 1 / this.direction.y,
  4405. invdirz = 1 / this.direction.z;
  4406. const origin = this.origin;
  4407. if ( invdirx >= 0 ) {
  4408. tmin = ( box.min.x - origin.x ) * invdirx;
  4409. tmax = ( box.max.x - origin.x ) * invdirx;
  4410. } else {
  4411. tmin = ( box.max.x - origin.x ) * invdirx;
  4412. tmax = ( box.min.x - origin.x ) * invdirx;
  4413. }
  4414. if ( invdiry >= 0 ) {
  4415. tymin = ( box.min.y - origin.y ) * invdiry;
  4416. tymax = ( box.max.y - origin.y ) * invdiry;
  4417. } else {
  4418. tymin = ( box.max.y - origin.y ) * invdiry;
  4419. tymax = ( box.min.y - origin.y ) * invdiry;
  4420. }
  4421. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4422. // These lines also handle the case where tmin or tmax is NaN
  4423. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4424. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4425. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4426. if ( invdirz >= 0 ) {
  4427. tzmin = ( box.min.z - origin.z ) * invdirz;
  4428. tzmax = ( box.max.z - origin.z ) * invdirz;
  4429. } else {
  4430. tzmin = ( box.max.z - origin.z ) * invdirz;
  4431. tzmax = ( box.min.z - origin.z ) * invdirz;
  4432. }
  4433. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4434. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4435. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4436. //return point closest to the ray (positive side)
  4437. if ( tmax < 0 ) return null;
  4438. return this.at( tmin >= 0 ? tmin : tmax, target );
  4439. },
  4440. intersectsBox: function ( box ) {
  4441. return this.intersectBox( box, _vector$2 ) !== null;
  4442. },
  4443. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4444. // Compute the offset origin, edges, and normal.
  4445. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4446. _edge1.subVectors( b, a );
  4447. _edge2.subVectors( c, a );
  4448. _normal.crossVectors( _edge1, _edge2 );
  4449. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4450. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4451. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4452. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4453. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4454. let DdN = this.direction.dot( _normal );
  4455. let sign;
  4456. if ( DdN > 0 ) {
  4457. if ( backfaceCulling ) return null;
  4458. sign = 1;
  4459. } else if ( DdN < 0 ) {
  4460. sign = - 1;
  4461. DdN = - DdN;
  4462. } else {
  4463. return null;
  4464. }
  4465. _diff.subVectors( this.origin, a );
  4466. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4467. // b1 < 0, no intersection
  4468. if ( DdQxE2 < 0 ) {
  4469. return null;
  4470. }
  4471. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4472. // b2 < 0, no intersection
  4473. if ( DdE1xQ < 0 ) {
  4474. return null;
  4475. }
  4476. // b1+b2 > 1, no intersection
  4477. if ( DdQxE2 + DdE1xQ > DdN ) {
  4478. return null;
  4479. }
  4480. // Line intersects triangle, check if ray does.
  4481. const QdN = - sign * _diff.dot( _normal );
  4482. // t < 0, no intersection
  4483. if ( QdN < 0 ) {
  4484. return null;
  4485. }
  4486. // Ray intersects triangle.
  4487. return this.at( QdN / DdN, target );
  4488. },
  4489. applyMatrix4: function ( matrix4 ) {
  4490. this.origin.applyMatrix4( matrix4 );
  4491. this.direction.transformDirection( matrix4 );
  4492. return this;
  4493. },
  4494. equals: function ( ray ) {
  4495. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4496. }
  4497. } );
  4498. /**
  4499. * @author bhouston / http://clara.io
  4500. */
  4501. const _vector1 = new Vector3();
  4502. const _vector2 = new Vector3();
  4503. const _normalMatrix = new Matrix3();
  4504. function Plane( normal, constant ) {
  4505. // normal is assumed to be normalized
  4506. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4507. this.constant = ( constant !== undefined ) ? constant : 0;
  4508. }
  4509. Object.assign( Plane.prototype, {
  4510. isPlane: true,
  4511. set: function ( normal, constant ) {
  4512. this.normal.copy( normal );
  4513. this.constant = constant;
  4514. return this;
  4515. },
  4516. setComponents: function ( x, y, z, w ) {
  4517. this.normal.set( x, y, z );
  4518. this.constant = w;
  4519. return this;
  4520. },
  4521. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4522. this.normal.copy( normal );
  4523. this.constant = - point.dot( this.normal );
  4524. return this;
  4525. },
  4526. setFromCoplanarPoints: function ( a, b, c ) {
  4527. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4528. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4529. this.setFromNormalAndCoplanarPoint( normal, a );
  4530. return this;
  4531. },
  4532. clone: function () {
  4533. return new this.constructor().copy( this );
  4534. },
  4535. copy: function ( plane ) {
  4536. this.normal.copy( plane.normal );
  4537. this.constant = plane.constant;
  4538. return this;
  4539. },
  4540. normalize: function () {
  4541. // Note: will lead to a divide by zero if the plane is invalid.
  4542. const inverseNormalLength = 1.0 / this.normal.length();
  4543. this.normal.multiplyScalar( inverseNormalLength );
  4544. this.constant *= inverseNormalLength;
  4545. return this;
  4546. },
  4547. negate: function () {
  4548. this.constant *= - 1;
  4549. this.normal.negate();
  4550. return this;
  4551. },
  4552. distanceToPoint: function ( point ) {
  4553. return this.normal.dot( point ) + this.constant;
  4554. },
  4555. distanceToSphere: function ( sphere ) {
  4556. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4557. },
  4558. projectPoint: function ( point, target ) {
  4559. if ( target === undefined ) {
  4560. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4561. target = new Vector3();
  4562. }
  4563. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4564. },
  4565. intersectLine: function ( line, target ) {
  4566. if ( target === undefined ) {
  4567. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4568. target = new Vector3();
  4569. }
  4570. const direction = line.delta( _vector1 );
  4571. const denominator = this.normal.dot( direction );
  4572. if ( denominator === 0 ) {
  4573. // line is coplanar, return origin
  4574. if ( this.distanceToPoint( line.start ) === 0 ) {
  4575. return target.copy( line.start );
  4576. }
  4577. // Unsure if this is the correct method to handle this case.
  4578. return undefined;
  4579. }
  4580. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4581. if ( t < 0 || t > 1 ) {
  4582. return undefined;
  4583. }
  4584. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4585. },
  4586. intersectsLine: function ( line ) {
  4587. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4588. const startSign = this.distanceToPoint( line.start );
  4589. const endSign = this.distanceToPoint( line.end );
  4590. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4591. },
  4592. intersectsBox: function ( box ) {
  4593. return box.intersectsPlane( this );
  4594. },
  4595. intersectsSphere: function ( sphere ) {
  4596. return sphere.intersectsPlane( this );
  4597. },
  4598. coplanarPoint: function ( target ) {
  4599. if ( target === undefined ) {
  4600. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4601. target = new Vector3();
  4602. }
  4603. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4604. },
  4605. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4606. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4607. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4608. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4609. this.constant = - referencePoint.dot( normal );
  4610. return this;
  4611. },
  4612. translate: function ( offset ) {
  4613. this.constant -= offset.dot( this.normal );
  4614. return this;
  4615. },
  4616. equals: function ( plane ) {
  4617. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4618. }
  4619. } );
  4620. /**
  4621. * @author bhouston / http://clara.io
  4622. * @author mrdoob / http://mrdoob.com/
  4623. */
  4624. const _v0$1 = new Vector3();
  4625. const _v1$3 = new Vector3();
  4626. const _v2$1 = new Vector3();
  4627. const _v3 = new Vector3();
  4628. const _vab = new Vector3();
  4629. const _vac = new Vector3();
  4630. const _vbc = new Vector3();
  4631. const _vap = new Vector3();
  4632. const _vbp = new Vector3();
  4633. const _vcp = new Vector3();
  4634. function Triangle( a, b, c ) {
  4635. this.a = ( a !== undefined ) ? a : new Vector3();
  4636. this.b = ( b !== undefined ) ? b : new Vector3();
  4637. this.c = ( c !== undefined ) ? c : new Vector3();
  4638. }
  4639. Object.assign( Triangle, {
  4640. getNormal: function ( a, b, c, target ) {
  4641. if ( target === undefined ) {
  4642. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4643. target = new Vector3();
  4644. }
  4645. target.subVectors( c, b );
  4646. _v0$1.subVectors( a, b );
  4647. target.cross( _v0$1 );
  4648. const targetLengthSq = target.lengthSq();
  4649. if ( targetLengthSq > 0 ) {
  4650. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4651. }
  4652. return target.set( 0, 0, 0 );
  4653. },
  4654. // static/instance method to calculate barycentric coordinates
  4655. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4656. getBarycoord: function ( point, a, b, c, target ) {
  4657. _v0$1.subVectors( c, a );
  4658. _v1$3.subVectors( b, a );
  4659. _v2$1.subVectors( point, a );
  4660. const dot00 = _v0$1.dot( _v0$1 );
  4661. const dot01 = _v0$1.dot( _v1$3 );
  4662. const dot02 = _v0$1.dot( _v2$1 );
  4663. const dot11 = _v1$3.dot( _v1$3 );
  4664. const dot12 = _v1$3.dot( _v2$1 );
  4665. const denom = ( dot00 * dot11 - dot01 * dot01 );
  4666. if ( target === undefined ) {
  4667. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4668. target = new Vector3();
  4669. }
  4670. // collinear or singular triangle
  4671. if ( denom === 0 ) {
  4672. // arbitrary location outside of triangle?
  4673. // not sure if this is the best idea, maybe should be returning undefined
  4674. return target.set( - 2, - 1, - 1 );
  4675. }
  4676. const invDenom = 1 / denom;
  4677. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4678. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4679. // barycentric coordinates must always sum to 1
  4680. return target.set( 1 - u - v, v, u );
  4681. },
  4682. containsPoint: function ( point, a, b, c ) {
  4683. Triangle.getBarycoord( point, a, b, c, _v3 );
  4684. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4685. },
  4686. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4687. this.getBarycoord( point, p1, p2, p3, _v3 );
  4688. target.set( 0, 0 );
  4689. target.addScaledVector( uv1, _v3.x );
  4690. target.addScaledVector( uv2, _v3.y );
  4691. target.addScaledVector( uv3, _v3.z );
  4692. return target;
  4693. },
  4694. isFrontFacing: function ( a, b, c, direction ) {
  4695. _v0$1.subVectors( c, b );
  4696. _v1$3.subVectors( a, b );
  4697. // strictly front facing
  4698. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4699. }
  4700. } );
  4701. Object.assign( Triangle.prototype, {
  4702. set: function ( a, b, c ) {
  4703. this.a.copy( a );
  4704. this.b.copy( b );
  4705. this.c.copy( c );
  4706. return this;
  4707. },
  4708. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4709. this.a.copy( points[ i0 ] );
  4710. this.b.copy( points[ i1 ] );
  4711. this.c.copy( points[ i2 ] );
  4712. return this;
  4713. },
  4714. clone: function () {
  4715. return new this.constructor().copy( this );
  4716. },
  4717. copy: function ( triangle ) {
  4718. this.a.copy( triangle.a );
  4719. this.b.copy( triangle.b );
  4720. this.c.copy( triangle.c );
  4721. return this;
  4722. },
  4723. getArea: function () {
  4724. _v0$1.subVectors( this.c, this.b );
  4725. _v1$3.subVectors( this.a, this.b );
  4726. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4727. },
  4728. getMidpoint: function ( target ) {
  4729. if ( target === undefined ) {
  4730. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4731. target = new Vector3();
  4732. }
  4733. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4734. },
  4735. getNormal: function ( target ) {
  4736. return Triangle.getNormal( this.a, this.b, this.c, target );
  4737. },
  4738. getPlane: function ( target ) {
  4739. if ( target === undefined ) {
  4740. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4741. target = new Plane();
  4742. }
  4743. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4744. },
  4745. getBarycoord: function ( point, target ) {
  4746. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4747. },
  4748. getUV: function ( point, uv1, uv2, uv3, target ) {
  4749. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4750. },
  4751. containsPoint: function ( point ) {
  4752. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4753. },
  4754. isFrontFacing: function ( direction ) {
  4755. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4756. },
  4757. intersectsBox: function ( box ) {
  4758. return box.intersectsTriangle( this );
  4759. },
  4760. closestPointToPoint: function ( p, target ) {
  4761. if ( target === undefined ) {
  4762. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4763. target = new Vector3();
  4764. }
  4765. const a = this.a, b = this.b, c = this.c;
  4766. let v, w;
  4767. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4768. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4769. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4770. // basically, we're distinguishing which of the voronoi regions of the triangle
  4771. // the point lies in with the minimum amount of redundant computation.
  4772. _vab.subVectors( b, a );
  4773. _vac.subVectors( c, a );
  4774. _vap.subVectors( p, a );
  4775. const d1 = _vab.dot( _vap );
  4776. const d2 = _vac.dot( _vap );
  4777. if ( d1 <= 0 && d2 <= 0 ) {
  4778. // vertex region of A; barycentric coords (1, 0, 0)
  4779. return target.copy( a );
  4780. }
  4781. _vbp.subVectors( p, b );
  4782. const d3 = _vab.dot( _vbp );
  4783. const d4 = _vac.dot( _vbp );
  4784. if ( d3 >= 0 && d4 <= d3 ) {
  4785. // vertex region of B; barycentric coords (0, 1, 0)
  4786. return target.copy( b );
  4787. }
  4788. const vc = d1 * d4 - d3 * d2;
  4789. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4790. v = d1 / ( d1 - d3 );
  4791. // edge region of AB; barycentric coords (1-v, v, 0)
  4792. return target.copy( a ).addScaledVector( _vab, v );
  4793. }
  4794. _vcp.subVectors( p, c );
  4795. const d5 = _vab.dot( _vcp );
  4796. const d6 = _vac.dot( _vcp );
  4797. if ( d6 >= 0 && d5 <= d6 ) {
  4798. // vertex region of C; barycentric coords (0, 0, 1)
  4799. return target.copy( c );
  4800. }
  4801. const vb = d5 * d2 - d1 * d6;
  4802. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4803. w = d2 / ( d2 - d6 );
  4804. // edge region of AC; barycentric coords (1-w, 0, w)
  4805. return target.copy( a ).addScaledVector( _vac, w );
  4806. }
  4807. const va = d3 * d6 - d5 * d4;
  4808. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4809. _vbc.subVectors( c, b );
  4810. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4811. // edge region of BC; barycentric coords (0, 1-w, w)
  4812. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4813. }
  4814. // face region
  4815. const denom = 1 / ( va + vb + vc );
  4816. // u = va * denom
  4817. v = vb * denom;
  4818. w = vc * denom;
  4819. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4820. },
  4821. equals: function ( triangle ) {
  4822. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4823. }
  4824. } );
  4825. /**
  4826. * @author mrdoob / http://mrdoob.com/
  4827. */
  4828. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4829. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4830. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4831. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4832. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4833. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4834. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4835. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4836. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4837. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4838. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4839. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4840. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4841. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4842. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4843. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4844. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4845. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4846. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4847. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4848. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4849. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4850. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4851. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4852. const _hslA = { h: 0, s: 0, l: 0 };
  4853. const _hslB = { h: 0, s: 0, l: 0 };
  4854. function Color( r, g, b ) {
  4855. if ( g === undefined && b === undefined ) {
  4856. // r is THREE.Color, hex or string
  4857. return this.set( r );
  4858. }
  4859. return this.setRGB( r, g, b );
  4860. }
  4861. function hue2rgb( p, q, t ) {
  4862. if ( t < 0 ) t += 1;
  4863. if ( t > 1 ) t -= 1;
  4864. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4865. if ( t < 1 / 2 ) return q;
  4866. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4867. return p;
  4868. }
  4869. function SRGBToLinear( c ) {
  4870. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4871. }
  4872. function LinearToSRGB( c ) {
  4873. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4874. }
  4875. Object.assign( Color.prototype, {
  4876. isColor: true,
  4877. r: 1, g: 1, b: 1,
  4878. set: function ( value ) {
  4879. if ( value && value.isColor ) {
  4880. this.copy( value );
  4881. } else if ( typeof value === 'number' ) {
  4882. this.setHex( value );
  4883. } else if ( typeof value === 'string' ) {
  4884. this.setStyle( value );
  4885. }
  4886. return this;
  4887. },
  4888. setScalar: function ( scalar ) {
  4889. this.r = scalar;
  4890. this.g = scalar;
  4891. this.b = scalar;
  4892. return this;
  4893. },
  4894. setHex: function ( hex ) {
  4895. hex = Math.floor( hex );
  4896. this.r = ( hex >> 16 & 255 ) / 255;
  4897. this.g = ( hex >> 8 & 255 ) / 255;
  4898. this.b = ( hex & 255 ) / 255;
  4899. return this;
  4900. },
  4901. setRGB: function ( r, g, b ) {
  4902. this.r = r;
  4903. this.g = g;
  4904. this.b = b;
  4905. return this;
  4906. },
  4907. setHSL: function ( h, s, l ) {
  4908. // h,s,l ranges are in 0.0 - 1.0
  4909. h = MathUtils.euclideanModulo( h, 1 );
  4910. s = MathUtils.clamp( s, 0, 1 );
  4911. l = MathUtils.clamp( l, 0, 1 );
  4912. if ( s === 0 ) {
  4913. this.r = this.g = this.b = l;
  4914. } else {
  4915. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4916. const q = ( 2 * l ) - p;
  4917. this.r = hue2rgb( q, p, h + 1 / 3 );
  4918. this.g = hue2rgb( q, p, h );
  4919. this.b = hue2rgb( q, p, h - 1 / 3 );
  4920. }
  4921. return this;
  4922. },
  4923. setStyle: function ( style ) {
  4924. function handleAlpha( string ) {
  4925. if ( string === undefined ) return;
  4926. if ( parseFloat( string ) < 1 ) {
  4927. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4928. }
  4929. }
  4930. let m;
  4931. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4932. // rgb / hsl
  4933. let color;
  4934. const name = m[ 1 ];
  4935. const components = m[ 2 ];
  4936. switch ( name ) {
  4937. case 'rgb':
  4938. case 'rgba':
  4939. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4940. // rgb(255,0,0) rgba(255,0,0,0.5)
  4941. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4942. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4943. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4944. handleAlpha( color[ 5 ] );
  4945. return this;
  4946. }
  4947. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4948. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4949. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4950. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4951. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4952. handleAlpha( color[ 5 ] );
  4953. return this;
  4954. }
  4955. break;
  4956. case 'hsl':
  4957. case 'hsla':
  4958. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4959. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4960. const h = parseFloat( color[ 1 ] ) / 360;
  4961. const s = parseInt( color[ 2 ], 10 ) / 100;
  4962. const l = parseInt( color[ 3 ], 10 ) / 100;
  4963. handleAlpha( color[ 5 ] );
  4964. return this.setHSL( h, s, l );
  4965. }
  4966. break;
  4967. }
  4968. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4969. // hex color
  4970. const hex = m[ 1 ];
  4971. const size = hex.length;
  4972. if ( size === 3 ) {
  4973. // #ff0
  4974. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4975. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4976. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4977. return this;
  4978. } else if ( size === 6 ) {
  4979. // #ff0000
  4980. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4981. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4982. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4983. return this;
  4984. }
  4985. }
  4986. if ( style && style.length > 0 ) {
  4987. return this.setColorName( style );
  4988. }
  4989. return this;
  4990. },
  4991. setColorName: function ( style ) {
  4992. // color keywords
  4993. const hex = _colorKeywords[ style ];
  4994. if ( hex !== undefined ) {
  4995. // red
  4996. this.setHex( hex );
  4997. } else {
  4998. // unknown color
  4999. console.warn( 'THREE.Color: Unknown color ' + style );
  5000. }
  5001. return this;
  5002. },
  5003. clone: function () {
  5004. return new this.constructor( this.r, this.g, this.b );
  5005. },
  5006. copy: function ( color ) {
  5007. this.r = color.r;
  5008. this.g = color.g;
  5009. this.b = color.b;
  5010. return this;
  5011. },
  5012. copyGammaToLinear: function ( color, gammaFactor ) {
  5013. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  5014. this.r = Math.pow( color.r, gammaFactor );
  5015. this.g = Math.pow( color.g, gammaFactor );
  5016. this.b = Math.pow( color.b, gammaFactor );
  5017. return this;
  5018. },
  5019. copyLinearToGamma: function ( color, gammaFactor ) {
  5020. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  5021. const safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5022. this.r = Math.pow( color.r, safeInverse );
  5023. this.g = Math.pow( color.g, safeInverse );
  5024. this.b = Math.pow( color.b, safeInverse );
  5025. return this;
  5026. },
  5027. convertGammaToLinear: function ( gammaFactor ) {
  5028. this.copyGammaToLinear( this, gammaFactor );
  5029. return this;
  5030. },
  5031. convertLinearToGamma: function ( gammaFactor ) {
  5032. this.copyLinearToGamma( this, gammaFactor );
  5033. return this;
  5034. },
  5035. copySRGBToLinear: function ( color ) {
  5036. this.r = SRGBToLinear( color.r );
  5037. this.g = SRGBToLinear( color.g );
  5038. this.b = SRGBToLinear( color.b );
  5039. return this;
  5040. },
  5041. copyLinearToSRGB: function ( color ) {
  5042. this.r = LinearToSRGB( color.r );
  5043. this.g = LinearToSRGB( color.g );
  5044. this.b = LinearToSRGB( color.b );
  5045. return this;
  5046. },
  5047. convertSRGBToLinear: function () {
  5048. this.copySRGBToLinear( this );
  5049. return this;
  5050. },
  5051. convertLinearToSRGB: function () {
  5052. this.copyLinearToSRGB( this );
  5053. return this;
  5054. },
  5055. getHex: function () {
  5056. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5057. },
  5058. getHexString: function () {
  5059. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5060. },
  5061. getHSL: function ( target ) {
  5062. // h,s,l ranges are in 0.0 - 1.0
  5063. if ( target === undefined ) {
  5064. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5065. target = { h: 0, s: 0, l: 0 };
  5066. }
  5067. const r = this.r, g = this.g, b = this.b;
  5068. const max = Math.max( r, g, b );
  5069. const min = Math.min( r, g, b );
  5070. let hue, saturation;
  5071. const lightness = ( min + max ) / 2.0;
  5072. if ( min === max ) {
  5073. hue = 0;
  5074. saturation = 0;
  5075. } else {
  5076. const delta = max - min;
  5077. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5078. switch ( max ) {
  5079. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5080. case g: hue = ( b - r ) / delta + 2; break;
  5081. case b: hue = ( r - g ) / delta + 4; break;
  5082. }
  5083. hue /= 6;
  5084. }
  5085. target.h = hue;
  5086. target.s = saturation;
  5087. target.l = lightness;
  5088. return target;
  5089. },
  5090. getStyle: function () {
  5091. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5092. },
  5093. offsetHSL: function ( h, s, l ) {
  5094. this.getHSL( _hslA );
  5095. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5096. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5097. return this;
  5098. },
  5099. add: function ( color ) {
  5100. this.r += color.r;
  5101. this.g += color.g;
  5102. this.b += color.b;
  5103. return this;
  5104. },
  5105. addColors: function ( color1, color2 ) {
  5106. this.r = color1.r + color2.r;
  5107. this.g = color1.g + color2.g;
  5108. this.b = color1.b + color2.b;
  5109. return this;
  5110. },
  5111. addScalar: function ( s ) {
  5112. this.r += s;
  5113. this.g += s;
  5114. this.b += s;
  5115. return this;
  5116. },
  5117. sub: function ( color ) {
  5118. this.r = Math.max( 0, this.r - color.r );
  5119. this.g = Math.max( 0, this.g - color.g );
  5120. this.b = Math.max( 0, this.b - color.b );
  5121. return this;
  5122. },
  5123. multiply: function ( color ) {
  5124. this.r *= color.r;
  5125. this.g *= color.g;
  5126. this.b *= color.b;
  5127. return this;
  5128. },
  5129. multiplyScalar: function ( s ) {
  5130. this.r *= s;
  5131. this.g *= s;
  5132. this.b *= s;
  5133. return this;
  5134. },
  5135. lerp: function ( color, alpha ) {
  5136. this.r += ( color.r - this.r ) * alpha;
  5137. this.g += ( color.g - this.g ) * alpha;
  5138. this.b += ( color.b - this.b ) * alpha;
  5139. return this;
  5140. },
  5141. lerpHSL: function ( color, alpha ) {
  5142. this.getHSL( _hslA );
  5143. color.getHSL( _hslB );
  5144. const h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5145. const s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5146. const l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5147. this.setHSL( h, s, l );
  5148. return this;
  5149. },
  5150. equals: function ( c ) {
  5151. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5152. },
  5153. fromArray: function ( array, offset ) {
  5154. if ( offset === undefined ) offset = 0;
  5155. this.r = array[ offset ];
  5156. this.g = array[ offset + 1 ];
  5157. this.b = array[ offset + 2 ];
  5158. return this;
  5159. },
  5160. toArray: function ( array, offset ) {
  5161. if ( array === undefined ) array = [];
  5162. if ( offset === undefined ) offset = 0;
  5163. array[ offset ] = this.r;
  5164. array[ offset + 1 ] = this.g;
  5165. array[ offset + 2 ] = this.b;
  5166. return array;
  5167. },
  5168. fromBufferAttribute: function ( attribute, index ) {
  5169. this.r = attribute.getX( index );
  5170. this.g = attribute.getY( index );
  5171. this.b = attribute.getZ( index );
  5172. if ( attribute.normalized === true ) {
  5173. // assuming Uint8Array
  5174. this.r /= 255;
  5175. this.g /= 255;
  5176. this.b /= 255;
  5177. }
  5178. return this;
  5179. },
  5180. toJSON: function () {
  5181. return this.getHex();
  5182. }
  5183. } );
  5184. Color.NAMES = _colorKeywords;
  5185. /**
  5186. * @author mrdoob / http://mrdoob.com/
  5187. * @author alteredq / http://alteredqualia.com/
  5188. */
  5189. function Face3( a, b, c, normal, color, materialIndex ) {
  5190. this.a = a;
  5191. this.b = b;
  5192. this.c = c;
  5193. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5194. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5195. this.color = ( color && color.isColor ) ? color : new Color();
  5196. this.vertexColors = Array.isArray( color ) ? color : [];
  5197. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5198. }
  5199. Object.assign( Face3.prototype, {
  5200. clone: function () {
  5201. return new this.constructor().copy( this );
  5202. },
  5203. copy: function ( source ) {
  5204. this.a = source.a;
  5205. this.b = source.b;
  5206. this.c = source.c;
  5207. this.normal.copy( source.normal );
  5208. this.color.copy( source.color );
  5209. this.materialIndex = source.materialIndex;
  5210. for ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5211. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5212. }
  5213. for ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5214. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5215. }
  5216. return this;
  5217. }
  5218. } );
  5219. /**
  5220. * @author mrdoob / http://mrdoob.com/
  5221. * @author alteredq / http://alteredqualia.com/
  5222. */
  5223. let materialId = 0;
  5224. function Material() {
  5225. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5226. this.uuid = MathUtils.generateUUID();
  5227. this.name = '';
  5228. this.type = 'Material';
  5229. this.fog = true;
  5230. this.blending = NormalBlending;
  5231. this.side = FrontSide;
  5232. this.flatShading = false;
  5233. this.vertexColors = false;
  5234. this.opacity = 1;
  5235. this.transparent = false;
  5236. this.blendSrc = SrcAlphaFactor;
  5237. this.blendDst = OneMinusSrcAlphaFactor;
  5238. this.blendEquation = AddEquation;
  5239. this.blendSrcAlpha = null;
  5240. this.blendDstAlpha = null;
  5241. this.blendEquationAlpha = null;
  5242. this.depthFunc = LessEqualDepth;
  5243. this.depthTest = true;
  5244. this.depthWrite = true;
  5245. this.stencilWriteMask = 0xff;
  5246. this.stencilFunc = AlwaysStencilFunc;
  5247. this.stencilRef = 0;
  5248. this.stencilFuncMask = 0xff;
  5249. this.stencilFail = KeepStencilOp;
  5250. this.stencilZFail = KeepStencilOp;
  5251. this.stencilZPass = KeepStencilOp;
  5252. this.stencilWrite = false;
  5253. this.clippingPlanes = null;
  5254. this.clipIntersection = false;
  5255. this.clipShadows = false;
  5256. this.shadowSide = null;
  5257. this.colorWrite = true;
  5258. this.precision = null; // override the renderer's default precision for this material
  5259. this.polygonOffset = false;
  5260. this.polygonOffsetFactor = 0;
  5261. this.polygonOffsetUnits = 0;
  5262. this.dithering = false;
  5263. this.alphaTest = 0;
  5264. this.premultipliedAlpha = false;
  5265. this.visible = true;
  5266. this.toneMapped = true;
  5267. this.userData = {};
  5268. this.version = 0;
  5269. }
  5270. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5271. constructor: Material,
  5272. isMaterial: true,
  5273. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5274. setValues: function ( values ) {
  5275. if ( values === undefined ) return;
  5276. for ( const key in values ) {
  5277. const newValue = values[ key ];
  5278. if ( newValue === undefined ) {
  5279. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5280. continue;
  5281. }
  5282. // for backward compatability if shading is set in the constructor
  5283. if ( key === 'shading' ) {
  5284. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5285. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5286. continue;
  5287. }
  5288. const currentValue = this[ key ];
  5289. if ( currentValue === undefined ) {
  5290. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5291. continue;
  5292. }
  5293. if ( currentValue && currentValue.isColor ) {
  5294. currentValue.set( newValue );
  5295. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5296. currentValue.copy( newValue );
  5297. } else {
  5298. this[ key ] = newValue;
  5299. }
  5300. }
  5301. },
  5302. toJSON: function ( meta ) {
  5303. const isRoot = ( meta === undefined || typeof meta === 'string' );
  5304. if ( isRoot ) {
  5305. meta = {
  5306. textures: {},
  5307. images: {}
  5308. };
  5309. }
  5310. const data = {
  5311. metadata: {
  5312. version: 4.5,
  5313. type: 'Material',
  5314. generator: 'Material.toJSON'
  5315. }
  5316. };
  5317. // standard Material serialization
  5318. data.uuid = this.uuid;
  5319. data.type = this.type;
  5320. if ( this.name !== '' ) data.name = this.name;
  5321. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5322. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5323. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5324. if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();
  5325. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5326. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5327. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5328. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5329. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5330. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5331. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5332. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5333. }
  5334. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5335. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5336. }
  5337. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5338. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5339. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5340. }
  5341. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5342. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5343. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5344. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5345. if ( this.aoMap && this.aoMap.isTexture ) {
  5346. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5347. data.aoMapIntensity = this.aoMapIntensity;
  5348. }
  5349. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5350. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5351. data.bumpScale = this.bumpScale;
  5352. }
  5353. if ( this.normalMap && this.normalMap.isTexture ) {
  5354. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5355. data.normalMapType = this.normalMapType;
  5356. data.normalScale = this.normalScale.toArray();
  5357. }
  5358. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5359. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5360. data.displacementScale = this.displacementScale;
  5361. data.displacementBias = this.displacementBias;
  5362. }
  5363. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5364. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5365. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5366. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5367. if ( this.envMap && this.envMap.isTexture ) {
  5368. data.envMap = this.envMap.toJSON( meta ).uuid;
  5369. data.reflectivity = this.reflectivity; // Scale behind envMap
  5370. data.refractionRatio = this.refractionRatio;
  5371. if ( this.combine !== undefined ) data.combine = this.combine;
  5372. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5373. }
  5374. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5375. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5376. }
  5377. if ( this.size !== undefined ) data.size = this.size;
  5378. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5379. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5380. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5381. if ( this.side !== FrontSide ) data.side = this.side;
  5382. if ( this.vertexColors ) data.vertexColors = true;
  5383. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5384. if ( this.transparent === true ) data.transparent = this.transparent;
  5385. data.depthFunc = this.depthFunc;
  5386. data.depthTest = this.depthTest;
  5387. data.depthWrite = this.depthWrite;
  5388. data.stencilWrite = this.stencilWrite;
  5389. data.stencilWriteMask = this.stencilWriteMask;
  5390. data.stencilFunc = this.stencilFunc;
  5391. data.stencilRef = this.stencilRef;
  5392. data.stencilFuncMask = this.stencilFuncMask;
  5393. data.stencilFail = this.stencilFail;
  5394. data.stencilZFail = this.stencilZFail;
  5395. data.stencilZPass = this.stencilZPass;
  5396. // rotation (SpriteMaterial)
  5397. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5398. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5399. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5400. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5401. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5402. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5403. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5404. if ( this.scale !== undefined ) data.scale = this.scale;
  5405. if ( this.dithering === true ) data.dithering = true;
  5406. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5407. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5408. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5409. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5410. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5411. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5412. if ( this.morphTargets === true ) data.morphTargets = true;
  5413. if ( this.morphNormals === true ) data.morphNormals = true;
  5414. if ( this.skinning === true ) data.skinning = true;
  5415. if ( this.visible === false ) data.visible = false;
  5416. if ( this.toneMapped === false ) data.toneMapped = false;
  5417. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5418. // TODO: Copied from Object3D.toJSON
  5419. function extractFromCache( cache ) {
  5420. const values = [];
  5421. for ( const key in cache ) {
  5422. const data = cache[ key ];
  5423. delete data.metadata;
  5424. values.push( data );
  5425. }
  5426. return values;
  5427. }
  5428. if ( isRoot ) {
  5429. const textures = extractFromCache( meta.textures );
  5430. const images = extractFromCache( meta.images );
  5431. if ( textures.length > 0 ) data.textures = textures;
  5432. if ( images.length > 0 ) data.images = images;
  5433. }
  5434. return data;
  5435. },
  5436. clone: function () {
  5437. return new this.constructor().copy( this );
  5438. },
  5439. copy: function ( source ) {
  5440. this.name = source.name;
  5441. this.fog = source.fog;
  5442. this.blending = source.blending;
  5443. this.side = source.side;
  5444. this.flatShading = source.flatShading;
  5445. this.vertexColors = source.vertexColors;
  5446. this.opacity = source.opacity;
  5447. this.transparent = source.transparent;
  5448. this.blendSrc = source.blendSrc;
  5449. this.blendDst = source.blendDst;
  5450. this.blendEquation = source.blendEquation;
  5451. this.blendSrcAlpha = source.blendSrcAlpha;
  5452. this.blendDstAlpha = source.blendDstAlpha;
  5453. this.blendEquationAlpha = source.blendEquationAlpha;
  5454. this.depthFunc = source.depthFunc;
  5455. this.depthTest = source.depthTest;
  5456. this.depthWrite = source.depthWrite;
  5457. this.stencilWriteMask = source.stencilWriteMask;
  5458. this.stencilFunc = source.stencilFunc;
  5459. this.stencilRef = source.stencilRef;
  5460. this.stencilFuncMask = source.stencilFuncMask;
  5461. this.stencilFail = source.stencilFail;
  5462. this.stencilZFail = source.stencilZFail;
  5463. this.stencilZPass = source.stencilZPass;
  5464. this.stencilWrite = source.stencilWrite;
  5465. const srcPlanes = source.clippingPlanes;
  5466. let dstPlanes = null;
  5467. if ( srcPlanes !== null ) {
  5468. const n = srcPlanes.length;
  5469. dstPlanes = new Array( n );
  5470. for ( let i = 0; i !== n; ++ i ) {
  5471. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5472. }
  5473. }
  5474. this.clippingPlanes = dstPlanes;
  5475. this.clipIntersection = source.clipIntersection;
  5476. this.clipShadows = source.clipShadows;
  5477. this.shadowSide = source.shadowSide;
  5478. this.colorWrite = source.colorWrite;
  5479. this.precision = source.precision;
  5480. this.polygonOffset = source.polygonOffset;
  5481. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5482. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5483. this.dithering = source.dithering;
  5484. this.alphaTest = source.alphaTest;
  5485. this.premultipliedAlpha = source.premultipliedAlpha;
  5486. this.visible = source.visible;
  5487. this.toneMapped = source.toneMapped;
  5488. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5489. return this;
  5490. },
  5491. dispose: function () {
  5492. this.dispatchEvent( { type: 'dispose' } );
  5493. }
  5494. } );
  5495. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5496. set: function ( value ) {
  5497. if ( value === true ) this.version ++;
  5498. }
  5499. } );
  5500. /**
  5501. * @author mrdoob / http://mrdoob.com/
  5502. * @author alteredq / http://alteredqualia.com/
  5503. *
  5504. * parameters = {
  5505. * color: <hex>,
  5506. * opacity: <float>,
  5507. * map: new THREE.Texture( <Image> ),
  5508. *
  5509. * lightMap: new THREE.Texture( <Image> ),
  5510. * lightMapIntensity: <float>
  5511. *
  5512. * aoMap: new THREE.Texture( <Image> ),
  5513. * aoMapIntensity: <float>
  5514. *
  5515. * specularMap: new THREE.Texture( <Image> ),
  5516. *
  5517. * alphaMap: new THREE.Texture( <Image> ),
  5518. *
  5519. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5520. * combine: THREE.Multiply,
  5521. * reflectivity: <float>,
  5522. * refractionRatio: <float>,
  5523. *
  5524. * depthTest: <bool>,
  5525. * depthWrite: <bool>,
  5526. *
  5527. * wireframe: <boolean>,
  5528. * wireframeLinewidth: <float>,
  5529. *
  5530. * skinning: <bool>,
  5531. * morphTargets: <bool>
  5532. * }
  5533. */
  5534. function MeshBasicMaterial( parameters ) {
  5535. Material.call( this );
  5536. this.type = 'MeshBasicMaterial';
  5537. this.color = new Color( 0xffffff ); // emissive
  5538. this.map = null;
  5539. this.lightMap = null;
  5540. this.lightMapIntensity = 1.0;
  5541. this.aoMap = null;
  5542. this.aoMapIntensity = 1.0;
  5543. this.specularMap = null;
  5544. this.alphaMap = null;
  5545. this.envMap = null;
  5546. this.combine = MultiplyOperation;
  5547. this.reflectivity = 1;
  5548. this.refractionRatio = 0.98;
  5549. this.wireframe = false;
  5550. this.wireframeLinewidth = 1;
  5551. this.wireframeLinecap = 'round';
  5552. this.wireframeLinejoin = 'round';
  5553. this.skinning = false;
  5554. this.morphTargets = false;
  5555. this.setValues( parameters );
  5556. }
  5557. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5558. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5559. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5560. MeshBasicMaterial.prototype.copy = function ( source ) {
  5561. Material.prototype.copy.call( this, source );
  5562. this.color.copy( source.color );
  5563. this.map = source.map;
  5564. this.lightMap = source.lightMap;
  5565. this.lightMapIntensity = source.lightMapIntensity;
  5566. this.aoMap = source.aoMap;
  5567. this.aoMapIntensity = source.aoMapIntensity;
  5568. this.specularMap = source.specularMap;
  5569. this.alphaMap = source.alphaMap;
  5570. this.envMap = source.envMap;
  5571. this.combine = source.combine;
  5572. this.reflectivity = source.reflectivity;
  5573. this.refractionRatio = source.refractionRatio;
  5574. this.wireframe = source.wireframe;
  5575. this.wireframeLinewidth = source.wireframeLinewidth;
  5576. this.wireframeLinecap = source.wireframeLinecap;
  5577. this.wireframeLinejoin = source.wireframeLinejoin;
  5578. this.skinning = source.skinning;
  5579. this.morphTargets = source.morphTargets;
  5580. return this;
  5581. };
  5582. /**
  5583. * @author mrdoob / http://mrdoob.com/
  5584. */
  5585. const _vector$3 = new Vector3();
  5586. const _vector2$1 = new Vector2();
  5587. function BufferAttribute( array, itemSize, normalized ) {
  5588. if ( Array.isArray( array ) ) {
  5589. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5590. }
  5591. this.name = '';
  5592. this.array = array;
  5593. this.itemSize = itemSize;
  5594. this.count = array !== undefined ? array.length / itemSize : 0;
  5595. this.normalized = normalized === true;
  5596. this.usage = StaticDrawUsage;
  5597. this.updateRange = { offset: 0, count: - 1 };
  5598. this.version = 0;
  5599. }
  5600. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5601. set: function ( value ) {
  5602. if ( value === true ) this.version ++;
  5603. }
  5604. } );
  5605. Object.assign( BufferAttribute.prototype, {
  5606. isBufferAttribute: true,
  5607. onUploadCallback: function () {},
  5608. setUsage: function ( value ) {
  5609. this.usage = value;
  5610. return this;
  5611. },
  5612. copy: function ( source ) {
  5613. this.name = source.name;
  5614. this.array = new source.array.constructor( source.array );
  5615. this.itemSize = source.itemSize;
  5616. this.count = source.count;
  5617. this.normalized = source.normalized;
  5618. this.usage = source.usage;
  5619. return this;
  5620. },
  5621. copyAt: function ( index1, attribute, index2 ) {
  5622. index1 *= this.itemSize;
  5623. index2 *= attribute.itemSize;
  5624. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  5625. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5626. }
  5627. return this;
  5628. },
  5629. copyArray: function ( array ) {
  5630. this.array.set( array );
  5631. return this;
  5632. },
  5633. copyColorsArray: function ( colors ) {
  5634. const array = this.array;
  5635. let offset = 0;
  5636. for ( let i = 0, l = colors.length; i < l; i ++ ) {
  5637. let color = colors[ i ];
  5638. if ( color === undefined ) {
  5639. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5640. color = new Color();
  5641. }
  5642. array[ offset ++ ] = color.r;
  5643. array[ offset ++ ] = color.g;
  5644. array[ offset ++ ] = color.b;
  5645. }
  5646. return this;
  5647. },
  5648. copyVector2sArray: function ( vectors ) {
  5649. const array = this.array;
  5650. let offset = 0;
  5651. for ( let i = 0, l = vectors.length; i < l; i ++ ) {
  5652. let vector = vectors[ i ];
  5653. if ( vector === undefined ) {
  5654. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5655. vector = new Vector2();
  5656. }
  5657. array[ offset ++ ] = vector.x;
  5658. array[ offset ++ ] = vector.y;
  5659. }
  5660. return this;
  5661. },
  5662. copyVector3sArray: function ( vectors ) {
  5663. const array = this.array;
  5664. let offset = 0;
  5665. for ( let i = 0, l = vectors.length; i < l; i ++ ) {
  5666. let vector = vectors[ i ];
  5667. if ( vector === undefined ) {
  5668. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5669. vector = new Vector3();
  5670. }
  5671. array[ offset ++ ] = vector.x;
  5672. array[ offset ++ ] = vector.y;
  5673. array[ offset ++ ] = vector.z;
  5674. }
  5675. return this;
  5676. },
  5677. copyVector4sArray: function ( vectors ) {
  5678. const array = this.array;
  5679. let offset = 0;
  5680. for ( let i = 0, l = vectors.length; i < l; i ++ ) {
  5681. let vector = vectors[ i ];
  5682. if ( vector === undefined ) {
  5683. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5684. vector = new Vector4();
  5685. }
  5686. array[ offset ++ ] = vector.x;
  5687. array[ offset ++ ] = vector.y;
  5688. array[ offset ++ ] = vector.z;
  5689. array[ offset ++ ] = vector.w;
  5690. }
  5691. return this;
  5692. },
  5693. applyMatrix3: function ( m ) {
  5694. if ( this.itemSize === 2 ) {
  5695. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5696. _vector2$1.fromBufferAttribute( this, i );
  5697. _vector2$1.applyMatrix3( m );
  5698. this.setXY( i, _vector2$1.x, _vector2$1.y, );
  5699. }
  5700. } else if ( this.itemSize === 3 ) {
  5701. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5702. _vector$3.fromBufferAttribute( this, i );
  5703. _vector$3.applyMatrix3( m );
  5704. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5705. }
  5706. }
  5707. return this;
  5708. },
  5709. applyMatrix4: function ( m ) {
  5710. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5711. _vector$3.x = this.getX( i );
  5712. _vector$3.y = this.getY( i );
  5713. _vector$3.z = this.getZ( i );
  5714. _vector$3.applyMatrix4( m );
  5715. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5716. }
  5717. return this;
  5718. },
  5719. applyNormalMatrix: function ( m ) {
  5720. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5721. _vector$3.x = this.getX( i );
  5722. _vector$3.y = this.getY( i );
  5723. _vector$3.z = this.getZ( i );
  5724. _vector$3.applyNormalMatrix( m );
  5725. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5726. }
  5727. return this;
  5728. },
  5729. transformDirection: function ( m ) {
  5730. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5731. _vector$3.x = this.getX( i );
  5732. _vector$3.y = this.getY( i );
  5733. _vector$3.z = this.getZ( i );
  5734. _vector$3.transformDirection( m );
  5735. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5736. }
  5737. return this;
  5738. },
  5739. set: function ( value, offset ) {
  5740. if ( offset === undefined ) offset = 0;
  5741. this.array.set( value, offset );
  5742. return this;
  5743. },
  5744. getX: function ( index ) {
  5745. return this.array[ index * this.itemSize ];
  5746. },
  5747. setX: function ( index, x ) {
  5748. this.array[ index * this.itemSize ] = x;
  5749. return this;
  5750. },
  5751. getY: function ( index ) {
  5752. return this.array[ index * this.itemSize + 1 ];
  5753. },
  5754. setY: function ( index, y ) {
  5755. this.array[ index * this.itemSize + 1 ] = y;
  5756. return this;
  5757. },
  5758. getZ: function ( index ) {
  5759. return this.array[ index * this.itemSize + 2 ];
  5760. },
  5761. setZ: function ( index, z ) {
  5762. this.array[ index * this.itemSize + 2 ] = z;
  5763. return this;
  5764. },
  5765. getW: function ( index ) {
  5766. return this.array[ index * this.itemSize + 3 ];
  5767. },
  5768. setW: function ( index, w ) {
  5769. this.array[ index * this.itemSize + 3 ] = w;
  5770. return this;
  5771. },
  5772. setXY: function ( index, x, y ) {
  5773. index *= this.itemSize;
  5774. this.array[ index + 0 ] = x;
  5775. this.array[ index + 1 ] = y;
  5776. return this;
  5777. },
  5778. setXYZ: function ( index, x, y, z ) {
  5779. index *= this.itemSize;
  5780. this.array[ index + 0 ] = x;
  5781. this.array[ index + 1 ] = y;
  5782. this.array[ index + 2 ] = z;
  5783. return this;
  5784. },
  5785. setXYZW: function ( index, x, y, z, w ) {
  5786. index *= this.itemSize;
  5787. this.array[ index + 0 ] = x;
  5788. this.array[ index + 1 ] = y;
  5789. this.array[ index + 2 ] = z;
  5790. this.array[ index + 3 ] = w;
  5791. return this;
  5792. },
  5793. onUpload: function ( callback ) {
  5794. this.onUploadCallback = callback;
  5795. return this;
  5796. },
  5797. clone: function () {
  5798. return new this.constructor( this.array, this.itemSize ).copy( this );
  5799. },
  5800. toJSON: function () {
  5801. return {
  5802. itemSize: this.itemSize,
  5803. type: this.array.constructor.name,
  5804. array: Array.prototype.slice.call( this.array ),
  5805. normalized: this.normalized
  5806. };
  5807. }
  5808. } );
  5809. //
  5810. function Int8BufferAttribute( array, itemSize, normalized ) {
  5811. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5812. }
  5813. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5814. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5815. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5816. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5817. }
  5818. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5819. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5820. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5821. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5822. }
  5823. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5824. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5825. function Int16BufferAttribute( array, itemSize, normalized ) {
  5826. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5827. }
  5828. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5829. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5830. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5831. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5832. }
  5833. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5834. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5835. function Int32BufferAttribute( array, itemSize, normalized ) {
  5836. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5837. }
  5838. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5839. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5840. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5841. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5842. }
  5843. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5844. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5845. function Float32BufferAttribute( array, itemSize, normalized ) {
  5846. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5847. }
  5848. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5849. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5850. function Float64BufferAttribute( array, itemSize, normalized ) {
  5851. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5852. }
  5853. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5854. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5855. /**
  5856. * @author mrdoob / http://mrdoob.com/
  5857. */
  5858. function DirectGeometry() {
  5859. this.vertices = [];
  5860. this.normals = [];
  5861. this.colors = [];
  5862. this.uvs = [];
  5863. this.uvs2 = [];
  5864. this.groups = [];
  5865. this.morphTargets = {};
  5866. this.skinWeights = [];
  5867. this.skinIndices = [];
  5868. // this.lineDistances = [];
  5869. this.boundingBox = null;
  5870. this.boundingSphere = null;
  5871. // update flags
  5872. this.verticesNeedUpdate = false;
  5873. this.normalsNeedUpdate = false;
  5874. this.colorsNeedUpdate = false;
  5875. this.uvsNeedUpdate = false;
  5876. this.groupsNeedUpdate = false;
  5877. }
  5878. Object.assign( DirectGeometry.prototype, {
  5879. computeGroups: function ( geometry ) {
  5880. const groups = [];
  5881. let group, i;
  5882. let materialIndex = undefined;
  5883. const faces = geometry.faces;
  5884. for ( i = 0; i < faces.length; i ++ ) {
  5885. const face = faces[ i ];
  5886. // materials
  5887. if ( face.materialIndex !== materialIndex ) {
  5888. materialIndex = face.materialIndex;
  5889. if ( group !== undefined ) {
  5890. group.count = ( i * 3 ) - group.start;
  5891. groups.push( group );
  5892. }
  5893. group = {
  5894. start: i * 3,
  5895. materialIndex: materialIndex
  5896. };
  5897. }
  5898. }
  5899. if ( group !== undefined ) {
  5900. group.count = ( i * 3 ) - group.start;
  5901. groups.push( group );
  5902. }
  5903. this.groups = groups;
  5904. },
  5905. fromGeometry: function ( geometry ) {
  5906. const faces = geometry.faces;
  5907. const vertices = geometry.vertices;
  5908. const faceVertexUvs = geometry.faceVertexUvs;
  5909. const hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5910. const hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5911. // morphs
  5912. const morphTargets = geometry.morphTargets;
  5913. const morphTargetsLength = morphTargets.length;
  5914. let morphTargetsPosition;
  5915. if ( morphTargetsLength > 0 ) {
  5916. morphTargetsPosition = [];
  5917. for ( let i = 0; i < morphTargetsLength; i ++ ) {
  5918. morphTargetsPosition[ i ] = {
  5919. name: morphTargets[ i ].name,
  5920. data: []
  5921. };
  5922. }
  5923. this.morphTargets.position = morphTargetsPosition;
  5924. }
  5925. const morphNormals = geometry.morphNormals;
  5926. const morphNormalsLength = morphNormals.length;
  5927. let morphTargetsNormal;
  5928. if ( morphNormalsLength > 0 ) {
  5929. morphTargetsNormal = [];
  5930. for ( let i = 0; i < morphNormalsLength; i ++ ) {
  5931. morphTargetsNormal[ i ] = {
  5932. name: morphNormals[ i ].name,
  5933. data: []
  5934. };
  5935. }
  5936. this.morphTargets.normal = morphTargetsNormal;
  5937. }
  5938. // skins
  5939. const skinIndices = geometry.skinIndices;
  5940. const skinWeights = geometry.skinWeights;
  5941. const hasSkinIndices = skinIndices.length === vertices.length;
  5942. const hasSkinWeights = skinWeights.length === vertices.length;
  5943. //
  5944. if ( vertices.length > 0 && faces.length === 0 ) {
  5945. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5946. }
  5947. for ( let i = 0; i < faces.length; i ++ ) {
  5948. const face = faces[ i ];
  5949. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5950. const vertexNormals = face.vertexNormals;
  5951. if ( vertexNormals.length === 3 ) {
  5952. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5953. } else {
  5954. const normal = face.normal;
  5955. this.normals.push( normal, normal, normal );
  5956. }
  5957. const vertexColors = face.vertexColors;
  5958. if ( vertexColors.length === 3 ) {
  5959. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5960. } else {
  5961. const color = face.color;
  5962. this.colors.push( color, color, color );
  5963. }
  5964. if ( hasFaceVertexUv === true ) {
  5965. const vertexUvs = faceVertexUvs[ 0 ][ i ];
  5966. if ( vertexUvs !== undefined ) {
  5967. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5968. } else {
  5969. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5970. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5971. }
  5972. }
  5973. if ( hasFaceVertexUv2 === true ) {
  5974. const vertexUvs = faceVertexUvs[ 1 ][ i ];
  5975. if ( vertexUvs !== undefined ) {
  5976. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5977. } else {
  5978. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5979. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5980. }
  5981. }
  5982. // morphs
  5983. for ( let j = 0; j < morphTargetsLength; j ++ ) {
  5984. const morphTarget = morphTargets[ j ].vertices;
  5985. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5986. }
  5987. for ( let j = 0; j < morphNormalsLength; j ++ ) {
  5988. const morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5989. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5990. }
  5991. // skins
  5992. if ( hasSkinIndices ) {
  5993. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5994. }
  5995. if ( hasSkinWeights ) {
  5996. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5997. }
  5998. }
  5999. this.computeGroups( geometry );
  6000. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6001. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6002. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6003. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6004. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6005. if ( geometry.boundingSphere !== null ) {
  6006. this.boundingSphere = geometry.boundingSphere.clone();
  6007. }
  6008. if ( geometry.boundingBox !== null ) {
  6009. this.boundingBox = geometry.boundingBox.clone();
  6010. }
  6011. return this;
  6012. }
  6013. } );
  6014. /**
  6015. * @author mrdoob / http://mrdoob.com/
  6016. */
  6017. function arrayMax( array ) {
  6018. if ( array.length === 0 ) return - Infinity;
  6019. let max = array[ 0 ];
  6020. for ( let i = 1, l = array.length; i < l; ++ i ) {
  6021. if ( array[ i ] > max ) max = array[ i ];
  6022. }
  6023. return max;
  6024. }
  6025. /**
  6026. * @author alteredq / http://alteredqualia.com/
  6027. * @author mrdoob / http://mrdoob.com/
  6028. */
  6029. let _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6030. const _m1$2 = new Matrix4();
  6031. const _obj = new Object3D();
  6032. const _offset = new Vector3();
  6033. const _box$2 = new Box3();
  6034. const _boxMorphTargets = new Box3();
  6035. const _vector$4 = new Vector3();
  6036. function BufferGeometry() {
  6037. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6038. this.uuid = MathUtils.generateUUID();
  6039. this.name = '';
  6040. this.type = 'BufferGeometry';
  6041. this.index = null;
  6042. this.attributes = {};
  6043. this.morphAttributes = {};
  6044. this.morphTargetsRelative = false;
  6045. this.groups = [];
  6046. this.boundingBox = null;
  6047. this.boundingSphere = null;
  6048. this.drawRange = { start: 0, count: Infinity };
  6049. this.userData = {};
  6050. }
  6051. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6052. constructor: BufferGeometry,
  6053. isBufferGeometry: true,
  6054. getIndex: function () {
  6055. return this.index;
  6056. },
  6057. setIndex: function ( index ) {
  6058. if ( Array.isArray( index ) ) {
  6059. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6060. } else {
  6061. this.index = index;
  6062. }
  6063. },
  6064. getAttribute: function ( name ) {
  6065. return this.attributes[ name ];
  6066. },
  6067. setAttribute: function ( name, attribute ) {
  6068. this.attributes[ name ] = attribute;
  6069. return this;
  6070. },
  6071. deleteAttribute: function ( name ) {
  6072. delete this.attributes[ name ];
  6073. return this;
  6074. },
  6075. addGroup: function ( start, count, materialIndex ) {
  6076. this.groups.push( {
  6077. start: start,
  6078. count: count,
  6079. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6080. } );
  6081. },
  6082. clearGroups: function () {
  6083. this.groups = [];
  6084. },
  6085. setDrawRange: function ( start, count ) {
  6086. this.drawRange.start = start;
  6087. this.drawRange.count = count;
  6088. },
  6089. applyMatrix4: function ( matrix ) {
  6090. const position = this.attributes.position;
  6091. if ( position !== undefined ) {
  6092. position.applyMatrix4( matrix );
  6093. position.needsUpdate = true;
  6094. }
  6095. const normal = this.attributes.normal;
  6096. if ( normal !== undefined ) {
  6097. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6098. normal.applyNormalMatrix( normalMatrix );
  6099. normal.needsUpdate = true;
  6100. }
  6101. const tangent = this.attributes.tangent;
  6102. if ( tangent !== undefined ) {
  6103. tangent.transformDirection( matrix );
  6104. tangent.needsUpdate = true;
  6105. }
  6106. if ( this.boundingBox !== null ) {
  6107. this.computeBoundingBox();
  6108. }
  6109. if ( this.boundingSphere !== null ) {
  6110. this.computeBoundingSphere();
  6111. }
  6112. return this;
  6113. },
  6114. rotateX: function ( angle ) {
  6115. // rotate geometry around world x-axis
  6116. _m1$2.makeRotationX( angle );
  6117. this.applyMatrix4( _m1$2 );
  6118. return this;
  6119. },
  6120. rotateY: function ( angle ) {
  6121. // rotate geometry around world y-axis
  6122. _m1$2.makeRotationY( angle );
  6123. this.applyMatrix4( _m1$2 );
  6124. return this;
  6125. },
  6126. rotateZ: function ( angle ) {
  6127. // rotate geometry around world z-axis
  6128. _m1$2.makeRotationZ( angle );
  6129. this.applyMatrix4( _m1$2 );
  6130. return this;
  6131. },
  6132. translate: function ( x, y, z ) {
  6133. // translate geometry
  6134. _m1$2.makeTranslation( x, y, z );
  6135. this.applyMatrix4( _m1$2 );
  6136. return this;
  6137. },
  6138. scale: function ( x, y, z ) {
  6139. // scale geometry
  6140. _m1$2.makeScale( x, y, z );
  6141. this.applyMatrix4( _m1$2 );
  6142. return this;
  6143. },
  6144. lookAt: function ( vector ) {
  6145. _obj.lookAt( vector );
  6146. _obj.updateMatrix();
  6147. this.applyMatrix4( _obj.matrix );
  6148. return this;
  6149. },
  6150. center: function () {
  6151. this.computeBoundingBox();
  6152. this.boundingBox.getCenter( _offset ).negate();
  6153. this.translate( _offset.x, _offset.y, _offset.z );
  6154. return this;
  6155. },
  6156. setFromObject: function ( object ) {
  6157. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6158. const geometry = object.geometry;
  6159. if ( object.isPoints || object.isLine ) {
  6160. const positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6161. const colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6162. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6163. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6164. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6165. const lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6166. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6167. }
  6168. if ( geometry.boundingSphere !== null ) {
  6169. this.boundingSphere = geometry.boundingSphere.clone();
  6170. }
  6171. if ( geometry.boundingBox !== null ) {
  6172. this.boundingBox = geometry.boundingBox.clone();
  6173. }
  6174. } else if ( object.isMesh ) {
  6175. if ( geometry && geometry.isGeometry ) {
  6176. this.fromGeometry( geometry );
  6177. }
  6178. }
  6179. return this;
  6180. },
  6181. setFromPoints: function ( points ) {
  6182. const position = [];
  6183. for ( let i = 0, l = points.length; i < l; i ++ ) {
  6184. const point = points[ i ];
  6185. position.push( point.x, point.y, point.z || 0 );
  6186. }
  6187. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6188. return this;
  6189. },
  6190. updateFromObject: function ( object ) {
  6191. let geometry = object.geometry;
  6192. if ( object.isMesh ) {
  6193. let direct = geometry.__directGeometry;
  6194. if ( geometry.elementsNeedUpdate === true ) {
  6195. direct = undefined;
  6196. geometry.elementsNeedUpdate = false;
  6197. }
  6198. if ( direct === undefined ) {
  6199. return this.fromGeometry( geometry );
  6200. }
  6201. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6202. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6203. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6204. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6205. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6206. geometry.verticesNeedUpdate = false;
  6207. geometry.normalsNeedUpdate = false;
  6208. geometry.colorsNeedUpdate = false;
  6209. geometry.uvsNeedUpdate = false;
  6210. geometry.groupsNeedUpdate = false;
  6211. geometry = direct;
  6212. }
  6213. if ( geometry.verticesNeedUpdate === true ) {
  6214. const attribute = this.attributes.position;
  6215. if ( attribute !== undefined ) {
  6216. attribute.copyVector3sArray( geometry.vertices );
  6217. attribute.needsUpdate = true;
  6218. }
  6219. geometry.verticesNeedUpdate = false;
  6220. }
  6221. if ( geometry.normalsNeedUpdate === true ) {
  6222. const attribute = this.attributes.normal;
  6223. if ( attribute !== undefined ) {
  6224. attribute.copyVector3sArray( geometry.normals );
  6225. attribute.needsUpdate = true;
  6226. }
  6227. geometry.normalsNeedUpdate = false;
  6228. }
  6229. if ( geometry.colorsNeedUpdate === true ) {
  6230. const attribute = this.attributes.color;
  6231. if ( attribute !== undefined ) {
  6232. attribute.copyColorsArray( geometry.colors );
  6233. attribute.needsUpdate = true;
  6234. }
  6235. geometry.colorsNeedUpdate = false;
  6236. }
  6237. if ( geometry.uvsNeedUpdate ) {
  6238. const attribute = this.attributes.uv;
  6239. if ( attribute !== undefined ) {
  6240. attribute.copyVector2sArray( geometry.uvs );
  6241. attribute.needsUpdate = true;
  6242. }
  6243. geometry.uvsNeedUpdate = false;
  6244. }
  6245. if ( geometry.lineDistancesNeedUpdate ) {
  6246. const attribute = this.attributes.lineDistance;
  6247. if ( attribute !== undefined ) {
  6248. attribute.copyArray( geometry.lineDistances );
  6249. attribute.needsUpdate = true;
  6250. }
  6251. geometry.lineDistancesNeedUpdate = false;
  6252. }
  6253. if ( geometry.groupsNeedUpdate ) {
  6254. geometry.computeGroups( object.geometry );
  6255. this.groups = geometry.groups;
  6256. geometry.groupsNeedUpdate = false;
  6257. }
  6258. return this;
  6259. },
  6260. fromGeometry: function ( geometry ) {
  6261. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6262. return this.fromDirectGeometry( geometry.__directGeometry );
  6263. },
  6264. fromDirectGeometry: function ( geometry ) {
  6265. const positions = new Float32Array( geometry.vertices.length * 3 );
  6266. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6267. if ( geometry.normals.length > 0 ) {
  6268. const normals = new Float32Array( geometry.normals.length * 3 );
  6269. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6270. }
  6271. if ( geometry.colors.length > 0 ) {
  6272. const colors = new Float32Array( geometry.colors.length * 3 );
  6273. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6274. }
  6275. if ( geometry.uvs.length > 0 ) {
  6276. const uvs = new Float32Array( geometry.uvs.length * 2 );
  6277. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6278. }
  6279. if ( geometry.uvs2.length > 0 ) {
  6280. const uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6281. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6282. }
  6283. // groups
  6284. this.groups = geometry.groups;
  6285. // morphs
  6286. for ( const name in geometry.morphTargets ) {
  6287. const array = [];
  6288. const morphTargets = geometry.morphTargets[ name ];
  6289. for ( let i = 0, l = morphTargets.length; i < l; i ++ ) {
  6290. const morphTarget = morphTargets[ i ];
  6291. const attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6292. attribute.name = morphTarget.name;
  6293. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6294. }
  6295. this.morphAttributes[ name ] = array;
  6296. }
  6297. // skinning
  6298. if ( geometry.skinIndices.length > 0 ) {
  6299. const skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6300. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6301. }
  6302. if ( geometry.skinWeights.length > 0 ) {
  6303. const skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6304. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6305. }
  6306. //
  6307. if ( geometry.boundingSphere !== null ) {
  6308. this.boundingSphere = geometry.boundingSphere.clone();
  6309. }
  6310. if ( geometry.boundingBox !== null ) {
  6311. this.boundingBox = geometry.boundingBox.clone();
  6312. }
  6313. return this;
  6314. },
  6315. computeBoundingBox: function () {
  6316. if ( this.boundingBox === null ) {
  6317. this.boundingBox = new Box3();
  6318. }
  6319. const position = this.attributes.position;
  6320. const morphAttributesPosition = this.morphAttributes.position;
  6321. if ( position !== undefined ) {
  6322. this.boundingBox.setFromBufferAttribute( position );
  6323. // process morph attributes if present
  6324. if ( morphAttributesPosition ) {
  6325. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6326. const morphAttribute = morphAttributesPosition[ i ];
  6327. _box$2.setFromBufferAttribute( morphAttribute );
  6328. if ( this.morphTargetsRelative ) {
  6329. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6330. this.boundingBox.expandByPoint( _vector$4 );
  6331. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6332. this.boundingBox.expandByPoint( _vector$4 );
  6333. } else {
  6334. this.boundingBox.expandByPoint( _box$2.min );
  6335. this.boundingBox.expandByPoint( _box$2.max );
  6336. }
  6337. }
  6338. }
  6339. } else {
  6340. this.boundingBox.makeEmpty();
  6341. }
  6342. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6343. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6344. }
  6345. },
  6346. computeBoundingSphere: function () {
  6347. if ( this.boundingSphere === null ) {
  6348. this.boundingSphere = new Sphere();
  6349. }
  6350. const position = this.attributes.position;
  6351. const morphAttributesPosition = this.morphAttributes.position;
  6352. if ( position ) {
  6353. // first, find the center of the bounding sphere
  6354. const center = this.boundingSphere.center;
  6355. _box$2.setFromBufferAttribute( position );
  6356. // process morph attributes if present
  6357. if ( morphAttributesPosition ) {
  6358. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6359. const morphAttribute = morphAttributesPosition[ i ];
  6360. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6361. if ( this.morphTargetsRelative ) {
  6362. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6363. _box$2.expandByPoint( _vector$4 );
  6364. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6365. _box$2.expandByPoint( _vector$4 );
  6366. } else {
  6367. _box$2.expandByPoint( _boxMorphTargets.min );
  6368. _box$2.expandByPoint( _boxMorphTargets.max );
  6369. }
  6370. }
  6371. }
  6372. _box$2.getCenter( center );
  6373. // second, try to find a boundingSphere with a radius smaller than the
  6374. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6375. let maxRadiusSq = 0;
  6376. for ( let i = 0, il = position.count; i < il; i ++ ) {
  6377. _vector$4.fromBufferAttribute( position, i );
  6378. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6379. }
  6380. // process morph attributes if present
  6381. if ( morphAttributesPosition ) {
  6382. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6383. const morphAttribute = morphAttributesPosition[ i ];
  6384. const morphTargetsRelative = this.morphTargetsRelative;
  6385. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6386. _vector$4.fromBufferAttribute( morphAttribute, j );
  6387. if ( morphTargetsRelative ) {
  6388. _offset.fromBufferAttribute( position, j );
  6389. _vector$4.add( _offset );
  6390. }
  6391. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6392. }
  6393. }
  6394. }
  6395. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6396. if ( isNaN( this.boundingSphere.radius ) ) {
  6397. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6398. }
  6399. }
  6400. },
  6401. computeFaceNormals: function () {
  6402. // backwards compatibility
  6403. },
  6404. computeVertexNormals: function () {
  6405. const index = this.index;
  6406. const positionAttribute = this.getAttribute( 'position' );
  6407. if ( positionAttribute !== undefined ) {
  6408. let normalAttribute = this.getAttribute( 'normal' );
  6409. if ( normalAttribute === undefined ) {
  6410. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6411. this.setAttribute( 'normal', normalAttribute );
  6412. } else {
  6413. // reset existing normals to zero
  6414. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6415. normalAttribute.setXYZ( i, 0, 0, 0 );
  6416. }
  6417. }
  6418. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6419. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6420. const cb = new Vector3(), ab = new Vector3();
  6421. // indexed elements
  6422. if ( index ) {
  6423. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  6424. const vA = index.getX( i + 0 );
  6425. const vB = index.getX( i + 1 );
  6426. const vC = index.getX( i + 2 );
  6427. pA.fromBufferAttribute( positionAttribute, vA );
  6428. pB.fromBufferAttribute( positionAttribute, vB );
  6429. pC.fromBufferAttribute( positionAttribute, vC );
  6430. cb.subVectors( pC, pB );
  6431. ab.subVectors( pA, pB );
  6432. cb.cross( ab );
  6433. nA.fromBufferAttribute( normalAttribute, vA );
  6434. nB.fromBufferAttribute( normalAttribute, vB );
  6435. nC.fromBufferAttribute( normalAttribute, vC );
  6436. nA.add( cb );
  6437. nB.add( cb );
  6438. nC.add( cb );
  6439. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6440. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6441. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6442. }
  6443. } else {
  6444. // non-indexed elements (unconnected triangle soup)
  6445. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  6446. pA.fromBufferAttribute( positionAttribute, i + 0 );
  6447. pB.fromBufferAttribute( positionAttribute, i + 1 );
  6448. pC.fromBufferAttribute( positionAttribute, i + 2 );
  6449. cb.subVectors( pC, pB );
  6450. ab.subVectors( pA, pB );
  6451. cb.cross( ab );
  6452. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  6453. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  6454. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  6455. }
  6456. }
  6457. this.normalizeNormals();
  6458. normalAttribute.needsUpdate = true;
  6459. }
  6460. },
  6461. merge: function ( geometry, offset ) {
  6462. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6463. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6464. return;
  6465. }
  6466. if ( offset === undefined ) {
  6467. offset = 0;
  6468. console.warn(
  6469. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6470. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6471. );
  6472. }
  6473. const attributes = this.attributes;
  6474. for ( const key in attributes ) {
  6475. if ( geometry.attributes[ key ] === undefined ) continue;
  6476. const attribute1 = attributes[ key ];
  6477. const attributeArray1 = attribute1.array;
  6478. const attribute2 = geometry.attributes[ key ];
  6479. const attributeArray2 = attribute2.array;
  6480. const attributeOffset = attribute2.itemSize * offset;
  6481. const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6482. for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6483. attributeArray1[ j ] = attributeArray2[ i ];
  6484. }
  6485. }
  6486. return this;
  6487. },
  6488. normalizeNormals: function () {
  6489. const normals = this.attributes.normal;
  6490. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  6491. _vector$4.fromBufferAttribute( normals, i );
  6492. _vector$4.normalize();
  6493. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6494. }
  6495. },
  6496. toNonIndexed: function () {
  6497. function convertBufferAttribute( attribute, indices ) {
  6498. const array = attribute.array;
  6499. const itemSize = attribute.itemSize;
  6500. const normalized = attribute.normalized;
  6501. const array2 = new array.constructor( indices.length * itemSize );
  6502. let index = 0, index2 = 0;
  6503. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  6504. index = indices[ i ] * itemSize;
  6505. for ( let j = 0; j < itemSize; j ++ ) {
  6506. array2[ index2 ++ ] = array[ index ++ ];
  6507. }
  6508. }
  6509. return new BufferAttribute( array2, itemSize, normalized );
  6510. }
  6511. //
  6512. if ( this.index === null ) {
  6513. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6514. return this;
  6515. }
  6516. const geometry2 = new BufferGeometry();
  6517. const indices = this.index.array;
  6518. const attributes = this.attributes;
  6519. // attributes
  6520. for ( const name in attributes ) {
  6521. const attribute = attributes[ name ];
  6522. const newAttribute = convertBufferAttribute( attribute, indices );
  6523. geometry2.setAttribute( name, newAttribute );
  6524. }
  6525. // morph attributes
  6526. const morphAttributes = this.morphAttributes;
  6527. for ( const name in morphAttributes ) {
  6528. const morphArray = [];
  6529. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6530. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6531. const attribute = morphAttribute[ i ];
  6532. const newAttribute = convertBufferAttribute( attribute, indices );
  6533. morphArray.push( newAttribute );
  6534. }
  6535. geometry2.morphAttributes[ name ] = morphArray;
  6536. }
  6537. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6538. // groups
  6539. const groups = this.groups;
  6540. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6541. const group = groups[ i ];
  6542. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6543. }
  6544. return geometry2;
  6545. },
  6546. toJSON: function () {
  6547. const data = {
  6548. metadata: {
  6549. version: 4.5,
  6550. type: 'BufferGeometry',
  6551. generator: 'BufferGeometry.toJSON'
  6552. }
  6553. };
  6554. // standard BufferGeometry serialization
  6555. data.uuid = this.uuid;
  6556. data.type = this.type;
  6557. if ( this.name !== '' ) data.name = this.name;
  6558. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6559. if ( this.parameters !== undefined ) {
  6560. const parameters = this.parameters;
  6561. for ( const key in parameters ) {
  6562. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6563. }
  6564. return data;
  6565. }
  6566. data.data = { attributes: {} };
  6567. const index = this.index;
  6568. if ( index !== null ) {
  6569. data.data.index = {
  6570. type: index.array.constructor.name,
  6571. array: Array.prototype.slice.call( index.array )
  6572. };
  6573. }
  6574. const attributes = this.attributes;
  6575. for ( const key in attributes ) {
  6576. const attribute = attributes[ key ];
  6577. const attributeData = attribute.toJSON( data.data );
  6578. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6579. data.data.attributes[ key ] = attributeData;
  6580. }
  6581. const morphAttributes = {};
  6582. let hasMorphAttributes = false;
  6583. for ( const key in this.morphAttributes ) {
  6584. const attributeArray = this.morphAttributes[ key ];
  6585. const array = [];
  6586. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  6587. const attribute = attributeArray[ i ];
  6588. const attributeData = attribute.toJSON( data.data );
  6589. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6590. array.push( attributeData );
  6591. }
  6592. if ( array.length > 0 ) {
  6593. morphAttributes[ key ] = array;
  6594. hasMorphAttributes = true;
  6595. }
  6596. }
  6597. if ( hasMorphAttributes ) {
  6598. data.data.morphAttributes = morphAttributes;
  6599. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6600. }
  6601. const groups = this.groups;
  6602. if ( groups.length > 0 ) {
  6603. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6604. }
  6605. const boundingSphere = this.boundingSphere;
  6606. if ( boundingSphere !== null ) {
  6607. data.data.boundingSphere = {
  6608. center: boundingSphere.center.toArray(),
  6609. radius: boundingSphere.radius
  6610. };
  6611. }
  6612. return data;
  6613. },
  6614. clone: function () {
  6615. /*
  6616. // Handle primitives
  6617. const parameters = this.parameters;
  6618. if ( parameters !== undefined ) {
  6619. const values = [];
  6620. for ( const key in parameters ) {
  6621. values.push( parameters[ key ] );
  6622. }
  6623. const geometry = Object.create( this.constructor.prototype );
  6624. this.constructor.apply( geometry, values );
  6625. return geometry;
  6626. }
  6627. return new this.constructor().copy( this );
  6628. */
  6629. return new BufferGeometry().copy( this );
  6630. },
  6631. copy: function ( source ) {
  6632. // reset
  6633. this.index = null;
  6634. this.attributes = {};
  6635. this.morphAttributes = {};
  6636. this.groups = [];
  6637. this.boundingBox = null;
  6638. this.boundingSphere = null;
  6639. // used for storing cloned, shared data
  6640. const data = {};
  6641. // name
  6642. this.name = source.name;
  6643. // index
  6644. const index = source.index;
  6645. if ( index !== null ) {
  6646. this.setIndex( index.clone( data ) );
  6647. }
  6648. // attributes
  6649. const attributes = source.attributes;
  6650. for ( const name in attributes ) {
  6651. const attribute = attributes[ name ];
  6652. this.setAttribute( name, attribute.clone( data ) );
  6653. }
  6654. // morph attributes
  6655. const morphAttributes = source.morphAttributes;
  6656. for ( const name in morphAttributes ) {
  6657. const array = [];
  6658. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6659. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6660. array.push( morphAttribute[ i ].clone( data ) );
  6661. }
  6662. this.morphAttributes[ name ] = array;
  6663. }
  6664. this.morphTargetsRelative = source.morphTargetsRelative;
  6665. // groups
  6666. const groups = source.groups;
  6667. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6668. const group = groups[ i ];
  6669. this.addGroup( group.start, group.count, group.materialIndex );
  6670. }
  6671. // bounding box
  6672. const boundingBox = source.boundingBox;
  6673. if ( boundingBox !== null ) {
  6674. this.boundingBox = boundingBox.clone();
  6675. }
  6676. // bounding sphere
  6677. const boundingSphere = source.boundingSphere;
  6678. if ( boundingSphere !== null ) {
  6679. this.boundingSphere = boundingSphere.clone();
  6680. }
  6681. // draw range
  6682. this.drawRange.start = source.drawRange.start;
  6683. this.drawRange.count = source.drawRange.count;
  6684. // user data
  6685. this.userData = source.userData;
  6686. return this;
  6687. },
  6688. dispose: function () {
  6689. this.dispatchEvent( { type: 'dispose' } );
  6690. }
  6691. } );
  6692. /**
  6693. * @author mrdoob / http://mrdoob.com/
  6694. * @author alteredq / http://alteredqualia.com/
  6695. * @author mikael emtinger / http://gomo.se/
  6696. * @author jonobr1 / http://jonobr1.com/
  6697. */
  6698. const _inverseMatrix = new Matrix4();
  6699. const _ray = new Ray();
  6700. const _sphere = new Sphere();
  6701. const _vA = new Vector3();
  6702. const _vB = new Vector3();
  6703. const _vC = new Vector3();
  6704. const _tempA = new Vector3();
  6705. const _tempB = new Vector3();
  6706. const _tempC = new Vector3();
  6707. const _morphA = new Vector3();
  6708. const _morphB = new Vector3();
  6709. const _morphC = new Vector3();
  6710. const _uvA = new Vector2();
  6711. const _uvB = new Vector2();
  6712. const _uvC = new Vector2();
  6713. const _intersectionPoint = new Vector3();
  6714. const _intersectionPointWorld = new Vector3();
  6715. function Mesh( geometry, material ) {
  6716. Object3D.call( this );
  6717. this.type = 'Mesh';
  6718. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6719. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6720. this.updateMorphTargets();
  6721. }
  6722. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6723. constructor: Mesh,
  6724. isMesh: true,
  6725. copy: function ( source ) {
  6726. Object3D.prototype.copy.call( this, source );
  6727. if ( source.morphTargetInfluences !== undefined ) {
  6728. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6729. }
  6730. if ( source.morphTargetDictionary !== undefined ) {
  6731. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6732. }
  6733. this.material = source.material;
  6734. this.geometry = source.geometry;
  6735. return this;
  6736. },
  6737. updateMorphTargets: function () {
  6738. const geometry = this.geometry;
  6739. if ( geometry.isBufferGeometry ) {
  6740. const morphAttributes = geometry.morphAttributes;
  6741. const keys = Object.keys( morphAttributes );
  6742. if ( keys.length > 0 ) {
  6743. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  6744. if ( morphAttribute !== undefined ) {
  6745. this.morphTargetInfluences = [];
  6746. this.morphTargetDictionary = {};
  6747. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6748. const name = morphAttribute[ m ].name || String( m );
  6749. this.morphTargetInfluences.push( 0 );
  6750. this.morphTargetDictionary[ name ] = m;
  6751. }
  6752. }
  6753. }
  6754. } else {
  6755. const morphTargets = geometry.morphTargets;
  6756. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6757. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6758. }
  6759. }
  6760. },
  6761. raycast: function ( raycaster, intersects ) {
  6762. const geometry = this.geometry;
  6763. const material = this.material;
  6764. const matrixWorld = this.matrixWorld;
  6765. if ( material === undefined ) return;
  6766. // Checking boundingSphere distance to ray
  6767. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6768. _sphere.copy( geometry.boundingSphere );
  6769. _sphere.applyMatrix4( matrixWorld );
  6770. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6771. //
  6772. _inverseMatrix.getInverse( matrixWorld );
  6773. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6774. // Check boundingBox before continuing
  6775. if ( geometry.boundingBox !== null ) {
  6776. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6777. }
  6778. let intersection;
  6779. if ( geometry.isBufferGeometry ) {
  6780. const index = geometry.index;
  6781. const position = geometry.attributes.position;
  6782. const morphPosition = geometry.morphAttributes.position;
  6783. const morphTargetsRelative = geometry.morphTargetsRelative;
  6784. const uv = geometry.attributes.uv;
  6785. const uv2 = geometry.attributes.uv2;
  6786. const groups = geometry.groups;
  6787. const drawRange = geometry.drawRange;
  6788. if ( index !== null ) {
  6789. // indexed buffer geometry
  6790. if ( Array.isArray( material ) ) {
  6791. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  6792. const group = groups[ i ];
  6793. const groupMaterial = material[ group.materialIndex ];
  6794. const start = Math.max( group.start, drawRange.start );
  6795. const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6796. for ( let j = start, jl = end; j < jl; j += 3 ) {
  6797. const a = index.getX( j );
  6798. const b = index.getX( j + 1 );
  6799. const c = index.getX( j + 2 );
  6800. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6801. if ( intersection ) {
  6802. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6803. intersection.face.materialIndex = group.materialIndex;
  6804. intersects.push( intersection );
  6805. }
  6806. }
  6807. }
  6808. } else {
  6809. const start = Math.max( 0, drawRange.start );
  6810. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6811. for ( let i = start, il = end; i < il; i += 3 ) {
  6812. const a = index.getX( i );
  6813. const b = index.getX( i + 1 );
  6814. const c = index.getX( i + 2 );
  6815. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6816. if ( intersection ) {
  6817. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6818. intersects.push( intersection );
  6819. }
  6820. }
  6821. }
  6822. } else if ( position !== undefined ) {
  6823. // non-indexed buffer geometry
  6824. if ( Array.isArray( material ) ) {
  6825. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  6826. const group = groups[ i ];
  6827. const groupMaterial = material[ group.materialIndex ];
  6828. const start = Math.max( group.start, drawRange.start );
  6829. const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6830. for ( let j = start, jl = end; j < jl; j += 3 ) {
  6831. const a = j;
  6832. const b = j + 1;
  6833. const c = j + 2;
  6834. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6835. if ( intersection ) {
  6836. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6837. intersection.face.materialIndex = group.materialIndex;
  6838. intersects.push( intersection );
  6839. }
  6840. }
  6841. }
  6842. } else {
  6843. const start = Math.max( 0, drawRange.start );
  6844. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6845. for ( let i = start, il = end; i < il; i += 3 ) {
  6846. const a = i;
  6847. const b = i + 1;
  6848. const c = i + 2;
  6849. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6850. if ( intersection ) {
  6851. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6852. intersects.push( intersection );
  6853. }
  6854. }
  6855. }
  6856. }
  6857. } else if ( geometry.isGeometry ) {
  6858. const isMultiMaterial = Array.isArray( material );
  6859. const vertices = geometry.vertices;
  6860. const faces = geometry.faces;
  6861. let uvs;
  6862. const faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6863. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6864. for ( let f = 0, fl = faces.length; f < fl; f ++ ) {
  6865. const face = faces[ f ];
  6866. const faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6867. if ( faceMaterial === undefined ) continue;
  6868. const fvA = vertices[ face.a ];
  6869. const fvB = vertices[ face.b ];
  6870. const fvC = vertices[ face.c ];
  6871. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6872. if ( intersection ) {
  6873. if ( uvs && uvs[ f ] ) {
  6874. const uvs_f = uvs[ f ];
  6875. _uvA.copy( uvs_f[ 0 ] );
  6876. _uvB.copy( uvs_f[ 1 ] );
  6877. _uvC.copy( uvs_f[ 2 ] );
  6878. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6879. }
  6880. intersection.face = face;
  6881. intersection.faceIndex = f;
  6882. intersects.push( intersection );
  6883. }
  6884. }
  6885. }
  6886. }
  6887. } );
  6888. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6889. let intersect;
  6890. if ( material.side === BackSide ) {
  6891. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6892. } else {
  6893. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6894. }
  6895. if ( intersect === null ) return null;
  6896. _intersectionPointWorld.copy( point );
  6897. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6898. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6899. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6900. return {
  6901. distance: distance,
  6902. point: _intersectionPointWorld.clone(),
  6903. object: object
  6904. };
  6905. }
  6906. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6907. _vA.fromBufferAttribute( position, a );
  6908. _vB.fromBufferAttribute( position, b );
  6909. _vC.fromBufferAttribute( position, c );
  6910. const morphInfluences = object.morphTargetInfluences;
  6911. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6912. _morphA.set( 0, 0, 0 );
  6913. _morphB.set( 0, 0, 0 );
  6914. _morphC.set( 0, 0, 0 );
  6915. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  6916. const influence = morphInfluences[ i ];
  6917. const morphAttribute = morphPosition[ i ];
  6918. if ( influence === 0 ) continue;
  6919. _tempA.fromBufferAttribute( morphAttribute, a );
  6920. _tempB.fromBufferAttribute( morphAttribute, b );
  6921. _tempC.fromBufferAttribute( morphAttribute, c );
  6922. if ( morphTargetsRelative ) {
  6923. _morphA.addScaledVector( _tempA, influence );
  6924. _morphB.addScaledVector( _tempB, influence );
  6925. _morphC.addScaledVector( _tempC, influence );
  6926. } else {
  6927. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6928. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6929. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6930. }
  6931. }
  6932. _vA.add( _morphA );
  6933. _vB.add( _morphB );
  6934. _vC.add( _morphC );
  6935. }
  6936. if ( object.isSkinnedMesh ) {
  6937. object.boneTransform( a, _vA );
  6938. object.boneTransform( b, _vB );
  6939. object.boneTransform( c, _vC );
  6940. }
  6941. const intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6942. if ( intersection ) {
  6943. if ( uv ) {
  6944. _uvA.fromBufferAttribute( uv, a );
  6945. _uvB.fromBufferAttribute( uv, b );
  6946. _uvC.fromBufferAttribute( uv, c );
  6947. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6948. }
  6949. if ( uv2 ) {
  6950. _uvA.fromBufferAttribute( uv2, a );
  6951. _uvB.fromBufferAttribute( uv2, b );
  6952. _uvC.fromBufferAttribute( uv2, c );
  6953. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6954. }
  6955. const face = new Face3( a, b, c );
  6956. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6957. intersection.face = face;
  6958. }
  6959. return intersection;
  6960. }
  6961. /**
  6962. * @author mrdoob / http://mrdoob.com/
  6963. * @author kile / http://kile.stravaganza.org/
  6964. * @author alteredq / http://alteredqualia.com/
  6965. * @author mikael emtinger / http://gomo.se/
  6966. * @author zz85 / http://www.lab4games.net/zz85/blog
  6967. * @author bhouston / http://clara.io
  6968. */
  6969. let _geometryId = 0; // Geometry uses even numbers as Id
  6970. const _m1$3 = new Matrix4();
  6971. const _obj$1 = new Object3D();
  6972. const _offset$1 = new Vector3();
  6973. function Geometry() {
  6974. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6975. this.uuid = MathUtils.generateUUID();
  6976. this.name = '';
  6977. this.type = 'Geometry';
  6978. this.vertices = [];
  6979. this.colors = [];
  6980. this.faces = [];
  6981. this.faceVertexUvs = [[]];
  6982. this.morphTargets = [];
  6983. this.morphNormals = [];
  6984. this.skinWeights = [];
  6985. this.skinIndices = [];
  6986. this.lineDistances = [];
  6987. this.boundingBox = null;
  6988. this.boundingSphere = null;
  6989. // update flags
  6990. this.elementsNeedUpdate = false;
  6991. this.verticesNeedUpdate = false;
  6992. this.uvsNeedUpdate = false;
  6993. this.normalsNeedUpdate = false;
  6994. this.colorsNeedUpdate = false;
  6995. this.lineDistancesNeedUpdate = false;
  6996. this.groupsNeedUpdate = false;
  6997. }
  6998. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6999. constructor: Geometry,
  7000. isGeometry: true,
  7001. applyMatrix4: function ( matrix ) {
  7002. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7003. for ( let i = 0, il = this.vertices.length; i < il; i ++ ) {
  7004. const vertex = this.vertices[ i ];
  7005. vertex.applyMatrix4( matrix );
  7006. }
  7007. for ( let i = 0, il = this.faces.length; i < il; i ++ ) {
  7008. const face = this.faces[ i ];
  7009. face.normal.applyMatrix3( normalMatrix ).normalize();
  7010. for ( let j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7011. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7012. }
  7013. }
  7014. if ( this.boundingBox !== null ) {
  7015. this.computeBoundingBox();
  7016. }
  7017. if ( this.boundingSphere !== null ) {
  7018. this.computeBoundingSphere();
  7019. }
  7020. this.verticesNeedUpdate = true;
  7021. this.normalsNeedUpdate = true;
  7022. return this;
  7023. },
  7024. rotateX: function ( angle ) {
  7025. // rotate geometry around world x-axis
  7026. _m1$3.makeRotationX( angle );
  7027. this.applyMatrix4( _m1$3 );
  7028. return this;
  7029. },
  7030. rotateY: function ( angle ) {
  7031. // rotate geometry around world y-axis
  7032. _m1$3.makeRotationY( angle );
  7033. this.applyMatrix4( _m1$3 );
  7034. return this;
  7035. },
  7036. rotateZ: function ( angle ) {
  7037. // rotate geometry around world z-axis
  7038. _m1$3.makeRotationZ( angle );
  7039. this.applyMatrix4( _m1$3 );
  7040. return this;
  7041. },
  7042. translate: function ( x, y, z ) {
  7043. // translate geometry
  7044. _m1$3.makeTranslation( x, y, z );
  7045. this.applyMatrix4( _m1$3 );
  7046. return this;
  7047. },
  7048. scale: function ( x, y, z ) {
  7049. // scale geometry
  7050. _m1$3.makeScale( x, y, z );
  7051. this.applyMatrix4( _m1$3 );
  7052. return this;
  7053. },
  7054. lookAt: function ( vector ) {
  7055. _obj$1.lookAt( vector );
  7056. _obj$1.updateMatrix();
  7057. this.applyMatrix4( _obj$1.matrix );
  7058. return this;
  7059. },
  7060. fromBufferGeometry: function ( geometry ) {
  7061. const scope = this;
  7062. const index = geometry.index !== null ? geometry.index : undefined;
  7063. const attributes = geometry.attributes;
  7064. if ( attributes.position === undefined ) {
  7065. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7066. return this;
  7067. }
  7068. const position = attributes.position;
  7069. const normal = attributes.normal;
  7070. const color = attributes.color;
  7071. const uv = attributes.uv;
  7072. const uv2 = attributes.uv2;
  7073. if ( uv2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  7074. for ( let i = 0; i < position.count; i ++ ) {
  7075. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7076. if ( color !== undefined ) {
  7077. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7078. }
  7079. }
  7080. function addFace( a, b, c, materialIndex ) {
  7081. const vertexColors = ( color === undefined ) ? [] : [
  7082. scope.colors[ a ].clone(),
  7083. scope.colors[ b ].clone(),
  7084. scope.colors[ c ].clone()
  7085. ];
  7086. const vertexNormals = ( normal === undefined ) ? [] : [
  7087. new Vector3().fromBufferAttribute( normal, a ),
  7088. new Vector3().fromBufferAttribute( normal, b ),
  7089. new Vector3().fromBufferAttribute( normal, c )
  7090. ];
  7091. const face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7092. scope.faces.push( face );
  7093. if ( uv !== undefined ) {
  7094. scope.faceVertexUvs[ 0 ].push( [
  7095. new Vector2().fromBufferAttribute( uv, a ),
  7096. new Vector2().fromBufferAttribute( uv, b ),
  7097. new Vector2().fromBufferAttribute( uv, c )
  7098. ] );
  7099. }
  7100. if ( uv2 !== undefined ) {
  7101. scope.faceVertexUvs[ 1 ].push( [
  7102. new Vector2().fromBufferAttribute( uv2, a ),
  7103. new Vector2().fromBufferAttribute( uv2, b ),
  7104. new Vector2().fromBufferAttribute( uv2, c )
  7105. ] );
  7106. }
  7107. }
  7108. const groups = geometry.groups;
  7109. if ( groups.length > 0 ) {
  7110. for ( let i = 0; i < groups.length; i ++ ) {
  7111. const group = groups[ i ];
  7112. const start = group.start;
  7113. const count = group.count;
  7114. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  7115. if ( index !== undefined ) {
  7116. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7117. } else {
  7118. addFace( j, j + 1, j + 2, group.materialIndex );
  7119. }
  7120. }
  7121. }
  7122. } else {
  7123. if ( index !== undefined ) {
  7124. for ( let i = 0; i < index.count; i += 3 ) {
  7125. addFace( index.getX( i ), index.getX( i + 1 ), index.getX( i + 2 ) );
  7126. }
  7127. } else {
  7128. for ( let i = 0; i < position.count; i += 3 ) {
  7129. addFace( i, i + 1, i + 2 );
  7130. }
  7131. }
  7132. }
  7133. this.computeFaceNormals();
  7134. if ( geometry.boundingBox !== null ) {
  7135. this.boundingBox = geometry.boundingBox.clone();
  7136. }
  7137. if ( geometry.boundingSphere !== null ) {
  7138. this.boundingSphere = geometry.boundingSphere.clone();
  7139. }
  7140. return this;
  7141. },
  7142. center: function () {
  7143. this.computeBoundingBox();
  7144. this.boundingBox.getCenter( _offset$1 ).negate();
  7145. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7146. return this;
  7147. },
  7148. normalize: function () {
  7149. this.computeBoundingSphere();
  7150. const center = this.boundingSphere.center;
  7151. const radius = this.boundingSphere.radius;
  7152. const s = radius === 0 ? 1 : 1.0 / radius;
  7153. const matrix = new Matrix4();
  7154. matrix.set(
  7155. s, 0, 0, - s * center.x,
  7156. 0, s, 0, - s * center.y,
  7157. 0, 0, s, - s * center.z,
  7158. 0, 0, 0, 1
  7159. );
  7160. this.applyMatrix4( matrix );
  7161. return this;
  7162. },
  7163. computeFaceNormals: function () {
  7164. const cb = new Vector3(), ab = new Vector3();
  7165. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7166. const face = this.faces[ f ];
  7167. const vA = this.vertices[ face.a ];
  7168. const vB = this.vertices[ face.b ];
  7169. const vC = this.vertices[ face.c ];
  7170. cb.subVectors( vC, vB );
  7171. ab.subVectors( vA, vB );
  7172. cb.cross( ab );
  7173. cb.normalize();
  7174. face.normal.copy( cb );
  7175. }
  7176. },
  7177. computeVertexNormals: function ( areaWeighted ) {
  7178. if ( areaWeighted === undefined ) areaWeighted = true;
  7179. const vertices = new Array( this.vertices.length );
  7180. for ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7181. vertices[ v ] = new Vector3();
  7182. }
  7183. if ( areaWeighted ) {
  7184. // vertex normals weighted by triangle areas
  7185. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7186. const cb = new Vector3(), ab = new Vector3();
  7187. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7188. const face = this.faces[ f ];
  7189. const vA = this.vertices[ face.a ];
  7190. const vB = this.vertices[ face.b ];
  7191. const vC = this.vertices[ face.c ];
  7192. cb.subVectors( vC, vB );
  7193. ab.subVectors( vA, vB );
  7194. cb.cross( ab );
  7195. vertices[ face.a ].add( cb );
  7196. vertices[ face.b ].add( cb );
  7197. vertices[ face.c ].add( cb );
  7198. }
  7199. } else {
  7200. this.computeFaceNormals();
  7201. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7202. const face = this.faces[ f ];
  7203. vertices[ face.a ].add( face.normal );
  7204. vertices[ face.b ].add( face.normal );
  7205. vertices[ face.c ].add( face.normal );
  7206. }
  7207. }
  7208. for ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7209. vertices[ v ].normalize();
  7210. }
  7211. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7212. const face = this.faces[ f ];
  7213. const vertexNormals = face.vertexNormals;
  7214. if ( vertexNormals.length === 3 ) {
  7215. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7216. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7217. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7218. } else {
  7219. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7220. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7221. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7222. }
  7223. }
  7224. if ( this.faces.length > 0 ) {
  7225. this.normalsNeedUpdate = true;
  7226. }
  7227. },
  7228. computeFlatVertexNormals: function () {
  7229. this.computeFaceNormals();
  7230. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7231. const face = this.faces[ f ];
  7232. const vertexNormals = face.vertexNormals;
  7233. if ( vertexNormals.length === 3 ) {
  7234. vertexNormals[ 0 ].copy( face.normal );
  7235. vertexNormals[ 1 ].copy( face.normal );
  7236. vertexNormals[ 2 ].copy( face.normal );
  7237. } else {
  7238. vertexNormals[ 0 ] = face.normal.clone();
  7239. vertexNormals[ 1 ] = face.normal.clone();
  7240. vertexNormals[ 2 ] = face.normal.clone();
  7241. }
  7242. }
  7243. if ( this.faces.length > 0 ) {
  7244. this.normalsNeedUpdate = true;
  7245. }
  7246. },
  7247. computeMorphNormals: function () {
  7248. // save original normals
  7249. // - create temp variables on first access
  7250. // otherwise just copy (for faster repeated calls)
  7251. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7252. const face = this.faces[ f ];
  7253. if ( ! face.__originalFaceNormal ) {
  7254. face.__originalFaceNormal = face.normal.clone();
  7255. } else {
  7256. face.__originalFaceNormal.copy( face.normal );
  7257. }
  7258. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  7259. for ( let i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7260. if ( ! face.__originalVertexNormals[ i ] ) {
  7261. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7262. } else {
  7263. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7264. }
  7265. }
  7266. }
  7267. // use temp geometry to compute face and vertex normals for each morph
  7268. const tmpGeo = new Geometry();
  7269. tmpGeo.faces = this.faces;
  7270. for ( let i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7271. // create on first access
  7272. if ( ! this.morphNormals[ i ] ) {
  7273. this.morphNormals[ i ] = {};
  7274. this.morphNormals[ i ].faceNormals = [];
  7275. this.morphNormals[ i ].vertexNormals = [];
  7276. const dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7277. const dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7278. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7279. const faceNormal = new Vector3();
  7280. const vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7281. dstNormalsFace.push( faceNormal );
  7282. dstNormalsVertex.push( vertexNormals );
  7283. }
  7284. }
  7285. const morphNormals = this.morphNormals[ i ];
  7286. // set vertices to morph target
  7287. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7288. // compute morph normals
  7289. tmpGeo.computeFaceNormals();
  7290. tmpGeo.computeVertexNormals();
  7291. // store morph normals
  7292. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7293. const face = this.faces[ f ];
  7294. const faceNormal = morphNormals.faceNormals[ f ];
  7295. const vertexNormals = morphNormals.vertexNormals[ f ];
  7296. faceNormal.copy( face.normal );
  7297. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7298. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7299. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7300. }
  7301. }
  7302. // restore original normals
  7303. for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7304. const face = this.faces[ f ];
  7305. face.normal = face.__originalFaceNormal;
  7306. face.vertexNormals = face.__originalVertexNormals;
  7307. }
  7308. },
  7309. computeBoundingBox: function () {
  7310. if ( this.boundingBox === null ) {
  7311. this.boundingBox = new Box3();
  7312. }
  7313. this.boundingBox.setFromPoints( this.vertices );
  7314. },
  7315. computeBoundingSphere: function () {
  7316. if ( this.boundingSphere === null ) {
  7317. this.boundingSphere = new Sphere();
  7318. }
  7319. this.boundingSphere.setFromPoints( this.vertices );
  7320. },
  7321. merge: function ( geometry, matrix, materialIndexOffset ) {
  7322. if ( ! ( geometry && geometry.isGeometry ) ) {
  7323. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7324. return;
  7325. }
  7326. let normalMatrix,
  7327. vertexOffset = this.vertices.length,
  7328. vertices1 = this.vertices,
  7329. vertices2 = geometry.vertices,
  7330. faces1 = this.faces,
  7331. faces2 = geometry.faces,
  7332. colors1 = this.colors,
  7333. colors2 = geometry.colors;
  7334. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7335. if ( matrix !== undefined ) {
  7336. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7337. }
  7338. // vertices
  7339. for ( let i = 0, il = vertices2.length; i < il; i ++ ) {
  7340. const vertex = vertices2[ i ];
  7341. const vertexCopy = vertex.clone();
  7342. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7343. vertices1.push( vertexCopy );
  7344. }
  7345. // colors
  7346. for ( let i = 0, il = colors2.length; i < il; i ++ ) {
  7347. colors1.push( colors2[ i ].clone() );
  7348. }
  7349. // faces
  7350. for ( let i = 0, il = faces2.length; i < il; i ++ ) {
  7351. let face = faces2[ i ], faceCopy, normal, color,
  7352. faceVertexNormals = face.vertexNormals,
  7353. faceVertexColors = face.vertexColors;
  7354. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7355. faceCopy.normal.copy( face.normal );
  7356. if ( normalMatrix !== undefined ) {
  7357. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7358. }
  7359. for ( let j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7360. normal = faceVertexNormals[ j ].clone();
  7361. if ( normalMatrix !== undefined ) {
  7362. normal.applyMatrix3( normalMatrix ).normalize();
  7363. }
  7364. faceCopy.vertexNormals.push( normal );
  7365. }
  7366. faceCopy.color.copy( face.color );
  7367. for ( let j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7368. color = faceVertexColors[ j ];
  7369. faceCopy.vertexColors.push( color.clone() );
  7370. }
  7371. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7372. faces1.push( faceCopy );
  7373. }
  7374. // uvs
  7375. for ( let i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7376. const faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7377. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7378. for ( let j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7379. const uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7380. for ( let k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7381. uvsCopy.push( uvs2[ k ].clone() );
  7382. }
  7383. this.faceVertexUvs[ i ].push( uvsCopy );
  7384. }
  7385. }
  7386. },
  7387. mergeMesh: function ( mesh ) {
  7388. if ( ! ( mesh && mesh.isMesh ) ) {
  7389. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7390. return;
  7391. }
  7392. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7393. this.merge( mesh.geometry, mesh.matrix );
  7394. },
  7395. /*
  7396. * Checks for duplicate vertices with hashmap.
  7397. * Duplicated vertices are removed
  7398. * and faces' vertices are updated.
  7399. */
  7400. mergeVertices: function () {
  7401. const verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7402. const unique = [], changes = [];
  7403. const precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7404. const precision = Math.pow( 10, precisionPoints );
  7405. for ( let i = 0, il = this.vertices.length; i < il; i ++ ) {
  7406. const v = this.vertices[ i ];
  7407. const key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7408. if ( verticesMap[ key ] === undefined ) {
  7409. verticesMap[ key ] = i;
  7410. unique.push( this.vertices[ i ] );
  7411. changes[ i ] = unique.length - 1;
  7412. } else {
  7413. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7414. changes[ i ] = changes[ verticesMap[ key ] ];
  7415. }
  7416. }
  7417. // if faces are completely degenerate after merging vertices, we
  7418. // have to remove them from the geometry.
  7419. const faceIndicesToRemove = [];
  7420. for ( let i = 0, il = this.faces.length; i < il; i ++ ) {
  7421. const face = this.faces[ i ];
  7422. face.a = changes[ face.a ];
  7423. face.b = changes[ face.b ];
  7424. face.c = changes[ face.c ];
  7425. const indices = [ face.a, face.b, face.c ];
  7426. // if any duplicate vertices are found in a Face3
  7427. // we have to remove the face as nothing can be saved
  7428. for ( let n = 0; n < 3; n ++ ) {
  7429. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7430. faceIndicesToRemove.push( i );
  7431. break;
  7432. }
  7433. }
  7434. }
  7435. for ( let i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7436. const idx = faceIndicesToRemove[ i ];
  7437. this.faces.splice( idx, 1 );
  7438. for ( let j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7439. this.faceVertexUvs[ j ].splice( idx, 1 );
  7440. }
  7441. }
  7442. // Use unique set of vertices
  7443. const diff = this.vertices.length - unique.length;
  7444. this.vertices = unique;
  7445. return diff;
  7446. },
  7447. setFromPoints: function ( points ) {
  7448. this.vertices = [];
  7449. for ( let i = 0, l = points.length; i < l; i ++ ) {
  7450. const point = points[ i ];
  7451. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7452. }
  7453. return this;
  7454. },
  7455. sortFacesByMaterialIndex: function () {
  7456. const faces = this.faces;
  7457. const length = faces.length;
  7458. // tag faces
  7459. for ( let i = 0; i < length; i ++ ) {
  7460. faces[ i ]._id = i;
  7461. }
  7462. // sort faces
  7463. function materialIndexSort( a, b ) {
  7464. return a.materialIndex - b.materialIndex;
  7465. }
  7466. faces.sort( materialIndexSort );
  7467. // sort uvs
  7468. const uvs1 = this.faceVertexUvs[ 0 ];
  7469. const uvs2 = this.faceVertexUvs[ 1 ];
  7470. let newUvs1, newUvs2;
  7471. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7472. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7473. for ( let i = 0; i < length; i ++ ) {
  7474. const id = faces[ i ]._id;
  7475. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7476. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7477. }
  7478. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7479. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7480. },
  7481. toJSON: function () {
  7482. const data = {
  7483. metadata: {
  7484. version: 4.5,
  7485. type: 'Geometry',
  7486. generator: 'Geometry.toJSON'
  7487. }
  7488. };
  7489. // standard Geometry serialization
  7490. data.uuid = this.uuid;
  7491. data.type = this.type;
  7492. if ( this.name !== '' ) data.name = this.name;
  7493. if ( this.parameters !== undefined ) {
  7494. const parameters = this.parameters;
  7495. for ( const key in parameters ) {
  7496. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7497. }
  7498. return data;
  7499. }
  7500. const vertices = [];
  7501. for ( let i = 0; i < this.vertices.length; i ++ ) {
  7502. const vertex = this.vertices[ i ];
  7503. vertices.push( vertex.x, vertex.y, vertex.z );
  7504. }
  7505. const faces = [];
  7506. const normals = [];
  7507. const normalsHash = {};
  7508. const colors = [];
  7509. const colorsHash = {};
  7510. const uvs = [];
  7511. const uvsHash = {};
  7512. for ( let i = 0; i < this.faces.length; i ++ ) {
  7513. const face = this.faces[ i ];
  7514. const hasMaterial = true;
  7515. const hasFaceUv = false; // deprecated
  7516. const hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7517. const hasFaceNormal = face.normal.length() > 0;
  7518. const hasFaceVertexNormal = face.vertexNormals.length > 0;
  7519. const hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7520. const hasFaceVertexColor = face.vertexColors.length > 0;
  7521. let faceType = 0;
  7522. faceType = setBit( faceType, 0, 0 ); // isQuad
  7523. faceType = setBit( faceType, 1, hasMaterial );
  7524. faceType = setBit( faceType, 2, hasFaceUv );
  7525. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7526. faceType = setBit( faceType, 4, hasFaceNormal );
  7527. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7528. faceType = setBit( faceType, 6, hasFaceColor );
  7529. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7530. faces.push( faceType );
  7531. faces.push( face.a, face.b, face.c );
  7532. faces.push( face.materialIndex );
  7533. if ( hasFaceVertexUv ) {
  7534. const faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7535. faces.push(
  7536. getUvIndex( faceVertexUvs[ 0 ] ),
  7537. getUvIndex( faceVertexUvs[ 1 ] ),
  7538. getUvIndex( faceVertexUvs[ 2 ] )
  7539. );
  7540. }
  7541. if ( hasFaceNormal ) {
  7542. faces.push( getNormalIndex( face.normal ) );
  7543. }
  7544. if ( hasFaceVertexNormal ) {
  7545. const vertexNormals = face.vertexNormals;
  7546. faces.push(
  7547. getNormalIndex( vertexNormals[ 0 ] ),
  7548. getNormalIndex( vertexNormals[ 1 ] ),
  7549. getNormalIndex( vertexNormals[ 2 ] )
  7550. );
  7551. }
  7552. if ( hasFaceColor ) {
  7553. faces.push( getColorIndex( face.color ) );
  7554. }
  7555. if ( hasFaceVertexColor ) {
  7556. const vertexColors = face.vertexColors;
  7557. faces.push(
  7558. getColorIndex( vertexColors[ 0 ] ),
  7559. getColorIndex( vertexColors[ 1 ] ),
  7560. getColorIndex( vertexColors[ 2 ] )
  7561. );
  7562. }
  7563. }
  7564. function setBit( value, position, enabled ) {
  7565. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7566. }
  7567. function getNormalIndex( normal ) {
  7568. const hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7569. if ( normalsHash[ hash ] !== undefined ) {
  7570. return normalsHash[ hash ];
  7571. }
  7572. normalsHash[ hash ] = normals.length / 3;
  7573. normals.push( normal.x, normal.y, normal.z );
  7574. return normalsHash[ hash ];
  7575. }
  7576. function getColorIndex( color ) {
  7577. const hash = color.r.toString() + color.g.toString() + color.b.toString();
  7578. if ( colorsHash[ hash ] !== undefined ) {
  7579. return colorsHash[ hash ];
  7580. }
  7581. colorsHash[ hash ] = colors.length;
  7582. colors.push( color.getHex() );
  7583. return colorsHash[ hash ];
  7584. }
  7585. function getUvIndex( uv ) {
  7586. const hash = uv.x.toString() + uv.y.toString();
  7587. if ( uvsHash[ hash ] !== undefined ) {
  7588. return uvsHash[ hash ];
  7589. }
  7590. uvsHash[ hash ] = uvs.length / 2;
  7591. uvs.push( uv.x, uv.y );
  7592. return uvsHash[ hash ];
  7593. }
  7594. data.data = {};
  7595. data.data.vertices = vertices;
  7596. data.data.normals = normals;
  7597. if ( colors.length > 0 ) data.data.colors = colors;
  7598. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7599. data.data.faces = faces;
  7600. return data;
  7601. },
  7602. clone: function () {
  7603. /*
  7604. // Handle primitives
  7605. const parameters = this.parameters;
  7606. if ( parameters !== undefined ) {
  7607. const values = [];
  7608. for ( const key in parameters ) {
  7609. values.push( parameters[ key ] );
  7610. }
  7611. const geometry = Object.create( this.constructor.prototype );
  7612. this.constructor.apply( geometry, values );
  7613. return geometry;
  7614. }
  7615. return new this.constructor().copy( this );
  7616. */
  7617. return new Geometry().copy( this );
  7618. },
  7619. copy: function ( source ) {
  7620. // reset
  7621. this.vertices = [];
  7622. this.colors = [];
  7623. this.faces = [];
  7624. this.faceVertexUvs = [[]];
  7625. this.morphTargets = [];
  7626. this.morphNormals = [];
  7627. this.skinWeights = [];
  7628. this.skinIndices = [];
  7629. this.lineDistances = [];
  7630. this.boundingBox = null;
  7631. this.boundingSphere = null;
  7632. // name
  7633. this.name = source.name;
  7634. // vertices
  7635. const vertices = source.vertices;
  7636. for ( let i = 0, il = vertices.length; i < il; i ++ ) {
  7637. this.vertices.push( vertices[ i ].clone() );
  7638. }
  7639. // colors
  7640. const colors = source.colors;
  7641. for ( let i = 0, il = colors.length; i < il; i ++ ) {
  7642. this.colors.push( colors[ i ].clone() );
  7643. }
  7644. // faces
  7645. const faces = source.faces;
  7646. for ( let i = 0, il = faces.length; i < il; i ++ ) {
  7647. this.faces.push( faces[ i ].clone() );
  7648. }
  7649. // face vertex uvs
  7650. for ( let i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7651. const faceVertexUvs = source.faceVertexUvs[ i ];
  7652. if ( this.faceVertexUvs[ i ] === undefined ) {
  7653. this.faceVertexUvs[ i ] = [];
  7654. }
  7655. for ( let j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7656. const uvs = faceVertexUvs[ j ], uvsCopy = [];
  7657. for ( let k = 0, kl = uvs.length; k < kl; k ++ ) {
  7658. const uv = uvs[ k ];
  7659. uvsCopy.push( uv.clone() );
  7660. }
  7661. this.faceVertexUvs[ i ].push( uvsCopy );
  7662. }
  7663. }
  7664. // morph targets
  7665. const morphTargets = source.morphTargets;
  7666. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  7667. const morphTarget = {};
  7668. morphTarget.name = morphTargets[ i ].name;
  7669. // vertices
  7670. if ( morphTargets[ i ].vertices !== undefined ) {
  7671. morphTarget.vertices = [];
  7672. for ( let j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7673. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7674. }
  7675. }
  7676. // normals
  7677. if ( morphTargets[ i ].normals !== undefined ) {
  7678. morphTarget.normals = [];
  7679. for ( let j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7680. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7681. }
  7682. }
  7683. this.morphTargets.push( morphTarget );
  7684. }
  7685. // morph normals
  7686. const morphNormals = source.morphNormals;
  7687. for ( let i = 0, il = morphNormals.length; i < il; i ++ ) {
  7688. const morphNormal = {};
  7689. // vertex normals
  7690. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7691. morphNormal.vertexNormals = [];
  7692. for ( let j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7693. const srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7694. const destVertexNormal = {};
  7695. destVertexNormal.a = srcVertexNormal.a.clone();
  7696. destVertexNormal.b = srcVertexNormal.b.clone();
  7697. destVertexNormal.c = srcVertexNormal.c.clone();
  7698. morphNormal.vertexNormals.push( destVertexNormal );
  7699. }
  7700. }
  7701. // face normals
  7702. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7703. morphNormal.faceNormals = [];
  7704. for ( let j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7705. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7706. }
  7707. }
  7708. this.morphNormals.push( morphNormal );
  7709. }
  7710. // skin weights
  7711. const skinWeights = source.skinWeights;
  7712. for ( let i = 0, il = skinWeights.length; i < il; i ++ ) {
  7713. this.skinWeights.push( skinWeights[ i ].clone() );
  7714. }
  7715. // skin indices
  7716. const skinIndices = source.skinIndices;
  7717. for ( let i = 0, il = skinIndices.length; i < il; i ++ ) {
  7718. this.skinIndices.push( skinIndices[ i ].clone() );
  7719. }
  7720. // line distances
  7721. const lineDistances = source.lineDistances;
  7722. for ( let i = 0, il = lineDistances.length; i < il; i ++ ) {
  7723. this.lineDistances.push( lineDistances[ i ] );
  7724. }
  7725. // bounding box
  7726. const boundingBox = source.boundingBox;
  7727. if ( boundingBox !== null ) {
  7728. this.boundingBox = boundingBox.clone();
  7729. }
  7730. // bounding sphere
  7731. const boundingSphere = source.boundingSphere;
  7732. if ( boundingSphere !== null ) {
  7733. this.boundingSphere = boundingSphere.clone();
  7734. }
  7735. // update flags
  7736. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7737. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7738. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7739. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7740. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7741. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7742. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7743. return this;
  7744. },
  7745. dispose: function () {
  7746. this.dispatchEvent( { type: 'dispose' } );
  7747. }
  7748. } );
  7749. /**
  7750. * @author mrdoob / http://mrdoob.com/
  7751. * @author Mugen87 / https://github.com/Mugen87
  7752. */
  7753. // BoxGeometry
  7754. class BoxGeometry extends Geometry {
  7755. constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7756. super();
  7757. this.type = 'BoxGeometry';
  7758. this.parameters = {
  7759. width: width,
  7760. height: height,
  7761. depth: depth,
  7762. widthSegments: widthSegments,
  7763. heightSegments: heightSegments,
  7764. depthSegments: depthSegments
  7765. };
  7766. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7767. this.mergeVertices();
  7768. }
  7769. }
  7770. // BoxBufferGeometry
  7771. class BoxBufferGeometry extends BufferGeometry {
  7772. constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7773. super();
  7774. this.type = 'BoxBufferGeometry';
  7775. this.parameters = {
  7776. width: width,
  7777. height: height,
  7778. depth: depth,
  7779. widthSegments: widthSegments,
  7780. heightSegments: heightSegments,
  7781. depthSegments: depthSegments
  7782. };
  7783. const scope = this;
  7784. width = width || 1;
  7785. height = height || 1;
  7786. depth = depth || 1;
  7787. // segments
  7788. widthSegments = Math.floor( widthSegments ) || 1;
  7789. heightSegments = Math.floor( heightSegments ) || 1;
  7790. depthSegments = Math.floor( depthSegments ) || 1;
  7791. // buffers
  7792. const indices = [];
  7793. const vertices = [];
  7794. const normals = [];
  7795. const uvs = [];
  7796. // helper variables
  7797. let numberOfVertices = 0;
  7798. let groupStart = 0;
  7799. // build each side of the box geometry
  7800. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7801. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7802. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7803. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7804. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7805. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7806. // build geometry
  7807. this.setIndex( indices );
  7808. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7809. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7810. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7811. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7812. const segmentWidth = width / gridX;
  7813. const segmentHeight = height / gridY;
  7814. const widthHalf = width / 2;
  7815. const heightHalf = height / 2;
  7816. const depthHalf = depth / 2;
  7817. const gridX1 = gridX + 1;
  7818. const gridY1 = gridY + 1;
  7819. let vertexCounter = 0;
  7820. let groupCount = 0;
  7821. const vector = new Vector3();
  7822. // generate vertices, normals and uvs
  7823. for ( let iy = 0; iy < gridY1; iy ++ ) {
  7824. const y = iy * segmentHeight - heightHalf;
  7825. for ( let ix = 0; ix < gridX1; ix ++ ) {
  7826. const x = ix * segmentWidth - widthHalf;
  7827. // set values to correct vector component
  7828. vector[ u ] = x * udir;
  7829. vector[ v ] = y * vdir;
  7830. vector[ w ] = depthHalf;
  7831. // now apply vector to vertex buffer
  7832. vertices.push( vector.x, vector.y, vector.z );
  7833. // set values to correct vector component
  7834. vector[ u ] = 0;
  7835. vector[ v ] = 0;
  7836. vector[ w ] = depth > 0 ? 1 : - 1;
  7837. // now apply vector to normal buffer
  7838. normals.push( vector.x, vector.y, vector.z );
  7839. // uvs
  7840. uvs.push( ix / gridX );
  7841. uvs.push( 1 - ( iy / gridY ) );
  7842. // counters
  7843. vertexCounter += 1;
  7844. }
  7845. }
  7846. // indices
  7847. // 1. you need three indices to draw a single face
  7848. // 2. a single segment consists of two faces
  7849. // 3. so we need to generate six (2*3) indices per segment
  7850. for ( let iy = 0; iy < gridY; iy ++ ) {
  7851. for ( let ix = 0; ix < gridX; ix ++ ) {
  7852. const a = numberOfVertices + ix + gridX1 * iy;
  7853. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7854. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7855. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7856. // faces
  7857. indices.push( a, b, d );
  7858. indices.push( b, c, d );
  7859. // increase counter
  7860. groupCount += 6;
  7861. }
  7862. }
  7863. // add a group to the geometry. this will ensure multi material support
  7864. scope.addGroup( groupStart, groupCount, materialIndex );
  7865. // calculate new start value for groups
  7866. groupStart += groupCount;
  7867. // update total number of vertices
  7868. numberOfVertices += vertexCounter;
  7869. }
  7870. }
  7871. }
  7872. /**
  7873. * Uniform Utilities
  7874. */
  7875. function cloneUniforms( src ) {
  7876. const dst = {};
  7877. for ( const u in src ) {
  7878. dst[ u ] = {};
  7879. for ( const p in src[ u ] ) {
  7880. const property = src[ u ][ p ];
  7881. if ( property && ( property.isColor ||
  7882. property.isMatrix3 || property.isMatrix4 ||
  7883. property.isVector2 || property.isVector3 || property.isVector4 ||
  7884. property.isTexture ) ) {
  7885. dst[ u ][ p ] = property.clone();
  7886. } else if ( Array.isArray( property ) ) {
  7887. dst[ u ][ p ] = property.slice();
  7888. } else {
  7889. dst[ u ][ p ] = property;
  7890. }
  7891. }
  7892. }
  7893. return dst;
  7894. }
  7895. function mergeUniforms( uniforms ) {
  7896. const merged = {};
  7897. for ( let u = 0; u < uniforms.length; u ++ ) {
  7898. const tmp = cloneUniforms( uniforms[ u ] );
  7899. for ( const p in tmp ) {
  7900. merged[ p ] = tmp[ p ];
  7901. }
  7902. }
  7903. return merged;
  7904. }
  7905. // Legacy
  7906. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7907. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7908. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7909. /**
  7910. * @author alteredq / http://alteredqualia.com/
  7911. *
  7912. * parameters = {
  7913. * defines: { "label" : "value" },
  7914. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7915. *
  7916. * fragmentShader: <string>,
  7917. * vertexShader: <string>,
  7918. *
  7919. * wireframe: <boolean>,
  7920. * wireframeLinewidth: <float>,
  7921. *
  7922. * lights: <bool>,
  7923. *
  7924. * skinning: <bool>,
  7925. * morphTargets: <bool>,
  7926. * morphNormals: <bool>
  7927. * }
  7928. */
  7929. function ShaderMaterial( parameters ) {
  7930. Material.call( this );
  7931. this.type = 'ShaderMaterial';
  7932. this.defines = {};
  7933. this.uniforms = {};
  7934. this.vertexShader = default_vertex;
  7935. this.fragmentShader = default_fragment;
  7936. this.linewidth = 1;
  7937. this.wireframe = false;
  7938. this.wireframeLinewidth = 1;
  7939. this.fog = false; // set to use scene fog
  7940. this.lights = false; // set to use scene lights
  7941. this.clipping = false; // set to use user-defined clipping planes
  7942. this.skinning = false; // set to use skinning attribute streams
  7943. this.morphTargets = false; // set to use morph targets
  7944. this.morphNormals = false; // set to use morph normals
  7945. this.extensions = {
  7946. derivatives: false, // set to use derivatives
  7947. fragDepth: false, // set to use fragment depth values
  7948. drawBuffers: false, // set to use draw buffers
  7949. shaderTextureLOD: false // set to use shader texture LOD
  7950. };
  7951. // When rendered geometry doesn't include these attributes but the material does,
  7952. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7953. this.defaultAttributeValues = {
  7954. 'color': [ 1, 1, 1 ],
  7955. 'uv': [ 0, 0 ],
  7956. 'uv2': [ 0, 0 ]
  7957. };
  7958. this.index0AttributeName = undefined;
  7959. this.uniformsNeedUpdate = false;
  7960. if ( parameters !== undefined ) {
  7961. if ( parameters.attributes !== undefined ) {
  7962. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7963. }
  7964. this.setValues( parameters );
  7965. }
  7966. }
  7967. ShaderMaterial.prototype = Object.create( Material.prototype );
  7968. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7969. ShaderMaterial.prototype.isShaderMaterial = true;
  7970. ShaderMaterial.prototype.copy = function ( source ) {
  7971. Material.prototype.copy.call( this, source );
  7972. this.fragmentShader = source.fragmentShader;
  7973. this.vertexShader = source.vertexShader;
  7974. this.uniforms = cloneUniforms( source.uniforms );
  7975. this.defines = Object.assign( {}, source.defines );
  7976. this.wireframe = source.wireframe;
  7977. this.wireframeLinewidth = source.wireframeLinewidth;
  7978. this.lights = source.lights;
  7979. this.clipping = source.clipping;
  7980. this.skinning = source.skinning;
  7981. this.morphTargets = source.morphTargets;
  7982. this.morphNormals = source.morphNormals;
  7983. this.extensions = Object.assign( {}, source.extensions );
  7984. return this;
  7985. };
  7986. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7987. const data = Material.prototype.toJSON.call( this, meta );
  7988. data.uniforms = {};
  7989. for ( const name in this.uniforms ) {
  7990. const uniform = this.uniforms[ name ];
  7991. const value = uniform.value;
  7992. if ( value && value.isTexture ) {
  7993. data.uniforms[ name ] = {
  7994. type: 't',
  7995. value: value.toJSON( meta ).uuid
  7996. };
  7997. } else if ( value && value.isColor ) {
  7998. data.uniforms[ name ] = {
  7999. type: 'c',
  8000. value: value.getHex()
  8001. };
  8002. } else if ( value && value.isVector2 ) {
  8003. data.uniforms[ name ] = {
  8004. type: 'v2',
  8005. value: value.toArray()
  8006. };
  8007. } else if ( value && value.isVector3 ) {
  8008. data.uniforms[ name ] = {
  8009. type: 'v3',
  8010. value: value.toArray()
  8011. };
  8012. } else if ( value && value.isVector4 ) {
  8013. data.uniforms[ name ] = {
  8014. type: 'v4',
  8015. value: value.toArray()
  8016. };
  8017. } else if ( value && value.isMatrix3 ) {
  8018. data.uniforms[ name ] = {
  8019. type: 'm3',
  8020. value: value.toArray()
  8021. };
  8022. } else if ( value && value.isMatrix4 ) {
  8023. data.uniforms[ name ] = {
  8024. type: 'm4',
  8025. value: value.toArray()
  8026. };
  8027. } else {
  8028. data.uniforms[ name ] = {
  8029. value: value
  8030. };
  8031. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8032. }
  8033. }
  8034. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  8035. data.vertexShader = this.vertexShader;
  8036. data.fragmentShader = this.fragmentShader;
  8037. const extensions = {};
  8038. for ( const key in this.extensions ) {
  8039. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  8040. }
  8041. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  8042. return data;
  8043. };
  8044. /**
  8045. * @author mrdoob / http://mrdoob.com/
  8046. * @author mikael emtinger / http://gomo.se/
  8047. * @author WestLangley / http://github.com/WestLangley
  8048. */
  8049. function Camera() {
  8050. Object3D.call( this );
  8051. this.type = 'Camera';
  8052. this.matrixWorldInverse = new Matrix4();
  8053. this.projectionMatrix = new Matrix4();
  8054. this.projectionMatrixInverse = new Matrix4();
  8055. }
  8056. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8057. constructor: Camera,
  8058. isCamera: true,
  8059. copy: function ( source, recursive ) {
  8060. Object3D.prototype.copy.call( this, source, recursive );
  8061. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8062. this.projectionMatrix.copy( source.projectionMatrix );
  8063. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8064. return this;
  8065. },
  8066. getWorldDirection: function ( target ) {
  8067. if ( target === undefined ) {
  8068. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8069. target = new Vector3();
  8070. }
  8071. this.updateMatrixWorld( true );
  8072. const e = this.matrixWorld.elements;
  8073. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8074. },
  8075. updateMatrixWorld: function ( force ) {
  8076. Object3D.prototype.updateMatrixWorld.call( this, force );
  8077. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8078. },
  8079. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8080. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8081. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8082. },
  8083. clone: function () {
  8084. return new this.constructor().copy( this );
  8085. }
  8086. } );
  8087. /**
  8088. * @author mrdoob / http://mrdoob.com/
  8089. * @author greggman / http://games.greggman.com/
  8090. * @author zz85 / http://www.lab4games.net/zz85/blog
  8091. * @author tschw
  8092. */
  8093. function PerspectiveCamera( fov, aspect, near, far ) {
  8094. Camera.call( this );
  8095. this.type = 'PerspectiveCamera';
  8096. this.fov = fov !== undefined ? fov : 50;
  8097. this.zoom = 1;
  8098. this.near = near !== undefined ? near : 0.1;
  8099. this.far = far !== undefined ? far : 2000;
  8100. this.focus = 10;
  8101. this.aspect = aspect !== undefined ? aspect : 1;
  8102. this.view = null;
  8103. this.filmGauge = 35; // width of the film (default in millimeters)
  8104. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8105. this.updateProjectionMatrix();
  8106. }
  8107. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8108. constructor: PerspectiveCamera,
  8109. isPerspectiveCamera: true,
  8110. copy: function ( source, recursive ) {
  8111. Camera.prototype.copy.call( this, source, recursive );
  8112. this.fov = source.fov;
  8113. this.zoom = source.zoom;
  8114. this.near = source.near;
  8115. this.far = source.far;
  8116. this.focus = source.focus;
  8117. this.aspect = source.aspect;
  8118. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8119. this.filmGauge = source.filmGauge;
  8120. this.filmOffset = source.filmOffset;
  8121. return this;
  8122. },
  8123. /**
  8124. * Sets the FOV by focal length in respect to the current .filmGauge.
  8125. *
  8126. * The default film gauge is 35, so that the focal length can be specified for
  8127. * a 35mm (full frame) camera.
  8128. *
  8129. * Values for focal length and film gauge must have the same unit.
  8130. */
  8131. setFocalLength: function ( focalLength ) {
  8132. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8133. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8134. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8135. this.updateProjectionMatrix();
  8136. },
  8137. /**
  8138. * Calculates the focal length from the current .fov and .filmGauge.
  8139. */
  8140. getFocalLength: function () {
  8141. const vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8142. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8143. },
  8144. getEffectiveFOV: function () {
  8145. return MathUtils.RAD2DEG * 2 * Math.atan(
  8146. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8147. },
  8148. getFilmWidth: function () {
  8149. // film not completely covered in portrait format (aspect < 1)
  8150. return this.filmGauge * Math.min( this.aspect, 1 );
  8151. },
  8152. getFilmHeight: function () {
  8153. // film not completely covered in landscape format (aspect > 1)
  8154. return this.filmGauge / Math.max( this.aspect, 1 );
  8155. },
  8156. /**
  8157. * Sets an offset in a larger frustum. This is useful for multi-window or
  8158. * multi-monitor/multi-machine setups.
  8159. *
  8160. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8161. * the monitors are in grid like this
  8162. *
  8163. * +---+---+---+
  8164. * | A | B | C |
  8165. * +---+---+---+
  8166. * | D | E | F |
  8167. * +---+---+---+
  8168. *
  8169. * then for each monitor you would call it like this
  8170. *
  8171. * const w = 1920;
  8172. * const h = 1080;
  8173. * const fullWidth = w * 3;
  8174. * const fullHeight = h * 2;
  8175. *
  8176. * --A--
  8177. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8178. * --B--
  8179. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8180. * --C--
  8181. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8182. * --D--
  8183. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8184. * --E--
  8185. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8186. * --F--
  8187. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8188. *
  8189. * Note there is no reason monitors have to be the same size or in a grid.
  8190. */
  8191. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8192. this.aspect = fullWidth / fullHeight;
  8193. if ( this.view === null ) {
  8194. this.view = {
  8195. enabled: true,
  8196. fullWidth: 1,
  8197. fullHeight: 1,
  8198. offsetX: 0,
  8199. offsetY: 0,
  8200. width: 1,
  8201. height: 1
  8202. };
  8203. }
  8204. this.view.enabled = true;
  8205. this.view.fullWidth = fullWidth;
  8206. this.view.fullHeight = fullHeight;
  8207. this.view.offsetX = x;
  8208. this.view.offsetY = y;
  8209. this.view.width = width;
  8210. this.view.height = height;
  8211. this.updateProjectionMatrix();
  8212. },
  8213. clearViewOffset: function () {
  8214. if ( this.view !== null ) {
  8215. this.view.enabled = false;
  8216. }
  8217. this.updateProjectionMatrix();
  8218. },
  8219. updateProjectionMatrix: function () {
  8220. let near = this.near,
  8221. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8222. height = 2 * top,
  8223. width = this.aspect * height,
  8224. left = - 0.5 * width,
  8225. view = this.view;
  8226. if ( this.view !== null && this.view.enabled ) {
  8227. const fullWidth = view.fullWidth,
  8228. fullHeight = view.fullHeight;
  8229. left += view.offsetX * width / fullWidth;
  8230. top -= view.offsetY * height / fullHeight;
  8231. width *= view.width / fullWidth;
  8232. height *= view.height / fullHeight;
  8233. }
  8234. const skew = this.filmOffset;
  8235. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  8236. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8237. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8238. },
  8239. toJSON: function ( meta ) {
  8240. const data = Object3D.prototype.toJSON.call( this, meta );
  8241. data.object.fov = this.fov;
  8242. data.object.zoom = this.zoom;
  8243. data.object.near = this.near;
  8244. data.object.far = this.far;
  8245. data.object.focus = this.focus;
  8246. data.object.aspect = this.aspect;
  8247. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  8248. data.object.filmGauge = this.filmGauge;
  8249. data.object.filmOffset = this.filmOffset;
  8250. return data;
  8251. }
  8252. } );
  8253. /**
  8254. * Camera for rendering cube maps
  8255. * - renders scene into axis-aligned cube
  8256. *
  8257. * @author alteredq / http://alteredqualia.com/
  8258. */
  8259. const fov = 90, aspect = 1;
  8260. function CubeCamera( near, far, renderTarget ) {
  8261. Object3D.call( this );
  8262. this.type = 'CubeCamera';
  8263. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8264. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8265. return;
  8266. }
  8267. this.renderTarget = renderTarget;
  8268. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8269. cameraPX.layers = this.layers;
  8270. cameraPX.up.set( 0, - 1, 0 );
  8271. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8272. this.add( cameraPX );
  8273. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8274. cameraNX.layers = this.layers;
  8275. cameraNX.up.set( 0, - 1, 0 );
  8276. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8277. this.add( cameraNX );
  8278. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8279. cameraPY.layers = this.layers;
  8280. cameraPY.up.set( 0, 0, 1 );
  8281. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8282. this.add( cameraPY );
  8283. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8284. cameraNY.layers = this.layers;
  8285. cameraNY.up.set( 0, 0, - 1 );
  8286. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8287. this.add( cameraNY );
  8288. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8289. cameraPZ.layers = this.layers;
  8290. cameraPZ.up.set( 0, - 1, 0 );
  8291. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8292. this.add( cameraPZ );
  8293. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8294. cameraNZ.layers = this.layers;
  8295. cameraNZ.up.set( 0, - 1, 0 );
  8296. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8297. this.add( cameraNZ );
  8298. this.update = function ( renderer, scene ) {
  8299. if ( this.parent === null ) this.updateMatrixWorld();
  8300. const currentXrEnabled = renderer.xr.enabled;
  8301. const currentRenderTarget = renderer.getRenderTarget();
  8302. renderer.xr.enabled = false;
  8303. const generateMipmaps = renderTarget.texture.generateMipmaps;
  8304. renderTarget.texture.generateMipmaps = false;
  8305. renderer.setRenderTarget( renderTarget, 0 );
  8306. renderer.render( scene, cameraPX );
  8307. renderer.setRenderTarget( renderTarget, 1 );
  8308. renderer.render( scene, cameraNX );
  8309. renderer.setRenderTarget( renderTarget, 2 );
  8310. renderer.render( scene, cameraPY );
  8311. renderer.setRenderTarget( renderTarget, 3 );
  8312. renderer.render( scene, cameraNY );
  8313. renderer.setRenderTarget( renderTarget, 4 );
  8314. renderer.render( scene, cameraPZ );
  8315. renderTarget.texture.generateMipmaps = generateMipmaps;
  8316. renderer.setRenderTarget( renderTarget, 5 );
  8317. renderer.render( scene, cameraNZ );
  8318. renderer.setRenderTarget( currentRenderTarget );
  8319. renderer.xr.enabled = currentXrEnabled;
  8320. };
  8321. this.clear = function ( renderer, color, depth, stencil ) {
  8322. const currentRenderTarget = renderer.getRenderTarget();
  8323. for ( let i = 0; i < 6; i ++ ) {
  8324. renderer.setRenderTarget( renderTarget, i );
  8325. renderer.clear( color, depth, stencil );
  8326. }
  8327. renderer.setRenderTarget( currentRenderTarget );
  8328. };
  8329. }
  8330. CubeCamera.prototype = Object.create( Object3D.prototype );
  8331. CubeCamera.prototype.constructor = CubeCamera;
  8332. /**
  8333. * @author alteredq / http://alteredqualia.com
  8334. * @author WestLangley / http://github.com/WestLangley
  8335. */
  8336. function WebGLCubeRenderTarget( size, options, dummy ) {
  8337. if ( Number.isInteger( options ) ) {
  8338. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8339. options = dummy;
  8340. }
  8341. WebGLRenderTarget.call( this, size, size, options );
  8342. }
  8343. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8344. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8345. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8346. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8347. this.texture.type = texture.type;
  8348. this.texture.format = texture.format;
  8349. this.texture.encoding = texture.encoding;
  8350. const scene = new Scene();
  8351. const shader = {
  8352. uniforms: {
  8353. tEquirect: { value: null },
  8354. },
  8355. vertexShader: [
  8356. "varying vec3 vWorldDirection;",
  8357. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8358. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8359. "}",
  8360. "void main() {",
  8361. " vWorldDirection = transformDirection( position, modelMatrix );",
  8362. " #include <begin_vertex>",
  8363. " #include <project_vertex>",
  8364. "}"
  8365. ].join( '\n' ),
  8366. fragmentShader: [
  8367. "uniform sampler2D tEquirect;",
  8368. "varying vec3 vWorldDirection;",
  8369. "#include <common>",
  8370. "void main() {",
  8371. " vec3 direction = normalize( vWorldDirection );",
  8372. " vec2 sampleUV = equirectUv( direction );",
  8373. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8374. "}"
  8375. ].join( '\n' ),
  8376. };
  8377. const material = new ShaderMaterial( {
  8378. name: 'CubemapFromEquirect',
  8379. uniforms: cloneUniforms( shader.uniforms ),
  8380. vertexShader: shader.vertexShader,
  8381. fragmentShader: shader.fragmentShader,
  8382. side: BackSide,
  8383. blending: NoBlending
  8384. } );
  8385. material.uniforms.tEquirect.value = texture;
  8386. const mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8387. scene.add( mesh );
  8388. const camera = new CubeCamera( 1, 10, this );
  8389. camera.update( renderer, scene );
  8390. mesh.geometry.dispose();
  8391. mesh.material.dispose();
  8392. return this;
  8393. };
  8394. /**
  8395. * @author alteredq / http://alteredqualia.com/
  8396. */
  8397. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8398. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8399. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8400. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8401. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8402. this.generateMipmaps = false;
  8403. this.flipY = false;
  8404. this.unpackAlignment = 1;
  8405. this.needsUpdate = true;
  8406. }
  8407. DataTexture.prototype = Object.create( Texture.prototype );
  8408. DataTexture.prototype.constructor = DataTexture;
  8409. DataTexture.prototype.isDataTexture = true;
  8410. /**
  8411. * @author mrdoob / http://mrdoob.com/
  8412. * @author alteredq / http://alteredqualia.com/
  8413. * @author bhouston / http://clara.io
  8414. */
  8415. const _sphere$1 = new Sphere();
  8416. const _vector$5 = new Vector3();
  8417. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8418. this.planes = [
  8419. ( p0 !== undefined ) ? p0 : new Plane(),
  8420. ( p1 !== undefined ) ? p1 : new Plane(),
  8421. ( p2 !== undefined ) ? p2 : new Plane(),
  8422. ( p3 !== undefined ) ? p3 : new Plane(),
  8423. ( p4 !== undefined ) ? p4 : new Plane(),
  8424. ( p5 !== undefined ) ? p5 : new Plane()
  8425. ];
  8426. }
  8427. Object.assign( Frustum.prototype, {
  8428. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8429. const planes = this.planes;
  8430. planes[ 0 ].copy( p0 );
  8431. planes[ 1 ].copy( p1 );
  8432. planes[ 2 ].copy( p2 );
  8433. planes[ 3 ].copy( p3 );
  8434. planes[ 4 ].copy( p4 );
  8435. planes[ 5 ].copy( p5 );
  8436. return this;
  8437. },
  8438. clone: function () {
  8439. return new this.constructor().copy( this );
  8440. },
  8441. copy: function ( frustum ) {
  8442. const planes = this.planes;
  8443. for ( let i = 0; i < 6; i ++ ) {
  8444. planes[ i ].copy( frustum.planes[ i ] );
  8445. }
  8446. return this;
  8447. },
  8448. setFromProjectionMatrix: function ( m ) {
  8449. const planes = this.planes;
  8450. const me = m.elements;
  8451. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8452. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8453. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8454. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8455. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8456. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8457. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8458. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8459. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8460. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8461. return this;
  8462. },
  8463. intersectsObject: function ( object ) {
  8464. const geometry = object.geometry;
  8465. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8466. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8467. return this.intersectsSphere( _sphere$1 );
  8468. },
  8469. intersectsSprite: function ( sprite ) {
  8470. _sphere$1.center.set( 0, 0, 0 );
  8471. _sphere$1.radius = 0.7071067811865476;
  8472. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8473. return this.intersectsSphere( _sphere$1 );
  8474. },
  8475. intersectsSphere: function ( sphere ) {
  8476. const planes = this.planes;
  8477. const center = sphere.center;
  8478. const negRadius = - sphere.radius;
  8479. for ( let i = 0; i < 6; i ++ ) {
  8480. const distance = planes[ i ].distanceToPoint( center );
  8481. if ( distance < negRadius ) {
  8482. return false;
  8483. }
  8484. }
  8485. return true;
  8486. },
  8487. intersectsBox: function ( box ) {
  8488. const planes = this.planes;
  8489. for ( let i = 0; i < 6; i ++ ) {
  8490. const plane = planes[ i ];
  8491. // corner at max distance
  8492. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8493. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8494. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8495. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8496. return false;
  8497. }
  8498. }
  8499. return true;
  8500. },
  8501. containsPoint: function ( point ) {
  8502. const planes = this.planes;
  8503. for ( let i = 0; i < 6; i ++ ) {
  8504. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8505. return false;
  8506. }
  8507. }
  8508. return true;
  8509. }
  8510. } );
  8511. /**
  8512. * Uniforms library for shared webgl shaders
  8513. */
  8514. const UniformsLib = {
  8515. common: {
  8516. diffuse: { value: new Color( 0xeeeeee ) },
  8517. opacity: { value: 1.0 },
  8518. map: { value: null },
  8519. uvTransform: { value: new Matrix3() },
  8520. uv2Transform: { value: new Matrix3() },
  8521. alphaMap: { value: null },
  8522. },
  8523. specularmap: {
  8524. specularMap: { value: null },
  8525. },
  8526. envmap: {
  8527. envMap: { value: null },
  8528. flipEnvMap: { value: - 1 },
  8529. reflectivity: { value: 1.0 },
  8530. refractionRatio: { value: 0.98 },
  8531. maxMipLevel: { value: 0 }
  8532. },
  8533. aomap: {
  8534. aoMap: { value: null },
  8535. aoMapIntensity: { value: 1 }
  8536. },
  8537. lightmap: {
  8538. lightMap: { value: null },
  8539. lightMapIntensity: { value: 1 }
  8540. },
  8541. emissivemap: {
  8542. emissiveMap: { value: null }
  8543. },
  8544. bumpmap: {
  8545. bumpMap: { value: null },
  8546. bumpScale: { value: 1 }
  8547. },
  8548. normalmap: {
  8549. normalMap: { value: null },
  8550. normalScale: { value: new Vector2( 1, 1 ) }
  8551. },
  8552. displacementmap: {
  8553. displacementMap: { value: null },
  8554. displacementScale: { value: 1 },
  8555. displacementBias: { value: 0 }
  8556. },
  8557. roughnessmap: {
  8558. roughnessMap: { value: null }
  8559. },
  8560. metalnessmap: {
  8561. metalnessMap: { value: null }
  8562. },
  8563. gradientmap: {
  8564. gradientMap: { value: null }
  8565. },
  8566. fog: {
  8567. fogDensity: { value: 0.00025 },
  8568. fogNear: { value: 1 },
  8569. fogFar: { value: 2000 },
  8570. fogColor: { value: new Color( 0xffffff ) }
  8571. },
  8572. lights: {
  8573. ambientLightColor: { value: [] },
  8574. lightProbe: { value: [] },
  8575. directionalLights: { value: [], properties: {
  8576. direction: {},
  8577. color: {}
  8578. } },
  8579. directionalLightShadows: { value: [], properties: {
  8580. shadowBias: {},
  8581. shadowRadius: {},
  8582. shadowMapSize: {}
  8583. } },
  8584. directionalShadowMap: { value: [] },
  8585. directionalShadowMatrix: { value: [] },
  8586. spotLights: { value: [], properties: {
  8587. color: {},
  8588. position: {},
  8589. direction: {},
  8590. distance: {},
  8591. coneCos: {},
  8592. penumbraCos: {},
  8593. decay: {}
  8594. } },
  8595. spotLightShadows: { value: [], properties: {
  8596. shadowBias: {},
  8597. shadowRadius: {},
  8598. shadowMapSize: {}
  8599. } },
  8600. spotShadowMap: { value: [] },
  8601. spotShadowMatrix: { value: [] },
  8602. pointLights: { value: [], properties: {
  8603. color: {},
  8604. position: {},
  8605. decay: {},
  8606. distance: {}
  8607. } },
  8608. pointLightShadows: { value: [], properties: {
  8609. shadowBias: {},
  8610. shadowRadius: {},
  8611. shadowMapSize: {},
  8612. shadowCameraNear: {},
  8613. shadowCameraFar: {}
  8614. } },
  8615. pointShadowMap: { value: [] },
  8616. pointShadowMatrix: { value: [] },
  8617. hemisphereLights: { value: [], properties: {
  8618. direction: {},
  8619. skyColor: {},
  8620. groundColor: {}
  8621. } },
  8622. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8623. rectAreaLights: { value: [], properties: {
  8624. color: {},
  8625. position: {},
  8626. width: {},
  8627. height: {}
  8628. } }
  8629. },
  8630. points: {
  8631. diffuse: { value: new Color( 0xeeeeee ) },
  8632. opacity: { value: 1.0 },
  8633. size: { value: 1.0 },
  8634. scale: { value: 1.0 },
  8635. map: { value: null },
  8636. alphaMap: { value: null },
  8637. uvTransform: { value: new Matrix3() }
  8638. },
  8639. sprite: {
  8640. diffuse: { value: new Color( 0xeeeeee ) },
  8641. opacity: { value: 1.0 },
  8642. center: { value: new Vector2( 0.5, 0.5 ) },
  8643. rotation: { value: 0.0 },
  8644. map: { value: null },
  8645. alphaMap: { value: null },
  8646. uvTransform: { value: new Matrix3() }
  8647. }
  8648. };
  8649. /**
  8650. * @author mrdoob / http://mrdoob.com/
  8651. */
  8652. function WebGLAnimation() {
  8653. let context = null;
  8654. let isAnimating = false;
  8655. let animationLoop = null;
  8656. function onAnimationFrame( time, frame ) {
  8657. if ( isAnimating === false ) return;
  8658. animationLoop( time, frame );
  8659. context.requestAnimationFrame( onAnimationFrame );
  8660. }
  8661. return {
  8662. start: function () {
  8663. if ( isAnimating === true ) return;
  8664. if ( animationLoop === null ) return;
  8665. context.requestAnimationFrame( onAnimationFrame );
  8666. isAnimating = true;
  8667. },
  8668. stop: function () {
  8669. isAnimating = false;
  8670. },
  8671. setAnimationLoop: function ( callback ) {
  8672. animationLoop = callback;
  8673. },
  8674. setContext: function ( value ) {
  8675. context = value;
  8676. }
  8677. };
  8678. }
  8679. /**
  8680. * @author mrdoob / http://mrdoob.com/
  8681. */
  8682. function WebGLAttributes( gl, capabilities ) {
  8683. const isWebGL2 = capabilities.isWebGL2;
  8684. const buffers = new WeakMap();
  8685. function createBuffer( attribute, bufferType ) {
  8686. const array = attribute.array;
  8687. const usage = attribute.usage;
  8688. const buffer = gl.createBuffer();
  8689. gl.bindBuffer( bufferType, buffer );
  8690. gl.bufferData( bufferType, array, usage );
  8691. attribute.onUploadCallback();
  8692. let type = 5126;
  8693. if ( array instanceof Float32Array ) {
  8694. type = 5126;
  8695. } else if ( array instanceof Float64Array ) {
  8696. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8697. } else if ( array instanceof Uint16Array ) {
  8698. type = 5123;
  8699. } else if ( array instanceof Int16Array ) {
  8700. type = 5122;
  8701. } else if ( array instanceof Uint32Array ) {
  8702. type = 5125;
  8703. } else if ( array instanceof Int32Array ) {
  8704. type = 5124;
  8705. } else if ( array instanceof Int8Array ) {
  8706. type = 5120;
  8707. } else if ( array instanceof Uint8Array ) {
  8708. type = 5121;
  8709. }
  8710. return {
  8711. buffer: buffer,
  8712. type: type,
  8713. bytesPerElement: array.BYTES_PER_ELEMENT,
  8714. version: attribute.version
  8715. };
  8716. }
  8717. function updateBuffer( buffer, attribute, bufferType ) {
  8718. const array = attribute.array;
  8719. const updateRange = attribute.updateRange;
  8720. gl.bindBuffer( bufferType, buffer );
  8721. if ( updateRange.count === - 1 ) {
  8722. // Not using update ranges
  8723. gl.bufferSubData( bufferType, 0, array );
  8724. } else {
  8725. if ( isWebGL2 ) {
  8726. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8727. array, updateRange.offset, updateRange.count );
  8728. } else {
  8729. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8730. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8731. }
  8732. updateRange.count = - 1; // reset range
  8733. }
  8734. }
  8735. //
  8736. function get( attribute ) {
  8737. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8738. return buffers.get( attribute );
  8739. }
  8740. function remove( attribute ) {
  8741. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8742. const data = buffers.get( attribute );
  8743. if ( data ) {
  8744. gl.deleteBuffer( data.buffer );
  8745. buffers.delete( attribute );
  8746. }
  8747. }
  8748. function update( attribute, bufferType ) {
  8749. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8750. const data = buffers.get( attribute );
  8751. if ( data === undefined ) {
  8752. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8753. } else if ( data.version < attribute.version ) {
  8754. updateBuffer( data.buffer, attribute, bufferType );
  8755. data.version = attribute.version;
  8756. }
  8757. }
  8758. return {
  8759. get: get,
  8760. remove: remove,
  8761. update: update
  8762. };
  8763. }
  8764. /**
  8765. * @author mrdoob / http://mrdoob.com/
  8766. * @author Mugen87 / https://github.com/Mugen87
  8767. */
  8768. // PlaneGeometry
  8769. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8770. Geometry.call( this );
  8771. this.type = 'PlaneGeometry';
  8772. this.parameters = {
  8773. width: width,
  8774. height: height,
  8775. widthSegments: widthSegments,
  8776. heightSegments: heightSegments
  8777. };
  8778. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8779. this.mergeVertices();
  8780. }
  8781. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8782. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8783. // PlaneBufferGeometry
  8784. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8785. BufferGeometry.call( this );
  8786. this.type = 'PlaneBufferGeometry';
  8787. this.parameters = {
  8788. width: width,
  8789. height: height,
  8790. widthSegments: widthSegments,
  8791. heightSegments: heightSegments
  8792. };
  8793. width = width || 1;
  8794. height = height || 1;
  8795. const width_half = width / 2;
  8796. const height_half = height / 2;
  8797. const gridX = Math.floor( widthSegments ) || 1;
  8798. const gridY = Math.floor( heightSegments ) || 1;
  8799. const gridX1 = gridX + 1;
  8800. const gridY1 = gridY + 1;
  8801. const segment_width = width / gridX;
  8802. const segment_height = height / gridY;
  8803. // buffers
  8804. const indices = [];
  8805. const vertices = [];
  8806. const normals = [];
  8807. const uvs = [];
  8808. // generate vertices, normals and uvs
  8809. for ( let iy = 0; iy < gridY1; iy ++ ) {
  8810. const y = iy * segment_height - height_half;
  8811. for ( let ix = 0; ix < gridX1; ix ++ ) {
  8812. const x = ix * segment_width - width_half;
  8813. vertices.push( x, - y, 0 );
  8814. normals.push( 0, 0, 1 );
  8815. uvs.push( ix / gridX );
  8816. uvs.push( 1 - ( iy / gridY ) );
  8817. }
  8818. }
  8819. // indices
  8820. for ( let iy = 0; iy < gridY; iy ++ ) {
  8821. for ( let ix = 0; ix < gridX; ix ++ ) {
  8822. const a = ix + gridX1 * iy;
  8823. const b = ix + gridX1 * ( iy + 1 );
  8824. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8825. const d = ( ix + 1 ) + gridX1 * iy;
  8826. // faces
  8827. indices.push( a, b, d );
  8828. indices.push( b, c, d );
  8829. }
  8830. }
  8831. // build geometry
  8832. this.setIndex( indices );
  8833. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8834. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8835. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8836. }
  8837. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8838. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8839. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8840. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8841. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8842. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8843. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8844. var begin_vertex = "vec3 transformed = vec3( position );";
  8845. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8846. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8847. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  8848. 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";
  8849. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8850. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8851. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8852. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8853. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8854. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8855. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8856. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return 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}";
  8857. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8858. 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";
  8859. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8860. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8861. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8862. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8863. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8864. 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}";
  8865. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8866. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8867. 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";
  8868. 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";
  8869. 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";
  8870. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8871. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8872. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8873. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  8874. 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}";
  8875. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8876. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8877. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8878. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8879. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8880. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8881. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8882. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8883. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8884. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8885. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8886. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8887. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8888. 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";
  8889. 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";
  8890. 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";
  8891. 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";
  8892. 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";
  8893. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8894. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8895. 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";
  8896. 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";
  8897. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8898. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8899. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8900. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8901. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8902. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8903. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8904. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8905. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8906. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8907. 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";
  8908. 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}";
  8909. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8910. 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;";
  8911. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8912. 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";
  8913. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8914. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8915. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8916. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8917. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8918. 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}";
  8919. 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";
  8920. 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";
  8921. 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";
  8922. 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";
  8923. 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";
  8924. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8925. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8926. 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 vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}";
  8927. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8928. 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";
  8929. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8930. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8931. 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";
  8932. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8933. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8934. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8935. var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
  8936. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8937. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  8938. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8939. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8940. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  8941. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  8942. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8943. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  8944. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8945. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8946. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8947. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  8948. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8949. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8950. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8951. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8952. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8953. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8954. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8955. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8956. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8957. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8958. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8959. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8960. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8961. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8962. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8963. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8964. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8965. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8966. const ShaderChunk = {
  8967. alphamap_fragment: alphamap_fragment,
  8968. alphamap_pars_fragment: alphamap_pars_fragment,
  8969. alphatest_fragment: alphatest_fragment,
  8970. aomap_fragment: aomap_fragment,
  8971. aomap_pars_fragment: aomap_pars_fragment,
  8972. begin_vertex: begin_vertex,
  8973. beginnormal_vertex: beginnormal_vertex,
  8974. bsdfs: bsdfs,
  8975. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8976. clipping_planes_fragment: clipping_planes_fragment,
  8977. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8978. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8979. clipping_planes_vertex: clipping_planes_vertex,
  8980. color_fragment: color_fragment,
  8981. color_pars_fragment: color_pars_fragment,
  8982. color_pars_vertex: color_pars_vertex,
  8983. color_vertex: color_vertex,
  8984. common: common,
  8985. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8986. defaultnormal_vertex: defaultnormal_vertex,
  8987. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8988. displacementmap_vertex: displacementmap_vertex,
  8989. emissivemap_fragment: emissivemap_fragment,
  8990. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8991. encodings_fragment: encodings_fragment,
  8992. encodings_pars_fragment: encodings_pars_fragment,
  8993. envmap_fragment: envmap_fragment,
  8994. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8995. envmap_pars_fragment: envmap_pars_fragment,
  8996. envmap_pars_vertex: envmap_pars_vertex,
  8997. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8998. envmap_vertex: envmap_vertex,
  8999. fog_vertex: fog_vertex,
  9000. fog_pars_vertex: fog_pars_vertex,
  9001. fog_fragment: fog_fragment,
  9002. fog_pars_fragment: fog_pars_fragment,
  9003. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9004. lightmap_fragment: lightmap_fragment,
  9005. lightmap_pars_fragment: lightmap_pars_fragment,
  9006. lights_lambert_vertex: lights_lambert_vertex,
  9007. lights_pars_begin: lights_pars_begin,
  9008. lights_toon_fragment: lights_toon_fragment,
  9009. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9010. lights_phong_fragment: lights_phong_fragment,
  9011. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9012. lights_physical_fragment: lights_physical_fragment,
  9013. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9014. lights_fragment_begin: lights_fragment_begin,
  9015. lights_fragment_maps: lights_fragment_maps,
  9016. lights_fragment_end: lights_fragment_end,
  9017. logdepthbuf_fragment: logdepthbuf_fragment,
  9018. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9019. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9020. logdepthbuf_vertex: logdepthbuf_vertex,
  9021. map_fragment: map_fragment,
  9022. map_pars_fragment: map_pars_fragment,
  9023. map_particle_fragment: map_particle_fragment,
  9024. map_particle_pars_fragment: map_particle_pars_fragment,
  9025. metalnessmap_fragment: metalnessmap_fragment,
  9026. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9027. morphnormal_vertex: morphnormal_vertex,
  9028. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9029. morphtarget_vertex: morphtarget_vertex,
  9030. normal_fragment_begin: normal_fragment_begin,
  9031. normal_fragment_maps: normal_fragment_maps,
  9032. normalmap_pars_fragment: normalmap_pars_fragment,
  9033. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9034. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9035. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9036. packing: packing,
  9037. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9038. project_vertex: project_vertex,
  9039. dithering_fragment: dithering_fragment,
  9040. dithering_pars_fragment: dithering_pars_fragment,
  9041. roughnessmap_fragment: roughnessmap_fragment,
  9042. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9043. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9044. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9045. shadowmap_vertex: shadowmap_vertex,
  9046. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9047. skinbase_vertex: skinbase_vertex,
  9048. skinning_pars_vertex: skinning_pars_vertex,
  9049. skinning_vertex: skinning_vertex,
  9050. skinnormal_vertex: skinnormal_vertex,
  9051. specularmap_fragment: specularmap_fragment,
  9052. specularmap_pars_fragment: specularmap_pars_fragment,
  9053. tonemapping_fragment: tonemapping_fragment,
  9054. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9055. uv_pars_fragment: uv_pars_fragment,
  9056. uv_pars_vertex: uv_pars_vertex,
  9057. uv_vertex: uv_vertex,
  9058. uv2_pars_fragment: uv2_pars_fragment,
  9059. uv2_pars_vertex: uv2_pars_vertex,
  9060. uv2_vertex: uv2_vertex,
  9061. worldpos_vertex: worldpos_vertex,
  9062. background_frag: background_frag,
  9063. background_vert: background_vert,
  9064. cube_frag: cube_frag,
  9065. cube_vert: cube_vert,
  9066. depth_frag: depth_frag,
  9067. depth_vert: depth_vert,
  9068. distanceRGBA_frag: distanceRGBA_frag,
  9069. distanceRGBA_vert: distanceRGBA_vert,
  9070. equirect_frag: equirect_frag,
  9071. equirect_vert: equirect_vert,
  9072. linedashed_frag: linedashed_frag,
  9073. linedashed_vert: linedashed_vert,
  9074. meshbasic_frag: meshbasic_frag,
  9075. meshbasic_vert: meshbasic_vert,
  9076. meshlambert_frag: meshlambert_frag,
  9077. meshlambert_vert: meshlambert_vert,
  9078. meshmatcap_frag: meshmatcap_frag,
  9079. meshmatcap_vert: meshmatcap_vert,
  9080. meshtoon_frag: meshtoon_frag,
  9081. meshtoon_vert: meshtoon_vert,
  9082. meshphong_frag: meshphong_frag,
  9083. meshphong_vert: meshphong_vert,
  9084. meshphysical_frag: meshphysical_frag,
  9085. meshphysical_vert: meshphysical_vert,
  9086. normal_frag: normal_frag,
  9087. normal_vert: normal_vert,
  9088. points_frag: points_frag,
  9089. points_vert: points_vert,
  9090. shadow_frag: shadow_frag,
  9091. shadow_vert: shadow_vert,
  9092. sprite_frag: sprite_frag,
  9093. sprite_vert: sprite_vert
  9094. };
  9095. /**
  9096. * @author alteredq / http://alteredqualia.com/
  9097. * @author mrdoob / http://mrdoob.com/
  9098. * @author mikael emtinger / http://gomo.se/
  9099. */
  9100. const ShaderLib = {
  9101. basic: {
  9102. uniforms: mergeUniforms( [
  9103. UniformsLib.common,
  9104. UniformsLib.specularmap,
  9105. UniformsLib.envmap,
  9106. UniformsLib.aomap,
  9107. UniformsLib.lightmap,
  9108. UniformsLib.fog
  9109. ] ),
  9110. vertexShader: ShaderChunk.meshbasic_vert,
  9111. fragmentShader: ShaderChunk.meshbasic_frag
  9112. },
  9113. lambert: {
  9114. uniforms: mergeUniforms( [
  9115. UniformsLib.common,
  9116. UniformsLib.specularmap,
  9117. UniformsLib.envmap,
  9118. UniformsLib.aomap,
  9119. UniformsLib.lightmap,
  9120. UniformsLib.emissivemap,
  9121. UniformsLib.fog,
  9122. UniformsLib.lights,
  9123. {
  9124. emissive: { value: new Color( 0x000000 ) }
  9125. }
  9126. ] ),
  9127. vertexShader: ShaderChunk.meshlambert_vert,
  9128. fragmentShader: ShaderChunk.meshlambert_frag
  9129. },
  9130. phong: {
  9131. uniforms: mergeUniforms( [
  9132. UniformsLib.common,
  9133. UniformsLib.specularmap,
  9134. UniformsLib.envmap,
  9135. UniformsLib.aomap,
  9136. UniformsLib.lightmap,
  9137. UniformsLib.emissivemap,
  9138. UniformsLib.bumpmap,
  9139. UniformsLib.normalmap,
  9140. UniformsLib.displacementmap,
  9141. UniformsLib.fog,
  9142. UniformsLib.lights,
  9143. {
  9144. emissive: { value: new Color( 0x000000 ) },
  9145. specular: { value: new Color( 0x111111 ) },
  9146. shininess: { value: 30 }
  9147. }
  9148. ] ),
  9149. vertexShader: ShaderChunk.meshphong_vert,
  9150. fragmentShader: ShaderChunk.meshphong_frag
  9151. },
  9152. standard: {
  9153. uniforms: mergeUniforms( [
  9154. UniformsLib.common,
  9155. UniformsLib.envmap,
  9156. UniformsLib.aomap,
  9157. UniformsLib.lightmap,
  9158. UniformsLib.emissivemap,
  9159. UniformsLib.bumpmap,
  9160. UniformsLib.normalmap,
  9161. UniformsLib.displacementmap,
  9162. UniformsLib.roughnessmap,
  9163. UniformsLib.metalnessmap,
  9164. UniformsLib.fog,
  9165. UniformsLib.lights,
  9166. {
  9167. emissive: { value: new Color( 0x000000 ) },
  9168. roughness: { value: 1.0 },
  9169. metalness: { value: 0.0 },
  9170. envMapIntensity: { value: 1 } // temporary
  9171. }
  9172. ] ),
  9173. vertexShader: ShaderChunk.meshphysical_vert,
  9174. fragmentShader: ShaderChunk.meshphysical_frag
  9175. },
  9176. toon: {
  9177. uniforms: mergeUniforms( [
  9178. UniformsLib.common,
  9179. UniformsLib.specularmap,
  9180. UniformsLib.aomap,
  9181. UniformsLib.lightmap,
  9182. UniformsLib.emissivemap,
  9183. UniformsLib.bumpmap,
  9184. UniformsLib.normalmap,
  9185. UniformsLib.displacementmap,
  9186. UniformsLib.gradientmap,
  9187. UniformsLib.fog,
  9188. UniformsLib.lights,
  9189. {
  9190. emissive: { value: new Color( 0x000000 ) },
  9191. specular: { value: new Color( 0x111111 ) },
  9192. shininess: { value: 30 }
  9193. }
  9194. ] ),
  9195. vertexShader: ShaderChunk.meshtoon_vert,
  9196. fragmentShader: ShaderChunk.meshtoon_frag
  9197. },
  9198. matcap: {
  9199. uniforms: mergeUniforms( [
  9200. UniformsLib.common,
  9201. UniformsLib.bumpmap,
  9202. UniformsLib.normalmap,
  9203. UniformsLib.displacementmap,
  9204. UniformsLib.fog,
  9205. {
  9206. matcap: { value: null }
  9207. }
  9208. ] ),
  9209. vertexShader: ShaderChunk.meshmatcap_vert,
  9210. fragmentShader: ShaderChunk.meshmatcap_frag
  9211. },
  9212. points: {
  9213. uniforms: mergeUniforms( [
  9214. UniformsLib.points,
  9215. UniformsLib.fog
  9216. ] ),
  9217. vertexShader: ShaderChunk.points_vert,
  9218. fragmentShader: ShaderChunk.points_frag
  9219. },
  9220. dashed: {
  9221. uniforms: mergeUniforms( [
  9222. UniformsLib.common,
  9223. UniformsLib.fog,
  9224. {
  9225. scale: { value: 1 },
  9226. dashSize: { value: 1 },
  9227. totalSize: { value: 2 }
  9228. }
  9229. ] ),
  9230. vertexShader: ShaderChunk.linedashed_vert,
  9231. fragmentShader: ShaderChunk.linedashed_frag
  9232. },
  9233. depth: {
  9234. uniforms: mergeUniforms( [
  9235. UniformsLib.common,
  9236. UniformsLib.displacementmap
  9237. ] ),
  9238. vertexShader: ShaderChunk.depth_vert,
  9239. fragmentShader: ShaderChunk.depth_frag
  9240. },
  9241. normal: {
  9242. uniforms: mergeUniforms( [
  9243. UniformsLib.common,
  9244. UniformsLib.bumpmap,
  9245. UniformsLib.normalmap,
  9246. UniformsLib.displacementmap,
  9247. {
  9248. opacity: { value: 1.0 }
  9249. }
  9250. ] ),
  9251. vertexShader: ShaderChunk.normal_vert,
  9252. fragmentShader: ShaderChunk.normal_frag
  9253. },
  9254. sprite: {
  9255. uniforms: mergeUniforms( [
  9256. UniformsLib.sprite,
  9257. UniformsLib.fog
  9258. ] ),
  9259. vertexShader: ShaderChunk.sprite_vert,
  9260. fragmentShader: ShaderChunk.sprite_frag
  9261. },
  9262. background: {
  9263. uniforms: {
  9264. uvTransform: { value: new Matrix3() },
  9265. t2D: { value: null },
  9266. },
  9267. vertexShader: ShaderChunk.background_vert,
  9268. fragmentShader: ShaderChunk.background_frag
  9269. },
  9270. /* -------------------------------------------------------------------------
  9271. // Cube map shader
  9272. ------------------------------------------------------------------------- */
  9273. cube: {
  9274. uniforms: mergeUniforms( [
  9275. UniformsLib.envmap,
  9276. {
  9277. opacity: { value: 1.0 }
  9278. }
  9279. ] ),
  9280. vertexShader: ShaderChunk.cube_vert,
  9281. fragmentShader: ShaderChunk.cube_frag
  9282. },
  9283. equirect: {
  9284. uniforms: {
  9285. tEquirect: { value: null },
  9286. },
  9287. vertexShader: ShaderChunk.equirect_vert,
  9288. fragmentShader: ShaderChunk.equirect_frag
  9289. },
  9290. distanceRGBA: {
  9291. uniforms: mergeUniforms( [
  9292. UniformsLib.common,
  9293. UniformsLib.displacementmap,
  9294. {
  9295. referencePosition: { value: new Vector3() },
  9296. nearDistance: { value: 1 },
  9297. farDistance: { value: 1000 }
  9298. }
  9299. ] ),
  9300. vertexShader: ShaderChunk.distanceRGBA_vert,
  9301. fragmentShader: ShaderChunk.distanceRGBA_frag
  9302. },
  9303. shadow: {
  9304. uniforms: mergeUniforms( [
  9305. UniformsLib.lights,
  9306. UniformsLib.fog,
  9307. {
  9308. color: { value: new Color( 0x00000 ) },
  9309. opacity: { value: 1.0 }
  9310. },
  9311. ] ),
  9312. vertexShader: ShaderChunk.shadow_vert,
  9313. fragmentShader: ShaderChunk.shadow_frag
  9314. }
  9315. };
  9316. ShaderLib.physical = {
  9317. uniforms: mergeUniforms( [
  9318. ShaderLib.standard.uniforms,
  9319. {
  9320. clearcoat: { value: 0 },
  9321. clearcoatMap: { value: null },
  9322. clearcoatRoughness: { value: 0 },
  9323. clearcoatRoughnessMap: { value: null },
  9324. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9325. clearcoatNormalMap: { value: null },
  9326. sheen: { value: new Color( 0x000000 ) },
  9327. transparency: { value: 0 },
  9328. }
  9329. ] ),
  9330. vertexShader: ShaderChunk.meshphysical_vert,
  9331. fragmentShader: ShaderChunk.meshphysical_frag
  9332. };
  9333. /**
  9334. * @author mrdoob / http://mrdoob.com/
  9335. */
  9336. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9337. const clearColor = new Color( 0x000000 );
  9338. let clearAlpha = 0;
  9339. let planeMesh;
  9340. let boxMesh;
  9341. let currentBackground = null;
  9342. let currentBackgroundVersion = 0;
  9343. let currentTonemapping = null;
  9344. function render( renderList, scene, camera, forceClear ) {
  9345. let background = scene.isScene === true ? scene.background : null;
  9346. // Ignore background in AR
  9347. // TODO: Reconsider this.
  9348. const xr = renderer.xr;
  9349. const session = xr.getSession && xr.getSession();
  9350. if ( session && session.environmentBlendMode === 'additive' ) {
  9351. background = null;
  9352. }
  9353. if ( background === null ) {
  9354. setClear( clearColor, clearAlpha );
  9355. } else if ( background && background.isColor ) {
  9356. setClear( background, 1 );
  9357. forceClear = true;
  9358. }
  9359. if ( renderer.autoClear || forceClear ) {
  9360. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9361. }
  9362. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9363. if ( boxMesh === undefined ) {
  9364. boxMesh = new Mesh(
  9365. new BoxBufferGeometry( 1, 1, 1 ),
  9366. new ShaderMaterial( {
  9367. name: 'BackgroundCubeMaterial',
  9368. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9369. vertexShader: ShaderLib.cube.vertexShader,
  9370. fragmentShader: ShaderLib.cube.fragmentShader,
  9371. side: BackSide,
  9372. depthTest: false,
  9373. depthWrite: false,
  9374. fog: false
  9375. } )
  9376. );
  9377. boxMesh.geometry.deleteAttribute( 'normal' );
  9378. boxMesh.geometry.deleteAttribute( 'uv' );
  9379. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9380. this.matrixWorld.copyPosition( camera.matrixWorld );
  9381. };
  9382. // enable code injection for non-built-in material
  9383. Object.defineProperty( boxMesh.material, 'envMap', {
  9384. get: function () {
  9385. return this.uniforms.envMap.value;
  9386. }
  9387. } );
  9388. objects.update( boxMesh );
  9389. }
  9390. const texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9391. boxMesh.material.uniforms.envMap.value = texture;
  9392. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9393. if ( currentBackground !== background ||
  9394. currentBackgroundVersion !== texture.version ||
  9395. currentTonemapping !== renderer.toneMapping ) {
  9396. boxMesh.material.needsUpdate = true;
  9397. currentBackground = background;
  9398. currentBackgroundVersion = texture.version;
  9399. currentTonemapping = renderer.toneMapping;
  9400. }
  9401. // push to the pre-sorted opaque render list
  9402. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9403. } else if ( background && background.isTexture ) {
  9404. if ( planeMesh === undefined ) {
  9405. planeMesh = new Mesh(
  9406. new PlaneBufferGeometry( 2, 2 ),
  9407. new ShaderMaterial( {
  9408. name: 'BackgroundMaterial',
  9409. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9410. vertexShader: ShaderLib.background.vertexShader,
  9411. fragmentShader: ShaderLib.background.fragmentShader,
  9412. side: FrontSide,
  9413. depthTest: false,
  9414. depthWrite: false,
  9415. fog: false
  9416. } )
  9417. );
  9418. planeMesh.geometry.deleteAttribute( 'normal' );
  9419. // enable code injection for non-built-in material
  9420. Object.defineProperty( planeMesh.material, 'map', {
  9421. get: function () {
  9422. return this.uniforms.t2D.value;
  9423. }
  9424. } );
  9425. objects.update( planeMesh );
  9426. }
  9427. planeMesh.material.uniforms.t2D.value = background;
  9428. if ( background.matrixAutoUpdate === true ) {
  9429. background.updateMatrix();
  9430. }
  9431. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9432. if ( currentBackground !== background ||
  9433. currentBackgroundVersion !== background.version ||
  9434. currentTonemapping !== renderer.toneMapping ) {
  9435. planeMesh.material.needsUpdate = true;
  9436. currentBackground = background;
  9437. currentBackgroundVersion = background.version;
  9438. currentTonemapping = renderer.toneMapping;
  9439. }
  9440. // push to the pre-sorted opaque render list
  9441. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9442. }
  9443. }
  9444. function setClear( color, alpha ) {
  9445. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9446. }
  9447. return {
  9448. getClearColor: function () {
  9449. return clearColor;
  9450. },
  9451. setClearColor: function ( color, alpha ) {
  9452. clearColor.set( color );
  9453. clearAlpha = alpha !== undefined ? alpha : 1;
  9454. setClear( clearColor, clearAlpha );
  9455. },
  9456. getClearAlpha: function () {
  9457. return clearAlpha;
  9458. },
  9459. setClearAlpha: function ( alpha ) {
  9460. clearAlpha = alpha;
  9461. setClear( clearColor, clearAlpha );
  9462. },
  9463. render: render
  9464. };
  9465. }
  9466. /**
  9467. * @author mrdoob / http://mrdoob.com/
  9468. */
  9469. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9470. const isWebGL2 = capabilities.isWebGL2;
  9471. let mode;
  9472. function setMode( value ) {
  9473. mode = value;
  9474. }
  9475. function render( start, count ) {
  9476. gl.drawArrays( mode, start, count );
  9477. info.update( count, mode );
  9478. }
  9479. function renderInstances( geometry, start, count, primcount ) {
  9480. if ( primcount === 0 ) return;
  9481. let extension, methodName;
  9482. if ( isWebGL2 ) {
  9483. extension = gl;
  9484. methodName = 'drawArraysInstanced';
  9485. } else {
  9486. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9487. methodName = 'drawArraysInstancedANGLE';
  9488. if ( extension === null ) {
  9489. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9490. return;
  9491. }
  9492. }
  9493. extension[ methodName ]( mode, start, count, primcount );
  9494. info.update( count, mode, primcount );
  9495. }
  9496. //
  9497. this.setMode = setMode;
  9498. this.render = render;
  9499. this.renderInstances = renderInstances;
  9500. }
  9501. /**
  9502. * @author mrdoob / http://mrdoob.com/
  9503. */
  9504. function WebGLCapabilities( gl, extensions, parameters ) {
  9505. let maxAnisotropy;
  9506. function getMaxAnisotropy() {
  9507. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9508. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9509. if ( extension !== null ) {
  9510. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9511. } else {
  9512. maxAnisotropy = 0;
  9513. }
  9514. return maxAnisotropy;
  9515. }
  9516. function getMaxPrecision( precision ) {
  9517. if ( precision === 'highp' ) {
  9518. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9519. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9520. return 'highp';
  9521. }
  9522. precision = 'mediump';
  9523. }
  9524. if ( precision === 'mediump' ) {
  9525. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9526. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9527. return 'mediump';
  9528. }
  9529. }
  9530. return 'lowp';
  9531. }
  9532. /* eslint-disable no-undef */
  9533. const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9534. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9535. /* eslint-enable no-undef */
  9536. let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9537. const maxPrecision = getMaxPrecision( precision );
  9538. if ( maxPrecision !== precision ) {
  9539. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9540. precision = maxPrecision;
  9541. }
  9542. const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9543. const maxTextures = gl.getParameter( 34930 );
  9544. const maxVertexTextures = gl.getParameter( 35660 );
  9545. const maxTextureSize = gl.getParameter( 3379 );
  9546. const maxCubemapSize = gl.getParameter( 34076 );
  9547. const maxAttributes = gl.getParameter( 34921 );
  9548. const maxVertexUniforms = gl.getParameter( 36347 );
  9549. const maxVaryings = gl.getParameter( 36348 );
  9550. const maxFragmentUniforms = gl.getParameter( 36349 );
  9551. const vertexTextures = maxVertexTextures > 0;
  9552. const floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9553. const floatVertexTextures = vertexTextures && floatFragmentTextures;
  9554. const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9555. return {
  9556. isWebGL2: isWebGL2,
  9557. getMaxAnisotropy: getMaxAnisotropy,
  9558. getMaxPrecision: getMaxPrecision,
  9559. precision: precision,
  9560. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9561. maxTextures: maxTextures,
  9562. maxVertexTextures: maxVertexTextures,
  9563. maxTextureSize: maxTextureSize,
  9564. maxCubemapSize: maxCubemapSize,
  9565. maxAttributes: maxAttributes,
  9566. maxVertexUniforms: maxVertexUniforms,
  9567. maxVaryings: maxVaryings,
  9568. maxFragmentUniforms: maxFragmentUniforms,
  9569. vertexTextures: vertexTextures,
  9570. floatFragmentTextures: floatFragmentTextures,
  9571. floatVertexTextures: floatVertexTextures,
  9572. maxSamples: maxSamples
  9573. };
  9574. }
  9575. /**
  9576. * @author tschw
  9577. */
  9578. function WebGLClipping() {
  9579. const scope = this;
  9580. let globalState = null,
  9581. numGlobalPlanes = 0,
  9582. localClippingEnabled = false,
  9583. renderingShadows = false;
  9584. const plane = new Plane(),
  9585. viewNormalMatrix = new Matrix3(),
  9586. uniform = { value: null, needsUpdate: false };
  9587. this.uniform = uniform;
  9588. this.numPlanes = 0;
  9589. this.numIntersection = 0;
  9590. this.init = function ( planes, enableLocalClipping, camera ) {
  9591. const enabled =
  9592. planes.length !== 0 ||
  9593. enableLocalClipping ||
  9594. // enable state of previous frame - the clipping code has to
  9595. // run another frame in order to reset the state:
  9596. numGlobalPlanes !== 0 ||
  9597. localClippingEnabled;
  9598. localClippingEnabled = enableLocalClipping;
  9599. globalState = projectPlanes( planes, camera, 0 );
  9600. numGlobalPlanes = planes.length;
  9601. return enabled;
  9602. };
  9603. this.beginShadows = function () {
  9604. renderingShadows = true;
  9605. projectPlanes( null );
  9606. };
  9607. this.endShadows = function () {
  9608. renderingShadows = false;
  9609. resetGlobalState();
  9610. };
  9611. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9612. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9613. // there's no local clipping
  9614. if ( renderingShadows ) {
  9615. // there's no global clipping
  9616. projectPlanes( null );
  9617. } else {
  9618. resetGlobalState();
  9619. }
  9620. } else {
  9621. const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9622. lGlobal = nGlobal * 4;
  9623. let dstArray = cache.clippingState || null;
  9624. uniform.value = dstArray; // ensure unique state
  9625. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9626. for ( let i = 0; i !== lGlobal; ++ i ) {
  9627. dstArray[ i ] = globalState[ i ];
  9628. }
  9629. cache.clippingState = dstArray;
  9630. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9631. this.numPlanes += nGlobal;
  9632. }
  9633. };
  9634. function resetGlobalState() {
  9635. if ( uniform.value !== globalState ) {
  9636. uniform.value = globalState;
  9637. uniform.needsUpdate = numGlobalPlanes > 0;
  9638. }
  9639. scope.numPlanes = numGlobalPlanes;
  9640. scope.numIntersection = 0;
  9641. }
  9642. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9643. let nPlanes = planes !== null ? planes.length : 0,
  9644. dstArray = null;
  9645. if ( nPlanes !== 0 ) {
  9646. dstArray = uniform.value;
  9647. if ( skipTransform !== true || dstArray === null ) {
  9648. const flatSize = dstOffset + nPlanes * 4,
  9649. viewMatrix = camera.matrixWorldInverse;
  9650. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9651. if ( dstArray === null || dstArray.length < flatSize ) {
  9652. dstArray = new Float32Array( flatSize );
  9653. }
  9654. for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9655. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9656. plane.normal.toArray( dstArray, i4 );
  9657. dstArray[ i4 + 3 ] = plane.constant;
  9658. }
  9659. }
  9660. uniform.value = dstArray;
  9661. uniform.needsUpdate = true;
  9662. }
  9663. scope.numPlanes = nPlanes;
  9664. scope.numIntersection = 0;
  9665. return dstArray;
  9666. }
  9667. }
  9668. /**
  9669. * @author mrdoob / http://mrdoob.com/
  9670. */
  9671. function WebGLExtensions( gl ) {
  9672. const extensions = {};
  9673. return {
  9674. get: function ( name ) {
  9675. if ( extensions[ name ] !== undefined ) {
  9676. return extensions[ name ];
  9677. }
  9678. let extension;
  9679. switch ( name ) {
  9680. case 'WEBGL_depth_texture':
  9681. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9682. break;
  9683. case 'EXT_texture_filter_anisotropic':
  9684. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9685. break;
  9686. case 'WEBGL_compressed_texture_s3tc':
  9687. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9688. break;
  9689. case 'WEBGL_compressed_texture_pvrtc':
  9690. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9691. break;
  9692. default:
  9693. extension = gl.getExtension( name );
  9694. }
  9695. if ( extension === null ) {
  9696. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9697. }
  9698. extensions[ name ] = extension;
  9699. return extension;
  9700. }
  9701. };
  9702. }
  9703. /**
  9704. * @author mrdoob / http://mrdoob.com/
  9705. */
  9706. function WebGLGeometries( gl, attributes, info ) {
  9707. const geometries = new WeakMap();
  9708. const wireframeAttributes = new WeakMap();
  9709. function onGeometryDispose( event ) {
  9710. const geometry = event.target;
  9711. const buffergeometry = geometries.get( geometry );
  9712. if ( buffergeometry.index !== null ) {
  9713. attributes.remove( buffergeometry.index );
  9714. }
  9715. for ( const name in buffergeometry.attributes ) {
  9716. attributes.remove( buffergeometry.attributes[ name ] );
  9717. }
  9718. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9719. geometries.delete( geometry );
  9720. const attribute = wireframeAttributes.get( buffergeometry );
  9721. if ( attribute ) {
  9722. attributes.remove( attribute );
  9723. wireframeAttributes.delete( buffergeometry );
  9724. }
  9725. //
  9726. info.memory.geometries --;
  9727. }
  9728. function get( object, geometry ) {
  9729. let buffergeometry = geometries.get( geometry );
  9730. if ( buffergeometry ) return buffergeometry;
  9731. geometry.addEventListener( 'dispose', onGeometryDispose );
  9732. if ( geometry.isBufferGeometry ) {
  9733. buffergeometry = geometry;
  9734. } else if ( geometry.isGeometry ) {
  9735. if ( geometry._bufferGeometry === undefined ) {
  9736. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9737. }
  9738. buffergeometry = geometry._bufferGeometry;
  9739. }
  9740. geometries.set( geometry, buffergeometry );
  9741. info.memory.geometries ++;
  9742. return buffergeometry;
  9743. }
  9744. function update( geometry ) {
  9745. const index = geometry.index;
  9746. const geometryAttributes = geometry.attributes;
  9747. if ( index !== null ) {
  9748. attributes.update( index, 34963 );
  9749. }
  9750. for ( const name in geometryAttributes ) {
  9751. attributes.update( geometryAttributes[ name ], 34962 );
  9752. }
  9753. // morph targets
  9754. const morphAttributes = geometry.morphAttributes;
  9755. for ( const name in morphAttributes ) {
  9756. const array = morphAttributes[ name ];
  9757. for ( let i = 0, l = array.length; i < l; i ++ ) {
  9758. attributes.update( array[ i ], 34962 );
  9759. }
  9760. }
  9761. }
  9762. function updateWireframeAttribute( geometry ) {
  9763. const indices = [];
  9764. const geometryIndex = geometry.index;
  9765. const geometryPosition = geometry.attributes.position;
  9766. let version = 0;
  9767. if ( geometryIndex !== null ) {
  9768. const array = geometryIndex.array;
  9769. version = geometryIndex.version;
  9770. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  9771. const a = array[ i + 0 ];
  9772. const b = array[ i + 1 ];
  9773. const c = array[ i + 2 ];
  9774. indices.push( a, b, b, c, c, a );
  9775. }
  9776. } else {
  9777. const array = geometryPosition.array;
  9778. version = geometryPosition.version;
  9779. for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9780. const a = i + 0;
  9781. const b = i + 1;
  9782. const c = i + 2;
  9783. indices.push( a, b, b, c, c, a );
  9784. }
  9785. }
  9786. const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9787. attribute.version = version;
  9788. attributes.update( attribute, 34963 );
  9789. //
  9790. const previousAttribute = wireframeAttributes.get( geometry );
  9791. if ( previousAttribute ) attributes.remove( previousAttribute );
  9792. //
  9793. wireframeAttributes.set( geometry, attribute );
  9794. }
  9795. function getWireframeAttribute( geometry ) {
  9796. const currentAttribute = wireframeAttributes.get( geometry );
  9797. if ( currentAttribute ) {
  9798. const geometryIndex = geometry.index;
  9799. if ( geometryIndex !== null ) {
  9800. // if the attribute is obsolete, create a new one
  9801. if ( currentAttribute.version < geometryIndex.version ) {
  9802. updateWireframeAttribute( geometry );
  9803. }
  9804. }
  9805. } else {
  9806. updateWireframeAttribute( geometry );
  9807. }
  9808. return wireframeAttributes.get( geometry );
  9809. }
  9810. return {
  9811. get: get,
  9812. update: update,
  9813. getWireframeAttribute: getWireframeAttribute
  9814. };
  9815. }
  9816. /**
  9817. * @author mrdoob / http://mrdoob.com/
  9818. */
  9819. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9820. const isWebGL2 = capabilities.isWebGL2;
  9821. let mode;
  9822. function setMode( value ) {
  9823. mode = value;
  9824. }
  9825. let type, bytesPerElement;
  9826. function setIndex( value ) {
  9827. type = value.type;
  9828. bytesPerElement = value.bytesPerElement;
  9829. }
  9830. function render( start, count ) {
  9831. gl.drawElements( mode, count, type, start * bytesPerElement );
  9832. info.update( count, mode );
  9833. }
  9834. function renderInstances( geometry, start, count, primcount ) {
  9835. if ( primcount === 0 ) return;
  9836. let extension, methodName;
  9837. if ( isWebGL2 ) {
  9838. extension = gl;
  9839. methodName = 'drawElementsInstanced';
  9840. } else {
  9841. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9842. methodName = 'drawElementsInstancedANGLE';
  9843. if ( extension === null ) {
  9844. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9845. return;
  9846. }
  9847. }
  9848. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9849. info.update( count, mode, primcount );
  9850. }
  9851. //
  9852. this.setMode = setMode;
  9853. this.setIndex = setIndex;
  9854. this.render = render;
  9855. this.renderInstances = renderInstances;
  9856. }
  9857. /**
  9858. * @author Mugen87 / https://github.com/Mugen87
  9859. */
  9860. function WebGLInfo( gl ) {
  9861. const memory = {
  9862. geometries: 0,
  9863. textures: 0
  9864. };
  9865. const render = {
  9866. frame: 0,
  9867. calls: 0,
  9868. triangles: 0,
  9869. points: 0,
  9870. lines: 0
  9871. };
  9872. function update( count, mode, instanceCount ) {
  9873. instanceCount = instanceCount || 1;
  9874. render.calls ++;
  9875. switch ( mode ) {
  9876. case 4:
  9877. render.triangles += instanceCount * ( count / 3 );
  9878. break;
  9879. case 1:
  9880. render.lines += instanceCount * ( count / 2 );
  9881. break;
  9882. case 3:
  9883. render.lines += instanceCount * ( count - 1 );
  9884. break;
  9885. case 2:
  9886. render.lines += instanceCount * count;
  9887. break;
  9888. case 0:
  9889. render.points += instanceCount * count;
  9890. break;
  9891. default:
  9892. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9893. break;
  9894. }
  9895. }
  9896. function reset() {
  9897. render.frame ++;
  9898. render.calls = 0;
  9899. render.triangles = 0;
  9900. render.points = 0;
  9901. render.lines = 0;
  9902. }
  9903. return {
  9904. memory: memory,
  9905. render: render,
  9906. programs: null,
  9907. autoReset: true,
  9908. reset: reset,
  9909. update: update
  9910. };
  9911. }
  9912. /**
  9913. * @author mrdoob / http://mrdoob.com/
  9914. */
  9915. function absNumericalSort( a, b ) {
  9916. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9917. }
  9918. function WebGLMorphtargets( gl ) {
  9919. const influencesList = {};
  9920. const morphInfluences = new Float32Array( 8 );
  9921. function update( object, geometry, material, program ) {
  9922. const objectInfluences = object.morphTargetInfluences;
  9923. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9924. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9925. const length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9926. let influences = influencesList[ geometry.id ];
  9927. if ( influences === undefined ) {
  9928. // initialise list
  9929. influences = [];
  9930. for ( let i = 0; i < length; i ++ ) {
  9931. influences[ i ] = [ i, 0 ];
  9932. }
  9933. influencesList[ geometry.id ] = influences;
  9934. }
  9935. const morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9936. const morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9937. // Remove current morphAttributes
  9938. for ( let i = 0; i < length; i ++ ) {
  9939. const influence = influences[ i ];
  9940. if ( influence[ 1 ] !== 0 ) {
  9941. if ( morphTargets ) geometry.deleteAttribute( 'morphTarget' + i );
  9942. if ( morphNormals ) geometry.deleteAttribute( 'morphNormal' + i );
  9943. }
  9944. }
  9945. // Collect influences
  9946. for ( let i = 0; i < length; i ++ ) {
  9947. const influence = influences[ i ];
  9948. influence[ 0 ] = i;
  9949. influence[ 1 ] = objectInfluences[ i ];
  9950. }
  9951. influences.sort( absNumericalSort );
  9952. // Add morphAttributes
  9953. let morphInfluencesSum = 0;
  9954. for ( let i = 0; i < 8; i ++ ) {
  9955. const influence = influences[ i ];
  9956. if ( influence ) {
  9957. const index = influence[ 0 ];
  9958. const value = influence[ 1 ];
  9959. if ( value ) {
  9960. if ( morphTargets ) geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9961. if ( morphNormals ) geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9962. morphInfluences[ i ] = value;
  9963. morphInfluencesSum += value;
  9964. continue;
  9965. }
  9966. }
  9967. morphInfluences[ i ] = 0;
  9968. }
  9969. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9970. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9971. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9972. const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9973. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9974. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9975. }
  9976. return {
  9977. update: update
  9978. };
  9979. }
  9980. /**
  9981. * @author mrdoob / http://mrdoob.com/
  9982. */
  9983. function WebGLObjects( gl, geometries, attributes, info ) {
  9984. let updateMap = new WeakMap();
  9985. function update( object ) {
  9986. const frame = info.render.frame;
  9987. const geometry = object.geometry;
  9988. const buffergeometry = geometries.get( object, geometry );
  9989. // Update once per frame
  9990. if ( updateMap.get( buffergeometry ) !== frame ) {
  9991. if ( geometry.isGeometry ) {
  9992. buffergeometry.updateFromObject( object );
  9993. }
  9994. geometries.update( buffergeometry );
  9995. updateMap.set( buffergeometry, frame );
  9996. }
  9997. if ( object.isInstancedMesh ) {
  9998. attributes.update( object.instanceMatrix, 34962 );
  9999. }
  10000. return buffergeometry;
  10001. }
  10002. function dispose() {
  10003. updateMap = new WeakMap();
  10004. }
  10005. return {
  10006. update: update,
  10007. dispose: dispose
  10008. };
  10009. }
  10010. /**
  10011. * @author mrdoob / http://mrdoob.com/
  10012. */
  10013. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10014. images = images !== undefined ? images : [];
  10015. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10016. format = format !== undefined ? format : RGBFormat;
  10017. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10018. this.flipY = false;
  10019. }
  10020. CubeTexture.prototype = Object.create( Texture.prototype );
  10021. CubeTexture.prototype.constructor = CubeTexture;
  10022. CubeTexture.prototype.isCubeTexture = true;
  10023. Object.defineProperty( CubeTexture.prototype, 'images', {
  10024. get: function () {
  10025. return this.image;
  10026. },
  10027. set: function ( value ) {
  10028. this.image = value;
  10029. }
  10030. } );
  10031. /**
  10032. * @author Takahiro https://github.com/takahirox
  10033. */
  10034. function DataTexture2DArray( data, width, height, depth ) {
  10035. Texture.call( this, null );
  10036. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10037. this.magFilter = NearestFilter;
  10038. this.minFilter = NearestFilter;
  10039. this.wrapR = ClampToEdgeWrapping;
  10040. this.generateMipmaps = false;
  10041. this.flipY = false;
  10042. this.needsUpdate = true;
  10043. }
  10044. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10045. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10046. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10047. /**
  10048. * @author Artur Trzesiok
  10049. */
  10050. function DataTexture3D( data, width, height, depth ) {
  10051. // We're going to add .setXXX() methods for setting properties later.
  10052. // Users can still set in DataTexture3D directly.
  10053. //
  10054. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10055. // texture.anisotropy = 16;
  10056. //
  10057. // See #14839
  10058. Texture.call( this, null );
  10059. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10060. this.magFilter = NearestFilter;
  10061. this.minFilter = NearestFilter;
  10062. this.wrapR = ClampToEdgeWrapping;
  10063. this.generateMipmaps = false;
  10064. this.flipY = false;
  10065. this.needsUpdate = true;
  10066. }
  10067. DataTexture3D.prototype = Object.create( Texture.prototype );
  10068. DataTexture3D.prototype.constructor = DataTexture3D;
  10069. DataTexture3D.prototype.isDataTexture3D = true;
  10070. /**
  10071. * @author tschw
  10072. * @author Mugen87 / https://github.com/Mugen87
  10073. * @author mrdoob / http://mrdoob.com/
  10074. *
  10075. * Uniforms of a program.
  10076. * Those form a tree structure with a special top-level container for the root,
  10077. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10078. *
  10079. *
  10080. * Properties of inner nodes including the top-level container:
  10081. *
  10082. * .seq - array of nested uniforms
  10083. * .map - nested uniforms by name
  10084. *
  10085. *
  10086. * Methods of all nodes except the top-level container:
  10087. *
  10088. * .setValue( gl, value, [textures] )
  10089. *
  10090. * uploads a uniform value(s)
  10091. * the 'textures' parameter is needed for sampler uniforms
  10092. *
  10093. *
  10094. * Static methods of the top-level container (textures factorizations):
  10095. *
  10096. * .upload( gl, seq, values, textures )
  10097. *
  10098. * sets uniforms in 'seq' to 'values[id].value'
  10099. *
  10100. * .seqWithValue( seq, values ) : filteredSeq
  10101. *
  10102. * filters 'seq' entries with corresponding entry in values
  10103. *
  10104. *
  10105. * Methods of the top-level container (textures factorizations):
  10106. *
  10107. * .setValue( gl, name, value, textures )
  10108. *
  10109. * sets uniform with name 'name' to 'value'
  10110. *
  10111. * .setOptional( gl, obj, prop )
  10112. *
  10113. * like .set for an optional property of the object
  10114. *
  10115. */
  10116. const emptyTexture = new Texture();
  10117. const emptyTexture2dArray = new DataTexture2DArray();
  10118. const emptyTexture3d = new DataTexture3D();
  10119. const emptyCubeTexture = new CubeTexture();
  10120. // --- Utilities ---
  10121. // Array Caches (provide typed arrays for temporary by size)
  10122. const arrayCacheF32 = [];
  10123. const arrayCacheI32 = [];
  10124. // Float32Array caches used for uploading Matrix uniforms
  10125. const mat4array = new Float32Array( 16 );
  10126. const mat3array = new Float32Array( 9 );
  10127. const mat2array = new Float32Array( 4 );
  10128. // Flattening for arrays of vectors and matrices
  10129. function flatten( array, nBlocks, blockSize ) {
  10130. const firstElem = array[ 0 ];
  10131. if ( firstElem <= 0 || firstElem > 0 ) return array;
  10132. // unoptimized: ! isNaN( firstElem )
  10133. // see http://jacksondunstan.com/articles/983
  10134. let n = nBlocks * blockSize,
  10135. r = arrayCacheF32[ n ];
  10136. if ( r === undefined ) {
  10137. r = new Float32Array( n );
  10138. arrayCacheF32[ n ] = r;
  10139. }
  10140. if ( nBlocks !== 0 ) {
  10141. firstElem.toArray( r, 0 );
  10142. for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10143. offset += blockSize;
  10144. array[ i ].toArray( r, offset );
  10145. }
  10146. }
  10147. return r;
  10148. }
  10149. function arraysEqual( a, b ) {
  10150. if ( a.length !== b.length ) return false;
  10151. for ( let i = 0, l = a.length; i < l; i ++ ) {
  10152. if ( a[ i ] !== b[ i ] ) return false;
  10153. }
  10154. return true;
  10155. }
  10156. function copyArray( a, b ) {
  10157. for ( let i = 0, l = b.length; i < l; i ++ ) {
  10158. a[ i ] = b[ i ];
  10159. }
  10160. }
  10161. // Texture unit allocation
  10162. function allocTexUnits( textures, n ) {
  10163. let r = arrayCacheI32[ n ];
  10164. if ( r === undefined ) {
  10165. r = new Int32Array( n );
  10166. arrayCacheI32[ n ] = r;
  10167. }
  10168. for ( let i = 0; i !== n; ++ i ) {
  10169. r[ i ] = textures.allocateTextureUnit();
  10170. }
  10171. return r;
  10172. }
  10173. // --- Setters ---
  10174. // Note: Defining these methods externally, because they come in a bunch
  10175. // and this way their names minify.
  10176. // Single scalar
  10177. function setValueV1f( gl, v ) {
  10178. const cache = this.cache;
  10179. if ( cache[ 0 ] === v ) return;
  10180. gl.uniform1f( this.addr, v );
  10181. cache[ 0 ] = v;
  10182. }
  10183. // Single float vector (from flat array or THREE.VectorN)
  10184. function setValueV2f( gl, v ) {
  10185. const cache = this.cache;
  10186. if ( v.x !== undefined ) {
  10187. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10188. gl.uniform2f( this.addr, v.x, v.y );
  10189. cache[ 0 ] = v.x;
  10190. cache[ 1 ] = v.y;
  10191. }
  10192. } else {
  10193. if ( arraysEqual( cache, v ) ) return;
  10194. gl.uniform2fv( this.addr, v );
  10195. copyArray( cache, v );
  10196. }
  10197. }
  10198. function setValueV3f( gl, v ) {
  10199. const cache = this.cache;
  10200. if ( v.x !== undefined ) {
  10201. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10202. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10203. cache[ 0 ] = v.x;
  10204. cache[ 1 ] = v.y;
  10205. cache[ 2 ] = v.z;
  10206. }
  10207. } else if ( v.r !== undefined ) {
  10208. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10209. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10210. cache[ 0 ] = v.r;
  10211. cache[ 1 ] = v.g;
  10212. cache[ 2 ] = v.b;
  10213. }
  10214. } else {
  10215. if ( arraysEqual( cache, v ) ) return;
  10216. gl.uniform3fv( this.addr, v );
  10217. copyArray( cache, v );
  10218. }
  10219. }
  10220. function setValueV4f( gl, v ) {
  10221. const cache = this.cache;
  10222. if ( v.x !== undefined ) {
  10223. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10224. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10225. cache[ 0 ] = v.x;
  10226. cache[ 1 ] = v.y;
  10227. cache[ 2 ] = v.z;
  10228. cache[ 3 ] = v.w;
  10229. }
  10230. } else {
  10231. if ( arraysEqual( cache, v ) ) return;
  10232. gl.uniform4fv( this.addr, v );
  10233. copyArray( cache, v );
  10234. }
  10235. }
  10236. // Single matrix (from flat array or MatrixN)
  10237. function setValueM2( gl, v ) {
  10238. const cache = this.cache;
  10239. const elements = v.elements;
  10240. if ( elements === undefined ) {
  10241. if ( arraysEqual( cache, v ) ) return;
  10242. gl.uniformMatrix2fv( this.addr, false, v );
  10243. copyArray( cache, v );
  10244. } else {
  10245. if ( arraysEqual( cache, elements ) ) return;
  10246. mat2array.set( elements );
  10247. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10248. copyArray( cache, elements );
  10249. }
  10250. }
  10251. function setValueM3( gl, v ) {
  10252. const cache = this.cache;
  10253. const elements = v.elements;
  10254. if ( elements === undefined ) {
  10255. if ( arraysEqual( cache, v ) ) return;
  10256. gl.uniformMatrix3fv( this.addr, false, v );
  10257. copyArray( cache, v );
  10258. } else {
  10259. if ( arraysEqual( cache, elements ) ) return;
  10260. mat3array.set( elements );
  10261. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10262. copyArray( cache, elements );
  10263. }
  10264. }
  10265. function setValueM4( gl, v ) {
  10266. const cache = this.cache;
  10267. const elements = v.elements;
  10268. if ( elements === undefined ) {
  10269. if ( arraysEqual( cache, v ) ) return;
  10270. gl.uniformMatrix4fv( this.addr, false, v );
  10271. copyArray( cache, v );
  10272. } else {
  10273. if ( arraysEqual( cache, elements ) ) return;
  10274. mat4array.set( elements );
  10275. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10276. copyArray( cache, elements );
  10277. }
  10278. }
  10279. // Single texture (2D / Cube)
  10280. function setValueT1( gl, v, textures ) {
  10281. const cache = this.cache;
  10282. const unit = textures.allocateTextureUnit();
  10283. if ( cache[ 0 ] !== unit ) {
  10284. gl.uniform1i( this.addr, unit );
  10285. cache[ 0 ] = unit;
  10286. }
  10287. textures.safeSetTexture2D( v || emptyTexture, unit );
  10288. }
  10289. function setValueT2DArray1( gl, v, textures ) {
  10290. const cache = this.cache;
  10291. const unit = textures.allocateTextureUnit();
  10292. if ( cache[ 0 ] !== unit ) {
  10293. gl.uniform1i( this.addr, unit );
  10294. cache[ 0 ] = unit;
  10295. }
  10296. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10297. }
  10298. function setValueT3D1( gl, v, textures ) {
  10299. const cache = this.cache;
  10300. const unit = textures.allocateTextureUnit();
  10301. if ( cache[ 0 ] !== unit ) {
  10302. gl.uniform1i( this.addr, unit );
  10303. cache[ 0 ] = unit;
  10304. }
  10305. textures.setTexture3D( v || emptyTexture3d, unit );
  10306. }
  10307. function setValueT6( gl, v, textures ) {
  10308. const cache = this.cache;
  10309. const unit = textures.allocateTextureUnit();
  10310. if ( cache[ 0 ] !== unit ) {
  10311. gl.uniform1i( this.addr, unit );
  10312. cache[ 0 ] = unit;
  10313. }
  10314. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10315. }
  10316. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10317. function setValueV1i( gl, v ) {
  10318. const cache = this.cache;
  10319. if ( cache[ 0 ] === v ) return;
  10320. gl.uniform1i( this.addr, v );
  10321. cache[ 0 ] = v;
  10322. }
  10323. function setValueV2i( gl, v ) {
  10324. const cache = this.cache;
  10325. if ( arraysEqual( cache, v ) ) return;
  10326. gl.uniform2iv( this.addr, v );
  10327. copyArray( cache, v );
  10328. }
  10329. function setValueV3i( gl, v ) {
  10330. const cache = this.cache;
  10331. if ( arraysEqual( cache, v ) ) return;
  10332. gl.uniform3iv( this.addr, v );
  10333. copyArray( cache, v );
  10334. }
  10335. function setValueV4i( gl, v ) {
  10336. const cache = this.cache;
  10337. if ( arraysEqual( cache, v ) ) return;
  10338. gl.uniform4iv( this.addr, v );
  10339. copyArray( cache, v );
  10340. }
  10341. // uint
  10342. function setValueV1ui( gl, v ) {
  10343. const cache = this.cache;
  10344. if ( cache[ 0 ] === v ) return;
  10345. gl.uniform1ui( this.addr, v );
  10346. cache[ 0 ] = v;
  10347. }
  10348. // Helper to pick the right setter for the singular case
  10349. function getSingularSetter( type ) {
  10350. switch ( type ) {
  10351. case 0x1406: return setValueV1f; // FLOAT
  10352. case 0x8b50: return setValueV2f; // _VEC2
  10353. case 0x8b51: return setValueV3f; // _VEC3
  10354. case 0x8b52: return setValueV4f; // _VEC4
  10355. case 0x8b5a: return setValueM2; // _MAT2
  10356. case 0x8b5b: return setValueM3; // _MAT3
  10357. case 0x8b5c: return setValueM4; // _MAT4
  10358. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10359. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10360. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10361. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10362. case 0x1405: return setValueV1ui; // UINT
  10363. case 0x8b5e: // SAMPLER_2D
  10364. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10365. case 0x8dca: // INT_SAMPLER_2D
  10366. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10367. case 0x8b62: // SAMPLER_2D_SHADOW
  10368. return setValueT1;
  10369. case 0x8b5f: // SAMPLER_3D
  10370. case 0x8dcb: // INT_SAMPLER_3D
  10371. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10372. return setValueT3D1;
  10373. case 0x8b60: // SAMPLER_CUBE
  10374. case 0x8dcc: // INT_SAMPLER_CUBE
  10375. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10376. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10377. return setValueT6;
  10378. case 0x8dc1: // SAMPLER_2D_ARRAY
  10379. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10380. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10381. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10382. return setValueT2DArray1;
  10383. }
  10384. }
  10385. // Array of scalars
  10386. function setValueV1fArray( gl, v ) {
  10387. gl.uniform1fv( this.addr, v );
  10388. }
  10389. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10390. function setValueV1iArray( gl, v ) {
  10391. gl.uniform1iv( this.addr, v );
  10392. }
  10393. function setValueV2iArray( gl, v ) {
  10394. gl.uniform2iv( this.addr, v );
  10395. }
  10396. function setValueV3iArray( gl, v ) {
  10397. gl.uniform3iv( this.addr, v );
  10398. }
  10399. function setValueV4iArray( gl, v ) {
  10400. gl.uniform4iv( this.addr, v );
  10401. }
  10402. // Array of vectors (flat or from THREE classes)
  10403. function setValueV2fArray( gl, v ) {
  10404. const data = flatten( v, this.size, 2 );
  10405. gl.uniform2fv( this.addr, data );
  10406. }
  10407. function setValueV3fArray( gl, v ) {
  10408. const data = flatten( v, this.size, 3 );
  10409. gl.uniform3fv( this.addr, data );
  10410. }
  10411. function setValueV4fArray( gl, v ) {
  10412. const data = flatten( v, this.size, 4 );
  10413. gl.uniform4fv( this.addr, data );
  10414. }
  10415. // Array of matrices (flat or from THREE clases)
  10416. function setValueM2Array( gl, v ) {
  10417. const data = flatten( v, this.size, 4 );
  10418. gl.uniformMatrix2fv( this.addr, false, data );
  10419. }
  10420. function setValueM3Array( gl, v ) {
  10421. const data = flatten( v, this.size, 9 );
  10422. gl.uniformMatrix3fv( this.addr, false, data );
  10423. }
  10424. function setValueM4Array( gl, v ) {
  10425. const data = flatten( v, this.size, 16 );
  10426. gl.uniformMatrix4fv( this.addr, false, data );
  10427. }
  10428. // Array of textures (2D / Cube)
  10429. function setValueT1Array( gl, v, textures ) {
  10430. const n = v.length;
  10431. const units = allocTexUnits( textures, n );
  10432. gl.uniform1iv( this.addr, units );
  10433. for ( let i = 0; i !== n; ++ i ) {
  10434. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10435. }
  10436. }
  10437. function setValueT6Array( gl, v, textures ) {
  10438. const n = v.length;
  10439. const units = allocTexUnits( textures, n );
  10440. gl.uniform1iv( this.addr, units );
  10441. for ( let i = 0; i !== n; ++ i ) {
  10442. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10443. }
  10444. }
  10445. // Helper to pick the right setter for a pure (bottom-level) array
  10446. function getPureArraySetter( type ) {
  10447. switch ( type ) {
  10448. case 0x1406: return setValueV1fArray; // FLOAT
  10449. case 0x8b50: return setValueV2fArray; // _VEC2
  10450. case 0x8b51: return setValueV3fArray; // _VEC3
  10451. case 0x8b52: return setValueV4fArray; // _VEC4
  10452. case 0x8b5a: return setValueM2Array; // _MAT2
  10453. case 0x8b5b: return setValueM3Array; // _MAT3
  10454. case 0x8b5c: return setValueM4Array; // _MAT4
  10455. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10456. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10457. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10458. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10459. case 0x8b5e: // SAMPLER_2D
  10460. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10461. case 0x8dca: // INT_SAMPLER_2D
  10462. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10463. case 0x8b62: // SAMPLER_2D_SHADOW
  10464. return setValueT1Array;
  10465. case 0x8b60: // SAMPLER_CUBE
  10466. case 0x8dcc: // INT_SAMPLER_CUBE
  10467. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10468. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10469. return setValueT6Array;
  10470. }
  10471. }
  10472. // --- Uniform Classes ---
  10473. function SingleUniform( id, activeInfo, addr ) {
  10474. this.id = id;
  10475. this.addr = addr;
  10476. this.cache = [];
  10477. this.setValue = getSingularSetter( activeInfo.type );
  10478. // this.path = activeInfo.name; // DEBUG
  10479. }
  10480. function PureArrayUniform( id, activeInfo, addr ) {
  10481. this.id = id;
  10482. this.addr = addr;
  10483. this.cache = [];
  10484. this.size = activeInfo.size;
  10485. this.setValue = getPureArraySetter( activeInfo.type );
  10486. // this.path = activeInfo.name; // DEBUG
  10487. }
  10488. PureArrayUniform.prototype.updateCache = function ( data ) {
  10489. let cache = this.cache;
  10490. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10491. this.cache = new Float32Array( data.length );
  10492. }
  10493. copyArray( cache, data );
  10494. };
  10495. function StructuredUniform( id ) {
  10496. this.id = id;
  10497. this.seq = [];
  10498. this.map = {};
  10499. }
  10500. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10501. const seq = this.seq;
  10502. for ( let i = 0, n = seq.length; i !== n; ++ i ) {
  10503. const u = seq[ i ];
  10504. u.setValue( gl, value[ u.id ], textures );
  10505. }
  10506. };
  10507. // --- Top-level ---
  10508. // Parser - builds up the property tree from the path strings
  10509. const RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10510. // extracts
  10511. // - the identifier (member name or array index)
  10512. // - followed by an optional right bracket (found when array index)
  10513. // - followed by an optional left bracket or dot (type of subscript)
  10514. //
  10515. // Note: These portions can be read in a non-overlapping fashion and
  10516. // allow straightforward parsing of the hierarchy that WebGL encodes
  10517. // in the uniform names.
  10518. function addUniform( container, uniformObject ) {
  10519. container.seq.push( uniformObject );
  10520. container.map[ uniformObject.id ] = uniformObject;
  10521. }
  10522. function parseUniform( activeInfo, addr, container ) {
  10523. const path = activeInfo.name,
  10524. pathLength = path.length;
  10525. // reset RegExp object, because of the early exit of a previous run
  10526. RePathPart.lastIndex = 0;
  10527. while ( true ) {
  10528. const match = RePathPart.exec( path ),
  10529. matchEnd = RePathPart.lastIndex;
  10530. let id = match[ 1 ],
  10531. idIsIndex = match[ 2 ] === ']',
  10532. subscript = match[ 3 ];
  10533. if ( idIsIndex ) id = id | 0; // convert to integer
  10534. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10535. // bare name or "pure" bottom-level array "[0]" suffix
  10536. addUniform( container, subscript === undefined ?
  10537. new SingleUniform( id, activeInfo, addr ) :
  10538. new PureArrayUniform( id, activeInfo, addr ) );
  10539. break;
  10540. } else {
  10541. // step into inner node / create it in case it doesn't exist
  10542. const map = container.map;
  10543. let next = map[ id ];
  10544. if ( next === undefined ) {
  10545. next = new StructuredUniform( id );
  10546. addUniform( container, next );
  10547. }
  10548. container = next;
  10549. }
  10550. }
  10551. }
  10552. // Root Container
  10553. function WebGLUniforms( gl, program ) {
  10554. this.seq = [];
  10555. this.map = {};
  10556. const n = gl.getProgramParameter( program, 35718 );
  10557. for ( let i = 0; i < n; ++ i ) {
  10558. const info = gl.getActiveUniform( program, i ),
  10559. addr = gl.getUniformLocation( program, info.name );
  10560. parseUniform( info, addr, this );
  10561. }
  10562. }
  10563. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10564. const u = this.map[ name ];
  10565. if ( u !== undefined ) u.setValue( gl, value, textures );
  10566. };
  10567. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10568. const v = object[ name ];
  10569. if ( v !== undefined ) this.setValue( gl, name, v );
  10570. };
  10571. // Static interface
  10572. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10573. for ( let i = 0, n = seq.length; i !== n; ++ i ) {
  10574. const u = seq[ i ],
  10575. v = values[ u.id ];
  10576. if ( v.needsUpdate !== false ) {
  10577. // note: always updating when .needsUpdate is undefined
  10578. u.setValue( gl, v.value, textures );
  10579. }
  10580. }
  10581. };
  10582. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10583. const r = [];
  10584. for ( let i = 0, n = seq.length; i !== n; ++ i ) {
  10585. const u = seq[ i ];
  10586. if ( u.id in values ) r.push( u );
  10587. }
  10588. return r;
  10589. };
  10590. /**
  10591. * @author mrdoob / http://mrdoob.com/
  10592. */
  10593. function WebGLShader( gl, type, string ) {
  10594. const shader = gl.createShader( type );
  10595. gl.shaderSource( shader, string );
  10596. gl.compileShader( shader );
  10597. return shader;
  10598. }
  10599. /**
  10600. * @author mrdoob / http://mrdoob.com/
  10601. */
  10602. let programIdCount = 0;
  10603. function addLineNumbers( string ) {
  10604. const lines = string.split( '\n' );
  10605. for ( let i = 0; i < lines.length; i ++ ) {
  10606. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10607. }
  10608. return lines.join( '\n' );
  10609. }
  10610. function getEncodingComponents( encoding ) {
  10611. switch ( encoding ) {
  10612. case LinearEncoding:
  10613. return [ 'Linear', '( value )' ];
  10614. case sRGBEncoding:
  10615. return [ 'sRGB', '( value )' ];
  10616. case RGBEEncoding:
  10617. return [ 'RGBE', '( value )' ];
  10618. case RGBM7Encoding:
  10619. return [ 'RGBM', '( value, 7.0 )' ];
  10620. case RGBM16Encoding:
  10621. return [ 'RGBM', '( value, 16.0 )' ];
  10622. case RGBDEncoding:
  10623. return [ 'RGBD', '( value, 256.0 )' ];
  10624. case GammaEncoding:
  10625. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10626. case LogLuvEncoding:
  10627. return [ 'LogLuv', '( value )' ];
  10628. default:
  10629. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10630. return [ 'Linear', '( value )' ];
  10631. }
  10632. }
  10633. function getShaderErrors( gl, shader, type ) {
  10634. const status = gl.getShaderParameter( shader, 35713 );
  10635. const log = gl.getShaderInfoLog( shader ).trim();
  10636. if ( status && log === '' ) return '';
  10637. // --enable-privileged-webgl-extension
  10638. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10639. const source = gl.getShaderSource( shader );
  10640. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10641. }
  10642. function getTexelDecodingFunction( functionName, encoding ) {
  10643. const components = getEncodingComponents( encoding );
  10644. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10645. }
  10646. function getTexelEncodingFunction( functionName, encoding ) {
  10647. const components = getEncodingComponents( encoding );
  10648. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10649. }
  10650. function getToneMappingFunction( functionName, toneMapping ) {
  10651. let toneMappingName;
  10652. switch ( toneMapping ) {
  10653. case LinearToneMapping:
  10654. toneMappingName = 'Linear';
  10655. break;
  10656. case ReinhardToneMapping:
  10657. toneMappingName = 'Reinhard';
  10658. break;
  10659. case CineonToneMapping:
  10660. toneMappingName = 'OptimizedCineon';
  10661. break;
  10662. case ACESFilmicToneMapping:
  10663. toneMappingName = 'ACESFilmic';
  10664. break;
  10665. default:
  10666. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10667. toneMappingName = 'Linear';
  10668. }
  10669. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10670. }
  10671. function generateExtensions( parameters ) {
  10672. const chunks = [
  10673. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10674. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10675. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10676. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10677. ];
  10678. return chunks.filter( filterEmptyLine ).join( '\n' );
  10679. }
  10680. function generateDefines( defines ) {
  10681. const chunks = [];
  10682. for ( const name in defines ) {
  10683. const value = defines[ name ];
  10684. if ( value === false ) continue;
  10685. chunks.push( '#define ' + name + ' ' + value );
  10686. }
  10687. return chunks.join( '\n' );
  10688. }
  10689. function fetchAttributeLocations( gl, program ) {
  10690. const attributes = {};
  10691. const n = gl.getProgramParameter( program, 35721 );
  10692. for ( let i = 0; i < n; i ++ ) {
  10693. const info = gl.getActiveAttrib( program, i );
  10694. const name = info.name;
  10695. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10696. attributes[ name ] = gl.getAttribLocation( program, name );
  10697. }
  10698. return attributes;
  10699. }
  10700. function filterEmptyLine( string ) {
  10701. return string !== '';
  10702. }
  10703. function replaceLightNums( string, parameters ) {
  10704. return string
  10705. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10706. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10707. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10708. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10709. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10710. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10711. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10712. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10713. }
  10714. function replaceClippingPlaneNums( string, parameters ) {
  10715. return string
  10716. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10717. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10718. }
  10719. // Resolve Includes
  10720. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10721. function resolveIncludes( string ) {
  10722. return string.replace( includePattern, includeReplacer );
  10723. }
  10724. function includeReplacer( match, include ) {
  10725. const string = ShaderChunk[ include ];
  10726. if ( string === undefined ) {
  10727. throw new Error( 'Can not resolve #include <' + include + '>' );
  10728. }
  10729. return resolveIncludes( string );
  10730. }
  10731. // Unroll Loops
  10732. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10733. const unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10734. function unrollLoops( string ) {
  10735. return string
  10736. .replace( unrollLoopPattern, loopReplacer )
  10737. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10738. }
  10739. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10740. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10741. return loopReplacer( match, start, end, snippet );
  10742. }
  10743. function loopReplacer( match, start, end, snippet ) {
  10744. let string = '';
  10745. for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10746. string += snippet
  10747. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10748. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10749. }
  10750. return string;
  10751. }
  10752. //
  10753. function generatePrecision( parameters ) {
  10754. let precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10755. if ( parameters.precision === "highp" ) {
  10756. precisionstring += "\n#define HIGH_PRECISION";
  10757. } else if ( parameters.precision === "mediump" ) {
  10758. precisionstring += "\n#define MEDIUM_PRECISION";
  10759. } else if ( parameters.precision === "lowp" ) {
  10760. precisionstring += "\n#define LOW_PRECISION";
  10761. }
  10762. return precisionstring;
  10763. }
  10764. function generateShadowMapTypeDefine( parameters ) {
  10765. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10766. if ( parameters.shadowMapType === PCFShadowMap ) {
  10767. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10768. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10769. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10770. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10771. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10772. }
  10773. return shadowMapTypeDefine;
  10774. }
  10775. function generateEnvMapTypeDefine( parameters ) {
  10776. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10777. if ( parameters.envMap ) {
  10778. switch ( parameters.envMapMode ) {
  10779. case CubeReflectionMapping:
  10780. case CubeRefractionMapping:
  10781. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10782. break;
  10783. case CubeUVReflectionMapping:
  10784. case CubeUVRefractionMapping:
  10785. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10786. break;
  10787. case EquirectangularReflectionMapping:
  10788. case EquirectangularRefractionMapping:
  10789. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10790. break;
  10791. }
  10792. }
  10793. return envMapTypeDefine;
  10794. }
  10795. function generateEnvMapModeDefine( parameters ) {
  10796. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10797. if ( parameters.envMap ) {
  10798. switch ( parameters.envMapMode ) {
  10799. case CubeRefractionMapping:
  10800. case EquirectangularRefractionMapping:
  10801. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10802. break;
  10803. }
  10804. }
  10805. return envMapModeDefine;
  10806. }
  10807. function generateEnvMapBlendingDefine( parameters ) {
  10808. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10809. if ( parameters.envMap ) {
  10810. switch ( parameters.combine ) {
  10811. case MultiplyOperation:
  10812. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10813. break;
  10814. case MixOperation:
  10815. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10816. break;
  10817. case AddOperation:
  10818. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10819. break;
  10820. }
  10821. }
  10822. return envMapBlendingDefine;
  10823. }
  10824. function WebGLProgram( renderer, cacheKey, parameters ) {
  10825. const gl = renderer.getContext();
  10826. const defines = parameters.defines;
  10827. let vertexShader = parameters.vertexShader;
  10828. let fragmentShader = parameters.fragmentShader;
  10829. const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10830. const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10831. const envMapModeDefine = generateEnvMapModeDefine( parameters );
  10832. const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10833. const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10834. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10835. const customDefines = generateDefines( defines );
  10836. const program = gl.createProgram();
  10837. let prefixVertex, prefixFragment;
  10838. if ( parameters.isRawShaderMaterial ) {
  10839. prefixVertex = [
  10840. customDefines
  10841. ].filter( filterEmptyLine ).join( '\n' );
  10842. if ( prefixVertex.length > 0 ) {
  10843. prefixVertex += '\n';
  10844. }
  10845. prefixFragment = [
  10846. customExtensions,
  10847. customDefines
  10848. ].filter( filterEmptyLine ).join( '\n' );
  10849. if ( prefixFragment.length > 0 ) {
  10850. prefixFragment += '\n';
  10851. }
  10852. } else {
  10853. prefixVertex = [
  10854. generatePrecision( parameters ),
  10855. '#define SHADER_NAME ' + parameters.shaderName,
  10856. customDefines,
  10857. parameters.instancing ? '#define USE_INSTANCING' : '',
  10858. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10859. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10860. '#define MAX_BONES ' + parameters.maxBones,
  10861. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10862. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10863. parameters.map ? '#define USE_MAP' : '',
  10864. parameters.envMap ? '#define USE_ENVMAP' : '',
  10865. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10866. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10867. parameters.aoMap ? '#define USE_AOMAP' : '',
  10868. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10869. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10870. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10871. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10872. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10873. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10874. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10875. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10876. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10877. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10878. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10879. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10880. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10881. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10882. parameters.vertexColors ? '#define USE_COLOR' : '',
  10883. parameters.vertexUvs ? '#define USE_UV' : '',
  10884. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10885. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10886. parameters.skinning ? '#define USE_SKINNING' : '',
  10887. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10888. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10889. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10890. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10891. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10892. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10893. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10894. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10895. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10896. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10897. 'uniform mat4 modelMatrix;',
  10898. 'uniform mat4 modelViewMatrix;',
  10899. 'uniform mat4 projectionMatrix;',
  10900. 'uniform mat4 viewMatrix;',
  10901. 'uniform mat3 normalMatrix;',
  10902. 'uniform vec3 cameraPosition;',
  10903. 'uniform bool isOrthographic;',
  10904. '#ifdef USE_INSTANCING',
  10905. ' attribute mat4 instanceMatrix;',
  10906. '#endif',
  10907. 'attribute vec3 position;',
  10908. 'attribute vec3 normal;',
  10909. 'attribute vec2 uv;',
  10910. '#ifdef USE_TANGENT',
  10911. ' attribute vec4 tangent;',
  10912. '#endif',
  10913. '#ifdef USE_COLOR',
  10914. ' attribute vec3 color;',
  10915. '#endif',
  10916. '#ifdef USE_MORPHTARGETS',
  10917. ' attribute vec3 morphTarget0;',
  10918. ' attribute vec3 morphTarget1;',
  10919. ' attribute vec3 morphTarget2;',
  10920. ' attribute vec3 morphTarget3;',
  10921. ' #ifdef USE_MORPHNORMALS',
  10922. ' attribute vec3 morphNormal0;',
  10923. ' attribute vec3 morphNormal1;',
  10924. ' attribute vec3 morphNormal2;',
  10925. ' attribute vec3 morphNormal3;',
  10926. ' #else',
  10927. ' attribute vec3 morphTarget4;',
  10928. ' attribute vec3 morphTarget5;',
  10929. ' attribute vec3 morphTarget6;',
  10930. ' attribute vec3 morphTarget7;',
  10931. ' #endif',
  10932. '#endif',
  10933. '#ifdef USE_SKINNING',
  10934. ' attribute vec4 skinIndex;',
  10935. ' attribute vec4 skinWeight;',
  10936. '#endif',
  10937. '\n'
  10938. ].filter( filterEmptyLine ).join( '\n' );
  10939. prefixFragment = [
  10940. customExtensions,
  10941. generatePrecision( parameters ),
  10942. '#define SHADER_NAME ' + parameters.shaderName,
  10943. customDefines,
  10944. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10945. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10946. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10947. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10948. parameters.map ? '#define USE_MAP' : '',
  10949. parameters.matcap ? '#define USE_MATCAP' : '',
  10950. parameters.envMap ? '#define USE_ENVMAP' : '',
  10951. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10952. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10953. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10954. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10955. parameters.aoMap ? '#define USE_AOMAP' : '',
  10956. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10957. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10958. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10959. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10960. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10961. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10962. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10963. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10964. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10965. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10966. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10967. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10968. parameters.sheen ? '#define USE_SHEEN' : '',
  10969. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10970. parameters.vertexColors ? '#define USE_COLOR' : '',
  10971. parameters.vertexUvs ? '#define USE_UV' : '',
  10972. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10973. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10974. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10975. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10976. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10977. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10978. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10979. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10980. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10981. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10982. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10983. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10984. 'uniform mat4 viewMatrix;',
  10985. 'uniform vec3 cameraPosition;',
  10986. 'uniform bool isOrthographic;',
  10987. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10988. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10989. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10990. parameters.dithering ? '#define DITHERING' : '',
  10991. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  10992. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10993. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10994. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10995. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10996. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10997. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  10998. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10999. '\n'
  11000. ].filter( filterEmptyLine ).join( '\n' );
  11001. }
  11002. vertexShader = resolveIncludes( vertexShader );
  11003. vertexShader = replaceLightNums( vertexShader, parameters );
  11004. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11005. fragmentShader = resolveIncludes( fragmentShader );
  11006. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11007. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11008. vertexShader = unrollLoops( vertexShader );
  11009. fragmentShader = unrollLoops( fragmentShader );
  11010. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11011. let isGLSL3ShaderMaterial = false;
  11012. const versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11013. if ( parameters.isShaderMaterial &&
  11014. vertexShader.match( versionRegex ) !== null &&
  11015. fragmentShader.match( versionRegex ) !== null ) {
  11016. isGLSL3ShaderMaterial = true;
  11017. vertexShader = vertexShader.replace( versionRegex, '' );
  11018. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11019. }
  11020. // GLSL 3.0 conversion
  11021. prefixVertex = [
  11022. '#version 300 es\n',
  11023. '#define attribute in',
  11024. '#define varying out',
  11025. '#define texture2D texture'
  11026. ].join( '\n' ) + '\n' + prefixVertex;
  11027. prefixFragment = [
  11028. '#version 300 es\n',
  11029. '#define varying in',
  11030. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11031. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11032. '#define gl_FragDepthEXT gl_FragDepth',
  11033. '#define texture2D texture',
  11034. '#define textureCube texture',
  11035. '#define texture2DProj textureProj',
  11036. '#define texture2DLodEXT textureLod',
  11037. '#define texture2DProjLodEXT textureProjLod',
  11038. '#define textureCubeLodEXT textureLod',
  11039. '#define texture2DGradEXT textureGrad',
  11040. '#define texture2DProjGradEXT textureProjGrad',
  11041. '#define textureCubeGradEXT textureGrad'
  11042. ].join( '\n' ) + '\n' + prefixFragment;
  11043. }
  11044. const vertexGlsl = prefixVertex + vertexShader;
  11045. const fragmentGlsl = prefixFragment + fragmentShader;
  11046. // console.log( '*VERTEX*', vertexGlsl );
  11047. // console.log( '*FRAGMENT*', fragmentGlsl );
  11048. const glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11049. const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11050. gl.attachShader( program, glVertexShader );
  11051. gl.attachShader( program, glFragmentShader );
  11052. // Force a particular attribute to index 0.
  11053. if ( parameters.index0AttributeName !== undefined ) {
  11054. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11055. } else if ( parameters.morphTargets === true ) {
  11056. // programs with morphTargets displace position out of attribute 0
  11057. gl.bindAttribLocation( program, 0, 'position' );
  11058. }
  11059. gl.linkProgram( program );
  11060. // check for link errors
  11061. if ( renderer.debug.checkShaderErrors ) {
  11062. const programLog = gl.getProgramInfoLog( program ).trim();
  11063. const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11064. const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11065. let runnable = true;
  11066. let haveDiagnostics = true;
  11067. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11068. runnable = false;
  11069. const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11070. const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11071. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11072. } else if ( programLog !== '' ) {
  11073. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11074. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11075. haveDiagnostics = false;
  11076. }
  11077. if ( haveDiagnostics ) {
  11078. this.diagnostics = {
  11079. runnable: runnable,
  11080. programLog: programLog,
  11081. vertexShader: {
  11082. log: vertexLog,
  11083. prefix: prefixVertex
  11084. },
  11085. fragmentShader: {
  11086. log: fragmentLog,
  11087. prefix: prefixFragment
  11088. }
  11089. };
  11090. }
  11091. }
  11092. // Clean up
  11093. // Crashes in iOS9 and iOS10. #18402
  11094. // gl.detachShader( program, glVertexShader );
  11095. // gl.detachShader( program, glFragmentShader );
  11096. gl.deleteShader( glVertexShader );
  11097. gl.deleteShader( glFragmentShader );
  11098. // set up caching for uniform locations
  11099. let cachedUniforms;
  11100. this.getUniforms = function () {
  11101. if ( cachedUniforms === undefined ) {
  11102. cachedUniforms = new WebGLUniforms( gl, program );
  11103. }
  11104. return cachedUniforms;
  11105. };
  11106. // set up caching for attribute locations
  11107. let cachedAttributes;
  11108. this.getAttributes = function () {
  11109. if ( cachedAttributes === undefined ) {
  11110. cachedAttributes = fetchAttributeLocations( gl, program );
  11111. }
  11112. return cachedAttributes;
  11113. };
  11114. // free resource
  11115. this.destroy = function () {
  11116. gl.deleteProgram( program );
  11117. this.program = undefined;
  11118. };
  11119. //
  11120. this.name = parameters.shaderName;
  11121. this.id = programIdCount ++;
  11122. this.cacheKey = cacheKey;
  11123. this.usedTimes = 1;
  11124. this.program = program;
  11125. this.vertexShader = glVertexShader;
  11126. this.fragmentShader = glFragmentShader;
  11127. return this;
  11128. }
  11129. /**
  11130. * @author mrdoob / http://mrdoob.com/
  11131. */
  11132. function WebGLPrograms( renderer, extensions, capabilities ) {
  11133. const programs = [];
  11134. const isWebGL2 = capabilities.isWebGL2;
  11135. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11136. const floatVertexTextures = capabilities.floatVertexTextures;
  11137. const maxVertexUniforms = capabilities.maxVertexUniforms;
  11138. const vertexTextures = capabilities.vertexTextures;
  11139. let precision = capabilities.precision;
  11140. const shaderIDs = {
  11141. MeshDepthMaterial: 'depth',
  11142. MeshDistanceMaterial: 'distanceRGBA',
  11143. MeshNormalMaterial: 'normal',
  11144. MeshBasicMaterial: 'basic',
  11145. MeshLambertMaterial: 'lambert',
  11146. MeshPhongMaterial: 'phong',
  11147. MeshToonMaterial: 'toon',
  11148. MeshStandardMaterial: 'physical',
  11149. MeshPhysicalMaterial: 'physical',
  11150. MeshMatcapMaterial: 'matcap',
  11151. LineBasicMaterial: 'basic',
  11152. LineDashedMaterial: 'dashed',
  11153. PointsMaterial: 'points',
  11154. ShadowMaterial: 'shadow',
  11155. SpriteMaterial: 'sprite'
  11156. };
  11157. const parameterNames = [
  11158. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11159. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11160. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11161. "roughnessMap", "metalnessMap", "gradientMap",
  11162. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11163. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11164. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11165. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11166. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11167. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11168. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11169. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11170. "sheen"
  11171. ];
  11172. function getShaderObject( material, shaderID ) {
  11173. let shaderobject;
  11174. if ( shaderID ) {
  11175. const shader = ShaderLib[ shaderID ];
  11176. shaderobject = {
  11177. name: material.name || material.type,
  11178. uniforms: UniformsUtils.clone( shader.uniforms ),
  11179. vertexShader: shader.vertexShader,
  11180. fragmentShader: shader.fragmentShader
  11181. };
  11182. } else {
  11183. shaderobject = {
  11184. name: material.name || material.type,
  11185. uniforms: material.uniforms,
  11186. vertexShader: material.vertexShader,
  11187. fragmentShader: material.fragmentShader
  11188. };
  11189. }
  11190. return shaderobject;
  11191. }
  11192. function allocateBones( object ) {
  11193. const skeleton = object.skeleton;
  11194. const bones = skeleton.bones;
  11195. if ( floatVertexTextures ) {
  11196. return 1024;
  11197. } else {
  11198. // default for when object is not specified
  11199. // ( for example when prebuilding shader to be used with multiple objects )
  11200. //
  11201. // - leave some extra space for other uniforms
  11202. // - limit here is ANGLE's 254 max uniform vectors
  11203. // (up to 54 should be safe)
  11204. const nVertexUniforms = maxVertexUniforms;
  11205. const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11206. const maxBones = Math.min( nVertexMatrices, bones.length );
  11207. if ( maxBones < bones.length ) {
  11208. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11209. return 0;
  11210. }
  11211. return maxBones;
  11212. }
  11213. }
  11214. function getTextureEncodingFromMap( map ) {
  11215. let encoding;
  11216. if ( ! map ) {
  11217. encoding = LinearEncoding;
  11218. } else if ( map.isTexture ) {
  11219. encoding = map.encoding;
  11220. } else if ( map.isWebGLRenderTarget ) {
  11221. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11222. encoding = map.texture.encoding;
  11223. }
  11224. return encoding;
  11225. }
  11226. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11227. const fog = scene.fog;
  11228. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  11229. const envMap = material.envMap || environment;
  11230. const shaderID = shaderIDs[ material.type ];
  11231. // heuristics to create shader parameters according to lights in the scene
  11232. // (not to blow over maxLights budget)
  11233. const maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11234. if ( material.precision !== null ) {
  11235. precision = capabilities.getMaxPrecision( material.precision );
  11236. if ( precision !== material.precision ) {
  11237. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11238. }
  11239. }
  11240. const shaderobject = getShaderObject( material, shaderID );
  11241. material.onBeforeCompile( shaderobject, renderer );
  11242. const currentRenderTarget = renderer.getRenderTarget();
  11243. const parameters = {
  11244. isWebGL2: isWebGL2,
  11245. shaderID: shaderID,
  11246. shaderName: shaderobject.name,
  11247. uniforms: shaderobject.uniforms,
  11248. vertexShader: shaderobject.vertexShader,
  11249. fragmentShader: shaderobject.fragmentShader,
  11250. defines: material.defines,
  11251. isRawShaderMaterial: material.isRawShaderMaterial,
  11252. isShaderMaterial: material.isShaderMaterial,
  11253. precision: precision,
  11254. instancing: object.isInstancedMesh === true,
  11255. supportsVertexTextures: vertexTextures,
  11256. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11257. map: !! material.map,
  11258. mapEncoding: getTextureEncodingFromMap( material.map ),
  11259. matcap: !! material.matcap,
  11260. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11261. envMap: !! envMap,
  11262. envMapMode: envMap && envMap.mapping,
  11263. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11264. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11265. lightMap: !! material.lightMap,
  11266. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11267. aoMap: !! material.aoMap,
  11268. emissiveMap: !! material.emissiveMap,
  11269. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11270. bumpMap: !! material.bumpMap,
  11271. normalMap: !! material.normalMap,
  11272. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11273. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11274. clearcoatMap: !! material.clearcoatMap,
  11275. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11276. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11277. displacementMap: !! material.displacementMap,
  11278. roughnessMap: !! material.roughnessMap,
  11279. metalnessMap: !! material.metalnessMap,
  11280. specularMap: !! material.specularMap,
  11281. alphaMap: !! material.alphaMap,
  11282. gradientMap: !! material.gradientMap,
  11283. sheen: !! material.sheen,
  11284. combine: material.combine,
  11285. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11286. vertexColors: material.vertexColors,
  11287. 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,
  11288. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11289. fog: !! fog,
  11290. useFog: material.fog,
  11291. fogExp2: ( fog && fog.isFogExp2 ),
  11292. flatShading: material.flatShading,
  11293. sizeAttenuation: material.sizeAttenuation,
  11294. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11295. skinning: material.skinning && maxBones > 0,
  11296. maxBones: maxBones,
  11297. useVertexTexture: floatVertexTextures,
  11298. morphTargets: material.morphTargets,
  11299. morphNormals: material.morphNormals,
  11300. maxMorphTargets: renderer.maxMorphTargets,
  11301. maxMorphNormals: renderer.maxMorphNormals,
  11302. numDirLights: lights.directional.length,
  11303. numPointLights: lights.point.length,
  11304. numSpotLights: lights.spot.length,
  11305. numRectAreaLights: lights.rectArea.length,
  11306. numHemiLights: lights.hemi.length,
  11307. numDirLightShadows: lights.directionalShadowMap.length,
  11308. numPointLightShadows: lights.pointShadowMap.length,
  11309. numSpotLightShadows: lights.spotShadowMap.length,
  11310. numClippingPlanes: nClipPlanes,
  11311. numClipIntersection: nClipIntersection,
  11312. dithering: material.dithering,
  11313. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11314. shadowMapType: renderer.shadowMap.type,
  11315. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11316. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11317. premultipliedAlpha: material.premultipliedAlpha,
  11318. alphaTest: material.alphaTest,
  11319. doubleSided: material.side === DoubleSide,
  11320. flipSided: material.side === BackSide,
  11321. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11322. index0AttributeName: material.index0AttributeName,
  11323. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11324. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11325. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11326. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11327. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11328. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11329. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11330. onBeforeCompile: material.onBeforeCompile
  11331. };
  11332. return parameters;
  11333. }
  11334. function getProgramCacheKey( parameters ) {
  11335. const array = [];
  11336. if ( parameters.shaderID ) {
  11337. array.push( parameters.shaderID );
  11338. } else {
  11339. array.push( parameters.fragmentShader );
  11340. array.push( parameters.vertexShader );
  11341. }
  11342. if ( parameters.defines !== undefined ) {
  11343. for ( const name in parameters.defines ) {
  11344. array.push( name );
  11345. array.push( parameters.defines[ name ] );
  11346. }
  11347. }
  11348. if ( parameters.isRawShaderMaterial === undefined ) {
  11349. for ( let i = 0; i < parameterNames.length; i ++ ) {
  11350. array.push( parameters[ parameterNames[ i ] ] );
  11351. }
  11352. array.push( renderer.outputEncoding );
  11353. array.push( renderer.gammaFactor );
  11354. }
  11355. array.push( parameters.onBeforeCompile.toString() );
  11356. return array.join();
  11357. }
  11358. function acquireProgram( parameters, cacheKey ) {
  11359. let program;
  11360. // Check if code has been already compiled
  11361. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  11362. const preexistingProgram = programs[ p ];
  11363. if ( preexistingProgram.cacheKey === cacheKey ) {
  11364. program = preexistingProgram;
  11365. ++ program.usedTimes;
  11366. break;
  11367. }
  11368. }
  11369. if ( program === undefined ) {
  11370. program = new WebGLProgram( renderer, cacheKey, parameters );
  11371. programs.push( program );
  11372. }
  11373. return program;
  11374. }
  11375. function releaseProgram( program ) {
  11376. if ( -- program.usedTimes === 0 ) {
  11377. // Remove from unordered set
  11378. const i = programs.indexOf( program );
  11379. programs[ i ] = programs[ programs.length - 1 ];
  11380. programs.pop();
  11381. // Free WebGL resources
  11382. program.destroy();
  11383. }
  11384. }
  11385. return {
  11386. getParameters: getParameters,
  11387. getProgramCacheKey: getProgramCacheKey,
  11388. acquireProgram: acquireProgram,
  11389. releaseProgram: releaseProgram,
  11390. // Exposed for resource monitoring & error feedback via renderer.info:
  11391. programs: programs
  11392. };
  11393. }
  11394. /**
  11395. * @author fordacious / fordacious.github.io
  11396. */
  11397. function WebGLProperties() {
  11398. let properties = new WeakMap();
  11399. function get( object ) {
  11400. let map = properties.get( object );
  11401. if ( map === undefined ) {
  11402. map = {};
  11403. properties.set( object, map );
  11404. }
  11405. return map;
  11406. }
  11407. function remove( object ) {
  11408. properties.delete( object );
  11409. }
  11410. function update( object, key, value ) {
  11411. properties.get( object )[ key ] = value;
  11412. }
  11413. function dispose() {
  11414. properties = new WeakMap();
  11415. }
  11416. return {
  11417. get: get,
  11418. remove: remove,
  11419. update: update,
  11420. dispose: dispose
  11421. };
  11422. }
  11423. /**
  11424. * @author mrdoob / http://mrdoob.com/
  11425. */
  11426. function painterSortStable( a, b ) {
  11427. if ( a.groupOrder !== b.groupOrder ) {
  11428. return a.groupOrder - b.groupOrder;
  11429. } else if ( a.renderOrder !== b.renderOrder ) {
  11430. return a.renderOrder - b.renderOrder;
  11431. } else if ( a.program !== b.program ) {
  11432. return a.program.id - b.program.id;
  11433. } else if ( a.material.id !== b.material.id ) {
  11434. return a.material.id - b.material.id;
  11435. } else if ( a.z !== b.z ) {
  11436. return a.z - b.z;
  11437. } else {
  11438. return a.id - b.id;
  11439. }
  11440. }
  11441. function reversePainterSortStable( a, b ) {
  11442. if ( a.groupOrder !== b.groupOrder ) {
  11443. return a.groupOrder - b.groupOrder;
  11444. } else if ( a.renderOrder !== b.renderOrder ) {
  11445. return a.renderOrder - b.renderOrder;
  11446. } else if ( a.z !== b.z ) {
  11447. return b.z - a.z;
  11448. } else {
  11449. return a.id - b.id;
  11450. }
  11451. }
  11452. function WebGLRenderList() {
  11453. const renderItems = [];
  11454. let renderItemsIndex = 0;
  11455. const opaque = [];
  11456. const transparent = [];
  11457. const defaultProgram = { id: - 1 };
  11458. function init() {
  11459. renderItemsIndex = 0;
  11460. opaque.length = 0;
  11461. transparent.length = 0;
  11462. }
  11463. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11464. let renderItem = renderItems[ renderItemsIndex ];
  11465. if ( renderItem === undefined ) {
  11466. renderItem = {
  11467. id: object.id,
  11468. object: object,
  11469. geometry: geometry,
  11470. material: material,
  11471. program: material.program || defaultProgram,
  11472. groupOrder: groupOrder,
  11473. renderOrder: object.renderOrder,
  11474. z: z,
  11475. group: group
  11476. };
  11477. renderItems[ renderItemsIndex ] = renderItem;
  11478. } else {
  11479. renderItem.id = object.id;
  11480. renderItem.object = object;
  11481. renderItem.geometry = geometry;
  11482. renderItem.material = material;
  11483. renderItem.program = material.program || defaultProgram;
  11484. renderItem.groupOrder = groupOrder;
  11485. renderItem.renderOrder = object.renderOrder;
  11486. renderItem.z = z;
  11487. renderItem.group = group;
  11488. }
  11489. renderItemsIndex ++;
  11490. return renderItem;
  11491. }
  11492. function push( object, geometry, material, groupOrder, z, group ) {
  11493. const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11494. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11495. }
  11496. function unshift( object, geometry, material, groupOrder, z, group ) {
  11497. const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11498. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11499. }
  11500. function sort( customOpaqueSort, customTransparentSort ) {
  11501. if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
  11502. if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );
  11503. }
  11504. function finish() {
  11505. // Clear references from inactive renderItems in the list
  11506. for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11507. const renderItem = renderItems[ i ];
  11508. if ( renderItem.id === null ) break;
  11509. renderItem.id = null;
  11510. renderItem.object = null;
  11511. renderItem.geometry = null;
  11512. renderItem.material = null;
  11513. renderItem.program = null;
  11514. renderItem.group = null;
  11515. }
  11516. }
  11517. return {
  11518. opaque: opaque,
  11519. transparent: transparent,
  11520. init: init,
  11521. push: push,
  11522. unshift: unshift,
  11523. finish: finish,
  11524. sort: sort
  11525. };
  11526. }
  11527. function WebGLRenderLists() {
  11528. let lists = new WeakMap();
  11529. function onSceneDispose( event ) {
  11530. const scene = event.target;
  11531. scene.removeEventListener( 'dispose', onSceneDispose );
  11532. lists.delete( scene );
  11533. }
  11534. function get( scene, camera ) {
  11535. const cameras = lists.get( scene );
  11536. let list;
  11537. if ( cameras === undefined ) {
  11538. list = new WebGLRenderList();
  11539. lists.set( scene, new WeakMap() );
  11540. lists.get( scene ).set( camera, list );
  11541. scene.addEventListener( 'dispose', onSceneDispose );
  11542. } else {
  11543. list = cameras.get( camera );
  11544. if ( list === undefined ) {
  11545. list = new WebGLRenderList();
  11546. cameras.set( camera, list );
  11547. }
  11548. }
  11549. return list;
  11550. }
  11551. function dispose() {
  11552. lists = new WeakMap();
  11553. }
  11554. return {
  11555. get: get,
  11556. dispose: dispose
  11557. };
  11558. }
  11559. /**
  11560. * @author mrdoob / http://mrdoob.com/
  11561. */
  11562. function UniformsCache() {
  11563. const lights = {};
  11564. return {
  11565. get: function ( light ) {
  11566. if ( lights[ light.id ] !== undefined ) {
  11567. return lights[ light.id ];
  11568. }
  11569. let uniforms;
  11570. switch ( light.type ) {
  11571. case 'DirectionalLight':
  11572. uniforms = {
  11573. direction: new Vector3(),
  11574. color: new Color()
  11575. };
  11576. break;
  11577. case 'SpotLight':
  11578. uniforms = {
  11579. position: new Vector3(),
  11580. direction: new Vector3(),
  11581. color: new Color(),
  11582. distance: 0,
  11583. coneCos: 0,
  11584. penumbraCos: 0,
  11585. decay: 0
  11586. };
  11587. break;
  11588. case 'PointLight':
  11589. uniforms = {
  11590. position: new Vector3(),
  11591. color: new Color(),
  11592. distance: 0,
  11593. decay: 0
  11594. };
  11595. break;
  11596. case 'HemisphereLight':
  11597. uniforms = {
  11598. direction: new Vector3(),
  11599. skyColor: new Color(),
  11600. groundColor: new Color()
  11601. };
  11602. break;
  11603. case 'RectAreaLight':
  11604. uniforms = {
  11605. color: new Color(),
  11606. position: new Vector3(),
  11607. halfWidth: new Vector3(),
  11608. halfHeight: new Vector3()
  11609. };
  11610. break;
  11611. }
  11612. lights[ light.id ] = uniforms;
  11613. return uniforms;
  11614. }
  11615. };
  11616. }
  11617. function ShadowUniformsCache() {
  11618. const lights = {};
  11619. return {
  11620. get: function ( light ) {
  11621. if ( lights[ light.id ] !== undefined ) {
  11622. return lights[ light.id ];
  11623. }
  11624. let uniforms;
  11625. switch ( light.type ) {
  11626. case 'DirectionalLight':
  11627. uniforms = {
  11628. shadowBias: 0,
  11629. shadowRadius: 1,
  11630. shadowMapSize: new Vector2()
  11631. };
  11632. break;
  11633. case 'SpotLight':
  11634. uniforms = {
  11635. shadowBias: 0,
  11636. shadowRadius: 1,
  11637. shadowMapSize: new Vector2()
  11638. };
  11639. break;
  11640. case 'PointLight':
  11641. uniforms = {
  11642. shadowBias: 0,
  11643. shadowRadius: 1,
  11644. shadowMapSize: new Vector2(),
  11645. shadowCameraNear: 1,
  11646. shadowCameraFar: 1000
  11647. };
  11648. break;
  11649. // TODO (abelnation): set RectAreaLight shadow uniforms
  11650. }
  11651. lights[ light.id ] = uniforms;
  11652. return uniforms;
  11653. }
  11654. };
  11655. }
  11656. let nextVersion = 0;
  11657. function shadowCastingLightsFirst( lightA, lightB ) {
  11658. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11659. }
  11660. function WebGLLights() {
  11661. const cache = new UniformsCache();
  11662. const shadowCache = ShadowUniformsCache();
  11663. const state = {
  11664. version: 0,
  11665. hash: {
  11666. directionalLength: - 1,
  11667. pointLength: - 1,
  11668. spotLength: - 1,
  11669. rectAreaLength: - 1,
  11670. hemiLength: - 1,
  11671. numDirectionalShadows: - 1,
  11672. numPointShadows: - 1,
  11673. numSpotShadows: - 1
  11674. },
  11675. ambient: [ 0, 0, 0 ],
  11676. probe: [],
  11677. directional: [],
  11678. directionalShadow: [],
  11679. directionalShadowMap: [],
  11680. directionalShadowMatrix: [],
  11681. spot: [],
  11682. spotShadow: [],
  11683. spotShadowMap: [],
  11684. spotShadowMatrix: [],
  11685. rectArea: [],
  11686. point: [],
  11687. pointShadow: [],
  11688. pointShadowMap: [],
  11689. pointShadowMatrix: [],
  11690. hemi: []
  11691. };
  11692. for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11693. const vector3 = new Vector3();
  11694. const matrix4 = new Matrix4();
  11695. const matrix42 = new Matrix4();
  11696. function setup( lights, shadows, camera ) {
  11697. let r = 0, g = 0, b = 0;
  11698. for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11699. let directionalLength = 0;
  11700. let pointLength = 0;
  11701. let spotLength = 0;
  11702. let rectAreaLength = 0;
  11703. let hemiLength = 0;
  11704. let numDirectionalShadows = 0;
  11705. let numPointShadows = 0;
  11706. let numSpotShadows = 0;
  11707. const viewMatrix = camera.matrixWorldInverse;
  11708. lights.sort( shadowCastingLightsFirst );
  11709. for ( let i = 0, l = lights.length; i < l; i ++ ) {
  11710. const light = lights[ i ];
  11711. const color = light.color;
  11712. const intensity = light.intensity;
  11713. const distance = light.distance;
  11714. const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11715. if ( light.isAmbientLight ) {
  11716. r += color.r * intensity;
  11717. g += color.g * intensity;
  11718. b += color.b * intensity;
  11719. } else if ( light.isLightProbe ) {
  11720. for ( let j = 0; j < 9; j ++ ) {
  11721. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11722. }
  11723. } else if ( light.isDirectionalLight ) {
  11724. const uniforms = cache.get( light );
  11725. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11726. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11727. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11728. uniforms.direction.sub( vector3 );
  11729. uniforms.direction.transformDirection( viewMatrix );
  11730. if ( light.castShadow ) {
  11731. const shadow = light.shadow;
  11732. const shadowUniforms = shadowCache.get( light );
  11733. shadowUniforms.shadowBias = shadow.bias;
  11734. shadowUniforms.shadowRadius = shadow.radius;
  11735. shadowUniforms.shadowMapSize = shadow.mapSize;
  11736. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11737. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11738. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11739. numDirectionalShadows ++;
  11740. }
  11741. state.directional[ directionalLength ] = uniforms;
  11742. directionalLength ++;
  11743. } else if ( light.isSpotLight ) {
  11744. const uniforms = cache.get( light );
  11745. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11746. uniforms.position.applyMatrix4( viewMatrix );
  11747. uniforms.color.copy( color ).multiplyScalar( intensity );
  11748. uniforms.distance = distance;
  11749. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11750. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11751. uniforms.direction.sub( vector3 );
  11752. uniforms.direction.transformDirection( viewMatrix );
  11753. uniforms.coneCos = Math.cos( light.angle );
  11754. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11755. uniforms.decay = light.decay;
  11756. if ( light.castShadow ) {
  11757. const shadow = light.shadow;
  11758. const shadowUniforms = shadowCache.get( light );
  11759. shadowUniforms.shadowBias = shadow.bias;
  11760. shadowUniforms.shadowRadius = shadow.radius;
  11761. shadowUniforms.shadowMapSize = shadow.mapSize;
  11762. state.spotShadow[ spotLength ] = shadowUniforms;
  11763. state.spotShadowMap[ spotLength ] = shadowMap;
  11764. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11765. numSpotShadows ++;
  11766. }
  11767. state.spot[ spotLength ] = uniforms;
  11768. spotLength ++;
  11769. } else if ( light.isRectAreaLight ) {
  11770. const uniforms = cache.get( light );
  11771. // (a) intensity is the total visible light emitted
  11772. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11773. // (b) intensity is the brightness of the light
  11774. uniforms.color.copy( color ).multiplyScalar( intensity );
  11775. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11776. uniforms.position.applyMatrix4( viewMatrix );
  11777. // extract local rotation of light to derive width/height half vectors
  11778. matrix42.identity();
  11779. matrix4.copy( light.matrixWorld );
  11780. matrix4.premultiply( viewMatrix );
  11781. matrix42.extractRotation( matrix4 );
  11782. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11783. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11784. uniforms.halfWidth.applyMatrix4( matrix42 );
  11785. uniforms.halfHeight.applyMatrix4( matrix42 );
  11786. // TODO (abelnation): RectAreaLight distance?
  11787. // uniforms.distance = distance;
  11788. state.rectArea[ rectAreaLength ] = uniforms;
  11789. rectAreaLength ++;
  11790. } else if ( light.isPointLight ) {
  11791. const uniforms = cache.get( light );
  11792. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11793. uniforms.position.applyMatrix4( viewMatrix );
  11794. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11795. uniforms.distance = light.distance;
  11796. uniforms.decay = light.decay;
  11797. if ( light.castShadow ) {
  11798. const shadow = light.shadow;
  11799. const shadowUniforms = shadowCache.get( light );
  11800. shadowUniforms.shadowBias = shadow.bias;
  11801. shadowUniforms.shadowRadius = shadow.radius;
  11802. shadowUniforms.shadowMapSize = shadow.mapSize;
  11803. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11804. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11805. state.pointShadow[ pointLength ] = shadowUniforms;
  11806. state.pointShadowMap[ pointLength ] = shadowMap;
  11807. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11808. numPointShadows ++;
  11809. }
  11810. state.point[ pointLength ] = uniforms;
  11811. pointLength ++;
  11812. } else if ( light.isHemisphereLight ) {
  11813. const uniforms = cache.get( light );
  11814. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11815. uniforms.direction.transformDirection( viewMatrix );
  11816. uniforms.direction.normalize();
  11817. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11818. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11819. state.hemi[ hemiLength ] = uniforms;
  11820. hemiLength ++;
  11821. }
  11822. }
  11823. state.ambient[ 0 ] = r;
  11824. state.ambient[ 1 ] = g;
  11825. state.ambient[ 2 ] = b;
  11826. const hash = state.hash;
  11827. if ( hash.directionalLength !== directionalLength ||
  11828. hash.pointLength !== pointLength ||
  11829. hash.spotLength !== spotLength ||
  11830. hash.rectAreaLength !== rectAreaLength ||
  11831. hash.hemiLength !== hemiLength ||
  11832. hash.numDirectionalShadows !== numDirectionalShadows ||
  11833. hash.numPointShadows !== numPointShadows ||
  11834. hash.numSpotShadows !== numSpotShadows ) {
  11835. state.directional.length = directionalLength;
  11836. state.spot.length = spotLength;
  11837. state.rectArea.length = rectAreaLength;
  11838. state.point.length = pointLength;
  11839. state.hemi.length = hemiLength;
  11840. state.directionalShadow.length = numDirectionalShadows;
  11841. state.directionalShadowMap.length = numDirectionalShadows;
  11842. state.pointShadow.length = numPointShadows;
  11843. state.pointShadowMap.length = numPointShadows;
  11844. state.spotShadow.length = numSpotShadows;
  11845. state.spotShadowMap.length = numSpotShadows;
  11846. state.directionalShadowMatrix.length = numDirectionalShadows;
  11847. state.pointShadowMatrix.length = numPointShadows;
  11848. state.spotShadowMatrix.length = numSpotShadows;
  11849. hash.directionalLength = directionalLength;
  11850. hash.pointLength = pointLength;
  11851. hash.spotLength = spotLength;
  11852. hash.rectAreaLength = rectAreaLength;
  11853. hash.hemiLength = hemiLength;
  11854. hash.numDirectionalShadows = numDirectionalShadows;
  11855. hash.numPointShadows = numPointShadows;
  11856. hash.numSpotShadows = numSpotShadows;
  11857. state.version = nextVersion ++;
  11858. }
  11859. }
  11860. return {
  11861. setup: setup,
  11862. state: state
  11863. };
  11864. }
  11865. /**
  11866. * @author Mugen87 / https://github.com/Mugen87
  11867. */
  11868. function WebGLRenderState() {
  11869. const lights = new WebGLLights();
  11870. const lightsArray = [];
  11871. const shadowsArray = [];
  11872. function init() {
  11873. lightsArray.length = 0;
  11874. shadowsArray.length = 0;
  11875. }
  11876. function pushLight( light ) {
  11877. lightsArray.push( light );
  11878. }
  11879. function pushShadow( shadowLight ) {
  11880. shadowsArray.push( shadowLight );
  11881. }
  11882. function setupLights( camera ) {
  11883. lights.setup( lightsArray, shadowsArray, camera );
  11884. }
  11885. const state = {
  11886. lightsArray: lightsArray,
  11887. shadowsArray: shadowsArray,
  11888. lights: lights
  11889. };
  11890. return {
  11891. init: init,
  11892. state: state,
  11893. setupLights: setupLights,
  11894. pushLight: pushLight,
  11895. pushShadow: pushShadow
  11896. };
  11897. }
  11898. function WebGLRenderStates() {
  11899. let renderStates = new WeakMap();
  11900. function onSceneDispose( event ) {
  11901. const scene = event.target;
  11902. scene.removeEventListener( 'dispose', onSceneDispose );
  11903. renderStates.delete( scene );
  11904. }
  11905. function get( scene, camera ) {
  11906. let renderState;
  11907. if ( renderStates.has( scene ) === false ) {
  11908. renderState = new WebGLRenderState();
  11909. renderStates.set( scene, new WeakMap() );
  11910. renderStates.get( scene ).set( camera, renderState );
  11911. scene.addEventListener( 'dispose', onSceneDispose );
  11912. } else {
  11913. if ( renderStates.get( scene ).has( camera ) === false ) {
  11914. renderState = new WebGLRenderState();
  11915. renderStates.get( scene ).set( camera, renderState );
  11916. } else {
  11917. renderState = renderStates.get( scene ).get( camera );
  11918. }
  11919. }
  11920. return renderState;
  11921. }
  11922. function dispose() {
  11923. renderStates = new WeakMap();
  11924. }
  11925. return {
  11926. get: get,
  11927. dispose: dispose
  11928. };
  11929. }
  11930. /**
  11931. * @author mrdoob / http://mrdoob.com/
  11932. * @author alteredq / http://alteredqualia.com/
  11933. * @author bhouston / https://clara.io
  11934. * @author WestLangley / http://github.com/WestLangley
  11935. *
  11936. * parameters = {
  11937. *
  11938. * opacity: <float>,
  11939. *
  11940. * map: new THREE.Texture( <Image> ),
  11941. *
  11942. * alphaMap: new THREE.Texture( <Image> ),
  11943. *
  11944. * displacementMap: new THREE.Texture( <Image> ),
  11945. * displacementScale: <float>,
  11946. * displacementBias: <float>,
  11947. *
  11948. * wireframe: <boolean>,
  11949. * wireframeLinewidth: <float>
  11950. * }
  11951. */
  11952. function MeshDepthMaterial( parameters ) {
  11953. Material.call( this );
  11954. this.type = 'MeshDepthMaterial';
  11955. this.depthPacking = BasicDepthPacking;
  11956. this.skinning = false;
  11957. this.morphTargets = false;
  11958. this.map = null;
  11959. this.alphaMap = null;
  11960. this.displacementMap = null;
  11961. this.displacementScale = 1;
  11962. this.displacementBias = 0;
  11963. this.wireframe = false;
  11964. this.wireframeLinewidth = 1;
  11965. this.fog = false;
  11966. this.setValues( parameters );
  11967. }
  11968. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11969. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11970. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11971. MeshDepthMaterial.prototype.copy = function ( source ) {
  11972. Material.prototype.copy.call( this, source );
  11973. this.depthPacking = source.depthPacking;
  11974. this.skinning = source.skinning;
  11975. this.morphTargets = source.morphTargets;
  11976. this.map = source.map;
  11977. this.alphaMap = source.alphaMap;
  11978. this.displacementMap = source.displacementMap;
  11979. this.displacementScale = source.displacementScale;
  11980. this.displacementBias = source.displacementBias;
  11981. this.wireframe = source.wireframe;
  11982. this.wireframeLinewidth = source.wireframeLinewidth;
  11983. return this;
  11984. };
  11985. /**
  11986. * @author WestLangley / http://github.com/WestLangley
  11987. *
  11988. * parameters = {
  11989. *
  11990. * referencePosition: <float>,
  11991. * nearDistance: <float>,
  11992. * farDistance: <float>,
  11993. *
  11994. * skinning: <bool>,
  11995. * morphTargets: <bool>,
  11996. *
  11997. * map: new THREE.Texture( <Image> ),
  11998. *
  11999. * alphaMap: new THREE.Texture( <Image> ),
  12000. *
  12001. * displacementMap: new THREE.Texture( <Image> ),
  12002. * displacementScale: <float>,
  12003. * displacementBias: <float>
  12004. *
  12005. * }
  12006. */
  12007. function MeshDistanceMaterial( parameters ) {
  12008. Material.call( this );
  12009. this.type = 'MeshDistanceMaterial';
  12010. this.referencePosition = new Vector3();
  12011. this.nearDistance = 1;
  12012. this.farDistance = 1000;
  12013. this.skinning = false;
  12014. this.morphTargets = false;
  12015. this.map = null;
  12016. this.alphaMap = null;
  12017. this.displacementMap = null;
  12018. this.displacementScale = 1;
  12019. this.displacementBias = 0;
  12020. this.fog = false;
  12021. this.setValues( parameters );
  12022. }
  12023. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12024. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12025. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12026. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12027. Material.prototype.copy.call( this, source );
  12028. this.referencePosition.copy( source.referencePosition );
  12029. this.nearDistance = source.nearDistance;
  12030. this.farDistance = source.farDistance;
  12031. this.skinning = source.skinning;
  12032. this.morphTargets = source.morphTargets;
  12033. this.map = source.map;
  12034. this.alphaMap = source.alphaMap;
  12035. this.displacementMap = source.displacementMap;
  12036. this.displacementScale = source.displacementScale;
  12037. this.displacementBias = source.displacementBias;
  12038. return this;
  12039. };
  12040. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12041. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12042. /**
  12043. * @author alteredq / http://alteredqualia.com/
  12044. * @author mrdoob / http://mrdoob.com/
  12045. */
  12046. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12047. let _frustum = new Frustum();
  12048. const _shadowMapSize = new Vector2(),
  12049. _viewportSize = new Vector2(),
  12050. _viewport = new Vector4(),
  12051. _depthMaterials = [],
  12052. _distanceMaterials = [],
  12053. _materialCache = {};
  12054. const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12055. const shadowMaterialVertical = new ShaderMaterial( {
  12056. defines: {
  12057. SAMPLE_RATE: 2.0 / 8.0,
  12058. HALF_SAMPLE_RATE: 1.0 / 8.0
  12059. },
  12060. uniforms: {
  12061. shadow_pass: { value: null },
  12062. resolution: { value: new Vector2() },
  12063. radius: { value: 4.0 }
  12064. },
  12065. vertexShader: vsm_vert,
  12066. fragmentShader: vsm_frag
  12067. } );
  12068. const shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12069. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12070. const fullScreenTri = new BufferGeometry();
  12071. fullScreenTri.setAttribute(
  12072. "position",
  12073. new BufferAttribute(
  12074. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12075. 3
  12076. )
  12077. );
  12078. const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12079. const scope = this;
  12080. this.enabled = false;
  12081. this.autoUpdate = true;
  12082. this.needsUpdate = false;
  12083. this.type = PCFShadowMap;
  12084. this.render = function ( lights, scene, camera ) {
  12085. if ( scope.enabled === false ) return;
  12086. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  12087. if ( lights.length === 0 ) return;
  12088. const currentRenderTarget = _renderer.getRenderTarget();
  12089. const activeCubeFace = _renderer.getActiveCubeFace();
  12090. const activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12091. const _state = _renderer.state;
  12092. // Set GL state for depth map.
  12093. _state.setBlending( NoBlending );
  12094. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12095. _state.buffers.depth.setTest( true );
  12096. _state.setScissorTest( false );
  12097. // render depth map
  12098. for ( let i = 0, il = lights.length; i < il; i ++ ) {
  12099. const light = lights[ i ];
  12100. const shadow = light.shadow;
  12101. if ( shadow === undefined ) {
  12102. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12103. continue;
  12104. }
  12105. _shadowMapSize.copy( shadow.mapSize );
  12106. const shadowFrameExtents = shadow.getFrameExtents();
  12107. _shadowMapSize.multiply( shadowFrameExtents );
  12108. _viewportSize.copy( shadow.mapSize );
  12109. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12110. if ( _shadowMapSize.x > maxTextureSize ) {
  12111. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12112. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12113. shadow.mapSize.x = _viewportSize.x;
  12114. }
  12115. if ( _shadowMapSize.y > maxTextureSize ) {
  12116. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12117. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12118. shadow.mapSize.y = _viewportSize.y;
  12119. }
  12120. }
  12121. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12122. const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12123. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12124. shadow.map.texture.name = light.name + ".shadowMap";
  12125. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12126. shadow.camera.updateProjectionMatrix();
  12127. }
  12128. if ( shadow.map === null ) {
  12129. const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12130. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12131. shadow.map.texture.name = light.name + ".shadowMap";
  12132. shadow.camera.updateProjectionMatrix();
  12133. }
  12134. _renderer.setRenderTarget( shadow.map );
  12135. _renderer.clear();
  12136. const viewportCount = shadow.getViewportCount();
  12137. for ( let vp = 0; vp < viewportCount; vp ++ ) {
  12138. const viewport = shadow.getViewport( vp );
  12139. _viewport.set(
  12140. _viewportSize.x * viewport.x,
  12141. _viewportSize.y * viewport.y,
  12142. _viewportSize.x * viewport.z,
  12143. _viewportSize.y * viewport.w
  12144. );
  12145. _state.viewport( _viewport );
  12146. shadow.updateMatrices( light, vp );
  12147. _frustum = shadow.getFrustum();
  12148. renderObject( scene, camera, shadow.camera, light, this.type );
  12149. }
  12150. // do blur pass for VSM
  12151. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12152. VSMPass( shadow, camera );
  12153. }
  12154. }
  12155. scope.needsUpdate = false;
  12156. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12157. };
  12158. function VSMPass( shadow, camera ) {
  12159. const geometry = _objects.update( fullScreenMesh );
  12160. // vertical pass
  12161. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12162. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12163. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12164. _renderer.setRenderTarget( shadow.mapPass );
  12165. _renderer.clear();
  12166. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12167. // horizonal pass
  12168. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12169. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12170. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12171. _renderer.setRenderTarget( shadow.map );
  12172. _renderer.clear();
  12173. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12174. }
  12175. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12176. const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12177. let material = _depthMaterials[ index ];
  12178. if ( material === undefined ) {
  12179. material = new MeshDepthMaterial( {
  12180. depthPacking: RGBADepthPacking,
  12181. morphTargets: useMorphing,
  12182. skinning: useSkinning
  12183. } );
  12184. _depthMaterials[ index ] = material;
  12185. }
  12186. return material;
  12187. }
  12188. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12189. const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12190. let material = _distanceMaterials[ index ];
  12191. if ( material === undefined ) {
  12192. material = new MeshDistanceMaterial( {
  12193. morphTargets: useMorphing,
  12194. skinning: useSkinning
  12195. } );
  12196. _distanceMaterials[ index ] = material;
  12197. }
  12198. return material;
  12199. }
  12200. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12201. let result = null;
  12202. let getMaterialVariant = getDepthMaterialVariant;
  12203. let customMaterial = object.customDepthMaterial;
  12204. if ( light.isPointLight === true ) {
  12205. getMaterialVariant = getDistanceMaterialVariant;
  12206. customMaterial = object.customDistanceMaterial;
  12207. }
  12208. if ( customMaterial === undefined ) {
  12209. let useMorphing = false;
  12210. if ( material.morphTargets === true ) {
  12211. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12212. }
  12213. let useSkinning = false;
  12214. if ( object.isSkinnedMesh === true ) {
  12215. if ( material.skinning === true ) {
  12216. useSkinning = true;
  12217. } else {
  12218. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12219. }
  12220. }
  12221. const useInstancing = object.isInstancedMesh === true;
  12222. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12223. } else {
  12224. result = customMaterial;
  12225. }
  12226. if ( _renderer.localClippingEnabled &&
  12227. material.clipShadows === true &&
  12228. material.clippingPlanes.length !== 0 ) {
  12229. // in this case we need a unique material instance reflecting the
  12230. // appropriate state
  12231. const keyA = result.uuid, keyB = material.uuid;
  12232. let materialsForVariant = _materialCache[ keyA ];
  12233. if ( materialsForVariant === undefined ) {
  12234. materialsForVariant = {};
  12235. _materialCache[ keyA ] = materialsForVariant;
  12236. }
  12237. let cachedMaterial = materialsForVariant[ keyB ];
  12238. if ( cachedMaterial === undefined ) {
  12239. cachedMaterial = result.clone();
  12240. materialsForVariant[ keyB ] = cachedMaterial;
  12241. }
  12242. result = cachedMaterial;
  12243. }
  12244. result.visible = material.visible;
  12245. result.wireframe = material.wireframe;
  12246. if ( type === VSMShadowMap ) {
  12247. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12248. } else {
  12249. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12250. }
  12251. result.clipShadows = material.clipShadows;
  12252. result.clippingPlanes = material.clippingPlanes;
  12253. result.clipIntersection = material.clipIntersection;
  12254. result.wireframeLinewidth = material.wireframeLinewidth;
  12255. result.linewidth = material.linewidth;
  12256. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12257. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12258. result.nearDistance = shadowCameraNear;
  12259. result.farDistance = shadowCameraFar;
  12260. }
  12261. return result;
  12262. }
  12263. function renderObject( object, camera, shadowCamera, light, type ) {
  12264. if ( object.visible === false ) return;
  12265. const visible = object.layers.test( camera.layers );
  12266. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12267. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12268. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12269. const geometry = _objects.update( object );
  12270. const material = object.material;
  12271. if ( Array.isArray( material ) ) {
  12272. const groups = geometry.groups;
  12273. for ( let k = 0, kl = groups.length; k < kl; k ++ ) {
  12274. const group = groups[ k ];
  12275. const groupMaterial = material[ group.materialIndex ];
  12276. if ( groupMaterial && groupMaterial.visible ) {
  12277. const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12278. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12279. }
  12280. }
  12281. } else if ( material.visible ) {
  12282. const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12283. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12284. }
  12285. }
  12286. }
  12287. const children = object.children;
  12288. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12289. renderObject( children[ i ], camera, shadowCamera, light, type );
  12290. }
  12291. }
  12292. }
  12293. /**
  12294. * @author mrdoob / http://mrdoob.com/
  12295. */
  12296. function WebGLState( gl, extensions, capabilities ) {
  12297. const isWebGL2 = capabilities.isWebGL2;
  12298. function ColorBuffer() {
  12299. let locked = false;
  12300. const color = new Vector4();
  12301. let currentColorMask = null;
  12302. const currentColorClear = new Vector4( 0, 0, 0, 0 );
  12303. return {
  12304. setMask: function ( colorMask ) {
  12305. if ( currentColorMask !== colorMask && ! locked ) {
  12306. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12307. currentColorMask = colorMask;
  12308. }
  12309. },
  12310. setLocked: function ( lock ) {
  12311. locked = lock;
  12312. },
  12313. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12314. if ( premultipliedAlpha === true ) {
  12315. r *= a; g *= a; b *= a;
  12316. }
  12317. color.set( r, g, b, a );
  12318. if ( currentColorClear.equals( color ) === false ) {
  12319. gl.clearColor( r, g, b, a );
  12320. currentColorClear.copy( color );
  12321. }
  12322. },
  12323. reset: function () {
  12324. locked = false;
  12325. currentColorMask = null;
  12326. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12327. }
  12328. };
  12329. }
  12330. function DepthBuffer() {
  12331. let locked = false;
  12332. let currentDepthMask = null;
  12333. let currentDepthFunc = null;
  12334. let currentDepthClear = null;
  12335. return {
  12336. setTest: function ( depthTest ) {
  12337. if ( depthTest ) {
  12338. enable( 2929 );
  12339. } else {
  12340. disable( 2929 );
  12341. }
  12342. },
  12343. setMask: function ( depthMask ) {
  12344. if ( currentDepthMask !== depthMask && ! locked ) {
  12345. gl.depthMask( depthMask );
  12346. currentDepthMask = depthMask;
  12347. }
  12348. },
  12349. setFunc: function ( depthFunc ) {
  12350. if ( currentDepthFunc !== depthFunc ) {
  12351. if ( depthFunc ) {
  12352. switch ( depthFunc ) {
  12353. case NeverDepth:
  12354. gl.depthFunc( 512 );
  12355. break;
  12356. case AlwaysDepth:
  12357. gl.depthFunc( 519 );
  12358. break;
  12359. case LessDepth:
  12360. gl.depthFunc( 513 );
  12361. break;
  12362. case LessEqualDepth:
  12363. gl.depthFunc( 515 );
  12364. break;
  12365. case EqualDepth:
  12366. gl.depthFunc( 514 );
  12367. break;
  12368. case GreaterEqualDepth:
  12369. gl.depthFunc( 518 );
  12370. break;
  12371. case GreaterDepth:
  12372. gl.depthFunc( 516 );
  12373. break;
  12374. case NotEqualDepth:
  12375. gl.depthFunc( 517 );
  12376. break;
  12377. default:
  12378. gl.depthFunc( 515 );
  12379. }
  12380. } else {
  12381. gl.depthFunc( 515 );
  12382. }
  12383. currentDepthFunc = depthFunc;
  12384. }
  12385. },
  12386. setLocked: function ( lock ) {
  12387. locked = lock;
  12388. },
  12389. setClear: function ( depth ) {
  12390. if ( currentDepthClear !== depth ) {
  12391. gl.clearDepth( depth );
  12392. currentDepthClear = depth;
  12393. }
  12394. },
  12395. reset: function () {
  12396. locked = false;
  12397. currentDepthMask = null;
  12398. currentDepthFunc = null;
  12399. currentDepthClear = null;
  12400. }
  12401. };
  12402. }
  12403. function StencilBuffer() {
  12404. let locked = false;
  12405. let currentStencilMask = null;
  12406. let currentStencilFunc = null;
  12407. let currentStencilRef = null;
  12408. let currentStencilFuncMask = null;
  12409. let currentStencilFail = null;
  12410. let currentStencilZFail = null;
  12411. let currentStencilZPass = null;
  12412. let currentStencilClear = null;
  12413. return {
  12414. setTest: function ( stencilTest ) {
  12415. if ( ! locked ) {
  12416. if ( stencilTest ) {
  12417. enable( 2960 );
  12418. } else {
  12419. disable( 2960 );
  12420. }
  12421. }
  12422. },
  12423. setMask: function ( stencilMask ) {
  12424. if ( currentStencilMask !== stencilMask && ! locked ) {
  12425. gl.stencilMask( stencilMask );
  12426. currentStencilMask = stencilMask;
  12427. }
  12428. },
  12429. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12430. if ( currentStencilFunc !== stencilFunc ||
  12431. currentStencilRef !== stencilRef ||
  12432. currentStencilFuncMask !== stencilMask ) {
  12433. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12434. currentStencilFunc = stencilFunc;
  12435. currentStencilRef = stencilRef;
  12436. currentStencilFuncMask = stencilMask;
  12437. }
  12438. },
  12439. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12440. if ( currentStencilFail !== stencilFail ||
  12441. currentStencilZFail !== stencilZFail ||
  12442. currentStencilZPass !== stencilZPass ) {
  12443. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12444. currentStencilFail = stencilFail;
  12445. currentStencilZFail = stencilZFail;
  12446. currentStencilZPass = stencilZPass;
  12447. }
  12448. },
  12449. setLocked: function ( lock ) {
  12450. locked = lock;
  12451. },
  12452. setClear: function ( stencil ) {
  12453. if ( currentStencilClear !== stencil ) {
  12454. gl.clearStencil( stencil );
  12455. currentStencilClear = stencil;
  12456. }
  12457. },
  12458. reset: function () {
  12459. locked = false;
  12460. currentStencilMask = null;
  12461. currentStencilFunc = null;
  12462. currentStencilRef = null;
  12463. currentStencilFuncMask = null;
  12464. currentStencilFail = null;
  12465. currentStencilZFail = null;
  12466. currentStencilZPass = null;
  12467. currentStencilClear = null;
  12468. }
  12469. };
  12470. }
  12471. //
  12472. const colorBuffer = new ColorBuffer();
  12473. const depthBuffer = new DepthBuffer();
  12474. const stencilBuffer = new StencilBuffer();
  12475. const maxVertexAttributes = gl.getParameter( 34921 );
  12476. const newAttributes = new Uint8Array( maxVertexAttributes );
  12477. const enabledAttributes = new Uint8Array( maxVertexAttributes );
  12478. const attributeDivisors = new Uint8Array( maxVertexAttributes );
  12479. let enabledCapabilities = {};
  12480. let currentProgram = null;
  12481. let currentBlendingEnabled = null;
  12482. let currentBlending = null;
  12483. let currentBlendEquation = null;
  12484. let currentBlendSrc = null;
  12485. let currentBlendDst = null;
  12486. let currentBlendEquationAlpha = null;
  12487. let currentBlendSrcAlpha = null;
  12488. let currentBlendDstAlpha = null;
  12489. let currentPremultipledAlpha = false;
  12490. let currentFlipSided = null;
  12491. let currentCullFace = null;
  12492. let currentLineWidth = null;
  12493. let currentPolygonOffsetFactor = null;
  12494. let currentPolygonOffsetUnits = null;
  12495. const maxTextures = gl.getParameter( 35661 );
  12496. let lineWidthAvailable = false;
  12497. let version = 0;
  12498. const glVersion = gl.getParameter( 7938 );
  12499. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12500. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12501. lineWidthAvailable = ( version >= 1.0 );
  12502. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12503. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12504. lineWidthAvailable = ( version >= 2.0 );
  12505. }
  12506. let currentTextureSlot = null;
  12507. let currentBoundTextures = {};
  12508. const currentScissor = new Vector4();
  12509. const currentViewport = new Vector4();
  12510. function createTexture( type, target, count ) {
  12511. const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12512. const texture = gl.createTexture();
  12513. gl.bindTexture( type, texture );
  12514. gl.texParameteri( type, 10241, 9728 );
  12515. gl.texParameteri( type, 10240, 9728 );
  12516. for ( let i = 0; i < count; i ++ ) {
  12517. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12518. }
  12519. return texture;
  12520. }
  12521. const emptyTextures = {};
  12522. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12523. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12524. // init
  12525. colorBuffer.setClear( 0, 0, 0, 1 );
  12526. depthBuffer.setClear( 1 );
  12527. stencilBuffer.setClear( 0 );
  12528. enable( 2929 );
  12529. depthBuffer.setFunc( LessEqualDepth );
  12530. setFlipSided( false );
  12531. setCullFace( CullFaceBack );
  12532. enable( 2884 );
  12533. setBlending( NoBlending );
  12534. //
  12535. function initAttributes() {
  12536. for ( let i = 0, l = newAttributes.length; i < l; i ++ ) {
  12537. newAttributes[ i ] = 0;
  12538. }
  12539. }
  12540. function enableAttribute( attribute ) {
  12541. enableAttributeAndDivisor( attribute, 0 );
  12542. }
  12543. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12544. newAttributes[ attribute ] = 1;
  12545. if ( enabledAttributes[ attribute ] === 0 ) {
  12546. gl.enableVertexAttribArray( attribute );
  12547. enabledAttributes[ attribute ] = 1;
  12548. }
  12549. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12550. const extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12551. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12552. attributeDivisors[ attribute ] = meshPerAttribute;
  12553. }
  12554. }
  12555. function disableUnusedAttributes() {
  12556. for ( let i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12557. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12558. gl.disableVertexAttribArray( i );
  12559. enabledAttributes[ i ] = 0;
  12560. }
  12561. }
  12562. }
  12563. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12564. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12565. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12566. } else {
  12567. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12568. }
  12569. }
  12570. function enable( id ) {
  12571. if ( enabledCapabilities[ id ] !== true ) {
  12572. gl.enable( id );
  12573. enabledCapabilities[ id ] = true;
  12574. }
  12575. }
  12576. function disable( id ) {
  12577. if ( enabledCapabilities[ id ] !== false ) {
  12578. gl.disable( id );
  12579. enabledCapabilities[ id ] = false;
  12580. }
  12581. }
  12582. function useProgram( program ) {
  12583. if ( currentProgram !== program ) {
  12584. gl.useProgram( program );
  12585. currentProgram = program;
  12586. return true;
  12587. }
  12588. return false;
  12589. }
  12590. const equationToGL = {
  12591. [ AddEquation ]: 32774,
  12592. [ SubtractEquation ]: 32778,
  12593. [ ReverseSubtractEquation ]: 32779
  12594. };
  12595. if ( isWebGL2 ) {
  12596. equationToGL[ MinEquation ] = 32775;
  12597. equationToGL[ MaxEquation ] = 32776;
  12598. } else {
  12599. const extension = extensions.get( 'EXT_blend_minmax' );
  12600. if ( extension !== null ) {
  12601. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12602. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12603. }
  12604. }
  12605. const factorToGL = {
  12606. [ ZeroFactor ]: 0,
  12607. [ OneFactor ]: 1,
  12608. [ SrcColorFactor ]: 768,
  12609. [ SrcAlphaFactor ]: 770,
  12610. [ SrcAlphaSaturateFactor ]: 776,
  12611. [ DstColorFactor ]: 774,
  12612. [ DstAlphaFactor ]: 772,
  12613. [ OneMinusSrcColorFactor ]: 769,
  12614. [ OneMinusSrcAlphaFactor ]: 771,
  12615. [ OneMinusDstColorFactor ]: 775,
  12616. [ OneMinusDstAlphaFactor ]: 773
  12617. };
  12618. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12619. if ( blending === NoBlending ) {
  12620. if ( currentBlendingEnabled ) {
  12621. disable( 3042 );
  12622. currentBlendingEnabled = false;
  12623. }
  12624. return;
  12625. }
  12626. if ( ! currentBlendingEnabled ) {
  12627. enable( 3042 );
  12628. currentBlendingEnabled = true;
  12629. }
  12630. if ( blending !== CustomBlending ) {
  12631. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12632. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12633. gl.blendEquation( 32774 );
  12634. currentBlendEquation = AddEquation;
  12635. currentBlendEquationAlpha = AddEquation;
  12636. }
  12637. if ( premultipliedAlpha ) {
  12638. switch ( blending ) {
  12639. case NormalBlending:
  12640. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12641. break;
  12642. case AdditiveBlending:
  12643. gl.blendFunc( 1, 1 );
  12644. break;
  12645. case SubtractiveBlending:
  12646. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12647. break;
  12648. case MultiplyBlending:
  12649. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12650. break;
  12651. default:
  12652. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12653. break;
  12654. }
  12655. } else {
  12656. switch ( blending ) {
  12657. case NormalBlending:
  12658. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12659. break;
  12660. case AdditiveBlending:
  12661. gl.blendFunc( 770, 1 );
  12662. break;
  12663. case SubtractiveBlending:
  12664. gl.blendFunc( 0, 769 );
  12665. break;
  12666. case MultiplyBlending:
  12667. gl.blendFunc( 0, 768 );
  12668. break;
  12669. default:
  12670. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12671. break;
  12672. }
  12673. }
  12674. currentBlendSrc = null;
  12675. currentBlendDst = null;
  12676. currentBlendSrcAlpha = null;
  12677. currentBlendDstAlpha = null;
  12678. currentBlending = blending;
  12679. currentPremultipledAlpha = premultipliedAlpha;
  12680. }
  12681. return;
  12682. }
  12683. // custom blending
  12684. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12685. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12686. blendDstAlpha = blendDstAlpha || blendDst;
  12687. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12688. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12689. currentBlendEquation = blendEquation;
  12690. currentBlendEquationAlpha = blendEquationAlpha;
  12691. }
  12692. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12693. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12694. currentBlendSrc = blendSrc;
  12695. currentBlendDst = blendDst;
  12696. currentBlendSrcAlpha = blendSrcAlpha;
  12697. currentBlendDstAlpha = blendDstAlpha;
  12698. }
  12699. currentBlending = blending;
  12700. currentPremultipledAlpha = null;
  12701. }
  12702. function setMaterial( material, frontFaceCW ) {
  12703. material.side === DoubleSide
  12704. ? disable( 2884 )
  12705. : enable( 2884 );
  12706. let flipSided = ( material.side === BackSide );
  12707. if ( frontFaceCW ) flipSided = ! flipSided;
  12708. setFlipSided( flipSided );
  12709. ( material.blending === NormalBlending && material.transparent === false )
  12710. ? setBlending( NoBlending )
  12711. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12712. depthBuffer.setFunc( material.depthFunc );
  12713. depthBuffer.setTest( material.depthTest );
  12714. depthBuffer.setMask( material.depthWrite );
  12715. colorBuffer.setMask( material.colorWrite );
  12716. const stencilWrite = material.stencilWrite;
  12717. stencilBuffer.setTest( stencilWrite );
  12718. if ( stencilWrite ) {
  12719. stencilBuffer.setMask( material.stencilWriteMask );
  12720. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12721. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12722. }
  12723. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12724. }
  12725. //
  12726. function setFlipSided( flipSided ) {
  12727. if ( currentFlipSided !== flipSided ) {
  12728. if ( flipSided ) {
  12729. gl.frontFace( 2304 );
  12730. } else {
  12731. gl.frontFace( 2305 );
  12732. }
  12733. currentFlipSided = flipSided;
  12734. }
  12735. }
  12736. function setCullFace( cullFace ) {
  12737. if ( cullFace !== CullFaceNone ) {
  12738. enable( 2884 );
  12739. if ( cullFace !== currentCullFace ) {
  12740. if ( cullFace === CullFaceBack ) {
  12741. gl.cullFace( 1029 );
  12742. } else if ( cullFace === CullFaceFront ) {
  12743. gl.cullFace( 1028 );
  12744. } else {
  12745. gl.cullFace( 1032 );
  12746. }
  12747. }
  12748. } else {
  12749. disable( 2884 );
  12750. }
  12751. currentCullFace = cullFace;
  12752. }
  12753. function setLineWidth( width ) {
  12754. if ( width !== currentLineWidth ) {
  12755. if ( lineWidthAvailable ) gl.lineWidth( width );
  12756. currentLineWidth = width;
  12757. }
  12758. }
  12759. function setPolygonOffset( polygonOffset, factor, units ) {
  12760. if ( polygonOffset ) {
  12761. enable( 32823 );
  12762. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12763. gl.polygonOffset( factor, units );
  12764. currentPolygonOffsetFactor = factor;
  12765. currentPolygonOffsetUnits = units;
  12766. }
  12767. } else {
  12768. disable( 32823 );
  12769. }
  12770. }
  12771. function setScissorTest( scissorTest ) {
  12772. if ( scissorTest ) {
  12773. enable( 3089 );
  12774. } else {
  12775. disable( 3089 );
  12776. }
  12777. }
  12778. // texture
  12779. function activeTexture( webglSlot ) {
  12780. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12781. if ( currentTextureSlot !== webglSlot ) {
  12782. gl.activeTexture( webglSlot );
  12783. currentTextureSlot = webglSlot;
  12784. }
  12785. }
  12786. function bindTexture( webglType, webglTexture ) {
  12787. if ( currentTextureSlot === null ) {
  12788. activeTexture();
  12789. }
  12790. let boundTexture = currentBoundTextures[ currentTextureSlot ];
  12791. if ( boundTexture === undefined ) {
  12792. boundTexture = { type: undefined, texture: undefined };
  12793. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12794. }
  12795. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12796. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12797. boundTexture.type = webglType;
  12798. boundTexture.texture = webglTexture;
  12799. }
  12800. }
  12801. function unbindTexture() {
  12802. const boundTexture = currentBoundTextures[ currentTextureSlot ];
  12803. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12804. gl.bindTexture( boundTexture.type, null );
  12805. boundTexture.type = undefined;
  12806. boundTexture.texture = undefined;
  12807. }
  12808. }
  12809. function compressedTexImage2D() {
  12810. try {
  12811. gl.compressedTexImage2D.apply( gl, arguments );
  12812. } catch ( error ) {
  12813. console.error( 'THREE.WebGLState:', error );
  12814. }
  12815. }
  12816. function texImage2D() {
  12817. try {
  12818. gl.texImage2D.apply( gl, arguments );
  12819. } catch ( error ) {
  12820. console.error( 'THREE.WebGLState:', error );
  12821. }
  12822. }
  12823. function texImage3D() {
  12824. try {
  12825. gl.texImage3D.apply( gl, arguments );
  12826. } catch ( error ) {
  12827. console.error( 'THREE.WebGLState:', error );
  12828. }
  12829. }
  12830. //
  12831. function scissor( scissor ) {
  12832. if ( currentScissor.equals( scissor ) === false ) {
  12833. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12834. currentScissor.copy( scissor );
  12835. }
  12836. }
  12837. function viewport( viewport ) {
  12838. if ( currentViewport.equals( viewport ) === false ) {
  12839. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12840. currentViewport.copy( viewport );
  12841. }
  12842. }
  12843. //
  12844. function reset() {
  12845. for ( let i = 0; i < enabledAttributes.length; i ++ ) {
  12846. if ( enabledAttributes[ i ] === 1 ) {
  12847. gl.disableVertexAttribArray( i );
  12848. enabledAttributes[ i ] = 0;
  12849. }
  12850. }
  12851. enabledCapabilities = {};
  12852. currentTextureSlot = null;
  12853. currentBoundTextures = {};
  12854. currentProgram = null;
  12855. currentBlending = null;
  12856. currentFlipSided = null;
  12857. currentCullFace = null;
  12858. colorBuffer.reset();
  12859. depthBuffer.reset();
  12860. stencilBuffer.reset();
  12861. }
  12862. return {
  12863. buffers: {
  12864. color: colorBuffer,
  12865. depth: depthBuffer,
  12866. stencil: stencilBuffer
  12867. },
  12868. initAttributes: initAttributes,
  12869. enableAttribute: enableAttribute,
  12870. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12871. disableUnusedAttributes: disableUnusedAttributes,
  12872. vertexAttribPointer: vertexAttribPointer,
  12873. enable: enable,
  12874. disable: disable,
  12875. useProgram: useProgram,
  12876. setBlending: setBlending,
  12877. setMaterial: setMaterial,
  12878. setFlipSided: setFlipSided,
  12879. setCullFace: setCullFace,
  12880. setLineWidth: setLineWidth,
  12881. setPolygonOffset: setPolygonOffset,
  12882. setScissorTest: setScissorTest,
  12883. activeTexture: activeTexture,
  12884. bindTexture: bindTexture,
  12885. unbindTexture: unbindTexture,
  12886. compressedTexImage2D: compressedTexImage2D,
  12887. texImage2D: texImage2D,
  12888. texImage3D: texImage3D,
  12889. scissor: scissor,
  12890. viewport: viewport,
  12891. reset: reset
  12892. };
  12893. }
  12894. /**
  12895. * @author mrdoob / http://mrdoob.com/
  12896. */
  12897. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12898. const isWebGL2 = capabilities.isWebGL2;
  12899. const maxTextures = capabilities.maxTextures;
  12900. const maxCubemapSize = capabilities.maxCubemapSize;
  12901. const maxTextureSize = capabilities.maxTextureSize;
  12902. const maxSamples = capabilities.maxSamples;
  12903. const _videoTextures = new WeakMap();
  12904. let _canvas;
  12905. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12906. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12907. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12908. let useOffscreenCanvas = false;
  12909. try {
  12910. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12911. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12912. } catch ( err ) {
  12913. // Ignore any errors
  12914. }
  12915. function createCanvas( width, height ) {
  12916. // Use OffscreenCanvas when available. Specially needed in web workers
  12917. return useOffscreenCanvas ?
  12918. new OffscreenCanvas( width, height ) :
  12919. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12920. }
  12921. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12922. let scale = 1;
  12923. // handle case if texture exceeds max size
  12924. if ( image.width > maxSize || image.height > maxSize ) {
  12925. scale = maxSize / Math.max( image.width, image.height );
  12926. }
  12927. // only perform resize if necessary
  12928. if ( scale < 1 || needsPowerOfTwo === true ) {
  12929. // only perform resize for certain image types
  12930. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12931. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12932. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12933. const floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12934. const width = floor( scale * image.width );
  12935. const height = floor( scale * image.height );
  12936. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12937. // cube textures can't reuse the same canvas
  12938. const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12939. canvas.width = width;
  12940. canvas.height = height;
  12941. const context = canvas.getContext( '2d' );
  12942. context.drawImage( image, 0, 0, width, height );
  12943. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12944. return canvas;
  12945. } else {
  12946. if ( 'data' in image ) {
  12947. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12948. }
  12949. return image;
  12950. }
  12951. }
  12952. return image;
  12953. }
  12954. function isPowerOfTwo( image ) {
  12955. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12956. }
  12957. function textureNeedsPowerOfTwo( texture ) {
  12958. if ( isWebGL2 ) return false;
  12959. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12960. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12961. }
  12962. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12963. return texture.generateMipmaps && supportsMips &&
  12964. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12965. }
  12966. function generateMipmap( target, texture, width, height ) {
  12967. _gl.generateMipmap( target );
  12968. const textureProperties = properties.get( texture );
  12969. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12970. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12971. }
  12972. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12973. if ( isWebGL2 === false ) return glFormat;
  12974. if ( internalFormatName !== null ) {
  12975. if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
  12976. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12977. }
  12978. let internalFormat = glFormat;
  12979. if ( glFormat === 6403 ) {
  12980. if ( glType === 5126 ) internalFormat = 33326;
  12981. if ( glType === 5131 ) internalFormat = 33325;
  12982. if ( glType === 5121 ) internalFormat = 33321;
  12983. }
  12984. if ( glFormat === 6407 ) {
  12985. if ( glType === 5126 ) internalFormat = 34837;
  12986. if ( glType === 5131 ) internalFormat = 34843;
  12987. if ( glType === 5121 ) internalFormat = 32849;
  12988. }
  12989. if ( glFormat === 6408 ) {
  12990. if ( glType === 5126 ) internalFormat = 34836;
  12991. if ( glType === 5131 ) internalFormat = 34842;
  12992. if ( glType === 5121 ) internalFormat = 32856;
  12993. }
  12994. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12995. internalFormat === 34842 || internalFormat === 34836 ) {
  12996. extensions.get( 'EXT_color_buffer_float' );
  12997. }
  12998. return internalFormat;
  12999. }
  13000. // Fallback filters for non-power-of-2 textures
  13001. function filterFallback( f ) {
  13002. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13003. return 9728;
  13004. }
  13005. return 9729;
  13006. }
  13007. //
  13008. function onTextureDispose( event ) {
  13009. const texture = event.target;
  13010. texture.removeEventListener( 'dispose', onTextureDispose );
  13011. deallocateTexture( texture );
  13012. if ( texture.isVideoTexture ) {
  13013. _videoTextures.delete( texture );
  13014. }
  13015. info.memory.textures --;
  13016. }
  13017. function onRenderTargetDispose( event ) {
  13018. const renderTarget = event.target;
  13019. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13020. deallocateRenderTarget( renderTarget );
  13021. info.memory.textures --;
  13022. }
  13023. //
  13024. function deallocateTexture( texture ) {
  13025. const textureProperties = properties.get( texture );
  13026. if ( textureProperties.__webglInit === undefined ) return;
  13027. _gl.deleteTexture( textureProperties.__webglTexture );
  13028. properties.remove( texture );
  13029. }
  13030. function deallocateRenderTarget( renderTarget ) {
  13031. const renderTargetProperties = properties.get( renderTarget );
  13032. const textureProperties = properties.get( renderTarget.texture );
  13033. if ( ! renderTarget ) return;
  13034. if ( textureProperties.__webglTexture !== undefined ) {
  13035. _gl.deleteTexture( textureProperties.__webglTexture );
  13036. }
  13037. if ( renderTarget.depthTexture ) {
  13038. renderTarget.depthTexture.dispose();
  13039. }
  13040. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13041. for ( let i = 0; i < 6; i ++ ) {
  13042. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13043. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  13044. }
  13045. } else {
  13046. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13047. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  13048. if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
  13049. if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
  13050. if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
  13051. }
  13052. properties.remove( renderTarget.texture );
  13053. properties.remove( renderTarget );
  13054. }
  13055. //
  13056. let textureUnits = 0;
  13057. function resetTextureUnits() {
  13058. textureUnits = 0;
  13059. }
  13060. function allocateTextureUnit() {
  13061. const textureUnit = textureUnits;
  13062. if ( textureUnit >= maxTextures ) {
  13063. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13064. }
  13065. textureUnits += 1;
  13066. return textureUnit;
  13067. }
  13068. //
  13069. function setTexture2D( texture, slot ) {
  13070. const textureProperties = properties.get( texture );
  13071. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  13072. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13073. const image = texture.image;
  13074. if ( image === undefined ) {
  13075. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13076. } else if ( image.complete === false ) {
  13077. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13078. } else {
  13079. uploadTexture( textureProperties, texture, slot );
  13080. return;
  13081. }
  13082. }
  13083. state.activeTexture( 33984 + slot );
  13084. state.bindTexture( 3553, textureProperties.__webglTexture );
  13085. }
  13086. function setTexture2DArray( texture, slot ) {
  13087. const textureProperties = properties.get( texture );
  13088. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13089. uploadTexture( textureProperties, texture, slot );
  13090. return;
  13091. }
  13092. state.activeTexture( 33984 + slot );
  13093. state.bindTexture( 35866, textureProperties.__webglTexture );
  13094. }
  13095. function setTexture3D( texture, slot ) {
  13096. const textureProperties = properties.get( texture );
  13097. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13098. uploadTexture( textureProperties, texture, slot );
  13099. return;
  13100. }
  13101. state.activeTexture( 33984 + slot );
  13102. state.bindTexture( 32879, textureProperties.__webglTexture );
  13103. }
  13104. function setTextureCube( texture, slot ) {
  13105. if ( texture.image.length !== 6 ) return;
  13106. const textureProperties = properties.get( texture );
  13107. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13108. initTexture( textureProperties, texture );
  13109. state.activeTexture( 33984 + slot );
  13110. state.bindTexture( 34067, textureProperties.__webglTexture );
  13111. _gl.pixelStorei( 37440, texture.flipY );
  13112. const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13113. const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13114. const cubeImage = [];
  13115. for ( let i = 0; i < 6; i ++ ) {
  13116. if ( ! isCompressed && ! isDataTexture ) {
  13117. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13118. } else {
  13119. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13120. }
  13121. }
  13122. const image = cubeImage[ 0 ],
  13123. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13124. glFormat = utils.convert( texture.format ),
  13125. glType = utils.convert( texture.type ),
  13126. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13127. setTextureParameters( 34067, texture, supportsMips );
  13128. let mipmaps;
  13129. if ( isCompressed ) {
  13130. for ( let i = 0; i < 6; i ++ ) {
  13131. mipmaps = cubeImage[ i ].mipmaps;
  13132. for ( let j = 0; j < mipmaps.length; j ++ ) {
  13133. const mipmap = mipmaps[ j ];
  13134. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13135. if ( glFormat !== null ) {
  13136. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13137. } else {
  13138. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13139. }
  13140. } else {
  13141. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13142. }
  13143. }
  13144. }
  13145. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13146. } else {
  13147. mipmaps = texture.mipmaps;
  13148. for ( let i = 0; i < 6; i ++ ) {
  13149. if ( isDataTexture ) {
  13150. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13151. for ( let j = 0; j < mipmaps.length; j ++ ) {
  13152. const mipmap = mipmaps[ j ];
  13153. const mipmapImage = mipmap.image[ i ].image;
  13154. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13155. }
  13156. } else {
  13157. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13158. for ( let j = 0; j < mipmaps.length; j ++ ) {
  13159. const mipmap = mipmaps[ j ];
  13160. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13161. }
  13162. }
  13163. }
  13164. textureProperties.__maxMipLevel = mipmaps.length;
  13165. }
  13166. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13167. // We assume images for cube map have the same size.
  13168. generateMipmap( 34067, texture, image.width, image.height );
  13169. }
  13170. textureProperties.__version = texture.version;
  13171. if ( texture.onUpdate ) texture.onUpdate( texture );
  13172. } else {
  13173. state.activeTexture( 33984 + slot );
  13174. state.bindTexture( 34067, textureProperties.__webglTexture );
  13175. }
  13176. }
  13177. function setTextureCubeDynamic( texture, slot ) {
  13178. state.activeTexture( 33984 + slot );
  13179. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13180. }
  13181. const wrappingToGL = {
  13182. [ RepeatWrapping ]: 10497,
  13183. [ ClampToEdgeWrapping ]: 33071,
  13184. [ MirroredRepeatWrapping ]: 33648
  13185. };
  13186. const filterToGL = {
  13187. [ NearestFilter ]: 9728,
  13188. [ NearestMipmapNearestFilter ]: 9984,
  13189. [ NearestMipmapLinearFilter ]: 9986,
  13190. [ LinearFilter ]: 9729,
  13191. [ LinearMipmapNearestFilter ]: 9985,
  13192. [ LinearMipmapLinearFilter ]: 9987
  13193. };
  13194. function setTextureParameters( textureType, texture, supportsMips ) {
  13195. if ( supportsMips ) {
  13196. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13197. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13198. if ( textureType === 32879 || textureType === 35866 ) {
  13199. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13200. }
  13201. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13202. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13203. } else {
  13204. _gl.texParameteri( textureType, 10242, 33071 );
  13205. _gl.texParameteri( textureType, 10243, 33071 );
  13206. if ( textureType === 32879 || textureType === 35866 ) {
  13207. _gl.texParameteri( textureType, 32882, 33071 );
  13208. }
  13209. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13210. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13211. }
  13212. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13213. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13214. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13215. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13216. }
  13217. }
  13218. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13219. if ( extension ) {
  13220. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  13221. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  13222. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13223. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13224. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13225. }
  13226. }
  13227. }
  13228. function initTexture( textureProperties, texture ) {
  13229. if ( textureProperties.__webglInit === undefined ) {
  13230. textureProperties.__webglInit = true;
  13231. texture.addEventListener( 'dispose', onTextureDispose );
  13232. textureProperties.__webglTexture = _gl.createTexture();
  13233. info.memory.textures ++;
  13234. }
  13235. }
  13236. function uploadTexture( textureProperties, texture, slot ) {
  13237. let textureType = 3553;
  13238. if ( texture.isDataTexture2DArray ) textureType = 35866;
  13239. if ( texture.isDataTexture3D ) textureType = 32879;
  13240. initTexture( textureProperties, texture );
  13241. state.activeTexture( 33984 + slot );
  13242. state.bindTexture( textureType, textureProperties.__webglTexture );
  13243. _gl.pixelStorei( 37440, texture.flipY );
  13244. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13245. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13246. const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13247. const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13248. const supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13249. glFormat = utils.convert( texture.format );
  13250. let glType = utils.convert( texture.type ),
  13251. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13252. setTextureParameters( textureType, texture, supportsMips );
  13253. let mipmap;
  13254. const mipmaps = texture.mipmaps;
  13255. if ( texture.isDepthTexture ) {
  13256. // populate depth texture with dummy data
  13257. glInternalFormat = 6402;
  13258. if ( isWebGL2 ) {
  13259. if ( texture.type === FloatType ) {
  13260. glInternalFormat = 36012;
  13261. } else if ( texture.type === UnsignedIntType ) {
  13262. glInternalFormat = 33190;
  13263. } else if ( texture.type === UnsignedInt248Type ) {
  13264. glInternalFormat = 35056;
  13265. } else {
  13266. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13267. }
  13268. } else {
  13269. if ( texture.type === FloatType ) {
  13270. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13271. }
  13272. }
  13273. // validation checks for WebGL 1
  13274. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13275. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13276. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13277. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13278. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13279. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13280. texture.type = UnsignedShortType;
  13281. glType = utils.convert( texture.type );
  13282. }
  13283. }
  13284. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13285. // Depth stencil textures need the DEPTH_STENCIL internal format
  13286. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13287. glInternalFormat = 34041;
  13288. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13289. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13290. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13291. if ( texture.type !== UnsignedInt248Type ) {
  13292. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13293. texture.type = UnsignedInt248Type;
  13294. glType = utils.convert( texture.type );
  13295. }
  13296. }
  13297. //
  13298. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13299. } else if ( texture.isDataTexture ) {
  13300. // use manually created mipmaps if available
  13301. // if there are no manual mipmaps
  13302. // set 0 level mipmap and then use GL to generate other mipmap levels
  13303. if ( mipmaps.length > 0 && supportsMips ) {
  13304. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  13305. mipmap = mipmaps[ i ];
  13306. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13307. }
  13308. texture.generateMipmaps = false;
  13309. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13310. } else {
  13311. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13312. textureProperties.__maxMipLevel = 0;
  13313. }
  13314. } else if ( texture.isCompressedTexture ) {
  13315. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  13316. mipmap = mipmaps[ i ];
  13317. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13318. if ( glFormat !== null ) {
  13319. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13320. } else {
  13321. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13322. }
  13323. } else {
  13324. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13325. }
  13326. }
  13327. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13328. } else if ( texture.isDataTexture2DArray ) {
  13329. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13330. textureProperties.__maxMipLevel = 0;
  13331. } else if ( texture.isDataTexture3D ) {
  13332. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13333. textureProperties.__maxMipLevel = 0;
  13334. } else {
  13335. // regular Texture (image, video, canvas)
  13336. // use manually created mipmaps if available
  13337. // if there are no manual mipmaps
  13338. // set 0 level mipmap and then use GL to generate other mipmap levels
  13339. if ( mipmaps.length > 0 && supportsMips ) {
  13340. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  13341. mipmap = mipmaps[ i ];
  13342. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13343. }
  13344. texture.generateMipmaps = false;
  13345. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13346. } else {
  13347. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13348. textureProperties.__maxMipLevel = 0;
  13349. }
  13350. }
  13351. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13352. generateMipmap( textureType, texture, image.width, image.height );
  13353. }
  13354. textureProperties.__version = texture.version;
  13355. if ( texture.onUpdate ) texture.onUpdate( texture );
  13356. }
  13357. // Render targets
  13358. // Setup storage for target texture and bind it to correct framebuffer
  13359. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13360. const glFormat = utils.convert( renderTarget.texture.format );
  13361. const glType = utils.convert( renderTarget.texture.type );
  13362. const glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13363. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13364. _gl.bindFramebuffer( 36160, framebuffer );
  13365. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13366. _gl.bindFramebuffer( 36160, null );
  13367. }
  13368. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13369. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13370. _gl.bindRenderbuffer( 36161, renderbuffer );
  13371. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13372. let glInternalFormat = 33189;
  13373. if ( isMultisample ) {
  13374. const depthTexture = renderTarget.depthTexture;
  13375. if ( depthTexture && depthTexture.isDepthTexture ) {
  13376. if ( depthTexture.type === FloatType ) {
  13377. glInternalFormat = 36012;
  13378. } else if ( depthTexture.type === UnsignedIntType ) {
  13379. glInternalFormat = 33190;
  13380. }
  13381. }
  13382. const samples = getRenderTargetSamples( renderTarget );
  13383. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13384. } else {
  13385. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13386. }
  13387. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13388. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13389. if ( isMultisample ) {
  13390. const samples = getRenderTargetSamples( renderTarget );
  13391. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13392. } else {
  13393. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13394. }
  13395. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13396. } else {
  13397. const glFormat = utils.convert( renderTarget.texture.format );
  13398. const glType = utils.convert( renderTarget.texture.type );
  13399. const glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13400. if ( isMultisample ) {
  13401. const samples = getRenderTargetSamples( renderTarget );
  13402. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13403. } else {
  13404. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13405. }
  13406. }
  13407. _gl.bindRenderbuffer( 36161, null );
  13408. }
  13409. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13410. function setupDepthTexture( framebuffer, renderTarget ) {
  13411. const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13412. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  13413. _gl.bindFramebuffer( 36160, framebuffer );
  13414. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13415. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13416. }
  13417. // upload an empty depth texture with framebuffer size
  13418. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13419. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13420. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13421. renderTarget.depthTexture.image.width = renderTarget.width;
  13422. renderTarget.depthTexture.image.height = renderTarget.height;
  13423. renderTarget.depthTexture.needsUpdate = true;
  13424. }
  13425. setTexture2D( renderTarget.depthTexture, 0 );
  13426. const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13427. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13428. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13429. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13430. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13431. } else {
  13432. throw new Error( 'Unknown depthTexture format' );
  13433. }
  13434. }
  13435. // Setup GL resources for a non-texture depth buffer
  13436. function setupDepthRenderbuffer( renderTarget ) {
  13437. const renderTargetProperties = properties.get( renderTarget );
  13438. const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13439. if ( renderTarget.depthTexture ) {
  13440. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  13441. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13442. } else {
  13443. if ( isCube ) {
  13444. renderTargetProperties.__webglDepthbuffer = [];
  13445. for ( let i = 0; i < 6; i ++ ) {
  13446. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13447. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13448. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13449. }
  13450. } else {
  13451. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13452. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13453. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13454. }
  13455. }
  13456. _gl.bindFramebuffer( 36160, null );
  13457. }
  13458. // Set up GL resources for the render target
  13459. function setupRenderTarget( renderTarget ) {
  13460. const renderTargetProperties = properties.get( renderTarget );
  13461. const textureProperties = properties.get( renderTarget.texture );
  13462. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13463. textureProperties.__webglTexture = _gl.createTexture();
  13464. info.memory.textures ++;
  13465. const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13466. const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13467. const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13468. // Handles WebGL2 RGBFormat fallback - #18858
  13469. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13470. renderTarget.texture.format = RGBAFormat;
  13471. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13472. }
  13473. // Setup framebuffer
  13474. if ( isCube ) {
  13475. renderTargetProperties.__webglFramebuffer = [];
  13476. for ( let i = 0; i < 6; i ++ ) {
  13477. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13478. }
  13479. } else {
  13480. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13481. if ( isMultisample ) {
  13482. if ( isWebGL2 ) {
  13483. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13484. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13485. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13486. const glFormat = utils.convert( renderTarget.texture.format );
  13487. const glType = utils.convert( renderTarget.texture.type );
  13488. const glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13489. const samples = getRenderTargetSamples( renderTarget );
  13490. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13491. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13492. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13493. _gl.bindRenderbuffer( 36161, null );
  13494. if ( renderTarget.depthBuffer ) {
  13495. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13496. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13497. }
  13498. _gl.bindFramebuffer( 36160, null );
  13499. } else {
  13500. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13501. }
  13502. }
  13503. }
  13504. // Setup color buffer
  13505. if ( isCube ) {
  13506. state.bindTexture( 34067, textureProperties.__webglTexture );
  13507. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13508. for ( let i = 0; i < 6; i ++ ) {
  13509. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13510. }
  13511. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13512. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13513. }
  13514. state.bindTexture( 34067, null );
  13515. } else {
  13516. state.bindTexture( 3553, textureProperties.__webglTexture );
  13517. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13518. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13519. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13520. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13521. }
  13522. state.bindTexture( 3553, null );
  13523. }
  13524. // Setup depth and stencil buffers
  13525. if ( renderTarget.depthBuffer ) {
  13526. setupDepthRenderbuffer( renderTarget );
  13527. }
  13528. }
  13529. function updateRenderTargetMipmap( renderTarget ) {
  13530. const texture = renderTarget.texture;
  13531. const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13532. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13533. const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13534. const webglTexture = properties.get( texture ).__webglTexture;
  13535. state.bindTexture( target, webglTexture );
  13536. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13537. state.bindTexture( target, null );
  13538. }
  13539. }
  13540. function updateMultisampleRenderTarget( renderTarget ) {
  13541. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13542. if ( isWebGL2 ) {
  13543. const renderTargetProperties = properties.get( renderTarget );
  13544. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13545. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13546. const width = renderTarget.width;
  13547. const height = renderTarget.height;
  13548. let mask = 16384;
  13549. if ( renderTarget.depthBuffer ) mask |= 256;
  13550. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13551. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13552. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13553. } else {
  13554. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13555. }
  13556. }
  13557. }
  13558. function getRenderTargetSamples( renderTarget ) {
  13559. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13560. Math.min( maxSamples, renderTarget.samples ) : 0;
  13561. }
  13562. function updateVideoTexture( texture ) {
  13563. const frame = info.render.frame;
  13564. // Check the last frame we updated the VideoTexture
  13565. if ( _videoTextures.get( texture ) !== frame ) {
  13566. _videoTextures.set( texture, frame );
  13567. texture.update();
  13568. }
  13569. }
  13570. // backwards compatibility
  13571. let warnedTexture2D = false;
  13572. let warnedTextureCube = false;
  13573. function safeSetTexture2D( texture, slot ) {
  13574. if ( texture && texture.isWebGLRenderTarget ) {
  13575. if ( warnedTexture2D === false ) {
  13576. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13577. warnedTexture2D = true;
  13578. }
  13579. texture = texture.texture;
  13580. }
  13581. setTexture2D( texture, slot );
  13582. }
  13583. function safeSetTextureCube( texture, slot ) {
  13584. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13585. if ( warnedTextureCube === false ) {
  13586. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13587. warnedTextureCube = true;
  13588. }
  13589. texture = texture.texture;
  13590. }
  13591. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13592. // TODO: unify these code paths
  13593. if ( ( texture && texture.isCubeTexture ) ||
  13594. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13595. // CompressedTexture can have Array in image :/
  13596. // this function alone should take care of cube textures
  13597. setTextureCube( texture, slot );
  13598. } else {
  13599. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13600. setTextureCubeDynamic( texture, slot );
  13601. }
  13602. }
  13603. //
  13604. this.allocateTextureUnit = allocateTextureUnit;
  13605. this.resetTextureUnits = resetTextureUnits;
  13606. this.setTexture2D = setTexture2D;
  13607. this.setTexture2DArray = setTexture2DArray;
  13608. this.setTexture3D = setTexture3D;
  13609. this.setTextureCube = setTextureCube;
  13610. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13611. this.setupRenderTarget = setupRenderTarget;
  13612. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13613. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13614. this.safeSetTexture2D = safeSetTexture2D;
  13615. this.safeSetTextureCube = safeSetTextureCube;
  13616. }
  13617. /**
  13618. * @author thespite / http://www.twitter.com/thespite
  13619. */
  13620. function WebGLUtils( gl, extensions, capabilities ) {
  13621. const isWebGL2 = capabilities.isWebGL2;
  13622. function convert( p ) {
  13623. let extension;
  13624. if ( p === UnsignedByteType ) return 5121;
  13625. if ( p === UnsignedShort4444Type ) return 32819;
  13626. if ( p === UnsignedShort5551Type ) return 32820;
  13627. if ( p === UnsignedShort565Type ) return 33635;
  13628. if ( p === ByteType ) return 5120;
  13629. if ( p === ShortType ) return 5122;
  13630. if ( p === UnsignedShortType ) return 5123;
  13631. if ( p === IntType ) return 5124;
  13632. if ( p === UnsignedIntType ) return 5125;
  13633. if ( p === FloatType ) return 5126;
  13634. if ( p === HalfFloatType ) {
  13635. if ( isWebGL2 ) return 5131;
  13636. extension = extensions.get( 'OES_texture_half_float' );
  13637. if ( extension !== null ) {
  13638. return extension.HALF_FLOAT_OES;
  13639. } else {
  13640. return null;
  13641. }
  13642. }
  13643. if ( p === AlphaFormat ) return 6406;
  13644. if ( p === RGBFormat ) return 6407;
  13645. if ( p === RGBAFormat ) return 6408;
  13646. if ( p === LuminanceFormat ) return 6409;
  13647. if ( p === LuminanceAlphaFormat ) return 6410;
  13648. if ( p === DepthFormat ) return 6402;
  13649. if ( p === DepthStencilFormat ) return 34041;
  13650. if ( p === RedFormat ) return 6403;
  13651. // WebGL2 formats.
  13652. if ( p === RedIntegerFormat ) return 36244;
  13653. if ( p === RGFormat ) return 33319;
  13654. if ( p === RGIntegerFormat ) return 33320;
  13655. if ( p === RGBIntegerFormat ) return 36248;
  13656. if ( p === RGBAIntegerFormat ) return 36249;
  13657. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13658. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13659. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13660. if ( extension !== null ) {
  13661. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13662. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13663. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13664. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13665. } else {
  13666. return null;
  13667. }
  13668. }
  13669. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13670. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13671. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13672. if ( extension !== null ) {
  13673. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13674. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13675. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13676. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13677. } else {
  13678. return null;
  13679. }
  13680. }
  13681. if ( p === RGB_ETC1_Format ) {
  13682. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13683. if ( extension !== null ) {
  13684. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13685. } else {
  13686. return null;
  13687. }
  13688. }
  13689. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13690. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13691. if ( extension !== null ) {
  13692. if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;
  13693. if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;
  13694. }
  13695. }
  13696. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13697. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13698. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13699. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13700. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13701. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13702. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13703. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13704. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13705. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13706. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13707. if ( extension !== null ) {
  13708. // TODO Complete?
  13709. return p;
  13710. } else {
  13711. return null;
  13712. }
  13713. }
  13714. if ( p === RGBA_BPTC_Format ) {
  13715. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13716. if ( extension !== null ) {
  13717. // TODO Complete?
  13718. return p;
  13719. } else {
  13720. return null;
  13721. }
  13722. }
  13723. if ( p === UnsignedInt248Type ) {
  13724. if ( isWebGL2 ) return 34042;
  13725. extension = extensions.get( 'WEBGL_depth_texture' );
  13726. if ( extension !== null ) {
  13727. return extension.UNSIGNED_INT_24_8_WEBGL;
  13728. } else {
  13729. return null;
  13730. }
  13731. }
  13732. }
  13733. return { convert: convert };
  13734. }
  13735. /**
  13736. * @author mrdoob / http://mrdoob.com/
  13737. */
  13738. function ArrayCamera( array ) {
  13739. PerspectiveCamera.call( this );
  13740. this.cameras = array || [];
  13741. }
  13742. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13743. constructor: ArrayCamera,
  13744. isArrayCamera: true
  13745. } );
  13746. /**
  13747. * @author mrdoob / http://mrdoob.com/
  13748. */
  13749. function Group() {
  13750. Object3D.call( this );
  13751. this.type = 'Group';
  13752. }
  13753. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13754. constructor: Group,
  13755. isGroup: true
  13756. } );
  13757. /**
  13758. * @author Mugen87 / https://github.com/Mugen87
  13759. */
  13760. function WebXRController() {
  13761. this._targetRay = null;
  13762. this._grip = null;
  13763. }
  13764. Object.assign( WebXRController.prototype, {
  13765. constructor: WebXRController,
  13766. getTargetRaySpace: function () {
  13767. if ( this._targetRay === null ) {
  13768. this._targetRay = new Group();
  13769. this._targetRay.matrixAutoUpdate = false;
  13770. this._targetRay.visible = false;
  13771. }
  13772. return this._targetRay;
  13773. },
  13774. getGripSpace: function () {
  13775. if ( this._grip === null ) {
  13776. this._grip = new Group();
  13777. this._grip.matrixAutoUpdate = false;
  13778. this._grip.visible = false;
  13779. }
  13780. return this._grip;
  13781. },
  13782. dispatchEvent: function ( event ) {
  13783. if ( this._targetRay !== null ) {
  13784. this._targetRay.dispatchEvent( event );
  13785. }
  13786. if ( this._grip !== null ) {
  13787. this._grip.dispatchEvent( event );
  13788. }
  13789. return this;
  13790. },
  13791. disconnect: function ( inputSource ) {
  13792. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13793. if ( this._targetRay !== null ) {
  13794. this._targetRay.visible = false;
  13795. }
  13796. if ( this._grip !== null ) {
  13797. this._grip.visible = false;
  13798. }
  13799. return this;
  13800. },
  13801. update: function ( inputSource, frame, referenceSpace ) {
  13802. let inputPose = null;
  13803. let gripPose = null;
  13804. const targetRay = this._targetRay;
  13805. const grip = this._grip;
  13806. if ( inputSource ) {
  13807. if ( targetRay !== null ) {
  13808. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13809. if ( inputPose !== null ) {
  13810. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13811. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13812. }
  13813. }
  13814. if ( grip !== null && inputSource.gripSpace ) {
  13815. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13816. if ( gripPose !== null ) {
  13817. grip.matrix.fromArray( gripPose.transform.matrix );
  13818. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13819. }
  13820. }
  13821. }
  13822. if ( targetRay !== null ) {
  13823. targetRay.visible = ( inputPose !== null );
  13824. }
  13825. if ( grip !== null ) {
  13826. grip.visible = ( gripPose !== null );
  13827. }
  13828. return this;
  13829. }
  13830. } );
  13831. /**
  13832. * @author mrdoob / http://mrdoob.com/
  13833. */
  13834. function WebXRManager( renderer, gl ) {
  13835. const scope = this;
  13836. let session = null;
  13837. let framebufferScaleFactor = 1.0;
  13838. let referenceSpace = null;
  13839. let referenceSpaceType = 'local-floor';
  13840. let pose = null;
  13841. const controllers = [];
  13842. const inputSourcesMap = new Map();
  13843. //
  13844. const cameraL = new PerspectiveCamera();
  13845. cameraL.layers.enable( 1 );
  13846. cameraL.viewport = new Vector4();
  13847. const cameraR = new PerspectiveCamera();
  13848. cameraR.layers.enable( 2 );
  13849. cameraR.viewport = new Vector4();
  13850. const cameras = [ cameraL, cameraR ];
  13851. const cameraVR = new ArrayCamera();
  13852. cameraVR.layers.enable( 1 );
  13853. cameraVR.layers.enable( 2 );
  13854. let _currentDepthNear = null;
  13855. let _currentDepthFar = null;
  13856. //
  13857. this.enabled = false;
  13858. this.isPresenting = false;
  13859. this.getController = function ( index ) {
  13860. let controller = controllers[ index ];
  13861. if ( controller === undefined ) {
  13862. controller = new WebXRController();
  13863. controllers[ index ] = controller;
  13864. }
  13865. return controller.getTargetRaySpace();
  13866. };
  13867. this.getControllerGrip = function ( index ) {
  13868. let controller = controllers[ index ];
  13869. if ( controller === undefined ) {
  13870. controller = new WebXRController();
  13871. controllers[ index ] = controller;
  13872. }
  13873. return controller.getGripSpace();
  13874. };
  13875. //
  13876. function onSessionEvent( event ) {
  13877. const controller = inputSourcesMap.get( event.inputSource );
  13878. if ( controller ) {
  13879. controller.dispatchEvent( { type: event.type } );
  13880. }
  13881. }
  13882. function onSessionEnd() {
  13883. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13884. controller.disconnect( inputSource );
  13885. } );
  13886. inputSourcesMap.clear();
  13887. //
  13888. renderer.setFramebuffer( null );
  13889. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13890. animation.stop();
  13891. scope.isPresenting = false;
  13892. scope.dispatchEvent( { type: 'sessionend' } );
  13893. }
  13894. function onRequestReferenceSpace( value ) {
  13895. referenceSpace = value;
  13896. animation.setContext( session );
  13897. animation.start();
  13898. scope.isPresenting = true;
  13899. scope.dispatchEvent( { type: 'sessionstart' } );
  13900. }
  13901. this.setFramebufferScaleFactor = function ( value ) {
  13902. framebufferScaleFactor = value;
  13903. if ( scope.isPresenting === true ) {
  13904. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13905. }
  13906. };
  13907. this.setReferenceSpaceType = function ( value ) {
  13908. referenceSpaceType = value;
  13909. if ( scope.isPresenting === true ) {
  13910. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13911. }
  13912. };
  13913. this.getReferenceSpace = function () {
  13914. return referenceSpace;
  13915. };
  13916. this.getSession = function () {
  13917. return session;
  13918. };
  13919. this.setSession = function ( value ) {
  13920. session = value;
  13921. if ( session !== null ) {
  13922. session.addEventListener( 'select', onSessionEvent );
  13923. session.addEventListener( 'selectstart', onSessionEvent );
  13924. session.addEventListener( 'selectend', onSessionEvent );
  13925. session.addEventListener( 'squeeze', onSessionEvent );
  13926. session.addEventListener( 'squeezestart', onSessionEvent );
  13927. session.addEventListener( 'squeezeend', onSessionEvent );
  13928. session.addEventListener( 'end', onSessionEnd );
  13929. const attributes = gl.getContextAttributes();
  13930. if ( attributes.xrCompatible !== true ) {
  13931. gl.makeXRCompatible();
  13932. }
  13933. const layerInit = {
  13934. antialias: attributes.antialias,
  13935. alpha: attributes.alpha,
  13936. depth: attributes.depth,
  13937. stencil: attributes.stencil,
  13938. framebufferScaleFactor: framebufferScaleFactor
  13939. };
  13940. // eslint-disable-next-line no-undef
  13941. const baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13942. session.updateRenderState( { baseLayer: baseLayer } );
  13943. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13944. //
  13945. session.addEventListener( 'inputsourceschange', updateInputSources );
  13946. }
  13947. };
  13948. function updateInputSources( event ) {
  13949. const inputSources = session.inputSources;
  13950. // Assign inputSources to available controllers
  13951. for ( let i = 0; i < controllers.length; i ++ ) {
  13952. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13953. }
  13954. // Notify disconnected
  13955. for ( let i = 0; i < event.removed.length; i ++ ) {
  13956. const inputSource = event.removed[ i ];
  13957. const controller = inputSourcesMap.get( inputSource );
  13958. if ( controller ) {
  13959. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13960. inputSourcesMap.delete( inputSource );
  13961. }
  13962. }
  13963. // Notify connected
  13964. for ( let i = 0; i < event.added.length; i ++ ) {
  13965. const inputSource = event.added[ i ];
  13966. const controller = inputSourcesMap.get( inputSource );
  13967. if ( controller ) {
  13968. controller.dispatchEvent( { type: 'connected', data: inputSource } );
  13969. }
  13970. }
  13971. }
  13972. //
  13973. const cameraLPos = new Vector3();
  13974. const cameraRPos = new Vector3();
  13975. /**
  13976. * @author jsantell / https://www.jsantell.com/
  13977. *
  13978. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13979. * the cameras' projection and world matrices have already been set.
  13980. * And that near and far planes are identical for both cameras.
  13981. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13982. */
  13983. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13984. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13985. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13986. const ipd = cameraLPos.distanceTo( cameraRPos );
  13987. const projL = cameraL.projectionMatrix.elements;
  13988. const projR = cameraR.projectionMatrix.elements;
  13989. // VR systems will have identical far and near planes, and
  13990. // most likely identical top and bottom frustum extents.
  13991. // Use the left camera for these values.
  13992. const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13993. const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13994. const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13995. const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13996. const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13997. const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13998. const left = near * leftFov;
  13999. const right = near * rightFov;
  14000. // Calculate the new camera's position offset from the
  14001. // left camera. xOffset should be roughly half `ipd`.
  14002. const zOffset = ipd / ( - leftFov + rightFov );
  14003. const xOffset = zOffset * - leftFov;
  14004. // TODO: Better way to apply this offset?
  14005. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14006. camera.translateX( xOffset );
  14007. camera.translateZ( zOffset );
  14008. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14009. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14010. // Find the union of the frustum values of the cameras and scale
  14011. // the values so that the near plane's position does not change in world space,
  14012. // although must now be relative to the new union camera.
  14013. const near2 = near + zOffset;
  14014. const far2 = far + zOffset;
  14015. const left2 = left - xOffset;
  14016. const right2 = right + ( ipd - xOffset );
  14017. const top2 = topFov * far / far2 * near2;
  14018. const bottom2 = bottomFov * far / far2 * near2;
  14019. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14020. }
  14021. function updateCamera( camera, parent ) {
  14022. if ( parent === null ) {
  14023. camera.matrixWorld.copy( camera.matrix );
  14024. } else {
  14025. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14026. }
  14027. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14028. }
  14029. this.getCamera = function ( camera ) {
  14030. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14031. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14032. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14033. // Note that the new renderState won't apply until the next frame. See #18320
  14034. session.updateRenderState( {
  14035. depthNear: cameraVR.near,
  14036. depthFar: cameraVR.far
  14037. } );
  14038. _currentDepthNear = cameraVR.near;
  14039. _currentDepthFar = cameraVR.far;
  14040. }
  14041. const parent = camera.parent;
  14042. const cameras = cameraVR.cameras;
  14043. updateCamera( cameraVR, parent );
  14044. for ( let i = 0; i < cameras.length; i ++ ) {
  14045. updateCamera( cameras[ i ], parent );
  14046. }
  14047. // update camera and its children
  14048. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14049. const children = camera.children;
  14050. for ( let i = 0, l = children.length; i < l; i ++ ) {
  14051. children[ i ].updateMatrixWorld( true );
  14052. }
  14053. // update projection matrix for proper view frustum culling
  14054. if ( cameras.length === 2 ) {
  14055. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14056. } else {
  14057. // assume single camera setup (AR)
  14058. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14059. }
  14060. return cameraVR;
  14061. };
  14062. // Animation Loop
  14063. let onAnimationFrameCallback = null;
  14064. function onAnimationFrame( time, frame ) {
  14065. pose = frame.getViewerPose( referenceSpace );
  14066. if ( pose !== null ) {
  14067. const views = pose.views;
  14068. const baseLayer = session.renderState.baseLayer;
  14069. renderer.setFramebuffer( baseLayer.framebuffer );
  14070. let cameraVRNeedsUpdate = false;
  14071. // check if it's necessary to rebuild cameraVR's camera list
  14072. if ( views.length !== cameraVR.cameras.length ) {
  14073. cameraVR.cameras.length = 0;
  14074. cameraVRNeedsUpdate = true;
  14075. }
  14076. for ( let i = 0; i < views.length; i ++ ) {
  14077. const view = views[ i ];
  14078. const viewport = baseLayer.getViewport( view );
  14079. const camera = cameras[ i ];
  14080. camera.matrix.fromArray( view.transform.matrix );
  14081. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14082. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14083. if ( i === 0 ) {
  14084. cameraVR.matrix.copy( camera.matrix );
  14085. }
  14086. if ( cameraVRNeedsUpdate === true ) {
  14087. cameraVR.cameras.push( camera );
  14088. }
  14089. }
  14090. }
  14091. //
  14092. const inputSources = session.inputSources;
  14093. for ( let i = 0; i < controllers.length; i ++ ) {
  14094. const controller = controllers[ i ];
  14095. const inputSource = inputSources[ i ];
  14096. controller.update( inputSource, frame, referenceSpace );
  14097. }
  14098. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );
  14099. }
  14100. const animation = new WebGLAnimation();
  14101. animation.setAnimationLoop( onAnimationFrame );
  14102. this.setAnimationLoop = function ( callback ) {
  14103. onAnimationFrameCallback = callback;
  14104. };
  14105. this.dispose = function () {};
  14106. }
  14107. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14108. /**
  14109. * @author mrdoob / http://mrdoob.com/
  14110. */
  14111. function WebGLMaterials( properties ) {
  14112. function refreshFogUniforms( uniforms, fog ) {
  14113. uniforms.fogColor.value.copy( fog.color );
  14114. if ( fog.isFog ) {
  14115. uniforms.fogNear.value = fog.near;
  14116. uniforms.fogFar.value = fog.far;
  14117. } else if ( fog.isFogExp2 ) {
  14118. uniforms.fogDensity.value = fog.density;
  14119. }
  14120. }
  14121. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14122. if ( material.isMeshBasicMaterial ) {
  14123. refreshUniformsCommon( uniforms, material );
  14124. } else if ( material.isMeshLambertMaterial ) {
  14125. refreshUniformsCommon( uniforms, material );
  14126. refreshUniformsLambert( uniforms, material );
  14127. } else if ( material.isMeshToonMaterial ) {
  14128. refreshUniformsCommon( uniforms, material );
  14129. refreshUniformsToon( uniforms, material );
  14130. } else if ( material.isMeshPhongMaterial ) {
  14131. refreshUniformsCommon( uniforms, material );
  14132. refreshUniformsPhong( uniforms, material );
  14133. } else if ( material.isMeshStandardMaterial ) {
  14134. refreshUniformsCommon( uniforms, material, environment );
  14135. if ( material.isMeshPhysicalMaterial ) {
  14136. refreshUniformsPhysical( uniforms, material, environment );
  14137. } else {
  14138. refreshUniformsStandard( uniforms, material, environment );
  14139. }
  14140. } else if ( material.isMeshMatcapMaterial ) {
  14141. refreshUniformsCommon( uniforms, material );
  14142. refreshUniformsMatcap( uniforms, material );
  14143. } else if ( material.isMeshDepthMaterial ) {
  14144. refreshUniformsCommon( uniforms, material );
  14145. refreshUniformsDepth( uniforms, material );
  14146. } else if ( material.isMeshDistanceMaterial ) {
  14147. refreshUniformsCommon( uniforms, material );
  14148. refreshUniformsDistance( uniforms, material );
  14149. } else if ( material.isMeshNormalMaterial ) {
  14150. refreshUniformsCommon( uniforms, material );
  14151. refreshUniformsNormal( uniforms, material );
  14152. } else if ( material.isLineBasicMaterial ) {
  14153. refreshUniformsLine( uniforms, material );
  14154. if ( material.isLineDashedMaterial ) {
  14155. refreshUniformsDash( uniforms, material );
  14156. }
  14157. } else if ( material.isPointsMaterial ) {
  14158. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14159. } else if ( material.isSpriteMaterial ) {
  14160. refreshUniformsSprites( uniforms, material );
  14161. } else if ( material.isShadowMaterial ) {
  14162. uniforms.color.value.copy( material.color );
  14163. uniforms.opacity.value = material.opacity;
  14164. } else if ( material.isShaderMaterial ) {
  14165. material.uniformsNeedUpdate = false; // #15581
  14166. }
  14167. }
  14168. function refreshUniformsCommon( uniforms, material, environment ) {
  14169. uniforms.opacity.value = material.opacity;
  14170. if ( material.color ) {
  14171. uniforms.diffuse.value.copy( material.color );
  14172. }
  14173. if ( material.emissive ) {
  14174. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14175. }
  14176. if ( material.map ) {
  14177. uniforms.map.value = material.map;
  14178. }
  14179. if ( material.alphaMap ) {
  14180. uniforms.alphaMap.value = material.alphaMap;
  14181. }
  14182. if ( material.specularMap ) {
  14183. uniforms.specularMap.value = material.specularMap;
  14184. }
  14185. const envMap = material.envMap || environment;
  14186. if ( envMap ) {
  14187. uniforms.envMap.value = envMap;
  14188. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14189. uniforms.reflectivity.value = material.reflectivity;
  14190. uniforms.refractionRatio.value = material.refractionRatio;
  14191. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14192. }
  14193. if ( material.lightMap ) {
  14194. uniforms.lightMap.value = material.lightMap;
  14195. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14196. }
  14197. if ( material.aoMap ) {
  14198. uniforms.aoMap.value = material.aoMap;
  14199. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14200. }
  14201. // uv repeat and offset setting priorities
  14202. // 1. color map
  14203. // 2. specular map
  14204. // 3. normal map
  14205. // 4. bump map
  14206. // 5. alpha map
  14207. // 6. emissive map
  14208. let uvScaleMap;
  14209. if ( material.map ) {
  14210. uvScaleMap = material.map;
  14211. } else if ( material.specularMap ) {
  14212. uvScaleMap = material.specularMap;
  14213. } else if ( material.displacementMap ) {
  14214. uvScaleMap = material.displacementMap;
  14215. } else if ( material.normalMap ) {
  14216. uvScaleMap = material.normalMap;
  14217. } else if ( material.bumpMap ) {
  14218. uvScaleMap = material.bumpMap;
  14219. } else if ( material.roughnessMap ) {
  14220. uvScaleMap = material.roughnessMap;
  14221. } else if ( material.metalnessMap ) {
  14222. uvScaleMap = material.metalnessMap;
  14223. } else if ( material.alphaMap ) {
  14224. uvScaleMap = material.alphaMap;
  14225. } else if ( material.emissiveMap ) {
  14226. uvScaleMap = material.emissiveMap;
  14227. }
  14228. if ( uvScaleMap !== undefined ) {
  14229. // backwards compatibility
  14230. if ( uvScaleMap.isWebGLRenderTarget ) {
  14231. uvScaleMap = uvScaleMap.texture;
  14232. }
  14233. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14234. uvScaleMap.updateMatrix();
  14235. }
  14236. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14237. }
  14238. // uv repeat and offset setting priorities for uv2
  14239. // 1. ao map
  14240. // 2. light map
  14241. let uv2ScaleMap;
  14242. if ( material.aoMap ) {
  14243. uv2ScaleMap = material.aoMap;
  14244. } else if ( material.lightMap ) {
  14245. uv2ScaleMap = material.lightMap;
  14246. }
  14247. if ( uv2ScaleMap !== undefined ) {
  14248. // backwards compatibility
  14249. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14250. uv2ScaleMap = uv2ScaleMap.texture;
  14251. }
  14252. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14253. uv2ScaleMap.updateMatrix();
  14254. }
  14255. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14256. }
  14257. }
  14258. function refreshUniformsLine( uniforms, material ) {
  14259. uniforms.diffuse.value.copy( material.color );
  14260. uniforms.opacity.value = material.opacity;
  14261. }
  14262. function refreshUniformsDash( uniforms, material ) {
  14263. uniforms.dashSize.value = material.dashSize;
  14264. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14265. uniforms.scale.value = material.scale;
  14266. }
  14267. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14268. uniforms.diffuse.value.copy( material.color );
  14269. uniforms.opacity.value = material.opacity;
  14270. uniforms.size.value = material.size * pixelRatio;
  14271. uniforms.scale.value = height * 0.5;
  14272. if ( material.map ) {
  14273. uniforms.map.value = material.map;
  14274. }
  14275. if ( material.alphaMap ) {
  14276. uniforms.alphaMap.value = material.alphaMap;
  14277. }
  14278. // uv repeat and offset setting priorities
  14279. // 1. color map
  14280. // 2. alpha map
  14281. let uvScaleMap;
  14282. if ( material.map ) {
  14283. uvScaleMap = material.map;
  14284. } else if ( material.alphaMap ) {
  14285. uvScaleMap = material.alphaMap;
  14286. }
  14287. if ( uvScaleMap !== undefined ) {
  14288. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14289. uvScaleMap.updateMatrix();
  14290. }
  14291. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14292. }
  14293. }
  14294. function refreshUniformsSprites( uniforms, material ) {
  14295. uniforms.diffuse.value.copy( material.color );
  14296. uniforms.opacity.value = material.opacity;
  14297. uniforms.rotation.value = material.rotation;
  14298. if ( material.map ) {
  14299. uniforms.map.value = material.map;
  14300. }
  14301. if ( material.alphaMap ) {
  14302. uniforms.alphaMap.value = material.alphaMap;
  14303. }
  14304. // uv repeat and offset setting priorities
  14305. // 1. color map
  14306. // 2. alpha map
  14307. let uvScaleMap;
  14308. if ( material.map ) {
  14309. uvScaleMap = material.map;
  14310. } else if ( material.alphaMap ) {
  14311. uvScaleMap = material.alphaMap;
  14312. }
  14313. if ( uvScaleMap !== undefined ) {
  14314. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14315. uvScaleMap.updateMatrix();
  14316. }
  14317. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14318. }
  14319. }
  14320. function refreshUniformsLambert( uniforms, material ) {
  14321. if ( material.emissiveMap ) {
  14322. uniforms.emissiveMap.value = material.emissiveMap;
  14323. }
  14324. }
  14325. function refreshUniformsPhong( uniforms, material ) {
  14326. uniforms.specular.value.copy( material.specular );
  14327. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14328. if ( material.emissiveMap ) {
  14329. uniforms.emissiveMap.value = material.emissiveMap;
  14330. }
  14331. if ( material.bumpMap ) {
  14332. uniforms.bumpMap.value = material.bumpMap;
  14333. uniforms.bumpScale.value = material.bumpScale;
  14334. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14335. }
  14336. if ( material.normalMap ) {
  14337. uniforms.normalMap.value = material.normalMap;
  14338. uniforms.normalScale.value.copy( material.normalScale );
  14339. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14340. }
  14341. if ( material.displacementMap ) {
  14342. uniforms.displacementMap.value = material.displacementMap;
  14343. uniforms.displacementScale.value = material.displacementScale;
  14344. uniforms.displacementBias.value = material.displacementBias;
  14345. }
  14346. }
  14347. function refreshUniformsToon( uniforms, material ) {
  14348. uniforms.specular.value.copy( material.specular );
  14349. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14350. if ( material.gradientMap ) {
  14351. uniforms.gradientMap.value = material.gradientMap;
  14352. }
  14353. if ( material.emissiveMap ) {
  14354. uniforms.emissiveMap.value = material.emissiveMap;
  14355. }
  14356. if ( material.bumpMap ) {
  14357. uniforms.bumpMap.value = material.bumpMap;
  14358. uniforms.bumpScale.value = material.bumpScale;
  14359. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14360. }
  14361. if ( material.normalMap ) {
  14362. uniforms.normalMap.value = material.normalMap;
  14363. uniforms.normalScale.value.copy( material.normalScale );
  14364. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14365. }
  14366. if ( material.displacementMap ) {
  14367. uniforms.displacementMap.value = material.displacementMap;
  14368. uniforms.displacementScale.value = material.displacementScale;
  14369. uniforms.displacementBias.value = material.displacementBias;
  14370. }
  14371. }
  14372. function refreshUniformsStandard( uniforms, material, environment ) {
  14373. uniforms.roughness.value = material.roughness;
  14374. uniforms.metalness.value = material.metalness;
  14375. if ( material.roughnessMap ) {
  14376. uniforms.roughnessMap.value = material.roughnessMap;
  14377. }
  14378. if ( material.metalnessMap ) {
  14379. uniforms.metalnessMap.value = material.metalnessMap;
  14380. }
  14381. if ( material.emissiveMap ) {
  14382. uniforms.emissiveMap.value = material.emissiveMap;
  14383. }
  14384. if ( material.bumpMap ) {
  14385. uniforms.bumpMap.value = material.bumpMap;
  14386. uniforms.bumpScale.value = material.bumpScale;
  14387. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14388. }
  14389. if ( material.normalMap ) {
  14390. uniforms.normalMap.value = material.normalMap;
  14391. uniforms.normalScale.value.copy( material.normalScale );
  14392. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14393. }
  14394. if ( material.displacementMap ) {
  14395. uniforms.displacementMap.value = material.displacementMap;
  14396. uniforms.displacementScale.value = material.displacementScale;
  14397. uniforms.displacementBias.value = material.displacementBias;
  14398. }
  14399. if ( material.envMap || environment ) {
  14400. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14401. uniforms.envMapIntensity.value = material.envMapIntensity;
  14402. }
  14403. }
  14404. function refreshUniformsPhysical( uniforms, material, environment ) {
  14405. refreshUniformsStandard( uniforms, material, environment );
  14406. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14407. uniforms.clearcoat.value = material.clearcoat;
  14408. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14409. if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
  14410. if ( material.clearcoatMap ) {
  14411. uniforms.clearcoatMap.value = material.clearcoatMap;
  14412. }
  14413. if ( material.clearcoatRoughnessMap ) {
  14414. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14415. }
  14416. if ( material.clearcoatNormalMap ) {
  14417. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14418. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14419. if ( material.side === BackSide ) {
  14420. uniforms.clearcoatNormalScale.value.negate();
  14421. }
  14422. }
  14423. uniforms.transparency.value = material.transparency;
  14424. }
  14425. function refreshUniformsMatcap( uniforms, material ) {
  14426. if ( material.matcap ) {
  14427. uniforms.matcap.value = material.matcap;
  14428. }
  14429. if ( material.bumpMap ) {
  14430. uniforms.bumpMap.value = material.bumpMap;
  14431. uniforms.bumpScale.value = material.bumpScale;
  14432. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14433. }
  14434. if ( material.normalMap ) {
  14435. uniforms.normalMap.value = material.normalMap;
  14436. uniforms.normalScale.value.copy( material.normalScale );
  14437. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14438. }
  14439. if ( material.displacementMap ) {
  14440. uniforms.displacementMap.value = material.displacementMap;
  14441. uniforms.displacementScale.value = material.displacementScale;
  14442. uniforms.displacementBias.value = material.displacementBias;
  14443. }
  14444. }
  14445. function refreshUniformsDepth( uniforms, material ) {
  14446. if ( material.displacementMap ) {
  14447. uniforms.displacementMap.value = material.displacementMap;
  14448. uniforms.displacementScale.value = material.displacementScale;
  14449. uniforms.displacementBias.value = material.displacementBias;
  14450. }
  14451. }
  14452. function refreshUniformsDistance( uniforms, material ) {
  14453. if ( material.displacementMap ) {
  14454. uniforms.displacementMap.value = material.displacementMap;
  14455. uniforms.displacementScale.value = material.displacementScale;
  14456. uniforms.displacementBias.value = material.displacementBias;
  14457. }
  14458. uniforms.referencePosition.value.copy( material.referencePosition );
  14459. uniforms.nearDistance.value = material.nearDistance;
  14460. uniforms.farDistance.value = material.farDistance;
  14461. }
  14462. function refreshUniformsNormal( uniforms, material ) {
  14463. if ( material.bumpMap ) {
  14464. uniforms.bumpMap.value = material.bumpMap;
  14465. uniforms.bumpScale.value = material.bumpScale;
  14466. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14467. }
  14468. if ( material.normalMap ) {
  14469. uniforms.normalMap.value = material.normalMap;
  14470. uniforms.normalScale.value.copy( material.normalScale );
  14471. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14472. }
  14473. if ( material.displacementMap ) {
  14474. uniforms.displacementMap.value = material.displacementMap;
  14475. uniforms.displacementScale.value = material.displacementScale;
  14476. uniforms.displacementBias.value = material.displacementBias;
  14477. }
  14478. }
  14479. return {
  14480. refreshFogUniforms: refreshFogUniforms,
  14481. refreshMaterialUniforms: refreshMaterialUniforms
  14482. };
  14483. }
  14484. /**
  14485. * @author supereggbert / http://www.paulbrunt.co.uk/
  14486. * @author mrdoob / http://mrdoob.com/
  14487. * @author alteredq / http://alteredqualia.com/
  14488. * @author szimek / https://github.com/szimek/
  14489. * @author tschw
  14490. */
  14491. function WebGLRenderer( parameters ) {
  14492. parameters = parameters || {};
  14493. const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14494. _context = parameters.context !== undefined ? parameters.context : null,
  14495. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14496. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14497. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14498. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14499. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14500. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14501. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14502. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14503. let currentRenderList = null;
  14504. let currentRenderState = null;
  14505. // public properties
  14506. this.domElement = _canvas;
  14507. // Debug configuration container
  14508. this.debug = {
  14509. /**
  14510. * Enables error checking and reporting when shader programs are being compiled
  14511. * @type {boolean}
  14512. */
  14513. checkShaderErrors: true
  14514. };
  14515. // clearing
  14516. this.autoClear = true;
  14517. this.autoClearColor = true;
  14518. this.autoClearDepth = true;
  14519. this.autoClearStencil = true;
  14520. // scene graph
  14521. this.sortObjects = true;
  14522. // user-defined clipping
  14523. this.clippingPlanes = [];
  14524. this.localClippingEnabled = false;
  14525. // physically based shading
  14526. this.gammaFactor = 2.0; // for backwards compatibility
  14527. this.outputEncoding = LinearEncoding;
  14528. // physical lights
  14529. this.physicallyCorrectLights = false;
  14530. // tone mapping
  14531. this.toneMapping = NoToneMapping;
  14532. this.toneMappingExposure = 1.0;
  14533. // morphs
  14534. this.maxMorphTargets = 8;
  14535. this.maxMorphNormals = 4;
  14536. // internal properties
  14537. const _this = this;
  14538. let _isContextLost = false;
  14539. // internal state cache
  14540. let _framebuffer = null;
  14541. let _currentActiveCubeFace = 0;
  14542. let _currentActiveMipmapLevel = 0;
  14543. let _currentRenderTarget = null;
  14544. let _currentFramebuffer = null;
  14545. let _currentMaterialId = - 1;
  14546. // geometry and program caching
  14547. const _currentGeometryProgram = {
  14548. geometry: null,
  14549. program: null,
  14550. wireframe: false
  14551. };
  14552. let _currentCamera = null;
  14553. let _currentArrayCamera = null;
  14554. const _currentViewport = new Vector4();
  14555. const _currentScissor = new Vector4();
  14556. let _currentScissorTest = null;
  14557. //
  14558. let _width = _canvas.width;
  14559. let _height = _canvas.height;
  14560. let _pixelRatio = 1;
  14561. let _opaqueSort = null;
  14562. let _transparentSort = null;
  14563. const _viewport = new Vector4( 0, 0, _width, _height );
  14564. const _scissor = new Vector4( 0, 0, _width, _height );
  14565. let _scissorTest = false;
  14566. // frustum
  14567. const _frustum = new Frustum();
  14568. // clipping
  14569. const _clipping = new WebGLClipping();
  14570. let _clippingEnabled = false;
  14571. let _localClippingEnabled = false;
  14572. // camera matrices cache
  14573. const _projScreenMatrix = new Matrix4();
  14574. const _vector3 = new Vector3();
  14575. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14576. function getTargetPixelRatio() {
  14577. return _currentRenderTarget === null ? _pixelRatio : 1;
  14578. }
  14579. // initialize
  14580. let _gl;
  14581. try {
  14582. const contextAttributes = {
  14583. alpha: _alpha,
  14584. depth: _depth,
  14585. stencil: _stencil,
  14586. antialias: _antialias,
  14587. premultipliedAlpha: _premultipliedAlpha,
  14588. preserveDrawingBuffer: _preserveDrawingBuffer,
  14589. powerPreference: _powerPreference,
  14590. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14591. };
  14592. // event listeners must be registered before WebGL context is created, see #12753
  14593. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14594. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14595. _gl = _context || _canvas.getContext( 'webgl2', contextAttributes ) || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14596. if ( _gl === null ) {
  14597. if ( _canvas.getContext( 'webgl2' ) || _canvas.getContext( 'webgl' ) || _canvas.getContext( 'experimental-webgl' ) ) {
  14598. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14599. } else {
  14600. throw new Error( 'Error creating WebGL context.' );
  14601. }
  14602. }
  14603. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14604. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14605. _gl.getShaderPrecisionFormat = function () {
  14606. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14607. };
  14608. }
  14609. } catch ( error ) {
  14610. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14611. throw error;
  14612. }
  14613. let extensions, capabilities, state, info;
  14614. let properties, textures, attributes, geometries, objects;
  14615. let programCache, materials, renderLists, renderStates;
  14616. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14617. let utils;
  14618. function initGLContext() {
  14619. extensions = new WebGLExtensions( _gl );
  14620. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14621. if ( capabilities.isWebGL2 === false ) {
  14622. extensions.get( 'WEBGL_depth_texture' );
  14623. extensions.get( 'OES_texture_float' );
  14624. extensions.get( 'OES_texture_half_float' );
  14625. extensions.get( 'OES_texture_half_float_linear' );
  14626. extensions.get( 'OES_standard_derivatives' );
  14627. extensions.get( 'OES_element_index_uint' );
  14628. extensions.get( 'ANGLE_instanced_arrays' );
  14629. }
  14630. extensions.get( 'OES_texture_float_linear' );
  14631. utils = new WebGLUtils( _gl, extensions, capabilities );
  14632. state = new WebGLState( _gl, extensions, capabilities );
  14633. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14634. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14635. info = new WebGLInfo( _gl );
  14636. properties = new WebGLProperties();
  14637. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14638. attributes = new WebGLAttributes( _gl, capabilities );
  14639. geometries = new WebGLGeometries( _gl, attributes, info );
  14640. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14641. morphtargets = new WebGLMorphtargets( _gl );
  14642. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14643. materials = new WebGLMaterials( properties );
  14644. renderLists = new WebGLRenderLists();
  14645. renderStates = new WebGLRenderStates();
  14646. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14647. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14648. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14649. info.programs = programCache.programs;
  14650. _this.capabilities = capabilities;
  14651. _this.extensions = extensions;
  14652. _this.properties = properties;
  14653. _this.renderLists = renderLists;
  14654. _this.state = state;
  14655. _this.info = info;
  14656. }
  14657. initGLContext();
  14658. // xr
  14659. const xr = new WebXRManager( _this, _gl );
  14660. this.xr = xr;
  14661. // shadow map
  14662. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14663. this.shadowMap = shadowMap;
  14664. // API
  14665. this.getContext = function () {
  14666. return _gl;
  14667. };
  14668. this.getContextAttributes = function () {
  14669. return _gl.getContextAttributes();
  14670. };
  14671. this.forceContextLoss = function () {
  14672. const extension = extensions.get( 'WEBGL_lose_context' );
  14673. if ( extension ) extension.loseContext();
  14674. };
  14675. this.forceContextRestore = function () {
  14676. const extension = extensions.get( 'WEBGL_lose_context' );
  14677. if ( extension ) extension.restoreContext();
  14678. };
  14679. this.getPixelRatio = function () {
  14680. return _pixelRatio;
  14681. };
  14682. this.setPixelRatio = function ( value ) {
  14683. if ( value === undefined ) return;
  14684. _pixelRatio = value;
  14685. this.setSize( _width, _height, false );
  14686. };
  14687. this.getSize = function ( target ) {
  14688. if ( target === undefined ) {
  14689. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14690. target = new Vector2();
  14691. }
  14692. return target.set( _width, _height );
  14693. };
  14694. this.setSize = function ( width, height, updateStyle ) {
  14695. if ( xr.isPresenting ) {
  14696. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14697. return;
  14698. }
  14699. _width = width;
  14700. _height = height;
  14701. _canvas.width = Math.floor( width * _pixelRatio );
  14702. _canvas.height = Math.floor( height * _pixelRatio );
  14703. if ( updateStyle !== false ) {
  14704. _canvas.style.width = width + 'px';
  14705. _canvas.style.height = height + 'px';
  14706. }
  14707. this.setViewport( 0, 0, width, height );
  14708. };
  14709. this.getDrawingBufferSize = function ( target ) {
  14710. if ( target === undefined ) {
  14711. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14712. target = new Vector2();
  14713. }
  14714. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14715. };
  14716. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14717. _width = width;
  14718. _height = height;
  14719. _pixelRatio = pixelRatio;
  14720. _canvas.width = Math.floor( width * pixelRatio );
  14721. _canvas.height = Math.floor( height * pixelRatio );
  14722. this.setViewport( 0, 0, width, height );
  14723. };
  14724. this.getCurrentViewport = function ( target ) {
  14725. if ( target === undefined ) {
  14726. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14727. target = new Vector4();
  14728. }
  14729. return target.copy( _currentViewport );
  14730. };
  14731. this.getViewport = function ( target ) {
  14732. return target.copy( _viewport );
  14733. };
  14734. this.setViewport = function ( x, y, width, height ) {
  14735. if ( x.isVector4 ) {
  14736. _viewport.set( x.x, x.y, x.z, x.w );
  14737. } else {
  14738. _viewport.set( x, y, width, height );
  14739. }
  14740. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14741. };
  14742. this.getScissor = function ( target ) {
  14743. return target.copy( _scissor );
  14744. };
  14745. this.setScissor = function ( x, y, width, height ) {
  14746. if ( x.isVector4 ) {
  14747. _scissor.set( x.x, x.y, x.z, x.w );
  14748. } else {
  14749. _scissor.set( x, y, width, height );
  14750. }
  14751. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14752. };
  14753. this.getScissorTest = function () {
  14754. return _scissorTest;
  14755. };
  14756. this.setScissorTest = function ( boolean ) {
  14757. state.setScissorTest( _scissorTest = boolean );
  14758. };
  14759. this.setOpaqueSort = function ( method ) {
  14760. _opaqueSort = method;
  14761. };
  14762. this.setTransparentSort = function ( method ) {
  14763. _transparentSort = method;
  14764. };
  14765. // Clearing
  14766. this.getClearColor = function () {
  14767. return background.getClearColor();
  14768. };
  14769. this.setClearColor = function () {
  14770. background.setClearColor.apply( background, arguments );
  14771. };
  14772. this.getClearAlpha = function () {
  14773. return background.getClearAlpha();
  14774. };
  14775. this.setClearAlpha = function () {
  14776. background.setClearAlpha.apply( background, arguments );
  14777. };
  14778. this.clear = function ( color, depth, stencil ) {
  14779. let bits = 0;
  14780. if ( color === undefined || color ) bits |= 16384;
  14781. if ( depth === undefined || depth ) bits |= 256;
  14782. if ( stencil === undefined || stencil ) bits |= 1024;
  14783. _gl.clear( bits );
  14784. };
  14785. this.clearColor = function () {
  14786. this.clear( true, false, false );
  14787. };
  14788. this.clearDepth = function () {
  14789. this.clear( false, true, false );
  14790. };
  14791. this.clearStencil = function () {
  14792. this.clear( false, false, true );
  14793. };
  14794. //
  14795. this.dispose = function () {
  14796. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14797. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14798. renderLists.dispose();
  14799. renderStates.dispose();
  14800. properties.dispose();
  14801. objects.dispose();
  14802. xr.dispose();
  14803. animation.stop();
  14804. };
  14805. // Events
  14806. function onContextLost( event ) {
  14807. event.preventDefault();
  14808. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14809. _isContextLost = true;
  14810. }
  14811. function onContextRestore( /* event */ ) {
  14812. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14813. _isContextLost = false;
  14814. initGLContext();
  14815. }
  14816. function onMaterialDispose( event ) {
  14817. const material = event.target;
  14818. material.removeEventListener( 'dispose', onMaterialDispose );
  14819. deallocateMaterial( material );
  14820. }
  14821. // Buffer deallocation
  14822. function deallocateMaterial( material ) {
  14823. releaseMaterialProgramReference( material );
  14824. properties.remove( material );
  14825. }
  14826. function releaseMaterialProgramReference( material ) {
  14827. const programInfo = properties.get( material ).program;
  14828. material.program = undefined;
  14829. if ( programInfo !== undefined ) {
  14830. programCache.releaseProgram( programInfo );
  14831. }
  14832. }
  14833. // Buffer rendering
  14834. function renderObjectImmediate( object, program ) {
  14835. object.render( function ( object ) {
  14836. _this.renderBufferImmediate( object, program );
  14837. } );
  14838. }
  14839. this.renderBufferImmediate = function ( object, program ) {
  14840. state.initAttributes();
  14841. const buffers = properties.get( object );
  14842. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14843. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14844. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14845. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14846. const programAttributes = program.getAttributes();
  14847. if ( object.hasPositions ) {
  14848. _gl.bindBuffer( 34962, buffers.position );
  14849. _gl.bufferData( 34962, object.positionArray, 35048 );
  14850. state.enableAttribute( programAttributes.position );
  14851. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14852. }
  14853. if ( object.hasNormals ) {
  14854. _gl.bindBuffer( 34962, buffers.normal );
  14855. _gl.bufferData( 34962, object.normalArray, 35048 );
  14856. state.enableAttribute( programAttributes.normal );
  14857. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14858. }
  14859. if ( object.hasUvs ) {
  14860. _gl.bindBuffer( 34962, buffers.uv );
  14861. _gl.bufferData( 34962, object.uvArray, 35048 );
  14862. state.enableAttribute( programAttributes.uv );
  14863. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14864. }
  14865. if ( object.hasColors ) {
  14866. _gl.bindBuffer( 34962, buffers.color );
  14867. _gl.bufferData( 34962, object.colorArray, 35048 );
  14868. state.enableAttribute( programAttributes.color );
  14869. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14870. }
  14871. state.disableUnusedAttributes();
  14872. _gl.drawArrays( 4, 0, object.count );
  14873. object.count = 0;
  14874. };
  14875. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14876. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  14877. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14878. const program = setProgram( camera, scene, material, object );
  14879. state.setMaterial( material, frontFaceCW );
  14880. let updateBuffers = false;
  14881. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14882. _currentGeometryProgram.program !== program.id ||
  14883. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14884. _currentGeometryProgram.geometry = geometry.id;
  14885. _currentGeometryProgram.program = program.id;
  14886. _currentGeometryProgram.wireframe = material.wireframe === true;
  14887. updateBuffers = true;
  14888. }
  14889. if ( material.morphTargets || material.morphNormals ) {
  14890. morphtargets.update( object, geometry, material, program );
  14891. updateBuffers = true;
  14892. }
  14893. if ( object.isInstancedMesh === true ) {
  14894. updateBuffers = true;
  14895. }
  14896. //
  14897. let index = geometry.index;
  14898. const position = geometry.attributes.position;
  14899. //
  14900. if ( index === null ) {
  14901. if ( position === undefined || position.count === 0 ) return;
  14902. } else if ( index.count === 0 ) {
  14903. return;
  14904. }
  14905. //
  14906. let rangeFactor = 1;
  14907. if ( material.wireframe === true ) {
  14908. index = geometries.getWireframeAttribute( geometry );
  14909. rangeFactor = 2;
  14910. }
  14911. let attribute;
  14912. let renderer = bufferRenderer;
  14913. if ( index !== null ) {
  14914. attribute = attributes.get( index );
  14915. renderer = indexedBufferRenderer;
  14916. renderer.setIndex( attribute );
  14917. }
  14918. if ( updateBuffers ) {
  14919. setupVertexAttributes( object, geometry, material, program );
  14920. if ( index !== null ) {
  14921. _gl.bindBuffer( 34963, attribute.buffer );
  14922. }
  14923. }
  14924. //
  14925. const dataCount = ( index !== null ) ? index.count : position.count;
  14926. const rangeStart = geometry.drawRange.start * rangeFactor;
  14927. const rangeCount = geometry.drawRange.count * rangeFactor;
  14928. const groupStart = group !== null ? group.start * rangeFactor : 0;
  14929. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14930. const drawStart = Math.max( rangeStart, groupStart );
  14931. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14932. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14933. if ( drawCount === 0 ) return;
  14934. //
  14935. if ( object.isMesh ) {
  14936. if ( material.wireframe === true ) {
  14937. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14938. renderer.setMode( 1 );
  14939. } else {
  14940. renderer.setMode( 4 );
  14941. }
  14942. } else if ( object.isLine ) {
  14943. let lineWidth = material.linewidth;
  14944. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14945. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14946. if ( object.isLineSegments ) {
  14947. renderer.setMode( 1 );
  14948. } else if ( object.isLineLoop ) {
  14949. renderer.setMode( 2 );
  14950. } else {
  14951. renderer.setMode( 3 );
  14952. }
  14953. } else if ( object.isPoints ) {
  14954. renderer.setMode( 0 );
  14955. } else if ( object.isSprite ) {
  14956. renderer.setMode( 4 );
  14957. }
  14958. if ( object.isInstancedMesh ) {
  14959. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14960. } else if ( geometry.isInstancedBufferGeometry ) {
  14961. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  14962. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  14963. } else {
  14964. renderer.render( drawStart, drawCount );
  14965. }
  14966. };
  14967. function setupVertexAttributes( object, geometry, material, program ) {
  14968. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14969. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
  14970. }
  14971. state.initAttributes();
  14972. const geometryAttributes = geometry.attributes;
  14973. const programAttributes = program.getAttributes();
  14974. const materialDefaultAttributeValues = material.defaultAttributeValues;
  14975. for ( const name in programAttributes ) {
  14976. const programAttribute = programAttributes[ name ];
  14977. if ( programAttribute >= 0 ) {
  14978. const geometryAttribute = geometryAttributes[ name ];
  14979. if ( geometryAttribute !== undefined ) {
  14980. const normalized = geometryAttribute.normalized;
  14981. const size = geometryAttribute.itemSize;
  14982. const attribute = attributes.get( geometryAttribute );
  14983. // TODO Attribute may not be available on context restore
  14984. if ( attribute === undefined ) continue;
  14985. const buffer = attribute.buffer;
  14986. const type = attribute.type;
  14987. const bytesPerElement = attribute.bytesPerElement;
  14988. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14989. const data = geometryAttribute.data;
  14990. const stride = data.stride;
  14991. const offset = geometryAttribute.offset;
  14992. if ( data && data.isInstancedInterleavedBuffer ) {
  14993. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14994. if ( geometry._maxInstanceCount === undefined ) {
  14995. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  14996. }
  14997. } else {
  14998. state.enableAttribute( programAttribute );
  14999. }
  15000. _gl.bindBuffer( 34962, buffer );
  15001. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  15002. } else {
  15003. if ( geometryAttribute.isInstancedBufferAttribute ) {
  15004. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  15005. if ( geometry._maxInstanceCount === undefined ) {
  15006. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  15007. }
  15008. } else {
  15009. state.enableAttribute( programAttribute );
  15010. }
  15011. _gl.bindBuffer( 34962, buffer );
  15012. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  15013. }
  15014. } else if ( name === 'instanceMatrix' ) {
  15015. const attribute = attributes.get( object.instanceMatrix );
  15016. // TODO Attribute may not be available on context restore
  15017. if ( attribute === undefined ) continue;
  15018. const buffer = attribute.buffer;
  15019. const type = attribute.type;
  15020. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  15021. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  15022. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  15023. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  15024. _gl.bindBuffer( 34962, buffer );
  15025. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  15026. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  15027. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  15028. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  15029. } else if ( materialDefaultAttributeValues !== undefined ) {
  15030. const value = materialDefaultAttributeValues[ name ];
  15031. if ( value !== undefined ) {
  15032. switch ( value.length ) {
  15033. case 2:
  15034. _gl.vertexAttrib2fv( programAttribute, value );
  15035. break;
  15036. case 3:
  15037. _gl.vertexAttrib3fv( programAttribute, value );
  15038. break;
  15039. case 4:
  15040. _gl.vertexAttrib4fv( programAttribute, value );
  15041. break;
  15042. default:
  15043. _gl.vertexAttrib1fv( programAttribute, value );
  15044. }
  15045. }
  15046. }
  15047. }
  15048. }
  15049. state.disableUnusedAttributes();
  15050. }
  15051. // Compile
  15052. this.compile = function ( scene, camera ) {
  15053. currentRenderState = renderStates.get( scene, camera );
  15054. currentRenderState.init();
  15055. scene.traverse( function ( object ) {
  15056. if ( object.isLight ) {
  15057. currentRenderState.pushLight( object );
  15058. if ( object.castShadow ) {
  15059. currentRenderState.pushShadow( object );
  15060. }
  15061. }
  15062. } );
  15063. currentRenderState.setupLights( camera );
  15064. const compiled = new WeakMap();
  15065. scene.traverse( function ( object ) {
  15066. let material = object.material;
  15067. if ( material ) {
  15068. if ( Array.isArray( material ) ) {
  15069. for ( let i = 0; i < material.length; i ++ ) {
  15070. let material2 = material[ i ];
  15071. if ( compiled.has( material2 ) === false ) {
  15072. initMaterial( material2, scene, object );
  15073. compiled.set( material2 );
  15074. }
  15075. }
  15076. } else if ( compiled.has( material ) === false ) {
  15077. initMaterial( material, scene, object );
  15078. compiled.set( material );
  15079. }
  15080. }
  15081. } );
  15082. };
  15083. // Animation Loop
  15084. let onAnimationFrameCallback = null;
  15085. function onAnimationFrame( time ) {
  15086. if ( xr.isPresenting ) return;
  15087. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  15088. }
  15089. const animation = new WebGLAnimation();
  15090. animation.setAnimationLoop( onAnimationFrame );
  15091. if ( typeof window !== 'undefined' ) animation.setContext( window );
  15092. this.setAnimationLoop = function ( callback ) {
  15093. onAnimationFrameCallback = callback;
  15094. xr.setAnimationLoop( callback );
  15095. animation.start();
  15096. };
  15097. // Rendering
  15098. this.render = function ( scene, camera ) {
  15099. let renderTarget, forceClear;
  15100. if ( arguments[ 2 ] !== undefined ) {
  15101. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15102. renderTarget = arguments[ 2 ];
  15103. }
  15104. if ( arguments[ 3 ] !== undefined ) {
  15105. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15106. forceClear = arguments[ 3 ];
  15107. }
  15108. if ( camera !== undefined && camera.isCamera !== true ) {
  15109. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15110. return;
  15111. }
  15112. if ( _isContextLost === true ) return;
  15113. // reset caching for this frame
  15114. _currentGeometryProgram.geometry = null;
  15115. _currentGeometryProgram.program = null;
  15116. _currentGeometryProgram.wireframe = false;
  15117. _currentMaterialId = - 1;
  15118. _currentCamera = null;
  15119. // update scene graph
  15120. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  15121. // update camera matrices and frustum
  15122. if ( camera.parent === null ) camera.updateMatrixWorld();
  15123. if ( xr.enabled === true && xr.isPresenting === true ) {
  15124. camera = xr.getCamera( camera );
  15125. }
  15126. //
  15127. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  15128. currentRenderState = renderStates.get( scene, camera );
  15129. currentRenderState.init();
  15130. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15131. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15132. _localClippingEnabled = this.localClippingEnabled;
  15133. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15134. currentRenderList = renderLists.get( scene, camera );
  15135. currentRenderList.init();
  15136. projectObject( scene, camera, 0, _this.sortObjects );
  15137. currentRenderList.finish();
  15138. if ( _this.sortObjects === true ) {
  15139. currentRenderList.sort( _opaqueSort, _transparentSort );
  15140. }
  15141. //
  15142. if ( _clippingEnabled === true ) _clipping.beginShadows();
  15143. const shadowsArray = currentRenderState.state.shadowsArray;
  15144. shadowMap.render( shadowsArray, scene, camera );
  15145. currentRenderState.setupLights( camera );
  15146. if ( _clippingEnabled === true ) _clipping.endShadows();
  15147. //
  15148. if ( this.info.autoReset === true ) this.info.reset();
  15149. if ( renderTarget !== undefined ) {
  15150. this.setRenderTarget( renderTarget );
  15151. }
  15152. //
  15153. background.render( currentRenderList, scene, camera, forceClear );
  15154. // render scene
  15155. const opaqueObjects = currentRenderList.opaque;
  15156. const transparentObjects = currentRenderList.transparent;
  15157. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  15158. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  15159. //
  15160. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  15161. //
  15162. if ( _currentRenderTarget !== null ) {
  15163. // Generate mipmap if we're using any kind of mipmap filtering
  15164. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15165. // resolve multisample renderbuffers to a single-sample texture if necessary
  15166. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15167. }
  15168. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15169. state.buffers.depth.setTest( true );
  15170. state.buffers.depth.setMask( true );
  15171. state.buffers.color.setMask( true );
  15172. state.setPolygonOffset( false );
  15173. // _gl.finish();
  15174. currentRenderList = null;
  15175. currentRenderState = null;
  15176. };
  15177. function projectObject( object, camera, groupOrder, sortObjects ) {
  15178. if ( object.visible === false ) return;
  15179. const visible = object.layers.test( camera.layers );
  15180. if ( visible ) {
  15181. if ( object.isGroup ) {
  15182. groupOrder = object.renderOrder;
  15183. } else if ( object.isLOD ) {
  15184. if ( object.autoUpdate === true ) object.update( camera );
  15185. } else if ( object.isLight ) {
  15186. currentRenderState.pushLight( object );
  15187. if ( object.castShadow ) {
  15188. currentRenderState.pushShadow( object );
  15189. }
  15190. } else if ( object.isSprite ) {
  15191. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15192. if ( sortObjects ) {
  15193. _vector3.setFromMatrixPosition( object.matrixWorld )
  15194. .applyMatrix4( _projScreenMatrix );
  15195. }
  15196. const geometry = objects.update( object );
  15197. const material = object.material;
  15198. if ( material.visible ) {
  15199. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15200. }
  15201. }
  15202. } else if ( object.isImmediateRenderObject ) {
  15203. if ( sortObjects ) {
  15204. _vector3.setFromMatrixPosition( object.matrixWorld )
  15205. .applyMatrix4( _projScreenMatrix );
  15206. }
  15207. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15208. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15209. if ( object.isSkinnedMesh ) {
  15210. // update skeleton only once in a frame
  15211. if ( object.skeleton.frame !== info.render.frame ) {
  15212. object.skeleton.update();
  15213. object.skeleton.frame = info.render.frame;
  15214. }
  15215. }
  15216. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15217. if ( sortObjects ) {
  15218. _vector3.setFromMatrixPosition( object.matrixWorld )
  15219. .applyMatrix4( _projScreenMatrix );
  15220. }
  15221. const geometry = objects.update( object );
  15222. const material = object.material;
  15223. if ( Array.isArray( material ) ) {
  15224. const groups = geometry.groups;
  15225. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15226. const group = groups[ i ];
  15227. const groupMaterial = material[ group.materialIndex ];
  15228. if ( groupMaterial && groupMaterial.visible ) {
  15229. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  15230. }
  15231. }
  15232. } else if ( material.visible ) {
  15233. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15234. }
  15235. }
  15236. }
  15237. }
  15238. const children = object.children;
  15239. for ( let i = 0, l = children.length; i < l; i ++ ) {
  15240. projectObject( children[ i ], camera, groupOrder, sortObjects );
  15241. }
  15242. }
  15243. function renderObjects( renderList, scene, camera ) {
  15244. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15245. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  15246. const renderItem = renderList[ i ];
  15247. const object = renderItem.object;
  15248. const geometry = renderItem.geometry;
  15249. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15250. const group = renderItem.group;
  15251. if ( camera.isArrayCamera ) {
  15252. _currentArrayCamera = camera;
  15253. const cameras = camera.cameras;
  15254. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  15255. const camera2 = cameras[ j ];
  15256. if ( object.layers.test( camera2.layers ) ) {
  15257. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15258. currentRenderState.setupLights( camera2 );
  15259. renderObject( object, scene, camera2, geometry, material, group );
  15260. }
  15261. }
  15262. } else {
  15263. _currentArrayCamera = null;
  15264. renderObject( object, scene, camera, geometry, material, group );
  15265. }
  15266. }
  15267. }
  15268. function renderObject( object, scene, camera, geometry, material, group ) {
  15269. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15270. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15271. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15272. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15273. if ( object.isImmediateRenderObject ) {
  15274. const program = setProgram( camera, scene, material, object );
  15275. state.setMaterial( material );
  15276. _currentGeometryProgram.geometry = null;
  15277. _currentGeometryProgram.program = null;
  15278. _currentGeometryProgram.wireframe = false;
  15279. renderObjectImmediate( object, program );
  15280. } else {
  15281. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15282. }
  15283. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15284. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15285. }
  15286. function initMaterial( material, scene, object ) {
  15287. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  15288. const materialProperties = properties.get( material );
  15289. const lights = currentRenderState.state.lights;
  15290. const shadowsArray = currentRenderState.state.shadowsArray;
  15291. const lightsStateVersion = lights.state.version;
  15292. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15293. const programCacheKey = programCache.getProgramCacheKey( parameters );
  15294. let program = materialProperties.program;
  15295. let programChange = true;
  15296. if ( program === undefined ) {
  15297. // new material
  15298. material.addEventListener( 'dispose', onMaterialDispose );
  15299. } else if ( program.cacheKey !== programCacheKey ) {
  15300. // changed glsl or parameters
  15301. releaseMaterialProgramReference( material );
  15302. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15303. materialProperties.lightsStateVersion = lightsStateVersion;
  15304. programChange = false;
  15305. } else if ( parameters.shaderID !== undefined ) {
  15306. // same glsl and uniform list
  15307. return;
  15308. } else {
  15309. // only rebuild uniform list
  15310. programChange = false;
  15311. }
  15312. if ( programChange ) {
  15313. program = programCache.acquireProgram( parameters, programCacheKey );
  15314. materialProperties.program = program;
  15315. materialProperties.uniforms = parameters.uniforms;
  15316. materialProperties.outputEncoding = parameters.outputEncoding;
  15317. material.program = program;
  15318. }
  15319. const programAttributes = program.getAttributes();
  15320. if ( material.morphTargets ) {
  15321. material.numSupportedMorphTargets = 0;
  15322. for ( let i = 0; i < _this.maxMorphTargets; i ++ ) {
  15323. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15324. material.numSupportedMorphTargets ++;
  15325. }
  15326. }
  15327. }
  15328. if ( material.morphNormals ) {
  15329. material.numSupportedMorphNormals = 0;
  15330. for ( let i = 0; i < _this.maxMorphNormals; i ++ ) {
  15331. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  15332. material.numSupportedMorphNormals ++;
  15333. }
  15334. }
  15335. }
  15336. const uniforms = materialProperties.uniforms;
  15337. if ( ! material.isShaderMaterial &&
  15338. ! material.isRawShaderMaterial ||
  15339. material.clipping === true ) {
  15340. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15341. materialProperties.numIntersection = _clipping.numIntersection;
  15342. uniforms.clippingPlanes = _clipping.uniform;
  15343. }
  15344. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15345. materialProperties.fog = scene.fog;
  15346. // store the light setup it was created for
  15347. materialProperties.needsLights = materialNeedsLights( material );
  15348. materialProperties.lightsStateVersion = lightsStateVersion;
  15349. if ( materialProperties.needsLights ) {
  15350. // wire up the material to this renderer's lighting state
  15351. uniforms.ambientLightColor.value = lights.state.ambient;
  15352. uniforms.lightProbe.value = lights.state.probe;
  15353. uniforms.directionalLights.value = lights.state.directional;
  15354. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15355. uniforms.spotLights.value = lights.state.spot;
  15356. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15357. uniforms.rectAreaLights.value = lights.state.rectArea;
  15358. uniforms.pointLights.value = lights.state.point;
  15359. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15360. uniforms.hemisphereLights.value = lights.state.hemi;
  15361. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15362. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15363. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15364. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15365. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15366. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15367. // TODO (abelnation): add area lights shadow info to uniforms
  15368. }
  15369. const progUniforms = materialProperties.program.getUniforms(),
  15370. uniformsList =
  15371. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15372. materialProperties.uniformsList = uniformsList;
  15373. }
  15374. function setProgram( camera, scene, material, object ) {
  15375. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  15376. textures.resetTextureUnits();
  15377. const fog = scene.fog;
  15378. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  15379. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15380. const materialProperties = properties.get( material );
  15381. const lights = currentRenderState.state.lights;
  15382. if ( _clippingEnabled === true ) {
  15383. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15384. const useCache =
  15385. camera === _currentCamera &&
  15386. material.id === _currentMaterialId;
  15387. // we might want to call this function with some ClippingGroup
  15388. // object instead of the material, once it becomes feasible
  15389. // (#8465, #8379)
  15390. _clipping.setState(
  15391. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15392. camera, materialProperties, useCache );
  15393. }
  15394. }
  15395. if ( material.version === materialProperties.__version ) {
  15396. if ( materialProperties.program === undefined ) {
  15397. initMaterial( material, scene, object );
  15398. } else if ( material.fog && materialProperties.fog !== fog ) {
  15399. initMaterial( material, scene, object );
  15400. } else if ( materialProperties.environment !== environment ) {
  15401. initMaterial( material, scene, object );
  15402. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15403. initMaterial( material, scene, object );
  15404. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15405. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15406. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15407. initMaterial( material, scene, object );
  15408. } else if ( materialProperties.outputEncoding !== encoding ) {
  15409. initMaterial( material, scene, object );
  15410. }
  15411. } else {
  15412. initMaterial( material, scene, object );
  15413. materialProperties.__version = material.version;
  15414. }
  15415. let refreshProgram = false;
  15416. let refreshMaterial = false;
  15417. let refreshLights = false;
  15418. const program = materialProperties.program,
  15419. p_uniforms = program.getUniforms(),
  15420. m_uniforms = materialProperties.uniforms;
  15421. if ( state.useProgram( program.program ) ) {
  15422. refreshProgram = true;
  15423. refreshMaterial = true;
  15424. refreshLights = true;
  15425. }
  15426. if ( material.id !== _currentMaterialId ) {
  15427. _currentMaterialId = material.id;
  15428. refreshMaterial = true;
  15429. }
  15430. if ( refreshProgram || _currentCamera !== camera ) {
  15431. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15432. if ( capabilities.logarithmicDepthBuffer ) {
  15433. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15434. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15435. }
  15436. if ( _currentCamera !== camera ) {
  15437. _currentCamera = camera;
  15438. // lighting uniforms depend on the camera so enforce an update
  15439. // now, in case this material supports lights - or later, when
  15440. // the next material that does gets activated:
  15441. refreshMaterial = true; // set to true on material change
  15442. refreshLights = true; // remains set until update done
  15443. }
  15444. // load material specific uniforms
  15445. // (shader material also gets them for the sake of genericity)
  15446. if ( material.isShaderMaterial ||
  15447. material.isMeshPhongMaterial ||
  15448. material.isMeshToonMaterial ||
  15449. material.isMeshStandardMaterial ||
  15450. material.envMap ) {
  15451. const uCamPos = p_uniforms.map.cameraPosition;
  15452. if ( uCamPos !== undefined ) {
  15453. uCamPos.setValue( _gl,
  15454. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15455. }
  15456. }
  15457. if ( material.isMeshPhongMaterial ||
  15458. material.isMeshToonMaterial ||
  15459. material.isMeshLambertMaterial ||
  15460. material.isMeshBasicMaterial ||
  15461. material.isMeshStandardMaterial ||
  15462. material.isShaderMaterial ) {
  15463. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15464. }
  15465. if ( material.isMeshPhongMaterial ||
  15466. material.isMeshToonMaterial ||
  15467. material.isMeshLambertMaterial ||
  15468. material.isMeshBasicMaterial ||
  15469. material.isMeshStandardMaterial ||
  15470. material.isShaderMaterial ||
  15471. material.skinning ) {
  15472. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15473. }
  15474. }
  15475. // skinning uniforms must be set even if material didn't change
  15476. // auto-setting of texture unit for bone texture must go before other textures
  15477. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15478. if ( material.skinning ) {
  15479. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15480. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15481. const skeleton = object.skeleton;
  15482. if ( skeleton ) {
  15483. const bones = skeleton.bones;
  15484. if ( capabilities.floatVertexTextures ) {
  15485. if ( skeleton.boneTexture === undefined ) {
  15486. // layout (1 matrix = 4 pixels)
  15487. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15488. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15489. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15490. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15491. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15492. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15493. size = MathUtils.ceilPowerOfTwo( size );
  15494. size = Math.max( size, 4 );
  15495. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15496. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15497. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15498. skeleton.boneMatrices = boneMatrices;
  15499. skeleton.boneTexture = boneTexture;
  15500. skeleton.boneTextureSize = size;
  15501. }
  15502. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15503. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15504. } else {
  15505. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15506. }
  15507. }
  15508. }
  15509. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15510. materialProperties.receiveShadow = object.receiveShadow;
  15511. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15512. }
  15513. if ( refreshMaterial ) {
  15514. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15515. if ( materialProperties.needsLights ) {
  15516. // the current material requires lighting info
  15517. // note: all lighting uniforms are always set correctly
  15518. // they simply reference the renderer's state for their
  15519. // values
  15520. //
  15521. // use the current material's .needsUpdate flags to set
  15522. // the GL state when required
  15523. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15524. }
  15525. // refresh uniforms common to several materials
  15526. if ( fog && material.fog ) {
  15527. materials.refreshFogUniforms( m_uniforms, fog );
  15528. }
  15529. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15530. // RectAreaLight Texture
  15531. // TODO (mrdoob): Find a nicer implementation
  15532. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  15533. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  15534. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15535. }
  15536. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15537. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15538. material.uniformsNeedUpdate = false;
  15539. }
  15540. if ( material.isSpriteMaterial ) {
  15541. p_uniforms.setValue( _gl, 'center', object.center );
  15542. }
  15543. // common matrices
  15544. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15545. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15546. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15547. return program;
  15548. }
  15549. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15550. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15551. uniforms.ambientLightColor.needsUpdate = value;
  15552. uniforms.lightProbe.needsUpdate = value;
  15553. uniforms.directionalLights.needsUpdate = value;
  15554. uniforms.directionalLightShadows.needsUpdate = value;
  15555. uniforms.pointLights.needsUpdate = value;
  15556. uniforms.pointLightShadows.needsUpdate = value;
  15557. uniforms.spotLights.needsUpdate = value;
  15558. uniforms.spotLightShadows.needsUpdate = value;
  15559. uniforms.rectAreaLights.needsUpdate = value;
  15560. uniforms.hemisphereLights.needsUpdate = value;
  15561. }
  15562. function materialNeedsLights( material ) {
  15563. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15564. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15565. ( material.isShaderMaterial && material.lights === true );
  15566. }
  15567. //
  15568. this.setFramebuffer = function ( value ) {
  15569. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );
  15570. _framebuffer = value;
  15571. };
  15572. this.getActiveCubeFace = function () {
  15573. return _currentActiveCubeFace;
  15574. };
  15575. this.getActiveMipmapLevel = function () {
  15576. return _currentActiveMipmapLevel;
  15577. };
  15578. this.getRenderTarget = function () {
  15579. return _currentRenderTarget;
  15580. };
  15581. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15582. _currentRenderTarget = renderTarget;
  15583. _currentActiveCubeFace = activeCubeFace;
  15584. _currentActiveMipmapLevel = activeMipmapLevel;
  15585. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15586. textures.setupRenderTarget( renderTarget );
  15587. }
  15588. let framebuffer = _framebuffer;
  15589. let isCube = false;
  15590. if ( renderTarget ) {
  15591. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15592. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15593. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15594. isCube = true;
  15595. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15596. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15597. } else {
  15598. framebuffer = __webglFramebuffer;
  15599. }
  15600. _currentViewport.copy( renderTarget.viewport );
  15601. _currentScissor.copy( renderTarget.scissor );
  15602. _currentScissorTest = renderTarget.scissorTest;
  15603. } else {
  15604. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15605. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15606. _currentScissorTest = _scissorTest;
  15607. }
  15608. if ( _currentFramebuffer !== framebuffer ) {
  15609. _gl.bindFramebuffer( 36160, framebuffer );
  15610. _currentFramebuffer = framebuffer;
  15611. }
  15612. state.viewport( _currentViewport );
  15613. state.scissor( _currentScissor );
  15614. state.setScissorTest( _currentScissorTest );
  15615. if ( isCube ) {
  15616. const textureProperties = properties.get( renderTarget.texture );
  15617. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15618. }
  15619. };
  15620. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15621. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15622. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15623. return;
  15624. }
  15625. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15626. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15627. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15628. }
  15629. if ( framebuffer ) {
  15630. let restore = false;
  15631. if ( framebuffer !== _currentFramebuffer ) {
  15632. _gl.bindFramebuffer( 36160, framebuffer );
  15633. restore = true;
  15634. }
  15635. try {
  15636. const texture = renderTarget.texture;
  15637. const textureFormat = texture.format;
  15638. const textureType = texture.type;
  15639. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15640. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15641. return;
  15642. }
  15643. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15644. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15645. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15646. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15647. return;
  15648. }
  15649. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15650. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15651. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15652. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15653. }
  15654. } else {
  15655. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15656. }
  15657. } finally {
  15658. if ( restore ) {
  15659. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15660. }
  15661. }
  15662. }
  15663. };
  15664. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15665. if ( level === undefined ) level = 0;
  15666. const levelScale = Math.pow( 2, - level );
  15667. const width = Math.floor( texture.image.width * levelScale );
  15668. const height = Math.floor( texture.image.height * levelScale );
  15669. const glFormat = utils.convert( texture.format );
  15670. textures.setTexture2D( texture, 0 );
  15671. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15672. state.unbindTexture();
  15673. };
  15674. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15675. if ( level === undefined ) level = 0;
  15676. const width = srcTexture.image.width;
  15677. const height = srcTexture.image.height;
  15678. const glFormat = utils.convert( dstTexture.format );
  15679. const glType = utils.convert( dstTexture.type );
  15680. textures.setTexture2D( dstTexture, 0 );
  15681. if ( srcTexture.isDataTexture ) {
  15682. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15683. } else {
  15684. if ( srcTexture.isCompressedTexture ) {
  15685. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15686. } else {
  15687. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15688. }
  15689. }
  15690. // Generate mipmaps only when copying level 0
  15691. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );
  15692. state.unbindTexture();
  15693. };
  15694. this.initTexture = function ( texture ) {
  15695. textures.setTexture2D( texture, 0 );
  15696. state.unbindTexture();
  15697. };
  15698. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15699. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15700. }
  15701. }
  15702. /**
  15703. * @author mrdoob / http://mrdoob.com/
  15704. * @author alteredq / http://alteredqualia.com/
  15705. */
  15706. function FogExp2( color, density ) {
  15707. this.name = '';
  15708. this.color = new Color( color );
  15709. this.density = ( density !== undefined ) ? density : 0.00025;
  15710. }
  15711. Object.assign( FogExp2.prototype, {
  15712. isFogExp2: true,
  15713. clone: function () {
  15714. return new FogExp2( this.color, this.density );
  15715. },
  15716. toJSON: function ( /* meta */ ) {
  15717. return {
  15718. type: 'FogExp2',
  15719. color: this.color.getHex(),
  15720. density: this.density
  15721. };
  15722. }
  15723. } );
  15724. /**
  15725. * @author mrdoob / http://mrdoob.com/
  15726. * @author alteredq / http://alteredqualia.com/
  15727. */
  15728. function Fog( color, near, far ) {
  15729. this.name = '';
  15730. this.color = new Color( color );
  15731. this.near = ( near !== undefined ) ? near : 1;
  15732. this.far = ( far !== undefined ) ? far : 1000;
  15733. }
  15734. Object.assign( Fog.prototype, {
  15735. isFog: true,
  15736. clone: function () {
  15737. return new Fog( this.color, this.near, this.far );
  15738. },
  15739. toJSON: function ( /* meta */ ) {
  15740. return {
  15741. type: 'Fog',
  15742. color: this.color.getHex(),
  15743. near: this.near,
  15744. far: this.far
  15745. };
  15746. }
  15747. } );
  15748. /**
  15749. * @author benaadams / https://twitter.com/ben_a_adams
  15750. */
  15751. function InterleavedBuffer( array, stride ) {
  15752. this.array = array;
  15753. this.stride = stride;
  15754. this.count = array !== undefined ? array.length / stride : 0;
  15755. this.usage = StaticDrawUsage;
  15756. this.updateRange = { offset: 0, count: - 1 };
  15757. this.version = 0;
  15758. this.uuid = MathUtils.generateUUID();
  15759. }
  15760. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15761. set: function ( value ) {
  15762. if ( value === true ) this.version ++;
  15763. }
  15764. } );
  15765. Object.assign( InterleavedBuffer.prototype, {
  15766. isInterleavedBuffer: true,
  15767. onUploadCallback: function () {},
  15768. setUsage: function ( value ) {
  15769. this.usage = value;
  15770. return this;
  15771. },
  15772. copy: function ( source ) {
  15773. this.array = new source.array.constructor( source.array );
  15774. this.count = source.count;
  15775. this.stride = source.stride;
  15776. this.usage = source.usage;
  15777. return this;
  15778. },
  15779. copyAt: function ( index1, attribute, index2 ) {
  15780. index1 *= this.stride;
  15781. index2 *= attribute.stride;
  15782. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  15783. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15784. }
  15785. return this;
  15786. },
  15787. set: function ( value, offset ) {
  15788. if ( offset === undefined ) offset = 0;
  15789. this.array.set( value, offset );
  15790. return this;
  15791. },
  15792. clone: function ( data ) {
  15793. if ( data.arrayBuffers === undefined ) {
  15794. data.arrayBuffers = {};
  15795. }
  15796. if ( this.array.buffer._uuid === undefined ) {
  15797. this.array.buffer._uuid = MathUtils.generateUUID();
  15798. }
  15799. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15800. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15801. }
  15802. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15803. const ib = new InterleavedBuffer( array, this.stride );
  15804. ib.setUsage( this.usage );
  15805. return ib;
  15806. },
  15807. onUpload: function ( callback ) {
  15808. this.onUploadCallback = callback;
  15809. return this;
  15810. },
  15811. toJSON: function ( data ) {
  15812. if ( data.arrayBuffers === undefined ) {
  15813. data.arrayBuffers = {};
  15814. }
  15815. // generate UUID for array buffer if necessary
  15816. if ( this.array.buffer._uuid === undefined ) {
  15817. this.array.buffer._uuid = MathUtils.generateUUID();
  15818. }
  15819. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15820. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15821. }
  15822. //
  15823. return {
  15824. uuid: this.uuid,
  15825. buffer: this.array.buffer._uuid,
  15826. type: this.array.constructor.name,
  15827. stride: this.stride
  15828. };
  15829. }
  15830. } );
  15831. /**
  15832. * @author benaadams / https://twitter.com/ben_a_adams
  15833. */
  15834. const _vector$6 = new Vector3();
  15835. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15836. this.name = '';
  15837. this.data = interleavedBuffer;
  15838. this.itemSize = itemSize;
  15839. this.offset = offset;
  15840. this.normalized = normalized === true;
  15841. }
  15842. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15843. count: {
  15844. get: function () {
  15845. return this.data.count;
  15846. }
  15847. },
  15848. array: {
  15849. get: function () {
  15850. return this.data.array;
  15851. }
  15852. }
  15853. } );
  15854. Object.assign( InterleavedBufferAttribute.prototype, {
  15855. isInterleavedBufferAttribute: true,
  15856. applyMatrix4: function ( m ) {
  15857. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  15858. _vector$6.x = this.getX( i );
  15859. _vector$6.y = this.getY( i );
  15860. _vector$6.z = this.getZ( i );
  15861. _vector$6.applyMatrix4( m );
  15862. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15863. }
  15864. return this;
  15865. },
  15866. setX: function ( index, x ) {
  15867. this.data.array[ index * this.data.stride + this.offset ] = x;
  15868. return this;
  15869. },
  15870. setY: function ( index, y ) {
  15871. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15872. return this;
  15873. },
  15874. setZ: function ( index, z ) {
  15875. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15876. return this;
  15877. },
  15878. setW: function ( index, w ) {
  15879. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15880. return this;
  15881. },
  15882. getX: function ( index ) {
  15883. return this.data.array[ index * this.data.stride + this.offset ];
  15884. },
  15885. getY: function ( index ) {
  15886. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15887. },
  15888. getZ: function ( index ) {
  15889. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15890. },
  15891. getW: function ( index ) {
  15892. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15893. },
  15894. setXY: function ( index, x, y ) {
  15895. index = index * this.data.stride + this.offset;
  15896. this.data.array[ index + 0 ] = x;
  15897. this.data.array[ index + 1 ] = y;
  15898. return this;
  15899. },
  15900. setXYZ: function ( index, x, y, z ) {
  15901. index = index * this.data.stride + this.offset;
  15902. this.data.array[ index + 0 ] = x;
  15903. this.data.array[ index + 1 ] = y;
  15904. this.data.array[ index + 2 ] = z;
  15905. return this;
  15906. },
  15907. setXYZW: function ( index, x, y, z, w ) {
  15908. index = index * this.data.stride + this.offset;
  15909. this.data.array[ index + 0 ] = x;
  15910. this.data.array[ index + 1 ] = y;
  15911. this.data.array[ index + 2 ] = z;
  15912. this.data.array[ index + 3 ] = w;
  15913. return this;
  15914. },
  15915. clone: function ( data ) {
  15916. if ( data === undefined ) {
  15917. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15918. const array = [];
  15919. for ( let i = 0; i < this.count; i ++ ) {
  15920. const index = i * this.data.stride + this.offset;
  15921. for ( let j = 0; j < this.itemSize; j ++ ) {
  15922. array.push( this.data.array[ index + j ] );
  15923. }
  15924. }
  15925. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15926. } else {
  15927. if ( data.interleavedBuffers === undefined ) {
  15928. data.interleavedBuffers = {};
  15929. }
  15930. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15931. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15932. }
  15933. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15934. }
  15935. },
  15936. toJSON: function ( data ) {
  15937. if ( data === undefined ) {
  15938. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15939. const array = [];
  15940. for ( let i = 0; i < this.count; i ++ ) {
  15941. const index = i * this.data.stride + this.offset;
  15942. for ( let j = 0; j < this.itemSize; j ++ ) {
  15943. array.push( this.data.array[ index + j ] );
  15944. }
  15945. }
  15946. // deinterleave data and save it as an ordinary buffer attribute for now
  15947. return {
  15948. itemSize: this.itemSize,
  15949. type: this.array.constructor.name,
  15950. array: array,
  15951. normalized: this.normalized
  15952. };
  15953. } else {
  15954. // save as true interlaved attribtue
  15955. if ( data.interleavedBuffers === undefined ) {
  15956. data.interleavedBuffers = {};
  15957. }
  15958. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15959. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15960. }
  15961. return {
  15962. isInterleavedBufferAttribute: true,
  15963. itemSize: this.itemSize,
  15964. data: this.data.uuid,
  15965. offset: this.offset,
  15966. normalized: this.normalized
  15967. };
  15968. }
  15969. }
  15970. } );
  15971. /**
  15972. * @author alteredq / http://alteredqualia.com/
  15973. *
  15974. * parameters = {
  15975. * color: <hex>,
  15976. * map: new THREE.Texture( <Image> ),
  15977. * alphaMap: new THREE.Texture( <Image> ),
  15978. * rotation: <float>,
  15979. * sizeAttenuation: <bool>
  15980. * }
  15981. */
  15982. function SpriteMaterial( parameters ) {
  15983. Material.call( this );
  15984. this.type = 'SpriteMaterial';
  15985. this.color = new Color( 0xffffff );
  15986. this.map = null;
  15987. this.alphaMap = null;
  15988. this.rotation = 0;
  15989. this.sizeAttenuation = true;
  15990. this.transparent = true;
  15991. this.setValues( parameters );
  15992. }
  15993. SpriteMaterial.prototype = Object.create( Material.prototype );
  15994. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15995. SpriteMaterial.prototype.isSpriteMaterial = true;
  15996. SpriteMaterial.prototype.copy = function ( source ) {
  15997. Material.prototype.copy.call( this, source );
  15998. this.color.copy( source.color );
  15999. this.map = source.map;
  16000. this.alphaMap = source.alphaMap;
  16001. this.rotation = source.rotation;
  16002. this.sizeAttenuation = source.sizeAttenuation;
  16003. return this;
  16004. };
  16005. /**
  16006. * @author mikael emtinger / http://gomo.se/
  16007. * @author alteredq / http://alteredqualia.com/
  16008. */
  16009. let _geometry;
  16010. const _intersectPoint = new Vector3();
  16011. const _worldScale = new Vector3();
  16012. const _mvPosition = new Vector3();
  16013. const _alignedPosition = new Vector2();
  16014. const _rotatedPosition = new Vector2();
  16015. const _viewWorldMatrix = new Matrix4();
  16016. const _vA$1 = new Vector3();
  16017. const _vB$1 = new Vector3();
  16018. const _vC$1 = new Vector3();
  16019. const _uvA$1 = new Vector2();
  16020. const _uvB$1 = new Vector2();
  16021. const _uvC$1 = new Vector2();
  16022. function Sprite( material ) {
  16023. Object3D.call( this );
  16024. this.type = 'Sprite';
  16025. if ( _geometry === undefined ) {
  16026. _geometry = new BufferGeometry();
  16027. const float32Array = new Float32Array( [
  16028. - 0.5, - 0.5, 0, 0, 0,
  16029. 0.5, - 0.5, 0, 1, 0,
  16030. 0.5, 0.5, 0, 1, 1,
  16031. - 0.5, 0.5, 0, 0, 1
  16032. ] );
  16033. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16034. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16035. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16036. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16037. }
  16038. this.geometry = _geometry;
  16039. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16040. this.center = new Vector2( 0.5, 0.5 );
  16041. }
  16042. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16043. constructor: Sprite,
  16044. isSprite: true,
  16045. raycast: function ( raycaster, intersects ) {
  16046. if ( raycaster.camera === null ) {
  16047. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16048. }
  16049. _worldScale.setFromMatrixScale( this.matrixWorld );
  16050. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16051. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16052. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16053. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16054. _worldScale.multiplyScalar( - _mvPosition.z );
  16055. }
  16056. const rotation = this.material.rotation;
  16057. let sin, cos;
  16058. if ( rotation !== 0 ) {
  16059. cos = Math.cos( rotation );
  16060. sin = Math.sin( rotation );
  16061. }
  16062. const center = this.center;
  16063. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16064. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16065. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16066. _uvA$1.set( 0, 0 );
  16067. _uvB$1.set( 1, 0 );
  16068. _uvC$1.set( 1, 1 );
  16069. // check first triangle
  16070. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16071. if ( intersect === null ) {
  16072. // check second triangle
  16073. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16074. _uvB$1.set( 0, 1 );
  16075. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16076. if ( intersect === null ) {
  16077. return;
  16078. }
  16079. }
  16080. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16081. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16082. intersects.push( {
  16083. distance: distance,
  16084. point: _intersectPoint.clone(),
  16085. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16086. face: null,
  16087. object: this
  16088. } );
  16089. },
  16090. copy: function ( source ) {
  16091. Object3D.prototype.copy.call( this, source );
  16092. if ( source.center !== undefined ) this.center.copy( source.center );
  16093. this.material = source.material;
  16094. return this;
  16095. }
  16096. } );
  16097. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16098. // compute position in camera space
  16099. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16100. // to check if rotation is not zero
  16101. if ( sin !== undefined ) {
  16102. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16103. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16104. } else {
  16105. _rotatedPosition.copy( _alignedPosition );
  16106. }
  16107. vertexPosition.copy( mvPosition );
  16108. vertexPosition.x += _rotatedPosition.x;
  16109. vertexPosition.y += _rotatedPosition.y;
  16110. // transform to world space
  16111. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16112. }
  16113. /**
  16114. * @author mikael emtinger / http://gomo.se/
  16115. * @author alteredq / http://alteredqualia.com/
  16116. * @author mrdoob / http://mrdoob.com/
  16117. */
  16118. const _v1$4 = new Vector3();
  16119. const _v2$2 = new Vector3();
  16120. function LOD() {
  16121. Object3D.call( this );
  16122. this._currentLevel = 0;
  16123. this.type = 'LOD';
  16124. Object.defineProperties( this, {
  16125. levels: {
  16126. enumerable: true,
  16127. value: []
  16128. }
  16129. } );
  16130. this.autoUpdate = true;
  16131. }
  16132. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16133. constructor: LOD,
  16134. isLOD: true,
  16135. copy: function ( source ) {
  16136. Object3D.prototype.copy.call( this, source, false );
  16137. const levels = source.levels;
  16138. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16139. const level = levels[ i ];
  16140. this.addLevel( level.object.clone(), level.distance );
  16141. }
  16142. this.autoUpdate = source.autoUpdate;
  16143. return this;
  16144. },
  16145. addLevel: function ( object, distance ) {
  16146. if ( distance === undefined ) distance = 0;
  16147. distance = Math.abs( distance );
  16148. const levels = this.levels;
  16149. let l;
  16150. for ( l = 0; l < levels.length; l ++ ) {
  16151. if ( distance < levels[ l ].distance ) {
  16152. break;
  16153. }
  16154. }
  16155. levels.splice( l, 0, { distance: distance, object: object } );
  16156. this.add( object );
  16157. return this;
  16158. },
  16159. getCurrentLevel: function () {
  16160. return this._currentLevel;
  16161. },
  16162. getObjectForDistance: function ( distance ) {
  16163. const levels = this.levels;
  16164. if ( levels.length > 0 ) {
  16165. let i, l;
  16166. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16167. if ( distance < levels[ i ].distance ) {
  16168. break;
  16169. }
  16170. }
  16171. return levels[ i - 1 ].object;
  16172. }
  16173. return null;
  16174. },
  16175. raycast: function ( raycaster, intersects ) {
  16176. const levels = this.levels;
  16177. if ( levels.length > 0 ) {
  16178. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16179. const distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16180. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16181. }
  16182. },
  16183. update: function ( camera ) {
  16184. const levels = this.levels;
  16185. if ( levels.length > 1 ) {
  16186. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16187. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16188. const distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16189. levels[ 0 ].object.visible = true;
  16190. let i, l;
  16191. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16192. if ( distance >= levels[ i ].distance ) {
  16193. levels[ i - 1 ].object.visible = false;
  16194. levels[ i ].object.visible = true;
  16195. } else {
  16196. break;
  16197. }
  16198. }
  16199. this._currentLevel = i - 1;
  16200. for ( ; i < l; i ++ ) {
  16201. levels[ i ].object.visible = false;
  16202. }
  16203. }
  16204. },
  16205. toJSON: function ( meta ) {
  16206. const data = Object3D.prototype.toJSON.call( this, meta );
  16207. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16208. data.object.levels = [];
  16209. const levels = this.levels;
  16210. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16211. const level = levels[ i ];
  16212. data.object.levels.push( {
  16213. object: level.object.uuid,
  16214. distance: level.distance
  16215. } );
  16216. }
  16217. return data;
  16218. }
  16219. } );
  16220. /**
  16221. * @author mikael emtinger / http://gomo.se/
  16222. * @author alteredq / http://alteredqualia.com/
  16223. * @author ikerr / http://verold.com
  16224. */
  16225. function SkinnedMesh( geometry, material ) {
  16226. if ( geometry && geometry.isGeometry ) {
  16227. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16228. }
  16229. Mesh.call( this, geometry, material );
  16230. this.type = 'SkinnedMesh';
  16231. this.bindMode = 'attached';
  16232. this.bindMatrix = new Matrix4();
  16233. this.bindMatrixInverse = new Matrix4();
  16234. }
  16235. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16236. constructor: SkinnedMesh,
  16237. isSkinnedMesh: true,
  16238. copy: function ( source ) {
  16239. Mesh.prototype.copy.call( this, source );
  16240. this.bindMode = source.bindMode;
  16241. this.bindMatrix.copy( source.bindMatrix );
  16242. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16243. this.skeleton = source.skeleton;
  16244. return this;
  16245. },
  16246. bind: function ( skeleton, bindMatrix ) {
  16247. this.skeleton = skeleton;
  16248. if ( bindMatrix === undefined ) {
  16249. this.updateMatrixWorld( true );
  16250. this.skeleton.calculateInverses();
  16251. bindMatrix = this.matrixWorld;
  16252. }
  16253. this.bindMatrix.copy( bindMatrix );
  16254. this.bindMatrixInverse.getInverse( bindMatrix );
  16255. },
  16256. pose: function () {
  16257. this.skeleton.pose();
  16258. },
  16259. normalizeSkinWeights: function () {
  16260. const vector = new Vector4();
  16261. const skinWeight = this.geometry.attributes.skinWeight;
  16262. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  16263. vector.x = skinWeight.getX( i );
  16264. vector.y = skinWeight.getY( i );
  16265. vector.z = skinWeight.getZ( i );
  16266. vector.w = skinWeight.getW( i );
  16267. const scale = 1.0 / vector.manhattanLength();
  16268. if ( scale !== Infinity ) {
  16269. vector.multiplyScalar( scale );
  16270. } else {
  16271. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16272. }
  16273. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16274. }
  16275. },
  16276. updateMatrixWorld: function ( force ) {
  16277. Mesh.prototype.updateMatrixWorld.call( this, force );
  16278. if ( this.bindMode === 'attached' ) {
  16279. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16280. } else if ( this.bindMode === 'detached' ) {
  16281. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16282. } else {
  16283. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16284. }
  16285. },
  16286. boneTransform: ( function () {
  16287. const basePosition = new Vector3();
  16288. const skinIndex = new Vector4();
  16289. const skinWeight = new Vector4();
  16290. const vector = new Vector3();
  16291. const matrix = new Matrix4();
  16292. return function ( index, target ) {
  16293. const skeleton = this.skeleton;
  16294. const geometry = this.geometry;
  16295. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16296. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16297. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16298. target.set( 0, 0, 0 );
  16299. for ( let i = 0; i < 4; i ++ ) {
  16300. const weight = skinWeight.getComponent( i );
  16301. if ( weight !== 0 ) {
  16302. const boneIndex = skinIndex.getComponent( i );
  16303. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16304. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16305. }
  16306. }
  16307. return target.applyMatrix4( this.bindMatrixInverse );
  16308. };
  16309. }() )
  16310. } );
  16311. /**
  16312. * @author mikael emtinger / http://gomo.se/
  16313. * @author alteredq / http://alteredqualia.com/
  16314. * @author michael guerrero / http://realitymeltdown.com
  16315. * @author ikerr / http://verold.com
  16316. */
  16317. const _offsetMatrix = new Matrix4();
  16318. const _identityMatrix = new Matrix4();
  16319. function Skeleton( bones, boneInverses ) {
  16320. // copy the bone array
  16321. bones = bones || [];
  16322. this.bones = bones.slice( 0 );
  16323. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16324. this.frame = - 1;
  16325. // use the supplied bone inverses or calculate the inverses
  16326. if ( boneInverses === undefined ) {
  16327. this.calculateInverses();
  16328. } else {
  16329. if ( this.bones.length === boneInverses.length ) {
  16330. this.boneInverses = boneInverses.slice( 0 );
  16331. } else {
  16332. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16333. this.boneInverses = [];
  16334. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  16335. this.boneInverses.push( new Matrix4() );
  16336. }
  16337. }
  16338. }
  16339. }
  16340. Object.assign( Skeleton.prototype, {
  16341. calculateInverses: function () {
  16342. this.boneInverses = [];
  16343. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  16344. const inverse = new Matrix4();
  16345. if ( this.bones[ i ] ) {
  16346. inverse.getInverse( this.bones[ i ].matrixWorld );
  16347. }
  16348. this.boneInverses.push( inverse );
  16349. }
  16350. },
  16351. pose: function () {
  16352. // recover the bind-time world matrices
  16353. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  16354. const bone = this.bones[ i ];
  16355. if ( bone ) {
  16356. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16357. }
  16358. }
  16359. // compute the local matrices, positions, rotations and scales
  16360. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  16361. const bone = this.bones[ i ];
  16362. if ( bone ) {
  16363. if ( bone.parent && bone.parent.isBone ) {
  16364. bone.matrix.getInverse( bone.parent.matrixWorld );
  16365. bone.matrix.multiply( bone.matrixWorld );
  16366. } else {
  16367. bone.matrix.copy( bone.matrixWorld );
  16368. }
  16369. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16370. }
  16371. }
  16372. },
  16373. update: function () {
  16374. const bones = this.bones;
  16375. const boneInverses = this.boneInverses;
  16376. const boneMatrices = this.boneMatrices;
  16377. const boneTexture = this.boneTexture;
  16378. // flatten bone matrices to array
  16379. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  16380. // compute the offset between the current and the original transform
  16381. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16382. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16383. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16384. }
  16385. if ( boneTexture !== undefined ) {
  16386. boneTexture.needsUpdate = true;
  16387. }
  16388. },
  16389. clone: function () {
  16390. return new Skeleton( this.bones, this.boneInverses );
  16391. },
  16392. getBoneByName: function ( name ) {
  16393. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  16394. const bone = this.bones[ i ];
  16395. if ( bone.name === name ) {
  16396. return bone;
  16397. }
  16398. }
  16399. return undefined;
  16400. },
  16401. dispose: function ( ) {
  16402. if ( this.boneTexture ) {
  16403. this.boneTexture.dispose();
  16404. this.boneTexture = undefined;
  16405. }
  16406. }
  16407. } );
  16408. /**
  16409. * @author mikael emtinger / http://gomo.se/
  16410. * @author alteredq / http://alteredqualia.com/
  16411. * @author ikerr / http://verold.com
  16412. */
  16413. function Bone() {
  16414. Object3D.call( this );
  16415. this.type = 'Bone';
  16416. }
  16417. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16418. constructor: Bone,
  16419. isBone: true
  16420. } );
  16421. /**
  16422. * @author mrdoob / http://mrdoob.com/
  16423. */
  16424. const _instanceLocalMatrix = new Matrix4();
  16425. const _instanceWorldMatrix = new Matrix4();
  16426. const _instanceIntersects = [];
  16427. const _mesh = new Mesh();
  16428. function InstancedMesh( geometry, material, count ) {
  16429. Mesh.call( this, geometry, material );
  16430. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16431. this.count = count;
  16432. this.frustumCulled = false;
  16433. }
  16434. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16435. constructor: InstancedMesh,
  16436. isInstancedMesh: true,
  16437. copy: function ( source ) {
  16438. Mesh.prototype.copy.call( this, source );
  16439. this.instanceMatrix.copy( source.instanceMatrix );
  16440. this.count = source.count;
  16441. return this;
  16442. },
  16443. getMatrixAt: function ( index, matrix ) {
  16444. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16445. },
  16446. raycast: function ( raycaster, intersects ) {
  16447. const matrixWorld = this.matrixWorld;
  16448. const raycastTimes = this.count;
  16449. _mesh.geometry = this.geometry;
  16450. _mesh.material = this.material;
  16451. if ( _mesh.material === undefined ) return;
  16452. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16453. // calculate the world matrix for each instance
  16454. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16455. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16456. // the mesh represents this single instance
  16457. _mesh.matrixWorld = _instanceWorldMatrix;
  16458. _mesh.raycast( raycaster, _instanceIntersects );
  16459. // process the result of raycast
  16460. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16461. const intersect = _instanceIntersects[ i ];
  16462. intersect.instanceId = instanceId;
  16463. intersect.object = this;
  16464. intersects.push( intersect );
  16465. }
  16466. _instanceIntersects.length = 0;
  16467. }
  16468. },
  16469. setMatrixAt: function ( index, matrix ) {
  16470. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16471. },
  16472. updateMorphTargets: function () {
  16473. }
  16474. } );
  16475. /**
  16476. * @author mrdoob / http://mrdoob.com/
  16477. * @author alteredq / http://alteredqualia.com/
  16478. *
  16479. * parameters = {
  16480. * color: <hex>,
  16481. * opacity: <float>,
  16482. *
  16483. * linewidth: <float>,
  16484. * linecap: "round",
  16485. * linejoin: "round"
  16486. * }
  16487. */
  16488. function LineBasicMaterial( parameters ) {
  16489. Material.call( this );
  16490. this.type = 'LineBasicMaterial';
  16491. this.color = new Color( 0xffffff );
  16492. this.linewidth = 1;
  16493. this.linecap = 'round';
  16494. this.linejoin = 'round';
  16495. this.morphTargets = false;
  16496. this.setValues( parameters );
  16497. }
  16498. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16499. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16500. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16501. LineBasicMaterial.prototype.copy = function ( source ) {
  16502. Material.prototype.copy.call( this, source );
  16503. this.color.copy( source.color );
  16504. this.linewidth = source.linewidth;
  16505. this.linecap = source.linecap;
  16506. this.linejoin = source.linejoin;
  16507. this.morphTargets = source.morphTargets;
  16508. return this;
  16509. };
  16510. /**
  16511. * @author mrdoob / http://mrdoob.com/
  16512. */
  16513. const _start = new Vector3();
  16514. const _end = new Vector3();
  16515. const _inverseMatrix$1 = new Matrix4();
  16516. const _ray$1 = new Ray();
  16517. const _sphere$2 = new Sphere();
  16518. function Line( geometry, material, mode ) {
  16519. if ( mode === 1 ) {
  16520. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16521. }
  16522. Object3D.call( this );
  16523. this.type = 'Line';
  16524. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16525. this.material = material !== undefined ? material : new LineBasicMaterial();
  16526. this.updateMorphTargets();
  16527. }
  16528. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16529. constructor: Line,
  16530. isLine: true,
  16531. copy: function ( source ) {
  16532. Object3D.prototype.copy.call( this, source );
  16533. this.material = source.material;
  16534. this.geometry = source.geometry;
  16535. return this;
  16536. },
  16537. computeLineDistances: function () {
  16538. const geometry = this.geometry;
  16539. if ( geometry.isBufferGeometry ) {
  16540. // we assume non-indexed geometry
  16541. if ( geometry.index === null ) {
  16542. const positionAttribute = geometry.attributes.position;
  16543. const lineDistances = [ 0 ];
  16544. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16545. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16546. _end.fromBufferAttribute( positionAttribute, i );
  16547. lineDistances[ i ] = lineDistances[ i - 1 ];
  16548. lineDistances[ i ] += _start.distanceTo( _end );
  16549. }
  16550. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16551. } else {
  16552. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16553. }
  16554. } else if ( geometry.isGeometry ) {
  16555. const vertices = geometry.vertices;
  16556. const lineDistances = geometry.lineDistances;
  16557. lineDistances[ 0 ] = 0;
  16558. for ( let i = 1, l = vertices.length; i < l; i ++ ) {
  16559. lineDistances[ i ] = lineDistances[ i - 1 ];
  16560. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16561. }
  16562. }
  16563. return this;
  16564. },
  16565. raycast: function ( raycaster, intersects ) {
  16566. const geometry = this.geometry;
  16567. const matrixWorld = this.matrixWorld;
  16568. const threshold = raycaster.params.Line.threshold;
  16569. // Checking boundingSphere distance to ray
  16570. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16571. _sphere$2.copy( geometry.boundingSphere );
  16572. _sphere$2.applyMatrix4( matrixWorld );
  16573. _sphere$2.radius += threshold;
  16574. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  16575. //
  16576. _inverseMatrix$1.getInverse( matrixWorld );
  16577. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16578. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16579. const localThresholdSq = localThreshold * localThreshold;
  16580. const vStart = new Vector3();
  16581. const vEnd = new Vector3();
  16582. const interSegment = new Vector3();
  16583. const interRay = new Vector3();
  16584. const step = ( this && this.isLineSegments ) ? 2 : 1;
  16585. if ( geometry.isBufferGeometry ) {
  16586. const index = geometry.index;
  16587. const attributes = geometry.attributes;
  16588. const positions = attributes.position.array;
  16589. if ( index !== null ) {
  16590. const indices = index.array;
  16591. for ( let i = 0, l = indices.length - 1; i < l; i += step ) {
  16592. const a = indices[ i ];
  16593. const b = indices[ i + 1 ];
  16594. vStart.fromArray( positions, a * 3 );
  16595. vEnd.fromArray( positions, b * 3 );
  16596. const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16597. if ( distSq > localThresholdSq ) continue;
  16598. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16599. const distance = raycaster.ray.origin.distanceTo( interRay );
  16600. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  16601. intersects.push( {
  16602. distance: distance,
  16603. // What do we want? intersection point on the ray or on the segment??
  16604. // point: raycaster.ray.at( distance ),
  16605. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16606. index: i,
  16607. face: null,
  16608. faceIndex: null,
  16609. object: this
  16610. } );
  16611. }
  16612. } else {
  16613. for ( let i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16614. vStart.fromArray( positions, 3 * i );
  16615. vEnd.fromArray( positions, 3 * i + 3 );
  16616. const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16617. if ( distSq > localThresholdSq ) continue;
  16618. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16619. const distance = raycaster.ray.origin.distanceTo( interRay );
  16620. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  16621. intersects.push( {
  16622. distance: distance,
  16623. // What do we want? intersection point on the ray or on the segment??
  16624. // point: raycaster.ray.at( distance ),
  16625. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16626. index: i,
  16627. face: null,
  16628. faceIndex: null,
  16629. object: this
  16630. } );
  16631. }
  16632. }
  16633. } else if ( geometry.isGeometry ) {
  16634. const vertices = geometry.vertices;
  16635. const nbVertices = vertices.length;
  16636. for ( let i = 0; i < nbVertices - 1; i += step ) {
  16637. const distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16638. if ( distSq > localThresholdSq ) continue;
  16639. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16640. const distance = raycaster.ray.origin.distanceTo( interRay );
  16641. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  16642. intersects.push( {
  16643. distance: distance,
  16644. // What do we want? intersection point on the ray or on the segment??
  16645. // point: raycaster.ray.at( distance ),
  16646. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16647. index: i,
  16648. face: null,
  16649. faceIndex: null,
  16650. object: this
  16651. } );
  16652. }
  16653. }
  16654. },
  16655. updateMorphTargets: function () {
  16656. const geometry = this.geometry;
  16657. if ( geometry.isBufferGeometry ) {
  16658. const morphAttributes = geometry.morphAttributes;
  16659. const keys = Object.keys( morphAttributes );
  16660. if ( keys.length > 0 ) {
  16661. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  16662. if ( morphAttribute !== undefined ) {
  16663. this.morphTargetInfluences = [];
  16664. this.morphTargetDictionary = {};
  16665. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16666. const name = morphAttribute[ m ].name || String( m );
  16667. this.morphTargetInfluences.push( 0 );
  16668. this.morphTargetDictionary[ name ] = m;
  16669. }
  16670. }
  16671. }
  16672. } else {
  16673. const morphTargets = geometry.morphTargets;
  16674. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16675. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16676. }
  16677. }
  16678. }
  16679. } );
  16680. /**
  16681. * @author mrdoob / http://mrdoob.com/
  16682. */
  16683. const _start$1 = new Vector3();
  16684. const _end$1 = new Vector3();
  16685. function LineSegments( geometry, material ) {
  16686. Line.call( this, geometry, material );
  16687. this.type = 'LineSegments';
  16688. }
  16689. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16690. constructor: LineSegments,
  16691. isLineSegments: true,
  16692. computeLineDistances: function () {
  16693. const geometry = this.geometry;
  16694. if ( geometry.isBufferGeometry ) {
  16695. // we assume non-indexed geometry
  16696. if ( geometry.index === null ) {
  16697. const positionAttribute = geometry.attributes.position;
  16698. const lineDistances = [];
  16699. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16700. _start$1.fromBufferAttribute( positionAttribute, i );
  16701. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16702. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16703. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16704. }
  16705. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16706. } else {
  16707. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16708. }
  16709. } else if ( geometry.isGeometry ) {
  16710. const vertices = geometry.vertices;
  16711. const lineDistances = geometry.lineDistances;
  16712. for ( let i = 0, l = vertices.length; i < l; i += 2 ) {
  16713. _start$1.copy( vertices[ i ] );
  16714. _end$1.copy( vertices[ i + 1 ] );
  16715. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16716. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16717. }
  16718. }
  16719. return this;
  16720. }
  16721. } );
  16722. /**
  16723. * @author mgreter / http://github.com/mgreter
  16724. */
  16725. function LineLoop( geometry, material ) {
  16726. Line.call( this, geometry, material );
  16727. this.type = 'LineLoop';
  16728. }
  16729. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16730. constructor: LineLoop,
  16731. isLineLoop: true,
  16732. } );
  16733. /**
  16734. * @author mrdoob / http://mrdoob.com/
  16735. * @author alteredq / http://alteredqualia.com/
  16736. *
  16737. * parameters = {
  16738. * color: <hex>,
  16739. * opacity: <float>,
  16740. * map: new THREE.Texture( <Image> ),
  16741. * alphaMap: new THREE.Texture( <Image> ),
  16742. *
  16743. * size: <float>,
  16744. * sizeAttenuation: <bool>
  16745. *
  16746. * morphTargets: <bool>
  16747. * }
  16748. */
  16749. function PointsMaterial( parameters ) {
  16750. Material.call( this );
  16751. this.type = 'PointsMaterial';
  16752. this.color = new Color( 0xffffff );
  16753. this.map = null;
  16754. this.alphaMap = null;
  16755. this.size = 1;
  16756. this.sizeAttenuation = true;
  16757. this.morphTargets = false;
  16758. this.setValues( parameters );
  16759. }
  16760. PointsMaterial.prototype = Object.create( Material.prototype );
  16761. PointsMaterial.prototype.constructor = PointsMaterial;
  16762. PointsMaterial.prototype.isPointsMaterial = true;
  16763. PointsMaterial.prototype.copy = function ( source ) {
  16764. Material.prototype.copy.call( this, source );
  16765. this.color.copy( source.color );
  16766. this.map = source.map;
  16767. this.alphaMap = source.alphaMap;
  16768. this.size = source.size;
  16769. this.sizeAttenuation = source.sizeAttenuation;
  16770. this.morphTargets = source.morphTargets;
  16771. return this;
  16772. };
  16773. /**
  16774. * @author alteredq / http://alteredqualia.com/
  16775. */
  16776. const _inverseMatrix$2 = new Matrix4();
  16777. const _ray$2 = new Ray();
  16778. const _sphere$3 = new Sphere();
  16779. const _position$1 = new Vector3();
  16780. function Points( geometry, material ) {
  16781. Object3D.call( this );
  16782. this.type = 'Points';
  16783. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16784. this.material = material !== undefined ? material : new PointsMaterial();
  16785. this.updateMorphTargets();
  16786. }
  16787. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16788. constructor: Points,
  16789. isPoints: true,
  16790. copy: function ( source ) {
  16791. Object3D.prototype.copy.call( this, source );
  16792. this.material = source.material;
  16793. this.geometry = source.geometry;
  16794. return this;
  16795. },
  16796. raycast: function ( raycaster, intersects ) {
  16797. const geometry = this.geometry;
  16798. const matrixWorld = this.matrixWorld;
  16799. const threshold = raycaster.params.Points.threshold;
  16800. // Checking boundingSphere distance to ray
  16801. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16802. _sphere$3.copy( geometry.boundingSphere );
  16803. _sphere$3.applyMatrix4( matrixWorld );
  16804. _sphere$3.radius += threshold;
  16805. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  16806. //
  16807. _inverseMatrix$2.getInverse( matrixWorld );
  16808. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16809. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16810. const localThresholdSq = localThreshold * localThreshold;
  16811. if ( geometry.isBufferGeometry ) {
  16812. const index = geometry.index;
  16813. const attributes = geometry.attributes;
  16814. const positions = attributes.position.array;
  16815. if ( index !== null ) {
  16816. const indices = index.array;
  16817. for ( let i = 0, il = indices.length; i < il; i ++ ) {
  16818. const a = indices[ i ];
  16819. _position$1.fromArray( positions, a * 3 );
  16820. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16821. }
  16822. } else {
  16823. for ( let i = 0, l = positions.length / 3; i < l; i ++ ) {
  16824. _position$1.fromArray( positions, i * 3 );
  16825. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16826. }
  16827. }
  16828. } else {
  16829. const vertices = geometry.vertices;
  16830. for ( let i = 0, l = vertices.length; i < l; i ++ ) {
  16831. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16832. }
  16833. }
  16834. },
  16835. updateMorphTargets: function () {
  16836. const geometry = this.geometry;
  16837. if ( geometry.isBufferGeometry ) {
  16838. const morphAttributes = geometry.morphAttributes;
  16839. const keys = Object.keys( morphAttributes );
  16840. if ( keys.length > 0 ) {
  16841. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  16842. if ( morphAttribute !== undefined ) {
  16843. this.morphTargetInfluences = [];
  16844. this.morphTargetDictionary = {};
  16845. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16846. const name = morphAttribute[ m ].name || String( m );
  16847. this.morphTargetInfluences.push( 0 );
  16848. this.morphTargetDictionary[ name ] = m;
  16849. }
  16850. }
  16851. }
  16852. } else {
  16853. const morphTargets = geometry.morphTargets;
  16854. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16855. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16856. }
  16857. }
  16858. }
  16859. } );
  16860. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16861. const rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16862. if ( rayPointDistanceSq < localThresholdSq ) {
  16863. const intersectPoint = new Vector3();
  16864. _ray$2.closestPointToPoint( point, intersectPoint );
  16865. intersectPoint.applyMatrix4( matrixWorld );
  16866. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16867. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16868. intersects.push( {
  16869. distance: distance,
  16870. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16871. point: intersectPoint,
  16872. index: index,
  16873. face: null,
  16874. object: object
  16875. } );
  16876. }
  16877. }
  16878. /**
  16879. * @author mrdoob / http://mrdoob.com/
  16880. */
  16881. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16882. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16883. this.format = format !== undefined ? format : RGBFormat;
  16884. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16885. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16886. this.generateMipmaps = false;
  16887. }
  16888. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16889. constructor: VideoTexture,
  16890. isVideoTexture: true,
  16891. update: function () {
  16892. const video = this.image;
  16893. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16894. this.needsUpdate = true;
  16895. }
  16896. }
  16897. } );
  16898. /**
  16899. * @author alteredq / http://alteredqualia.com/
  16900. */
  16901. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16902. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16903. this.image = { width: width, height: height };
  16904. this.mipmaps = mipmaps;
  16905. // no flipping for cube textures
  16906. // (also flipping doesn't work for compressed textures )
  16907. this.flipY = false;
  16908. // can't generate mipmaps for compressed textures
  16909. // mips must be embedded in DDS files
  16910. this.generateMipmaps = false;
  16911. }
  16912. CompressedTexture.prototype = Object.create( Texture.prototype );
  16913. CompressedTexture.prototype.constructor = CompressedTexture;
  16914. CompressedTexture.prototype.isCompressedTexture = true;
  16915. /**
  16916. * @author mrdoob / http://mrdoob.com/
  16917. */
  16918. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16919. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16920. this.needsUpdate = true;
  16921. }
  16922. CanvasTexture.prototype = Object.create( Texture.prototype );
  16923. CanvasTexture.prototype.constructor = CanvasTexture;
  16924. CanvasTexture.prototype.isCanvasTexture = true;
  16925. /**
  16926. * @author Matt DesLauriers / @mattdesl
  16927. * @author atix / arthursilber.de
  16928. */
  16929. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16930. format = format !== undefined ? format : DepthFormat;
  16931. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16932. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16933. }
  16934. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16935. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16936. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16937. this.image = { width: width, height: height };
  16938. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16939. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16940. this.flipY = false;
  16941. this.generateMipmaps = false;
  16942. }
  16943. DepthTexture.prototype = Object.create( Texture.prototype );
  16944. DepthTexture.prototype.constructor = DepthTexture;
  16945. DepthTexture.prototype.isDepthTexture = true;
  16946. /**
  16947. * @author mrdoob / http://mrdoob.com/
  16948. * @author Mugen87 / https://github.com/Mugen87
  16949. */
  16950. function WireframeGeometry( geometry ) {
  16951. BufferGeometry.call( this );
  16952. this.type = 'WireframeGeometry';
  16953. // buffer
  16954. const vertices = [];
  16955. // helper variables
  16956. const edge = [ 0, 0 ], edges = {};
  16957. const keys = [ 'a', 'b', 'c' ];
  16958. // different logic for Geometry and BufferGeometry
  16959. if ( geometry && geometry.isGeometry ) {
  16960. // create a data structure that contains all edges without duplicates
  16961. const faces = geometry.faces;
  16962. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  16963. const face = faces[ i ];
  16964. for ( let j = 0; j < 3; j ++ ) {
  16965. const edge1 = face[ keys[ j ] ];
  16966. const edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16967. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16968. edge[ 1 ] = Math.max( edge1, edge2 );
  16969. const key = edge[ 0 ] + ',' + edge[ 1 ];
  16970. if ( edges[ key ] === undefined ) {
  16971. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16972. }
  16973. }
  16974. }
  16975. // generate vertices
  16976. for ( const key in edges ) {
  16977. const e = edges[ key ];
  16978. let vertex = geometry.vertices[ e.index1 ];
  16979. vertices.push( vertex.x, vertex.y, vertex.z );
  16980. vertex = geometry.vertices[ e.index2 ];
  16981. vertices.push( vertex.x, vertex.y, vertex.z );
  16982. }
  16983. } else if ( geometry && geometry.isBufferGeometry ) {
  16984. let vertex = new Vector3();
  16985. if ( geometry.index !== null ) {
  16986. // indexed BufferGeometry
  16987. const position = geometry.attributes.position;
  16988. const indices = geometry.index;
  16989. let groups = geometry.groups;
  16990. if ( groups.length === 0 ) {
  16991. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16992. }
  16993. // create a data structure that contains all eges without duplicates
  16994. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  16995. const group = groups[ o ];
  16996. const start = group.start;
  16997. const count = group.count;
  16998. for ( let i = start, l = ( start + count ); i < l; i += 3 ) {
  16999. for ( let j = 0; j < 3; j ++ ) {
  17000. const edge1 = indices.getX( i + j );
  17001. const edge2 = indices.getX( i + ( j + 1 ) % 3 );
  17002. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17003. edge[ 1 ] = Math.max( edge1, edge2 );
  17004. const key = edge[ 0 ] + ',' + edge[ 1 ];
  17005. if ( edges[ key ] === undefined ) {
  17006. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17007. }
  17008. }
  17009. }
  17010. }
  17011. // generate vertices
  17012. for ( const key in edges ) {
  17013. const e = edges[ key ];
  17014. vertex.fromBufferAttribute( position, e.index1 );
  17015. vertices.push( vertex.x, vertex.y, vertex.z );
  17016. vertex.fromBufferAttribute( position, e.index2 );
  17017. vertices.push( vertex.x, vertex.y, vertex.z );
  17018. }
  17019. } else {
  17020. // non-indexed BufferGeometry
  17021. const position = geometry.attributes.position;
  17022. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  17023. for ( let j = 0; j < 3; j ++ ) {
  17024. // three edges per triangle, an edge is represented as (index1, index2)
  17025. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17026. const index1 = 3 * i + j;
  17027. vertex.fromBufferAttribute( position, index1 );
  17028. vertices.push( vertex.x, vertex.y, vertex.z );
  17029. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  17030. vertex.fromBufferAttribute( position, index2 );
  17031. vertices.push( vertex.x, vertex.y, vertex.z );
  17032. }
  17033. }
  17034. }
  17035. }
  17036. // build geometry
  17037. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17038. }
  17039. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17040. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17041. /**
  17042. * @author zz85 / https://github.com/zz85
  17043. * @author Mugen87 / https://github.com/Mugen87
  17044. *
  17045. * Parametric Surfaces Geometry
  17046. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17047. */
  17048. // ParametricGeometry
  17049. function ParametricGeometry( func, slices, stacks ) {
  17050. Geometry.call( this );
  17051. this.type = 'ParametricGeometry';
  17052. this.parameters = {
  17053. func: func,
  17054. slices: slices,
  17055. stacks: stacks
  17056. };
  17057. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17058. this.mergeVertices();
  17059. }
  17060. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17061. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17062. // ParametricBufferGeometry
  17063. function ParametricBufferGeometry( func, slices, stacks ) {
  17064. BufferGeometry.call( this );
  17065. this.type = 'ParametricBufferGeometry';
  17066. this.parameters = {
  17067. func: func,
  17068. slices: slices,
  17069. stacks: stacks
  17070. };
  17071. // buffers
  17072. const indices = [];
  17073. const vertices = [];
  17074. const normals = [];
  17075. const uvs = [];
  17076. const EPS = 0.00001;
  17077. const normal = new Vector3();
  17078. const p0 = new Vector3(), p1 = new Vector3();
  17079. const pu = new Vector3(), pv = new Vector3();
  17080. if ( func.length < 3 ) {
  17081. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17082. }
  17083. // generate vertices, normals and uvs
  17084. const sliceCount = slices + 1;
  17085. for ( let i = 0; i <= stacks; i ++ ) {
  17086. const v = i / stacks;
  17087. for ( let j = 0; j <= slices; j ++ ) {
  17088. const u = j / slices;
  17089. // vertex
  17090. func( u, v, p0 );
  17091. vertices.push( p0.x, p0.y, p0.z );
  17092. // normal
  17093. // approximate tangent vectors via finite differences
  17094. if ( u - EPS >= 0 ) {
  17095. func( u - EPS, v, p1 );
  17096. pu.subVectors( p0, p1 );
  17097. } else {
  17098. func( u + EPS, v, p1 );
  17099. pu.subVectors( p1, p0 );
  17100. }
  17101. if ( v - EPS >= 0 ) {
  17102. func( u, v - EPS, p1 );
  17103. pv.subVectors( p0, p1 );
  17104. } else {
  17105. func( u, v + EPS, p1 );
  17106. pv.subVectors( p1, p0 );
  17107. }
  17108. // cross product of tangent vectors returns surface normal
  17109. normal.crossVectors( pu, pv ).normalize();
  17110. normals.push( normal.x, normal.y, normal.z );
  17111. // uv
  17112. uvs.push( u, v );
  17113. }
  17114. }
  17115. // generate indices
  17116. for ( let i = 0; i < stacks; i ++ ) {
  17117. for ( let j = 0; j < slices; j ++ ) {
  17118. const a = i * sliceCount + j;
  17119. const b = i * sliceCount + j + 1;
  17120. const c = ( i + 1 ) * sliceCount + j + 1;
  17121. const d = ( i + 1 ) * sliceCount + j;
  17122. // faces one and two
  17123. indices.push( a, b, d );
  17124. indices.push( b, c, d );
  17125. }
  17126. }
  17127. // build geometry
  17128. this.setIndex( indices );
  17129. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17130. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17131. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17132. }
  17133. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17134. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17135. /**
  17136. * @author clockworkgeek / https://github.com/clockworkgeek
  17137. * @author timothypratley / https://github.com/timothypratley
  17138. * @author WestLangley / http://github.com/WestLangley
  17139. * @author Mugen87 / https://github.com/Mugen87
  17140. */
  17141. // PolyhedronGeometry
  17142. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17143. Geometry.call( this );
  17144. this.type = 'PolyhedronGeometry';
  17145. this.parameters = {
  17146. vertices: vertices,
  17147. indices: indices,
  17148. radius: radius,
  17149. detail: detail
  17150. };
  17151. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17152. this.mergeVertices();
  17153. }
  17154. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17155. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17156. // PolyhedronBufferGeometry
  17157. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17158. BufferGeometry.call( this );
  17159. this.type = 'PolyhedronBufferGeometry';
  17160. this.parameters = {
  17161. vertices: vertices,
  17162. indices: indices,
  17163. radius: radius,
  17164. detail: detail
  17165. };
  17166. radius = radius || 1;
  17167. detail = detail || 0;
  17168. // default buffer data
  17169. const vertexBuffer = [];
  17170. const uvBuffer = [];
  17171. // the subdivision creates the vertex buffer data
  17172. subdivide( detail );
  17173. // all vertices should lie on a conceptual sphere with a given radius
  17174. applyRadius( radius );
  17175. // finally, create the uv data
  17176. generateUVs();
  17177. // build non-indexed geometry
  17178. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17179. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17180. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17181. if ( detail === 0 ) {
  17182. this.computeVertexNormals(); // flat normals
  17183. } else {
  17184. this.normalizeNormals(); // smooth normals
  17185. }
  17186. // helper functions
  17187. function subdivide( detail ) {
  17188. const a = new Vector3();
  17189. const b = new Vector3();
  17190. const c = new Vector3();
  17191. // iterate over all faces and apply a subdivison with the given detail value
  17192. for ( let i = 0; i < indices.length; i += 3 ) {
  17193. // get the vertices of the face
  17194. getVertexByIndex( indices[ i + 0 ], a );
  17195. getVertexByIndex( indices[ i + 1 ], b );
  17196. getVertexByIndex( indices[ i + 2 ], c );
  17197. // perform subdivision
  17198. subdivideFace( a, b, c, detail );
  17199. }
  17200. }
  17201. function subdivideFace( a, b, c, detail ) {
  17202. const cols = Math.pow( 2, detail );
  17203. // we use this multidimensional array as a data structure for creating the subdivision
  17204. const v = [];
  17205. // construct all of the vertices for this subdivision
  17206. for ( let i = 0; i <= cols; i ++ ) {
  17207. v[ i ] = [];
  17208. const aj = a.clone().lerp( c, i / cols );
  17209. const bj = b.clone().lerp( c, i / cols );
  17210. const rows = cols - i;
  17211. for ( let j = 0; j <= rows; j ++ ) {
  17212. if ( j === 0 && i === cols ) {
  17213. v[ i ][ j ] = aj;
  17214. } else {
  17215. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17216. }
  17217. }
  17218. }
  17219. // construct all of the faces
  17220. for ( let i = 0; i < cols; i ++ ) {
  17221. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  17222. const k = Math.floor( j / 2 );
  17223. if ( j % 2 === 0 ) {
  17224. pushVertex( v[ i ][ k + 1 ] );
  17225. pushVertex( v[ i + 1 ][ k ] );
  17226. pushVertex( v[ i ][ k ] );
  17227. } else {
  17228. pushVertex( v[ i ][ k + 1 ] );
  17229. pushVertex( v[ i + 1 ][ k + 1 ] );
  17230. pushVertex( v[ i + 1 ][ k ] );
  17231. }
  17232. }
  17233. }
  17234. }
  17235. function applyRadius( radius ) {
  17236. const vertex = new Vector3();
  17237. // iterate over the entire buffer and apply the radius to each vertex
  17238. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  17239. vertex.x = vertexBuffer[ i + 0 ];
  17240. vertex.y = vertexBuffer[ i + 1 ];
  17241. vertex.z = vertexBuffer[ i + 2 ];
  17242. vertex.normalize().multiplyScalar( radius );
  17243. vertexBuffer[ i + 0 ] = vertex.x;
  17244. vertexBuffer[ i + 1 ] = vertex.y;
  17245. vertexBuffer[ i + 2 ] = vertex.z;
  17246. }
  17247. }
  17248. function generateUVs() {
  17249. const vertex = new Vector3();
  17250. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  17251. vertex.x = vertexBuffer[ i + 0 ];
  17252. vertex.y = vertexBuffer[ i + 1 ];
  17253. vertex.z = vertexBuffer[ i + 2 ];
  17254. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17255. const v = inclination( vertex ) / Math.PI + 0.5;
  17256. uvBuffer.push( u, 1 - v );
  17257. }
  17258. correctUVs();
  17259. correctSeam();
  17260. }
  17261. function correctSeam() {
  17262. // handle case when face straddles the seam, see #3269
  17263. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  17264. // uv data of a single face
  17265. const x0 = uvBuffer[ i + 0 ];
  17266. const x1 = uvBuffer[ i + 2 ];
  17267. const x2 = uvBuffer[ i + 4 ];
  17268. const max = Math.max( x0, x1, x2 );
  17269. const min = Math.min( x0, x1, x2 );
  17270. // 0.9 is somewhat arbitrary
  17271. if ( max > 0.9 && min < 0.1 ) {
  17272. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  17273. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  17274. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  17275. }
  17276. }
  17277. }
  17278. function pushVertex( vertex ) {
  17279. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17280. }
  17281. function getVertexByIndex( index, vertex ) {
  17282. const stride = index * 3;
  17283. vertex.x = vertices[ stride + 0 ];
  17284. vertex.y = vertices[ stride + 1 ];
  17285. vertex.z = vertices[ stride + 2 ];
  17286. }
  17287. function correctUVs() {
  17288. const a = new Vector3();
  17289. const b = new Vector3();
  17290. const c = new Vector3();
  17291. const centroid = new Vector3();
  17292. const uvA = new Vector2();
  17293. const uvB = new Vector2();
  17294. const uvC = new Vector2();
  17295. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17296. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17297. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17298. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17299. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17300. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17301. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17302. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17303. const azi = azimuth( centroid );
  17304. correctUV( uvA, j + 0, a, azi );
  17305. correctUV( uvB, j + 2, b, azi );
  17306. correctUV( uvC, j + 4, c, azi );
  17307. }
  17308. }
  17309. function correctUV( uv, stride, vector, azimuth ) {
  17310. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17311. uvBuffer[ stride ] = uv.x - 1;
  17312. }
  17313. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17314. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17315. }
  17316. }
  17317. // Angle around the Y axis, counter-clockwise when looking from above.
  17318. function azimuth( vector ) {
  17319. return Math.atan2( vector.z, - vector.x );
  17320. }
  17321. // Angle above the XZ plane.
  17322. function inclination( vector ) {
  17323. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17324. }
  17325. }
  17326. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17327. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17328. /**
  17329. * @author timothypratley / https://github.com/timothypratley
  17330. * @author Mugen87 / https://github.com/Mugen87
  17331. */
  17332. // TetrahedronGeometry
  17333. function TetrahedronGeometry( radius, detail ) {
  17334. Geometry.call( this );
  17335. this.type = 'TetrahedronGeometry';
  17336. this.parameters = {
  17337. radius: radius,
  17338. detail: detail
  17339. };
  17340. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17341. this.mergeVertices();
  17342. }
  17343. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17344. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17345. // TetrahedronBufferGeometry
  17346. function TetrahedronBufferGeometry( radius, detail ) {
  17347. const vertices = [
  17348. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17349. ];
  17350. const indices = [
  17351. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17352. ];
  17353. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17354. this.type = 'TetrahedronBufferGeometry';
  17355. this.parameters = {
  17356. radius: radius,
  17357. detail: detail
  17358. };
  17359. }
  17360. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17361. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17362. /**
  17363. * @author timothypratley / https://github.com/timothypratley
  17364. * @author Mugen87 / https://github.com/Mugen87
  17365. */
  17366. // OctahedronGeometry
  17367. function OctahedronGeometry( radius, detail ) {
  17368. Geometry.call( this );
  17369. this.type = 'OctahedronGeometry';
  17370. this.parameters = {
  17371. radius: radius,
  17372. detail: detail
  17373. };
  17374. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17375. this.mergeVertices();
  17376. }
  17377. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17378. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17379. // OctahedronBufferGeometry
  17380. function OctahedronBufferGeometry( radius, detail ) {
  17381. const vertices = [
  17382. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17383. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17384. ];
  17385. const indices = [
  17386. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17387. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17388. 1, 3, 4, 1, 4, 2
  17389. ];
  17390. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17391. this.type = 'OctahedronBufferGeometry';
  17392. this.parameters = {
  17393. radius: radius,
  17394. detail: detail
  17395. };
  17396. }
  17397. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17398. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17399. /**
  17400. * @author timothypratley / https://github.com/timothypratley
  17401. * @author Mugen87 / https://github.com/Mugen87
  17402. */
  17403. // IcosahedronGeometry
  17404. function IcosahedronGeometry( radius, detail ) {
  17405. Geometry.call( this );
  17406. this.type = 'IcosahedronGeometry';
  17407. this.parameters = {
  17408. radius: radius,
  17409. detail: detail
  17410. };
  17411. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17412. this.mergeVertices();
  17413. }
  17414. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17415. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17416. // IcosahedronBufferGeometry
  17417. function IcosahedronBufferGeometry( radius, detail ) {
  17418. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17419. const vertices = [
  17420. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17421. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17422. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17423. ];
  17424. const indices = [
  17425. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17426. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17427. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17428. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17429. ];
  17430. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17431. this.type = 'IcosahedronBufferGeometry';
  17432. this.parameters = {
  17433. radius: radius,
  17434. detail: detail
  17435. };
  17436. }
  17437. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17438. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17439. /**
  17440. * @author Abe Pazos / https://hamoid.com
  17441. * @author Mugen87 / https://github.com/Mugen87
  17442. */
  17443. // DodecahedronGeometry
  17444. function DodecahedronGeometry( radius, detail ) {
  17445. Geometry.call( this );
  17446. this.type = 'DodecahedronGeometry';
  17447. this.parameters = {
  17448. radius: radius,
  17449. detail: detail
  17450. };
  17451. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17452. this.mergeVertices();
  17453. }
  17454. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17455. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17456. // DodecahedronBufferGeometry
  17457. function DodecahedronBufferGeometry( radius, detail ) {
  17458. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17459. const r = 1 / t;
  17460. const vertices = [
  17461. // (±1, ±1, ±1)
  17462. - 1, - 1, - 1, - 1, - 1, 1,
  17463. - 1, 1, - 1, - 1, 1, 1,
  17464. 1, - 1, - 1, 1, - 1, 1,
  17465. 1, 1, - 1, 1, 1, 1,
  17466. // (0, ±1/φ, ±φ)
  17467. 0, - r, - t, 0, - r, t,
  17468. 0, r, - t, 0, r, t,
  17469. // (±1/φ, ±φ, 0)
  17470. - r, - t, 0, - r, t, 0,
  17471. r, - t, 0, r, t, 0,
  17472. // (±φ, 0, ±1/φ)
  17473. - t, 0, - r, t, 0, - r,
  17474. - t, 0, r, t, 0, r
  17475. ];
  17476. const indices = [
  17477. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17478. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17479. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17480. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17481. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17482. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17483. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17484. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17485. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17486. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17487. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17488. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17489. ];
  17490. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17491. this.type = 'DodecahedronBufferGeometry';
  17492. this.parameters = {
  17493. radius: radius,
  17494. detail: detail
  17495. };
  17496. }
  17497. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17498. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17499. /**
  17500. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17501. * @author WestLangley / https://github.com/WestLangley
  17502. * @author zz85 / https://github.com/zz85
  17503. * @author miningold / https://github.com/miningold
  17504. * @author jonobr1 / https://github.com/jonobr1
  17505. * @author Mugen87 / https://github.com/Mugen87
  17506. *
  17507. */
  17508. // TubeGeometry
  17509. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17510. Geometry.call( this );
  17511. this.type = 'TubeGeometry';
  17512. this.parameters = {
  17513. path: path,
  17514. tubularSegments: tubularSegments,
  17515. radius: radius,
  17516. radialSegments: radialSegments,
  17517. closed: closed
  17518. };
  17519. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  17520. const bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17521. // expose internals
  17522. this.tangents = bufferGeometry.tangents;
  17523. this.normals = bufferGeometry.normals;
  17524. this.binormals = bufferGeometry.binormals;
  17525. // create geometry
  17526. this.fromBufferGeometry( bufferGeometry );
  17527. this.mergeVertices();
  17528. }
  17529. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17530. TubeGeometry.prototype.constructor = TubeGeometry;
  17531. // TubeBufferGeometry
  17532. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17533. BufferGeometry.call( this );
  17534. this.type = 'TubeBufferGeometry';
  17535. this.parameters = {
  17536. path: path,
  17537. tubularSegments: tubularSegments,
  17538. radius: radius,
  17539. radialSegments: radialSegments,
  17540. closed: closed
  17541. };
  17542. tubularSegments = tubularSegments || 64;
  17543. radius = radius || 1;
  17544. radialSegments = radialSegments || 8;
  17545. closed = closed || false;
  17546. const frames = path.computeFrenetFrames( tubularSegments, closed );
  17547. // expose internals
  17548. this.tangents = frames.tangents;
  17549. this.normals = frames.normals;
  17550. this.binormals = frames.binormals;
  17551. // helper variables
  17552. const vertex = new Vector3();
  17553. const normal = new Vector3();
  17554. const uv = new Vector2();
  17555. let P = new Vector3();
  17556. // buffer
  17557. const vertices = [];
  17558. const normals = [];
  17559. const uvs = [];
  17560. const indices = [];
  17561. // create buffer data
  17562. generateBufferData();
  17563. // build geometry
  17564. this.setIndex( indices );
  17565. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17566. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17567. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17568. // functions
  17569. function generateBufferData() {
  17570. for ( let i = 0; i < tubularSegments; i ++ ) {
  17571. generateSegment( i );
  17572. }
  17573. // if the geometry is not closed, generate the last row of vertices and normals
  17574. // at the regular position on the given path
  17575. //
  17576. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17577. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17578. // uvs are generated in a separate function.
  17579. // this makes it easy compute correct values for closed geometries
  17580. generateUVs();
  17581. // finally create faces
  17582. generateIndices();
  17583. }
  17584. function generateSegment( i ) {
  17585. // we use getPointAt to sample evenly distributed points from the given path
  17586. P = path.getPointAt( i / tubularSegments, P );
  17587. // retrieve corresponding normal and binormal
  17588. const N = frames.normals[ i ];
  17589. const B = frames.binormals[ i ];
  17590. // generate normals and vertices for the current segment
  17591. for ( let j = 0; j <= radialSegments; j ++ ) {
  17592. const v = j / radialSegments * Math.PI * 2;
  17593. const sin = Math.sin( v );
  17594. const cos = - Math.cos( v );
  17595. // normal
  17596. normal.x = ( cos * N.x + sin * B.x );
  17597. normal.y = ( cos * N.y + sin * B.y );
  17598. normal.z = ( cos * N.z + sin * B.z );
  17599. normal.normalize();
  17600. normals.push( normal.x, normal.y, normal.z );
  17601. // vertex
  17602. vertex.x = P.x + radius * normal.x;
  17603. vertex.y = P.y + radius * normal.y;
  17604. vertex.z = P.z + radius * normal.z;
  17605. vertices.push( vertex.x, vertex.y, vertex.z );
  17606. }
  17607. }
  17608. function generateIndices() {
  17609. for ( let j = 1; j <= tubularSegments; j ++ ) {
  17610. for ( let i = 1; i <= radialSegments; i ++ ) {
  17611. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17612. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  17613. const c = ( radialSegments + 1 ) * j + i;
  17614. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17615. // faces
  17616. indices.push( a, b, d );
  17617. indices.push( b, c, d );
  17618. }
  17619. }
  17620. }
  17621. function generateUVs() {
  17622. for ( let i = 0; i <= tubularSegments; i ++ ) {
  17623. for ( let j = 0; j <= radialSegments; j ++ ) {
  17624. uv.x = i / tubularSegments;
  17625. uv.y = j / radialSegments;
  17626. uvs.push( uv.x, uv.y );
  17627. }
  17628. }
  17629. }
  17630. }
  17631. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17632. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17633. TubeBufferGeometry.prototype.toJSON = function () {
  17634. const data = BufferGeometry.prototype.toJSON.call( this );
  17635. data.path = this.parameters.path.toJSON();
  17636. return data;
  17637. };
  17638. /**
  17639. * @author oosmoxiecode
  17640. * @author Mugen87 / https://github.com/Mugen87
  17641. *
  17642. * based on http://www.blackpawn.com/texts/pqtorus/
  17643. */
  17644. // TorusKnotGeometry
  17645. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17646. Geometry.call( this );
  17647. this.type = 'TorusKnotGeometry';
  17648. this.parameters = {
  17649. radius: radius,
  17650. tube: tube,
  17651. tubularSegments: tubularSegments,
  17652. radialSegments: radialSegments,
  17653. p: p,
  17654. q: q
  17655. };
  17656. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  17657. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17658. this.mergeVertices();
  17659. }
  17660. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17661. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17662. // TorusKnotBufferGeometry
  17663. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17664. BufferGeometry.call( this );
  17665. this.type = 'TorusKnotBufferGeometry';
  17666. this.parameters = {
  17667. radius: radius,
  17668. tube: tube,
  17669. tubularSegments: tubularSegments,
  17670. radialSegments: radialSegments,
  17671. p: p,
  17672. q: q
  17673. };
  17674. radius = radius || 1;
  17675. tube = tube || 0.4;
  17676. tubularSegments = Math.floor( tubularSegments ) || 64;
  17677. radialSegments = Math.floor( radialSegments ) || 8;
  17678. p = p || 2;
  17679. q = q || 3;
  17680. // buffers
  17681. const indices = [];
  17682. const vertices = [];
  17683. const normals = [];
  17684. const uvs = [];
  17685. // helper variables
  17686. const vertex = new Vector3();
  17687. const normal = new Vector3();
  17688. const P1 = new Vector3();
  17689. const P2 = new Vector3();
  17690. const B = new Vector3();
  17691. const T = new Vector3();
  17692. const N = new Vector3();
  17693. // generate vertices, normals and uvs
  17694. for ( let i = 0; i <= tubularSegments; ++ i ) {
  17695. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17696. const u = i / tubularSegments * p * Math.PI * 2;
  17697. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17698. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17699. calculatePositionOnCurve( u, p, q, radius, P1 );
  17700. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17701. // calculate orthonormal basis
  17702. T.subVectors( P2, P1 );
  17703. N.addVectors( P2, P1 );
  17704. B.crossVectors( T, N );
  17705. N.crossVectors( B, T );
  17706. // normalize B, N. T can be ignored, we don't use it
  17707. B.normalize();
  17708. N.normalize();
  17709. for ( let j = 0; j <= radialSegments; ++ j ) {
  17710. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17711. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17712. const v = j / radialSegments * Math.PI * 2;
  17713. const cx = - tube * Math.cos( v );
  17714. const cy = tube * Math.sin( v );
  17715. // now calculate the final vertex position.
  17716. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17717. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17718. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17719. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17720. vertices.push( vertex.x, vertex.y, vertex.z );
  17721. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17722. normal.subVectors( vertex, P1 ).normalize();
  17723. normals.push( normal.x, normal.y, normal.z );
  17724. // uv
  17725. uvs.push( i / tubularSegments );
  17726. uvs.push( j / radialSegments );
  17727. }
  17728. }
  17729. // generate indices
  17730. for ( let j = 1; j <= tubularSegments; j ++ ) {
  17731. for ( let i = 1; i <= radialSegments; i ++ ) {
  17732. // indices
  17733. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17734. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  17735. const c = ( radialSegments + 1 ) * j + i;
  17736. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17737. // faces
  17738. indices.push( a, b, d );
  17739. indices.push( b, c, d );
  17740. }
  17741. }
  17742. // build geometry
  17743. this.setIndex( indices );
  17744. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17745. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17746. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17747. // this function calculates the current position on the torus curve
  17748. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17749. const cu = Math.cos( u );
  17750. const su = Math.sin( u );
  17751. const quOverP = q / p * u;
  17752. const cs = Math.cos( quOverP );
  17753. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17754. position.y = radius * ( 2 + cs ) * su * 0.5;
  17755. position.z = radius * Math.sin( quOverP ) * 0.5;
  17756. }
  17757. }
  17758. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17759. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17760. /**
  17761. * @author oosmoxiecode
  17762. * @author mrdoob / http://mrdoob.com/
  17763. * @author Mugen87 / https://github.com/Mugen87
  17764. */
  17765. // TorusGeometry
  17766. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17767. Geometry.call( this );
  17768. this.type = 'TorusGeometry';
  17769. this.parameters = {
  17770. radius: radius,
  17771. tube: tube,
  17772. radialSegments: radialSegments,
  17773. tubularSegments: tubularSegments,
  17774. arc: arc
  17775. };
  17776. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17777. this.mergeVertices();
  17778. }
  17779. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17780. TorusGeometry.prototype.constructor = TorusGeometry;
  17781. // TorusBufferGeometry
  17782. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17783. BufferGeometry.call( this );
  17784. this.type = 'TorusBufferGeometry';
  17785. this.parameters = {
  17786. radius: radius,
  17787. tube: tube,
  17788. radialSegments: radialSegments,
  17789. tubularSegments: tubularSegments,
  17790. arc: arc
  17791. };
  17792. radius = radius || 1;
  17793. tube = tube || 0.4;
  17794. radialSegments = Math.floor( radialSegments ) || 8;
  17795. tubularSegments = Math.floor( tubularSegments ) || 6;
  17796. arc = arc || Math.PI * 2;
  17797. // buffers
  17798. const indices = [];
  17799. const vertices = [];
  17800. const normals = [];
  17801. const uvs = [];
  17802. // helper variables
  17803. const center = new Vector3();
  17804. const vertex = new Vector3();
  17805. const normal = new Vector3();
  17806. // generate vertices, normals and uvs
  17807. for ( let j = 0; j <= radialSegments; j ++ ) {
  17808. for ( let i = 0; i <= tubularSegments; i ++ ) {
  17809. const u = i / tubularSegments * arc;
  17810. const v = j / radialSegments * Math.PI * 2;
  17811. // vertex
  17812. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17813. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17814. vertex.z = tube * Math.sin( v );
  17815. vertices.push( vertex.x, vertex.y, vertex.z );
  17816. // normal
  17817. center.x = radius * Math.cos( u );
  17818. center.y = radius * Math.sin( u );
  17819. normal.subVectors( vertex, center ).normalize();
  17820. normals.push( normal.x, normal.y, normal.z );
  17821. // uv
  17822. uvs.push( i / tubularSegments );
  17823. uvs.push( j / radialSegments );
  17824. }
  17825. }
  17826. // generate indices
  17827. for ( let j = 1; j <= radialSegments; j ++ ) {
  17828. for ( let i = 1; i <= tubularSegments; i ++ ) {
  17829. // indices
  17830. const a = ( tubularSegments + 1 ) * j + i - 1;
  17831. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17832. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17833. const d = ( tubularSegments + 1 ) * j + i;
  17834. // faces
  17835. indices.push( a, b, d );
  17836. indices.push( b, c, d );
  17837. }
  17838. }
  17839. // build geometry
  17840. this.setIndex( indices );
  17841. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17842. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17843. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17844. }
  17845. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17846. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17847. /**
  17848. * @author Mugen87 / https://github.com/Mugen87
  17849. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17850. */
  17851. const Earcut = {
  17852. triangulate: function ( data, holeIndices, dim ) {
  17853. dim = dim || 2;
  17854. let hasHoles = holeIndices && holeIndices.length,
  17855. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17856. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17857. triangles = [];
  17858. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17859. let minX, minY, maxX, maxY, x, y, invSize;
  17860. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17861. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17862. if ( data.length > 80 * dim ) {
  17863. minX = maxX = data[ 0 ];
  17864. minY = maxY = data[ 1 ];
  17865. for ( let i = dim; i < outerLen; i += dim ) {
  17866. x = data[ i ];
  17867. y = data[ i + 1 ];
  17868. if ( x < minX ) minX = x;
  17869. if ( y < minY ) minY = y;
  17870. if ( x > maxX ) maxX = x;
  17871. if ( y > maxY ) maxY = y;
  17872. }
  17873. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17874. invSize = Math.max( maxX - minX, maxY - minY );
  17875. invSize = invSize !== 0 ? 1 / invSize : 0;
  17876. }
  17877. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17878. return triangles;
  17879. }
  17880. };
  17881. // create a circular doubly linked list from polygon points in the specified winding order
  17882. function linkedList( data, start, end, dim, clockwise ) {
  17883. let i, last;
  17884. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17885. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17886. } else {
  17887. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17888. }
  17889. if ( last && equals( last, last.next ) ) {
  17890. removeNode( last );
  17891. last = last.next;
  17892. }
  17893. return last;
  17894. }
  17895. // eliminate colinear or duplicate points
  17896. function filterPoints( start, end ) {
  17897. if ( ! start ) return start;
  17898. if ( ! end ) end = start;
  17899. let p = start,
  17900. again;
  17901. do {
  17902. again = false;
  17903. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17904. removeNode( p );
  17905. p = end = p.prev;
  17906. if ( p === p.next ) break;
  17907. again = true;
  17908. } else {
  17909. p = p.next;
  17910. }
  17911. } while ( again || p !== end );
  17912. return end;
  17913. }
  17914. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17915. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17916. if ( ! ear ) return;
  17917. // interlink polygon nodes in z-order
  17918. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17919. let stop = ear,
  17920. prev, next;
  17921. // iterate through ears, slicing them one by one
  17922. while ( ear.prev !== ear.next ) {
  17923. prev = ear.prev;
  17924. next = ear.next;
  17925. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17926. // cut off the triangle
  17927. triangles.push( prev.i / dim );
  17928. triangles.push( ear.i / dim );
  17929. triangles.push( next.i / dim );
  17930. removeNode( ear );
  17931. // skipping the next vertex leads to less sliver triangles
  17932. ear = next.next;
  17933. stop = next.next;
  17934. continue;
  17935. }
  17936. ear = next;
  17937. // if we looped through the whole remaining polygon and can't find any more ears
  17938. if ( ear === stop ) {
  17939. // try filtering points and slicing again
  17940. if ( ! pass ) {
  17941. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17942. // if this didn't work, try curing all small self-intersections locally
  17943. } else if ( pass === 1 ) {
  17944. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17945. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17946. // as a last resort, try splitting the remaining polygon into two
  17947. } else if ( pass === 2 ) {
  17948. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17949. }
  17950. break;
  17951. }
  17952. }
  17953. }
  17954. // check whether a polygon node forms a valid ear with adjacent nodes
  17955. function isEar( ear ) {
  17956. let a = ear.prev,
  17957. b = ear,
  17958. c = ear.next;
  17959. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17960. // now make sure we don't have other points inside the potential ear
  17961. let p = ear.next.next;
  17962. while ( p !== ear.prev ) {
  17963. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17964. area( p.prev, p, p.next ) >= 0 ) return false;
  17965. p = p.next;
  17966. }
  17967. return true;
  17968. }
  17969. function isEarHashed( ear, minX, minY, invSize ) {
  17970. let a = ear.prev,
  17971. b = ear,
  17972. c = ear.next;
  17973. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17974. // triangle bbox; min & max are calculated like this for speed
  17975. let minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17976. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17977. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17978. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17979. // z-order range for the current triangle bbox;
  17980. let minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17981. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17982. let p = ear.prevZ,
  17983. n = ear.nextZ;
  17984. // look for points inside the triangle in both directions
  17985. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17986. if ( p !== ear.prev && p !== ear.next &&
  17987. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17988. area( p.prev, p, p.next ) >= 0 ) return false;
  17989. p = p.prevZ;
  17990. if ( n !== ear.prev && n !== ear.next &&
  17991. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17992. area( n.prev, n, n.next ) >= 0 ) return false;
  17993. n = n.nextZ;
  17994. }
  17995. // look for remaining points in decreasing z-order
  17996. while ( p && p.z >= minZ ) {
  17997. if ( p !== ear.prev && p !== ear.next &&
  17998. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17999. area( p.prev, p, p.next ) >= 0 ) return false;
  18000. p = p.prevZ;
  18001. }
  18002. // look for remaining points in increasing z-order
  18003. while ( n && n.z <= maxZ ) {
  18004. if ( n !== ear.prev && n !== ear.next &&
  18005. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18006. area( n.prev, n, n.next ) >= 0 ) return false;
  18007. n = n.nextZ;
  18008. }
  18009. return true;
  18010. }
  18011. // go through all polygon nodes and cure small local self-intersections
  18012. function cureLocalIntersections( start, triangles, dim ) {
  18013. let p = start;
  18014. do {
  18015. let a = p.prev,
  18016. b = p.next.next;
  18017. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18018. triangles.push( a.i / dim );
  18019. triangles.push( p.i / dim );
  18020. triangles.push( b.i / dim );
  18021. // remove two nodes involved
  18022. removeNode( p );
  18023. removeNode( p.next );
  18024. p = start = b;
  18025. }
  18026. p = p.next;
  18027. } while ( p !== start );
  18028. return filterPoints( p );
  18029. }
  18030. // try splitting polygon into two and triangulate them independently
  18031. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18032. // look for a valid diagonal that divides the polygon into two
  18033. let a = start;
  18034. do {
  18035. let b = a.next.next;
  18036. while ( b !== a.prev ) {
  18037. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18038. // split the polygon in two by the diagonal
  18039. let c = splitPolygon( a, b );
  18040. // filter colinear points around the cuts
  18041. a = filterPoints( a, a.next );
  18042. c = filterPoints( c, c.next );
  18043. // run earcut on each half
  18044. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18045. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18046. return;
  18047. }
  18048. b = b.next;
  18049. }
  18050. a = a.next;
  18051. } while ( a !== start );
  18052. }
  18053. // link every hole into the outer loop, producing a single-ring polygon without holes
  18054. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18055. let queue = [],
  18056. i, len, start, end, list;
  18057. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18058. start = holeIndices[ i ] * dim;
  18059. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18060. list = linkedList( data, start, end, dim, false );
  18061. if ( list === list.next ) list.steiner = true;
  18062. queue.push( getLeftmost( list ) );
  18063. }
  18064. queue.sort( compareX );
  18065. // process holes from left to right
  18066. for ( i = 0; i < queue.length; i ++ ) {
  18067. eliminateHole( queue[ i ], outerNode );
  18068. outerNode = filterPoints( outerNode, outerNode.next );
  18069. }
  18070. return outerNode;
  18071. }
  18072. function compareX( a, b ) {
  18073. return a.x - b.x;
  18074. }
  18075. // find a bridge between vertices that connects hole with an outer ring and and link it
  18076. function eliminateHole( hole, outerNode ) {
  18077. outerNode = findHoleBridge( hole, outerNode );
  18078. if ( outerNode ) {
  18079. const b = splitPolygon( outerNode, hole );
  18080. // filter collinear points around the cuts
  18081. filterPoints( outerNode, outerNode.next );
  18082. filterPoints( b, b.next );
  18083. }
  18084. }
  18085. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18086. function findHoleBridge( hole, outerNode ) {
  18087. let p = outerNode,
  18088. hx = hole.x,
  18089. hy = hole.y,
  18090. qx = - Infinity,
  18091. m;
  18092. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18093. // segment's endpoint with lesser x will be potential connection point
  18094. do {
  18095. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18096. let x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18097. if ( x <= hx && x > qx ) {
  18098. qx = x;
  18099. if ( x === hx ) {
  18100. if ( hy === p.y ) return p;
  18101. if ( hy === p.next.y ) return p.next;
  18102. }
  18103. m = p.x < p.next.x ? p : p.next;
  18104. }
  18105. }
  18106. p = p.next;
  18107. } while ( p !== outerNode );
  18108. if ( ! m ) return null;
  18109. if ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint
  18110. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18111. // if there are no points found, we have a valid connection;
  18112. // otherwise choose the point of the minimum angle with the ray as connection point
  18113. let stop = m,
  18114. mx = m.x,
  18115. my = m.y,
  18116. tanMin = Infinity,
  18117. tan;
  18118. p = m;
  18119. do {
  18120. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18121. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18122. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18123. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18124. m = p;
  18125. tanMin = tan;
  18126. }
  18127. }
  18128. p = p.next;
  18129. } while ( p !== stop );
  18130. return m;
  18131. }
  18132. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18133. function sectorContainsSector( m, p ) {
  18134. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18135. }
  18136. // interlink polygon nodes in z-order
  18137. function indexCurve( start, minX, minY, invSize ) {
  18138. let p = start;
  18139. do {
  18140. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  18141. p.prevZ = p.prev;
  18142. p.nextZ = p.next;
  18143. p = p.next;
  18144. } while ( p !== start );
  18145. p.prevZ.nextZ = null;
  18146. p.prevZ = null;
  18147. sortLinked( p );
  18148. }
  18149. // Simon Tatham's linked list merge sort algorithm
  18150. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18151. function sortLinked( list ) {
  18152. let i, p, q, e, tail, numMerges, pSize, qSize,
  18153. inSize = 1;
  18154. do {
  18155. p = list;
  18156. list = null;
  18157. tail = null;
  18158. numMerges = 0;
  18159. while ( p ) {
  18160. numMerges ++;
  18161. q = p;
  18162. pSize = 0;
  18163. for ( i = 0; i < inSize; i ++ ) {
  18164. pSize ++;
  18165. q = q.nextZ;
  18166. if ( ! q ) break;
  18167. }
  18168. qSize = inSize;
  18169. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18170. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18171. e = p;
  18172. p = p.nextZ;
  18173. pSize --;
  18174. } else {
  18175. e = q;
  18176. q = q.nextZ;
  18177. qSize --;
  18178. }
  18179. if ( tail ) tail.nextZ = e;
  18180. else list = e;
  18181. e.prevZ = tail;
  18182. tail = e;
  18183. }
  18184. p = q;
  18185. }
  18186. tail.nextZ = null;
  18187. inSize *= 2;
  18188. } while ( numMerges > 1 );
  18189. return list;
  18190. }
  18191. // z-order of a point given coords and inverse of the longer side of data bbox
  18192. function zOrder( x, y, minX, minY, invSize ) {
  18193. // coords are transformed into non-negative 15-bit integer range
  18194. x = 32767 * ( x - minX ) * invSize;
  18195. y = 32767 * ( y - minY ) * invSize;
  18196. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18197. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18198. x = ( x | ( x << 2 ) ) & 0x33333333;
  18199. x = ( x | ( x << 1 ) ) & 0x55555555;
  18200. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18201. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18202. y = ( y | ( y << 2 ) ) & 0x33333333;
  18203. y = ( y | ( y << 1 ) ) & 0x55555555;
  18204. return x | ( y << 1 );
  18205. }
  18206. // find the leftmost node of a polygon ring
  18207. function getLeftmost( start ) {
  18208. let p = start,
  18209. leftmost = start;
  18210. do {
  18211. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  18212. p = p.next;
  18213. } while ( p !== start );
  18214. return leftmost;
  18215. }
  18216. // check if a point lies within a convex triangle
  18217. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18218. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18219. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18220. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18221. }
  18222. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18223. function isValidDiagonal( a, b ) {
  18224. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18225. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18226. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18227. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18228. }
  18229. // signed area of a triangle
  18230. function area( p, q, r ) {
  18231. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18232. }
  18233. // check if two points are equal
  18234. function equals( p1, p2 ) {
  18235. return p1.x === p2.x && p1.y === p2.y;
  18236. }
  18237. // check if two segments intersect
  18238. function intersects( p1, q1, p2, q2 ) {
  18239. const o1 = sign( area( p1, q1, p2 ) );
  18240. const o2 = sign( area( p1, q1, q2 ) );
  18241. const o3 = sign( area( p2, q2, p1 ) );
  18242. const o4 = sign( area( p2, q2, q1 ) );
  18243. if ( o1 !== o2 && o3 !== o4 ) return true; // general case
  18244. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  18245. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  18246. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  18247. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  18248. return false;
  18249. }
  18250. // for collinear points p, q, r, check if point q lies on segment pr
  18251. function onSegment( p, q, r ) {
  18252. 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 );
  18253. }
  18254. function sign( num ) {
  18255. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18256. }
  18257. // check if a polygon diagonal intersects any polygon segments
  18258. function intersectsPolygon( a, b ) {
  18259. let p = a;
  18260. do {
  18261. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18262. intersects( p, p.next, a, b ) ) return true;
  18263. p = p.next;
  18264. } while ( p !== a );
  18265. return false;
  18266. }
  18267. // check if a polygon diagonal is locally inside the polygon
  18268. function locallyInside( a, b ) {
  18269. return area( a.prev, a, a.next ) < 0 ?
  18270. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18271. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18272. }
  18273. // check if the middle point of a polygon diagonal is inside the polygon
  18274. function middleInside( a, b ) {
  18275. let p = a,
  18276. inside = false,
  18277. px = ( a.x + b.x ) / 2,
  18278. py = ( a.y + b.y ) / 2;
  18279. do {
  18280. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18281. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18282. inside = ! inside;
  18283. p = p.next;
  18284. } while ( p !== a );
  18285. return inside;
  18286. }
  18287. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18288. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18289. function splitPolygon( a, b ) {
  18290. let a2 = new Node( a.i, a.x, a.y ),
  18291. b2 = new Node( b.i, b.x, b.y ),
  18292. an = a.next,
  18293. bp = b.prev;
  18294. a.next = b;
  18295. b.prev = a;
  18296. a2.next = an;
  18297. an.prev = a2;
  18298. b2.next = a2;
  18299. a2.prev = b2;
  18300. bp.next = b2;
  18301. b2.prev = bp;
  18302. return b2;
  18303. }
  18304. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18305. function insertNode( i, x, y, last ) {
  18306. const p = new Node( i, x, y );
  18307. if ( ! last ) {
  18308. p.prev = p;
  18309. p.next = p;
  18310. } else {
  18311. p.next = last.next;
  18312. p.prev = last;
  18313. last.next.prev = p;
  18314. last.next = p;
  18315. }
  18316. return p;
  18317. }
  18318. function removeNode( p ) {
  18319. p.next.prev = p.prev;
  18320. p.prev.next = p.next;
  18321. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  18322. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  18323. }
  18324. function Node( i, x, y ) {
  18325. // vertex index in coordinates array
  18326. this.i = i;
  18327. // vertex coordinates
  18328. this.x = x;
  18329. this.y = y;
  18330. // previous and next vertex nodes in a polygon ring
  18331. this.prev = null;
  18332. this.next = null;
  18333. // z-order curve value
  18334. this.z = null;
  18335. // previous and next nodes in z-order
  18336. this.prevZ = null;
  18337. this.nextZ = null;
  18338. // indicates whether this is a steiner point
  18339. this.steiner = false;
  18340. }
  18341. function signedArea( data, start, end, dim ) {
  18342. let sum = 0;
  18343. for ( let i = start, j = end - dim; i < end; i += dim ) {
  18344. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18345. j = i;
  18346. }
  18347. return sum;
  18348. }
  18349. /**
  18350. * @author zz85 / http://www.lab4games.net/zz85/blog
  18351. */
  18352. const ShapeUtils = {
  18353. // calculate area of the contour polygon
  18354. area: function ( contour ) {
  18355. const n = contour.length;
  18356. let a = 0.0;
  18357. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  18358. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18359. }
  18360. return a * 0.5;
  18361. },
  18362. isClockWise: function ( pts ) {
  18363. return ShapeUtils.area( pts ) < 0;
  18364. },
  18365. triangulateShape: function ( contour, holes ) {
  18366. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18367. const holeIndices = []; // array of hole indices
  18368. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18369. removeDupEndPts( contour );
  18370. addContour( vertices, contour );
  18371. //
  18372. let holeIndex = contour.length;
  18373. holes.forEach( removeDupEndPts );
  18374. for ( let i = 0; i < holes.length; i ++ ) {
  18375. holeIndices.push( holeIndex );
  18376. holeIndex += holes[ i ].length;
  18377. addContour( vertices, holes[ i ] );
  18378. }
  18379. //
  18380. const triangles = Earcut.triangulate( vertices, holeIndices );
  18381. //
  18382. for ( let i = 0; i < triangles.length; i += 3 ) {
  18383. faces.push( triangles.slice( i, i + 3 ) );
  18384. }
  18385. return faces;
  18386. }
  18387. };
  18388. function removeDupEndPts( points ) {
  18389. const l = points.length;
  18390. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18391. points.pop();
  18392. }
  18393. }
  18394. function addContour( vertices, contour ) {
  18395. for ( let i = 0; i < contour.length; i ++ ) {
  18396. vertices.push( contour[ i ].x );
  18397. vertices.push( contour[ i ].y );
  18398. }
  18399. }
  18400. /**
  18401. * @author zz85 / http://www.lab4games.net/zz85/blog
  18402. *
  18403. * Creates extruded geometry from a path shape.
  18404. *
  18405. * parameters = {
  18406. *
  18407. * curveSegments: <int>, // number of points on the curves
  18408. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18409. * depth: <float>, // Depth to extrude the shape
  18410. *
  18411. * bevelEnabled: <bool>, // turn on bevel
  18412. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18413. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18414. * bevelOffset: <float>, // how far from shape outline does bevel start
  18415. * bevelSegments: <int>, // number of bevel layers
  18416. *
  18417. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18418. *
  18419. * UVGenerator: <Object> // object that provides UV generator functions
  18420. *
  18421. * }
  18422. */
  18423. // ExtrudeGeometry
  18424. function ExtrudeGeometry( shapes, options ) {
  18425. Geometry.call( this );
  18426. this.type = 'ExtrudeGeometry';
  18427. this.parameters = {
  18428. shapes: shapes,
  18429. options: options
  18430. };
  18431. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18432. this.mergeVertices();
  18433. }
  18434. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18435. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18436. ExtrudeGeometry.prototype.toJSON = function () {
  18437. const data = Geometry.prototype.toJSON.call( this );
  18438. const shapes = this.parameters.shapes;
  18439. const options = this.parameters.options;
  18440. return toJSON( shapes, options, data );
  18441. };
  18442. // ExtrudeBufferGeometry
  18443. function ExtrudeBufferGeometry( shapes, options ) {
  18444. BufferGeometry.call( this );
  18445. this.type = 'ExtrudeBufferGeometry';
  18446. this.parameters = {
  18447. shapes: shapes,
  18448. options: options
  18449. };
  18450. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18451. const scope = this;
  18452. const verticesArray = [];
  18453. const uvArray = [];
  18454. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  18455. const shape = shapes[ i ];
  18456. addShape( shape );
  18457. }
  18458. // build geometry
  18459. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18460. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18461. this.computeVertexNormals();
  18462. // functions
  18463. function addShape( shape ) {
  18464. const placeholder = [];
  18465. // options
  18466. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18467. const steps = options.steps !== undefined ? options.steps : 1;
  18468. let depth = options.depth !== undefined ? options.depth : 100;
  18469. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18470. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18471. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18472. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18473. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18474. const extrudePath = options.extrudePath;
  18475. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18476. // deprecated options
  18477. if ( options.amount !== undefined ) {
  18478. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18479. depth = options.amount;
  18480. }
  18481. //
  18482. let extrudePts, extrudeByPath = false;
  18483. let splineTube, binormal, normal, position2;
  18484. if ( extrudePath ) {
  18485. extrudePts = extrudePath.getSpacedPoints( steps );
  18486. extrudeByPath = true;
  18487. bevelEnabled = false; // bevels not supported for path extrusion
  18488. // SETUP TNB variables
  18489. // TODO1 - have a .isClosed in spline?
  18490. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18491. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18492. binormal = new Vector3();
  18493. normal = new Vector3();
  18494. position2 = new Vector3();
  18495. }
  18496. // Safeguards if bevels are not enabled
  18497. if ( ! bevelEnabled ) {
  18498. bevelSegments = 0;
  18499. bevelThickness = 0;
  18500. bevelSize = 0;
  18501. bevelOffset = 0;
  18502. }
  18503. // Variables initialization
  18504. const shapePoints = shape.extractPoints( curveSegments );
  18505. let vertices = shapePoints.shape;
  18506. const holes = shapePoints.holes;
  18507. const reverse = ! ShapeUtils.isClockWise( vertices );
  18508. if ( reverse ) {
  18509. vertices = vertices.reverse();
  18510. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18511. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  18512. const ahole = holes[ h ];
  18513. if ( ShapeUtils.isClockWise( ahole ) ) {
  18514. holes[ h ] = ahole.reverse();
  18515. }
  18516. }
  18517. }
  18518. const faces = ShapeUtils.triangulateShape( vertices, holes );
  18519. /* Vertices */
  18520. const contour = vertices; // vertices has all points but contour has only points of circumference
  18521. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  18522. const ahole = holes[ h ];
  18523. vertices = vertices.concat( ahole );
  18524. }
  18525. function scalePt2( pt, vec, size ) {
  18526. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  18527. return vec.clone().multiplyScalar( size ).add( pt );
  18528. }
  18529. const vlen = vertices.length, flen = faces.length;
  18530. // Find directions for point movement
  18531. function getBevelVec( inPt, inPrev, inNext ) {
  18532. // computes for inPt the corresponding point inPt' on a new contour
  18533. // shifted by 1 unit (length of normalized vector) to the left
  18534. // if we walk along contour clockwise, this new contour is outside the old one
  18535. //
  18536. // inPt' is the intersection of the two lines parallel to the two
  18537. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18538. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18539. // good reading for geometry algorithms (here: line-line intersection)
  18540. // http://geomalgorithms.com/a05-_intersect-1.html
  18541. const v_prev_x = inPt.x - inPrev.x,
  18542. v_prev_y = inPt.y - inPrev.y;
  18543. const v_next_x = inNext.x - inPt.x,
  18544. v_next_y = inNext.y - inPt.y;
  18545. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18546. // check for collinear edges
  18547. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18548. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18549. // not collinear
  18550. // length of vectors for normalizing
  18551. const v_prev_len = Math.sqrt( v_prev_lensq );
  18552. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18553. // shift adjacent points by unit vectors to the left
  18554. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18555. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18556. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18557. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18558. // scaling factor for v_prev to intersection point
  18559. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18560. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18561. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18562. // vector from inPt to intersection point
  18563. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18564. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18565. // Don't normalize!, otherwise sharp corners become ugly
  18566. // but prevent crazy spikes
  18567. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18568. if ( v_trans_lensq <= 2 ) {
  18569. return new Vector2( v_trans_x, v_trans_y );
  18570. } else {
  18571. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18572. }
  18573. } else {
  18574. // handle special case of collinear edges
  18575. let direction_eq = false; // assumes: opposite
  18576. if ( v_prev_x > Number.EPSILON ) {
  18577. if ( v_next_x > Number.EPSILON ) {
  18578. direction_eq = true;
  18579. }
  18580. } else {
  18581. if ( v_prev_x < - Number.EPSILON ) {
  18582. if ( v_next_x < - Number.EPSILON ) {
  18583. direction_eq = true;
  18584. }
  18585. } else {
  18586. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18587. direction_eq = true;
  18588. }
  18589. }
  18590. }
  18591. if ( direction_eq ) {
  18592. // console.log("Warning: lines are a straight sequence");
  18593. v_trans_x = - v_prev_y;
  18594. v_trans_y = v_prev_x;
  18595. shrink_by = Math.sqrt( v_prev_lensq );
  18596. } else {
  18597. // console.log("Warning: lines are a straight spike");
  18598. v_trans_x = v_prev_x;
  18599. v_trans_y = v_prev_y;
  18600. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18601. }
  18602. }
  18603. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18604. }
  18605. const contourMovements = [];
  18606. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18607. if ( j === il ) j = 0;
  18608. if ( k === il ) k = 0;
  18609. // (j)---(i)---(k)
  18610. // console.log('i,j,k', i, j , k)
  18611. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18612. }
  18613. const holesMovements = [];
  18614. let oneHoleMovements, verticesMovements = contourMovements.concat();
  18615. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  18616. const ahole = holes[ h ];
  18617. oneHoleMovements = [];
  18618. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18619. if ( j === il ) j = 0;
  18620. if ( k === il ) k = 0;
  18621. // (j)---(i)---(k)
  18622. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18623. }
  18624. holesMovements.push( oneHoleMovements );
  18625. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18626. }
  18627. // Loop bevelSegments, 1 for the front, 1 for the back
  18628. for ( let b = 0; b < bevelSegments; b ++ ) {
  18629. //for ( b = bevelSegments; b > 0; b -- ) {
  18630. const t = b / bevelSegments;
  18631. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18632. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18633. // contract shape
  18634. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  18635. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18636. v( vert.x, vert.y, - z );
  18637. }
  18638. // expand holes
  18639. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  18640. const ahole = holes[ h ];
  18641. oneHoleMovements = holesMovements[ h ];
  18642. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  18643. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18644. v( vert.x, vert.y, - z );
  18645. }
  18646. }
  18647. }
  18648. const bs = bevelSize + bevelOffset;
  18649. // Back facing vertices
  18650. for ( let i = 0; i < vlen; i ++ ) {
  18651. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18652. if ( ! extrudeByPath ) {
  18653. v( vert.x, vert.y, 0 );
  18654. } else {
  18655. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18656. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18657. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18658. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18659. v( position2.x, position2.y, position2.z );
  18660. }
  18661. }
  18662. // Add stepped vertices...
  18663. // Including front facing vertices
  18664. for ( let s = 1; s <= steps; s ++ ) {
  18665. for ( let i = 0; i < vlen; i ++ ) {
  18666. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18667. if ( ! extrudeByPath ) {
  18668. v( vert.x, vert.y, depth / steps * s );
  18669. } else {
  18670. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18671. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18672. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18673. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18674. v( position2.x, position2.y, position2.z );
  18675. }
  18676. }
  18677. }
  18678. // Add bevel segments planes
  18679. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18680. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  18681. const t = b / bevelSegments;
  18682. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18683. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18684. // contract shape
  18685. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  18686. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18687. v( vert.x, vert.y, depth + z );
  18688. }
  18689. // expand holes
  18690. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  18691. const ahole = holes[ h ];
  18692. oneHoleMovements = holesMovements[ h ];
  18693. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  18694. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18695. if ( ! extrudeByPath ) {
  18696. v( vert.x, vert.y, depth + z );
  18697. } else {
  18698. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18699. }
  18700. }
  18701. }
  18702. }
  18703. /* Faces */
  18704. // Top and bottom faces
  18705. buildLidFaces();
  18706. // Sides faces
  18707. buildSideFaces();
  18708. ///// Internal functions
  18709. function buildLidFaces() {
  18710. const start = verticesArray.length / 3;
  18711. if ( bevelEnabled ) {
  18712. let layer = 0; // steps + 1
  18713. let offset = vlen * layer;
  18714. // Bottom faces
  18715. for ( let i = 0; i < flen; i ++ ) {
  18716. const face = faces[ i ];
  18717. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18718. }
  18719. layer = steps + bevelSegments * 2;
  18720. offset = vlen * layer;
  18721. // Top faces
  18722. for ( let i = 0; i < flen; i ++ ) {
  18723. const face = faces[ i ];
  18724. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18725. }
  18726. } else {
  18727. // Bottom faces
  18728. for ( let i = 0; i < flen; i ++ ) {
  18729. const face = faces[ i ];
  18730. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18731. }
  18732. // Top faces
  18733. for ( let i = 0; i < flen; i ++ ) {
  18734. const face = faces[ i ];
  18735. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18736. }
  18737. }
  18738. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18739. }
  18740. // Create faces for the z-sides of the shape
  18741. function buildSideFaces() {
  18742. const start = verticesArray.length / 3;
  18743. let layeroffset = 0;
  18744. sidewalls( contour, layeroffset );
  18745. layeroffset += contour.length;
  18746. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  18747. const ahole = holes[ h ];
  18748. sidewalls( ahole, layeroffset );
  18749. //, true
  18750. layeroffset += ahole.length;
  18751. }
  18752. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18753. }
  18754. function sidewalls( contour, layeroffset ) {
  18755. let i = contour.length;
  18756. while ( -- i >= 0 ) {
  18757. const j = i;
  18758. let k = i - 1;
  18759. if ( k < 0 ) k = contour.length - 1;
  18760. //console.log('b', i,j, i-1, k,vertices.length);
  18761. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18762. const slen1 = vlen * s;
  18763. const slen2 = vlen * ( s + 1 );
  18764. const a = layeroffset + j + slen1,
  18765. b = layeroffset + k + slen1,
  18766. c = layeroffset + k + slen2,
  18767. d = layeroffset + j + slen2;
  18768. f4( a, b, c, d );
  18769. }
  18770. }
  18771. }
  18772. function v( x, y, z ) {
  18773. placeholder.push( x );
  18774. placeholder.push( y );
  18775. placeholder.push( z );
  18776. }
  18777. function f3( a, b, c ) {
  18778. addVertex( a );
  18779. addVertex( b );
  18780. addVertex( c );
  18781. const nextIndex = verticesArray.length / 3;
  18782. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18783. addUV( uvs[ 0 ] );
  18784. addUV( uvs[ 1 ] );
  18785. addUV( uvs[ 2 ] );
  18786. }
  18787. function f4( a, b, c, d ) {
  18788. addVertex( a );
  18789. addVertex( b );
  18790. addVertex( d );
  18791. addVertex( b );
  18792. addVertex( c );
  18793. addVertex( d );
  18794. const nextIndex = verticesArray.length / 3;
  18795. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18796. addUV( uvs[ 0 ] );
  18797. addUV( uvs[ 1 ] );
  18798. addUV( uvs[ 3 ] );
  18799. addUV( uvs[ 1 ] );
  18800. addUV( uvs[ 2 ] );
  18801. addUV( uvs[ 3 ] );
  18802. }
  18803. function addVertex( index ) {
  18804. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18805. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18806. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18807. }
  18808. function addUV( vector2 ) {
  18809. uvArray.push( vector2.x );
  18810. uvArray.push( vector2.y );
  18811. }
  18812. }
  18813. }
  18814. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18815. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18816. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18817. const data = BufferGeometry.prototype.toJSON.call( this );
  18818. const shapes = this.parameters.shapes;
  18819. const options = this.parameters.options;
  18820. return toJSON( shapes, options, data );
  18821. };
  18822. //
  18823. const WorldUVGenerator = {
  18824. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18825. const a_x = vertices[ indexA * 3 ];
  18826. const a_y = vertices[ indexA * 3 + 1 ];
  18827. const b_x = vertices[ indexB * 3 ];
  18828. const b_y = vertices[ indexB * 3 + 1 ];
  18829. const c_x = vertices[ indexC * 3 ];
  18830. const c_y = vertices[ indexC * 3 + 1 ];
  18831. return [
  18832. new Vector2( a_x, a_y ),
  18833. new Vector2( b_x, b_y ),
  18834. new Vector2( c_x, c_y )
  18835. ];
  18836. },
  18837. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18838. const a_x = vertices[ indexA * 3 ];
  18839. const a_y = vertices[ indexA * 3 + 1 ];
  18840. const a_z = vertices[ indexA * 3 + 2 ];
  18841. const b_x = vertices[ indexB * 3 ];
  18842. const b_y = vertices[ indexB * 3 + 1 ];
  18843. const b_z = vertices[ indexB * 3 + 2 ];
  18844. const c_x = vertices[ indexC * 3 ];
  18845. const c_y = vertices[ indexC * 3 + 1 ];
  18846. const c_z = vertices[ indexC * 3 + 2 ];
  18847. const d_x = vertices[ indexD * 3 ];
  18848. const d_y = vertices[ indexD * 3 + 1 ];
  18849. const d_z = vertices[ indexD * 3 + 2 ];
  18850. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18851. return [
  18852. new Vector2( a_x, 1 - a_z ),
  18853. new Vector2( b_x, 1 - b_z ),
  18854. new Vector2( c_x, 1 - c_z ),
  18855. new Vector2( d_x, 1 - d_z )
  18856. ];
  18857. } else {
  18858. return [
  18859. new Vector2( a_y, 1 - a_z ),
  18860. new Vector2( b_y, 1 - b_z ),
  18861. new Vector2( c_y, 1 - c_z ),
  18862. new Vector2( d_y, 1 - d_z )
  18863. ];
  18864. }
  18865. }
  18866. };
  18867. function toJSON( shapes, options, data ) {
  18868. //
  18869. data.shapes = [];
  18870. if ( Array.isArray( shapes ) ) {
  18871. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  18872. const shape = shapes[ i ];
  18873. data.shapes.push( shape.uuid );
  18874. }
  18875. } else {
  18876. data.shapes.push( shapes.uuid );
  18877. }
  18878. //
  18879. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18880. return data;
  18881. }
  18882. /**
  18883. * @author zz85 / http://www.lab4games.net/zz85/blog
  18884. * @author alteredq / http://alteredqualia.com/
  18885. *
  18886. * Text = 3D Text
  18887. *
  18888. * parameters = {
  18889. * font: <THREE.Font>, // font
  18890. *
  18891. * size: <float>, // size of the text
  18892. * height: <float>, // thickness to extrude text
  18893. * curveSegments: <int>, // number of points on the curves
  18894. *
  18895. * bevelEnabled: <bool>, // turn on bevel
  18896. * bevelThickness: <float>, // how deep into text bevel goes
  18897. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18898. * bevelOffset: <float> // how far from text outline does bevel start
  18899. * }
  18900. */
  18901. // TextGeometry
  18902. function TextGeometry( text, parameters ) {
  18903. Geometry.call( this );
  18904. this.type = 'TextGeometry';
  18905. this.parameters = {
  18906. text: text,
  18907. parameters: parameters
  18908. };
  18909. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18910. this.mergeVertices();
  18911. }
  18912. TextGeometry.prototype = Object.create( Geometry.prototype );
  18913. TextGeometry.prototype.constructor = TextGeometry;
  18914. // TextBufferGeometry
  18915. function TextBufferGeometry( text, parameters ) {
  18916. parameters = parameters || {};
  18917. const font = parameters.font;
  18918. if ( ! ( font && font.isFont ) ) {
  18919. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18920. return new Geometry();
  18921. }
  18922. const shapes = font.generateShapes( text, parameters.size );
  18923. // translate parameters to ExtrudeGeometry API
  18924. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18925. // defaults
  18926. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18927. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18928. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18929. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18930. this.type = 'TextBufferGeometry';
  18931. }
  18932. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18933. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18934. /**
  18935. * @author mrdoob / http://mrdoob.com/
  18936. * @author benaadams / https://twitter.com/ben_a_adams
  18937. * @author Mugen87 / https://github.com/Mugen87
  18938. */
  18939. // SphereGeometry
  18940. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18941. Geometry.call( this );
  18942. this.type = 'SphereGeometry';
  18943. this.parameters = {
  18944. radius: radius,
  18945. widthSegments: widthSegments,
  18946. heightSegments: heightSegments,
  18947. phiStart: phiStart,
  18948. phiLength: phiLength,
  18949. thetaStart: thetaStart,
  18950. thetaLength: thetaLength
  18951. };
  18952. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18953. this.mergeVertices();
  18954. }
  18955. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18956. SphereGeometry.prototype.constructor = SphereGeometry;
  18957. // SphereBufferGeometry
  18958. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18959. BufferGeometry.call( this );
  18960. this.type = 'SphereBufferGeometry';
  18961. this.parameters = {
  18962. radius: radius,
  18963. widthSegments: widthSegments,
  18964. heightSegments: heightSegments,
  18965. phiStart: phiStart,
  18966. phiLength: phiLength,
  18967. thetaStart: thetaStart,
  18968. thetaLength: thetaLength
  18969. };
  18970. radius = radius || 1;
  18971. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18972. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18973. phiStart = phiStart !== undefined ? phiStart : 0;
  18974. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18975. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18976. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18977. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18978. let index = 0;
  18979. const grid = [];
  18980. const vertex = new Vector3();
  18981. const normal = new Vector3();
  18982. // buffers
  18983. const indices = [];
  18984. const vertices = [];
  18985. const normals = [];
  18986. const uvs = [];
  18987. // generate vertices, normals and uvs
  18988. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  18989. const verticesRow = [];
  18990. const v = iy / heightSegments;
  18991. // special case for the poles
  18992. let uOffset = 0;
  18993. if ( iy == 0 && thetaStart == 0 ) {
  18994. uOffset = 0.5 / widthSegments;
  18995. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18996. uOffset = - 0.5 / widthSegments;
  18997. }
  18998. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  18999. const u = ix / widthSegments;
  19000. // vertex
  19001. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19002. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19003. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19004. vertices.push( vertex.x, vertex.y, vertex.z );
  19005. // normal
  19006. normal.copy( vertex ).normalize();
  19007. normals.push( normal.x, normal.y, normal.z );
  19008. // uv
  19009. uvs.push( u + uOffset, 1 - v );
  19010. verticesRow.push( index ++ );
  19011. }
  19012. grid.push( verticesRow );
  19013. }
  19014. // indices
  19015. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  19016. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  19017. const a = grid[ iy ][ ix + 1 ];
  19018. const b = grid[ iy ][ ix ];
  19019. const c = grid[ iy + 1 ][ ix ];
  19020. const d = grid[ iy + 1 ][ ix + 1 ];
  19021. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  19022. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  19023. }
  19024. }
  19025. // build geometry
  19026. this.setIndex( indices );
  19027. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19028. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19029. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19030. }
  19031. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19032. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19033. /**
  19034. * @author Kaleb Murphy
  19035. * @author Mugen87 / https://github.com/Mugen87
  19036. */
  19037. // RingGeometry
  19038. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19039. Geometry.call( this );
  19040. this.type = 'RingGeometry';
  19041. this.parameters = {
  19042. innerRadius: innerRadius,
  19043. outerRadius: outerRadius,
  19044. thetaSegments: thetaSegments,
  19045. phiSegments: phiSegments,
  19046. thetaStart: thetaStart,
  19047. thetaLength: thetaLength
  19048. };
  19049. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19050. this.mergeVertices();
  19051. }
  19052. RingGeometry.prototype = Object.create( Geometry.prototype );
  19053. RingGeometry.prototype.constructor = RingGeometry;
  19054. // RingBufferGeometry
  19055. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19056. BufferGeometry.call( this );
  19057. this.type = 'RingBufferGeometry';
  19058. this.parameters = {
  19059. innerRadius: innerRadius,
  19060. outerRadius: outerRadius,
  19061. thetaSegments: thetaSegments,
  19062. phiSegments: phiSegments,
  19063. thetaStart: thetaStart,
  19064. thetaLength: thetaLength
  19065. };
  19066. innerRadius = innerRadius || 0.5;
  19067. outerRadius = outerRadius || 1;
  19068. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19069. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19070. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19071. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19072. // buffers
  19073. const indices = [];
  19074. const vertices = [];
  19075. const normals = [];
  19076. const uvs = [];
  19077. // some helper variables
  19078. let radius = innerRadius;
  19079. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19080. const vertex = new Vector3();
  19081. const uv = new Vector2();
  19082. // generate vertices, normals and uvs
  19083. for ( let j = 0; j <= phiSegments; j ++ ) {
  19084. for ( let i = 0; i <= thetaSegments; i ++ ) {
  19085. // values are generate from the inside of the ring to the outside
  19086. const segment = thetaStart + i / thetaSegments * thetaLength;
  19087. // vertex
  19088. vertex.x = radius * Math.cos( segment );
  19089. vertex.y = radius * Math.sin( segment );
  19090. vertices.push( vertex.x, vertex.y, vertex.z );
  19091. // normal
  19092. normals.push( 0, 0, 1 );
  19093. // uv
  19094. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19095. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19096. uvs.push( uv.x, uv.y );
  19097. }
  19098. // increase the radius for next row of vertices
  19099. radius += radiusStep;
  19100. }
  19101. // indices
  19102. for ( let j = 0; j < phiSegments; j ++ ) {
  19103. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  19104. for ( let i = 0; i < thetaSegments; i ++ ) {
  19105. const segment = i + thetaSegmentLevel;
  19106. const a = segment;
  19107. const b = segment + thetaSegments + 1;
  19108. const c = segment + thetaSegments + 2;
  19109. const d = segment + 1;
  19110. // faces
  19111. indices.push( a, b, d );
  19112. indices.push( b, c, d );
  19113. }
  19114. }
  19115. // build geometry
  19116. this.setIndex( indices );
  19117. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19118. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19119. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19120. }
  19121. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19122. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19123. /**
  19124. * @author zz85 / https://github.com/zz85
  19125. * @author bhouston / http://clara.io
  19126. * @author Mugen87 / https://github.com/Mugen87
  19127. */
  19128. // LatheGeometry
  19129. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19130. Geometry.call( this );
  19131. this.type = 'LatheGeometry';
  19132. this.parameters = {
  19133. points: points,
  19134. segments: segments,
  19135. phiStart: phiStart,
  19136. phiLength: phiLength
  19137. };
  19138. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19139. this.mergeVertices();
  19140. }
  19141. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19142. LatheGeometry.prototype.constructor = LatheGeometry;
  19143. // LatheBufferGeometry
  19144. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19145. BufferGeometry.call( this );
  19146. this.type = 'LatheBufferGeometry';
  19147. this.parameters = {
  19148. points: points,
  19149. segments: segments,
  19150. phiStart: phiStart,
  19151. phiLength: phiLength
  19152. };
  19153. segments = Math.floor( segments ) || 12;
  19154. phiStart = phiStart || 0;
  19155. phiLength = phiLength || Math.PI * 2;
  19156. // clamp phiLength so it's in range of [ 0, 2PI ]
  19157. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19158. // buffers
  19159. const indices = [];
  19160. const vertices = [];
  19161. const uvs = [];
  19162. // helper variables
  19163. const inverseSegments = 1.0 / segments;
  19164. const vertex = new Vector3();
  19165. const uv = new Vector2();
  19166. // generate vertices and uvs
  19167. for ( let i = 0; i <= segments; i ++ ) {
  19168. const phi = phiStart + i * inverseSegments * phiLength;
  19169. const sin = Math.sin( phi );
  19170. const cos = Math.cos( phi );
  19171. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  19172. // vertex
  19173. vertex.x = points[ j ].x * sin;
  19174. vertex.y = points[ j ].y;
  19175. vertex.z = points[ j ].x * cos;
  19176. vertices.push( vertex.x, vertex.y, vertex.z );
  19177. // uv
  19178. uv.x = i / segments;
  19179. uv.y = j / ( points.length - 1 );
  19180. uvs.push( uv.x, uv.y );
  19181. }
  19182. }
  19183. // indices
  19184. for ( let i = 0; i < segments; i ++ ) {
  19185. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  19186. const base = j + i * points.length;
  19187. const a = base;
  19188. const b = base + points.length;
  19189. const c = base + points.length + 1;
  19190. const d = base + 1;
  19191. // faces
  19192. indices.push( a, b, d );
  19193. indices.push( b, c, d );
  19194. }
  19195. }
  19196. // build geometry
  19197. this.setIndex( indices );
  19198. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19199. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19200. // generate normals
  19201. this.computeVertexNormals();
  19202. // if the geometry is closed, we need to average the normals along the seam.
  19203. // because the corresponding vertices are identical (but still have different UVs).
  19204. if ( phiLength === Math.PI * 2 ) {
  19205. const normals = this.attributes.normal.array;
  19206. const n1 = new Vector3();
  19207. const n2 = new Vector3();
  19208. const n = new Vector3();
  19209. // this is the buffer offset for the last line of vertices
  19210. const base = segments * points.length * 3;
  19211. for ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  19212. // select the normal of the vertex in the first line
  19213. n1.x = normals[ j + 0 ];
  19214. n1.y = normals[ j + 1 ];
  19215. n1.z = normals[ j + 2 ];
  19216. // select the normal of the vertex in the last line
  19217. n2.x = normals[ base + j + 0 ];
  19218. n2.y = normals[ base + j + 1 ];
  19219. n2.z = normals[ base + j + 2 ];
  19220. // average normals
  19221. n.addVectors( n1, n2 ).normalize();
  19222. // assign the new values to both normals
  19223. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  19224. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  19225. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  19226. }
  19227. }
  19228. }
  19229. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19230. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19231. /**
  19232. * @author jonobr1 / http://jonobr1.com
  19233. * @author Mugen87 / https://github.com/Mugen87
  19234. */
  19235. // ShapeGeometry
  19236. function ShapeGeometry( shapes, curveSegments ) {
  19237. Geometry.call( this );
  19238. this.type = 'ShapeGeometry';
  19239. if ( typeof curveSegments === 'object' ) {
  19240. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19241. curveSegments = curveSegments.curveSegments;
  19242. }
  19243. this.parameters = {
  19244. shapes: shapes,
  19245. curveSegments: curveSegments
  19246. };
  19247. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19248. this.mergeVertices();
  19249. }
  19250. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19251. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19252. ShapeGeometry.prototype.toJSON = function () {
  19253. const data = Geometry.prototype.toJSON.call( this );
  19254. const shapes = this.parameters.shapes;
  19255. return toJSON$1( shapes, data );
  19256. };
  19257. // ShapeBufferGeometry
  19258. function ShapeBufferGeometry( shapes, curveSegments ) {
  19259. BufferGeometry.call( this );
  19260. this.type = 'ShapeBufferGeometry';
  19261. this.parameters = {
  19262. shapes: shapes,
  19263. curveSegments: curveSegments
  19264. };
  19265. curveSegments = curveSegments || 12;
  19266. // buffers
  19267. const indices = [];
  19268. const vertices = [];
  19269. const normals = [];
  19270. const uvs = [];
  19271. // helper variables
  19272. let groupStart = 0;
  19273. let groupCount = 0;
  19274. // allow single and array values for "shapes" parameter
  19275. if ( Array.isArray( shapes ) === false ) {
  19276. addShape( shapes );
  19277. } else {
  19278. for ( let i = 0; i < shapes.length; i ++ ) {
  19279. addShape( shapes[ i ] );
  19280. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19281. groupStart += groupCount;
  19282. groupCount = 0;
  19283. }
  19284. }
  19285. // build geometry
  19286. this.setIndex( indices );
  19287. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19288. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19289. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19290. // helper functions
  19291. function addShape( shape ) {
  19292. const indexOffset = vertices.length / 3;
  19293. const points = shape.extractPoints( curveSegments );
  19294. let shapeVertices = points.shape;
  19295. const shapeHoles = points.holes;
  19296. // check direction of vertices
  19297. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19298. shapeVertices = shapeVertices.reverse();
  19299. }
  19300. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19301. const shapeHole = shapeHoles[ i ];
  19302. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19303. shapeHoles[ i ] = shapeHole.reverse();
  19304. }
  19305. }
  19306. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19307. // join vertices of inner and outer paths to a single array
  19308. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19309. const shapeHole = shapeHoles[ i ];
  19310. shapeVertices = shapeVertices.concat( shapeHole );
  19311. }
  19312. // vertices, normals, uvs
  19313. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19314. const vertex = shapeVertices[ i ];
  19315. vertices.push( vertex.x, vertex.y, 0 );
  19316. normals.push( 0, 0, 1 );
  19317. uvs.push( vertex.x, vertex.y ); // world uvs
  19318. }
  19319. // incides
  19320. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  19321. const face = faces[ i ];
  19322. const a = face[ 0 ] + indexOffset;
  19323. const b = face[ 1 ] + indexOffset;
  19324. const c = face[ 2 ] + indexOffset;
  19325. indices.push( a, b, c );
  19326. groupCount += 3;
  19327. }
  19328. }
  19329. }
  19330. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19331. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19332. ShapeBufferGeometry.prototype.toJSON = function () {
  19333. const data = BufferGeometry.prototype.toJSON.call( this );
  19334. const shapes = this.parameters.shapes;
  19335. return toJSON$1( shapes, data );
  19336. };
  19337. //
  19338. function toJSON$1( shapes, data ) {
  19339. data.shapes = [];
  19340. if ( Array.isArray( shapes ) ) {
  19341. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  19342. const shape = shapes[ i ];
  19343. data.shapes.push( shape.uuid );
  19344. }
  19345. } else {
  19346. data.shapes.push( shapes.uuid );
  19347. }
  19348. return data;
  19349. }
  19350. /**
  19351. * @author WestLangley / http://github.com/WestLangley
  19352. * @author Mugen87 / https://github.com/Mugen87
  19353. */
  19354. function EdgesGeometry( geometry, thresholdAngle ) {
  19355. BufferGeometry.call( this );
  19356. this.type = 'EdgesGeometry';
  19357. this.parameters = {
  19358. thresholdAngle: thresholdAngle
  19359. };
  19360. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19361. // buffer
  19362. const vertices = [];
  19363. // helper variables
  19364. const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19365. const edge = [ 0, 0 ], edges = {};
  19366. let edge1, edge2, key;
  19367. const keys = [ 'a', 'b', 'c' ];
  19368. // prepare source geometry
  19369. let geometry2;
  19370. if ( geometry.isBufferGeometry ) {
  19371. geometry2 = new Geometry();
  19372. geometry2.fromBufferGeometry( geometry );
  19373. } else {
  19374. geometry2 = geometry.clone();
  19375. }
  19376. geometry2.mergeVertices();
  19377. geometry2.computeFaceNormals();
  19378. const sourceVertices = geometry2.vertices;
  19379. const faces = geometry2.faces;
  19380. // now create a data structure where each entry represents an edge with its adjoining faces
  19381. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  19382. const face = faces[ i ];
  19383. for ( let j = 0; j < 3; j ++ ) {
  19384. edge1 = face[ keys[ j ] ];
  19385. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19386. edge[ 0 ] = Math.min( edge1, edge2 );
  19387. edge[ 1 ] = Math.max( edge1, edge2 );
  19388. key = edge[ 0 ] + ',' + edge[ 1 ];
  19389. if ( edges[ key ] === undefined ) {
  19390. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19391. } else {
  19392. edges[ key ].face2 = i;
  19393. }
  19394. }
  19395. }
  19396. // generate vertices
  19397. for ( key in edges ) {
  19398. const e = edges[ key ];
  19399. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19400. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19401. let vertex = sourceVertices[ e.index1 ];
  19402. vertices.push( vertex.x, vertex.y, vertex.z );
  19403. vertex = sourceVertices[ e.index2 ];
  19404. vertices.push( vertex.x, vertex.y, vertex.z );
  19405. }
  19406. }
  19407. // build geometry
  19408. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19409. }
  19410. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19411. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19412. /**
  19413. * @author mrdoob / http://mrdoob.com/
  19414. * @author Mugen87 / https://github.com/Mugen87
  19415. */
  19416. // CylinderGeometry
  19417. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19418. Geometry.call( this );
  19419. this.type = 'CylinderGeometry';
  19420. this.parameters = {
  19421. radiusTop: radiusTop,
  19422. radiusBottom: radiusBottom,
  19423. height: height,
  19424. radialSegments: radialSegments,
  19425. heightSegments: heightSegments,
  19426. openEnded: openEnded,
  19427. thetaStart: thetaStart,
  19428. thetaLength: thetaLength
  19429. };
  19430. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19431. this.mergeVertices();
  19432. }
  19433. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19434. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19435. // CylinderBufferGeometry
  19436. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19437. BufferGeometry.call( this );
  19438. this.type = 'CylinderBufferGeometry';
  19439. this.parameters = {
  19440. radiusTop: radiusTop,
  19441. radiusBottom: radiusBottom,
  19442. height: height,
  19443. radialSegments: radialSegments,
  19444. heightSegments: heightSegments,
  19445. openEnded: openEnded,
  19446. thetaStart: thetaStart,
  19447. thetaLength: thetaLength
  19448. };
  19449. const scope = this;
  19450. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19451. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19452. height = height || 1;
  19453. radialSegments = Math.floor( radialSegments ) || 8;
  19454. heightSegments = Math.floor( heightSegments ) || 1;
  19455. openEnded = openEnded !== undefined ? openEnded : false;
  19456. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19457. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19458. // buffers
  19459. const indices = [];
  19460. const vertices = [];
  19461. const normals = [];
  19462. const uvs = [];
  19463. // helper variables
  19464. let index = 0;
  19465. const indexArray = [];
  19466. const halfHeight = height / 2;
  19467. let groupStart = 0;
  19468. // generate geometry
  19469. generateTorso();
  19470. if ( openEnded === false ) {
  19471. if ( radiusTop > 0 ) generateCap( true );
  19472. if ( radiusBottom > 0 ) generateCap( false );
  19473. }
  19474. // build geometry
  19475. this.setIndex( indices );
  19476. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19477. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19478. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19479. function generateTorso() {
  19480. const normal = new Vector3();
  19481. const vertex = new Vector3();
  19482. let groupCount = 0;
  19483. // this will be used to calculate the normal
  19484. const slope = ( radiusBottom - radiusTop ) / height;
  19485. // generate vertices, normals and uvs
  19486. for ( let y = 0; y <= heightSegments; y ++ ) {
  19487. const indexRow = [];
  19488. const v = y / heightSegments;
  19489. // calculate the radius of the current row
  19490. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19491. for ( let x = 0; x <= radialSegments; x ++ ) {
  19492. const u = x / radialSegments;
  19493. const theta = u * thetaLength + thetaStart;
  19494. const sinTheta = Math.sin( theta );
  19495. const cosTheta = Math.cos( theta );
  19496. // vertex
  19497. vertex.x = radius * sinTheta;
  19498. vertex.y = - v * height + halfHeight;
  19499. vertex.z = radius * cosTheta;
  19500. vertices.push( vertex.x, vertex.y, vertex.z );
  19501. // normal
  19502. normal.set( sinTheta, slope, cosTheta ).normalize();
  19503. normals.push( normal.x, normal.y, normal.z );
  19504. // uv
  19505. uvs.push( u, 1 - v );
  19506. // save index of vertex in respective row
  19507. indexRow.push( index ++ );
  19508. }
  19509. // now save vertices of the row in our index array
  19510. indexArray.push( indexRow );
  19511. }
  19512. // generate indices
  19513. for ( let x = 0; x < radialSegments; x ++ ) {
  19514. for ( let y = 0; y < heightSegments; y ++ ) {
  19515. // we use the index array to access the correct indices
  19516. const a = indexArray[ y ][ x ];
  19517. const b = indexArray[ y + 1 ][ x ];
  19518. const c = indexArray[ y + 1 ][ x + 1 ];
  19519. const d = indexArray[ y ][ x + 1 ];
  19520. // faces
  19521. indices.push( a, b, d );
  19522. indices.push( b, c, d );
  19523. // update group counter
  19524. groupCount += 6;
  19525. }
  19526. }
  19527. // add a group to the geometry. this will ensure multi material support
  19528. scope.addGroup( groupStart, groupCount, 0 );
  19529. // calculate new start value for groups
  19530. groupStart += groupCount;
  19531. }
  19532. function generateCap( top ) {
  19533. let centerIndexStart, centerIndexEnd;
  19534. const uv = new Vector2();
  19535. const vertex = new Vector3();
  19536. let groupCount = 0;
  19537. const radius = ( top === true ) ? radiusTop : radiusBottom;
  19538. const sign = ( top === true ) ? 1 : - 1;
  19539. // save the index of the first center vertex
  19540. centerIndexStart = index;
  19541. // first we generate the center vertex data of the cap.
  19542. // because the geometry needs one set of uvs per face,
  19543. // we must generate a center vertex per face/segment
  19544. for ( let x = 1; x <= radialSegments; x ++ ) {
  19545. // vertex
  19546. vertices.push( 0, halfHeight * sign, 0 );
  19547. // normal
  19548. normals.push( 0, sign, 0 );
  19549. // uv
  19550. uvs.push( 0.5, 0.5 );
  19551. // increase index
  19552. index ++;
  19553. }
  19554. // save the index of the last center vertex
  19555. centerIndexEnd = index;
  19556. // now we generate the surrounding vertices, normals and uvs
  19557. for ( let x = 0; x <= radialSegments; x ++ ) {
  19558. const u = x / radialSegments;
  19559. const theta = u * thetaLength + thetaStart;
  19560. const cosTheta = Math.cos( theta );
  19561. const sinTheta = Math.sin( theta );
  19562. // vertex
  19563. vertex.x = radius * sinTheta;
  19564. vertex.y = halfHeight * sign;
  19565. vertex.z = radius * cosTheta;
  19566. vertices.push( vertex.x, vertex.y, vertex.z );
  19567. // normal
  19568. normals.push( 0, sign, 0 );
  19569. // uv
  19570. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19571. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19572. uvs.push( uv.x, uv.y );
  19573. // increase index
  19574. index ++;
  19575. }
  19576. // generate indices
  19577. for ( let x = 0; x < radialSegments; x ++ ) {
  19578. const c = centerIndexStart + x;
  19579. const i = centerIndexEnd + x;
  19580. if ( top === true ) {
  19581. // face top
  19582. indices.push( i, i + 1, c );
  19583. } else {
  19584. // face bottom
  19585. indices.push( i + 1, i, c );
  19586. }
  19587. groupCount += 3;
  19588. }
  19589. // add a group to the geometry. this will ensure multi material support
  19590. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19591. // calculate new start value for groups
  19592. groupStart += groupCount;
  19593. }
  19594. }
  19595. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19596. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19597. /**
  19598. * @author abelnation / http://github.com/abelnation
  19599. */
  19600. // ConeGeometry
  19601. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19602. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19603. this.type = 'ConeGeometry';
  19604. this.parameters = {
  19605. radius: radius,
  19606. height: height,
  19607. radialSegments: radialSegments,
  19608. heightSegments: heightSegments,
  19609. openEnded: openEnded,
  19610. thetaStart: thetaStart,
  19611. thetaLength: thetaLength
  19612. };
  19613. }
  19614. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19615. ConeGeometry.prototype.constructor = ConeGeometry;
  19616. // ConeBufferGeometry
  19617. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19618. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19619. this.type = 'ConeBufferGeometry';
  19620. this.parameters = {
  19621. radius: radius,
  19622. height: height,
  19623. radialSegments: radialSegments,
  19624. heightSegments: heightSegments,
  19625. openEnded: openEnded,
  19626. thetaStart: thetaStart,
  19627. thetaLength: thetaLength
  19628. };
  19629. }
  19630. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19631. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19632. /**
  19633. * @author benaadams / https://twitter.com/ben_a_adams
  19634. * @author Mugen87 / https://github.com/Mugen87
  19635. * @author hughes
  19636. */
  19637. // CircleGeometry
  19638. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19639. Geometry.call( this );
  19640. this.type = 'CircleGeometry';
  19641. this.parameters = {
  19642. radius: radius,
  19643. segments: segments,
  19644. thetaStart: thetaStart,
  19645. thetaLength: thetaLength
  19646. };
  19647. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19648. this.mergeVertices();
  19649. }
  19650. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19651. CircleGeometry.prototype.constructor = CircleGeometry;
  19652. // CircleBufferGeometry
  19653. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19654. BufferGeometry.call( this );
  19655. this.type = 'CircleBufferGeometry';
  19656. this.parameters = {
  19657. radius: radius,
  19658. segments: segments,
  19659. thetaStart: thetaStart,
  19660. thetaLength: thetaLength
  19661. };
  19662. radius = radius || 1;
  19663. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19664. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19665. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19666. // buffers
  19667. const indices = [];
  19668. const vertices = [];
  19669. const normals = [];
  19670. const uvs = [];
  19671. // helper variables
  19672. const vertex = new Vector3();
  19673. const uv = new Vector2();
  19674. // center point
  19675. vertices.push( 0, 0, 0 );
  19676. normals.push( 0, 0, 1 );
  19677. uvs.push( 0.5, 0.5 );
  19678. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19679. const segment = thetaStart + s / segments * thetaLength;
  19680. // vertex
  19681. vertex.x = radius * Math.cos( segment );
  19682. vertex.y = radius * Math.sin( segment );
  19683. vertices.push( vertex.x, vertex.y, vertex.z );
  19684. // normal
  19685. normals.push( 0, 0, 1 );
  19686. // uvs
  19687. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19688. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19689. uvs.push( uv.x, uv.y );
  19690. }
  19691. // indices
  19692. for ( let i = 1; i <= segments; i ++ ) {
  19693. indices.push( i, i + 1, 0 );
  19694. }
  19695. // build geometry
  19696. this.setIndex( indices );
  19697. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19698. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19699. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19700. }
  19701. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19702. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19703. var Geometries = /*#__PURE__*/Object.freeze({
  19704. __proto__: null,
  19705. WireframeGeometry: WireframeGeometry,
  19706. ParametricGeometry: ParametricGeometry,
  19707. ParametricBufferGeometry: ParametricBufferGeometry,
  19708. TetrahedronGeometry: TetrahedronGeometry,
  19709. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19710. OctahedronGeometry: OctahedronGeometry,
  19711. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19712. IcosahedronGeometry: IcosahedronGeometry,
  19713. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19714. DodecahedronGeometry: DodecahedronGeometry,
  19715. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19716. PolyhedronGeometry: PolyhedronGeometry,
  19717. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19718. TubeGeometry: TubeGeometry,
  19719. TubeBufferGeometry: TubeBufferGeometry,
  19720. TorusKnotGeometry: TorusKnotGeometry,
  19721. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19722. TorusGeometry: TorusGeometry,
  19723. TorusBufferGeometry: TorusBufferGeometry,
  19724. TextGeometry: TextGeometry,
  19725. TextBufferGeometry: TextBufferGeometry,
  19726. SphereGeometry: SphereGeometry,
  19727. SphereBufferGeometry: SphereBufferGeometry,
  19728. RingGeometry: RingGeometry,
  19729. RingBufferGeometry: RingBufferGeometry,
  19730. PlaneGeometry: PlaneGeometry,
  19731. PlaneBufferGeometry: PlaneBufferGeometry,
  19732. LatheGeometry: LatheGeometry,
  19733. LatheBufferGeometry: LatheBufferGeometry,
  19734. ShapeGeometry: ShapeGeometry,
  19735. ShapeBufferGeometry: ShapeBufferGeometry,
  19736. ExtrudeGeometry: ExtrudeGeometry,
  19737. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19738. EdgesGeometry: EdgesGeometry,
  19739. ConeGeometry: ConeGeometry,
  19740. ConeBufferGeometry: ConeBufferGeometry,
  19741. CylinderGeometry: CylinderGeometry,
  19742. CylinderBufferGeometry: CylinderBufferGeometry,
  19743. CircleGeometry: CircleGeometry,
  19744. CircleBufferGeometry: CircleBufferGeometry,
  19745. BoxGeometry: BoxGeometry,
  19746. BoxBufferGeometry: BoxBufferGeometry
  19747. });
  19748. /**
  19749. * @author mrdoob / http://mrdoob.com/
  19750. *
  19751. * parameters = {
  19752. * color: <THREE.Color>
  19753. * }
  19754. */
  19755. function ShadowMaterial( parameters ) {
  19756. Material.call( this );
  19757. this.type = 'ShadowMaterial';
  19758. this.color = new Color( 0x000000 );
  19759. this.transparent = true;
  19760. this.setValues( parameters );
  19761. }
  19762. ShadowMaterial.prototype = Object.create( Material.prototype );
  19763. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19764. ShadowMaterial.prototype.isShadowMaterial = true;
  19765. ShadowMaterial.prototype.copy = function ( source ) {
  19766. Material.prototype.copy.call( this, source );
  19767. this.color.copy( source.color );
  19768. return this;
  19769. };
  19770. /**
  19771. * @author mrdoob / http://mrdoob.com/
  19772. */
  19773. function RawShaderMaterial( parameters ) {
  19774. ShaderMaterial.call( this, parameters );
  19775. this.type = 'RawShaderMaterial';
  19776. }
  19777. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19778. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19779. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19780. /**
  19781. * @author WestLangley / http://github.com/WestLangley
  19782. *
  19783. * parameters = {
  19784. * color: <hex>,
  19785. * roughness: <float>,
  19786. * metalness: <float>,
  19787. * opacity: <float>,
  19788. *
  19789. * map: new THREE.Texture( <Image> ),
  19790. *
  19791. * lightMap: new THREE.Texture( <Image> ),
  19792. * lightMapIntensity: <float>
  19793. *
  19794. * aoMap: new THREE.Texture( <Image> ),
  19795. * aoMapIntensity: <float>
  19796. *
  19797. * emissive: <hex>,
  19798. * emissiveIntensity: <float>
  19799. * emissiveMap: new THREE.Texture( <Image> ),
  19800. *
  19801. * bumpMap: new THREE.Texture( <Image> ),
  19802. * bumpScale: <float>,
  19803. *
  19804. * normalMap: new THREE.Texture( <Image> ),
  19805. * normalMapType: THREE.TangentSpaceNormalMap,
  19806. * normalScale: <Vector2>,
  19807. *
  19808. * displacementMap: new THREE.Texture( <Image> ),
  19809. * displacementScale: <float>,
  19810. * displacementBias: <float>,
  19811. *
  19812. * roughnessMap: new THREE.Texture( <Image> ),
  19813. *
  19814. * metalnessMap: new THREE.Texture( <Image> ),
  19815. *
  19816. * alphaMap: new THREE.Texture( <Image> ),
  19817. *
  19818. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19819. * envMapIntensity: <float>
  19820. *
  19821. * refractionRatio: <float>,
  19822. *
  19823. * wireframe: <boolean>,
  19824. * wireframeLinewidth: <float>,
  19825. *
  19826. * skinning: <bool>,
  19827. * morphTargets: <bool>,
  19828. * morphNormals: <bool>
  19829. * }
  19830. */
  19831. function MeshStandardMaterial( parameters ) {
  19832. Material.call( this );
  19833. this.defines = { 'STANDARD': '' };
  19834. this.type = 'MeshStandardMaterial';
  19835. this.color = new Color( 0xffffff ); // diffuse
  19836. this.roughness = 1.0;
  19837. this.metalness = 0.0;
  19838. this.map = null;
  19839. this.lightMap = null;
  19840. this.lightMapIntensity = 1.0;
  19841. this.aoMap = null;
  19842. this.aoMapIntensity = 1.0;
  19843. this.emissive = new Color( 0x000000 );
  19844. this.emissiveIntensity = 1.0;
  19845. this.emissiveMap = null;
  19846. this.bumpMap = null;
  19847. this.bumpScale = 1;
  19848. this.normalMap = null;
  19849. this.normalMapType = TangentSpaceNormalMap;
  19850. this.normalScale = new Vector2( 1, 1 );
  19851. this.displacementMap = null;
  19852. this.displacementScale = 1;
  19853. this.displacementBias = 0;
  19854. this.roughnessMap = null;
  19855. this.metalnessMap = null;
  19856. this.alphaMap = null;
  19857. this.envMap = null;
  19858. this.envMapIntensity = 1.0;
  19859. this.refractionRatio = 0.98;
  19860. this.wireframe = false;
  19861. this.wireframeLinewidth = 1;
  19862. this.wireframeLinecap = 'round';
  19863. this.wireframeLinejoin = 'round';
  19864. this.skinning = false;
  19865. this.morphTargets = false;
  19866. this.morphNormals = false;
  19867. this.vertexTangents = false;
  19868. this.setValues( parameters );
  19869. }
  19870. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19871. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19872. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19873. MeshStandardMaterial.prototype.copy = function ( source ) {
  19874. Material.prototype.copy.call( this, source );
  19875. this.defines = { 'STANDARD': '' };
  19876. this.color.copy( source.color );
  19877. this.roughness = source.roughness;
  19878. this.metalness = source.metalness;
  19879. this.map = source.map;
  19880. this.lightMap = source.lightMap;
  19881. this.lightMapIntensity = source.lightMapIntensity;
  19882. this.aoMap = source.aoMap;
  19883. this.aoMapIntensity = source.aoMapIntensity;
  19884. this.emissive.copy( source.emissive );
  19885. this.emissiveMap = source.emissiveMap;
  19886. this.emissiveIntensity = source.emissiveIntensity;
  19887. this.bumpMap = source.bumpMap;
  19888. this.bumpScale = source.bumpScale;
  19889. this.normalMap = source.normalMap;
  19890. this.normalMapType = source.normalMapType;
  19891. this.normalScale.copy( source.normalScale );
  19892. this.displacementMap = source.displacementMap;
  19893. this.displacementScale = source.displacementScale;
  19894. this.displacementBias = source.displacementBias;
  19895. this.roughnessMap = source.roughnessMap;
  19896. this.metalnessMap = source.metalnessMap;
  19897. this.alphaMap = source.alphaMap;
  19898. this.envMap = source.envMap;
  19899. this.envMapIntensity = source.envMapIntensity;
  19900. this.refractionRatio = source.refractionRatio;
  19901. this.wireframe = source.wireframe;
  19902. this.wireframeLinewidth = source.wireframeLinewidth;
  19903. this.wireframeLinecap = source.wireframeLinecap;
  19904. this.wireframeLinejoin = source.wireframeLinejoin;
  19905. this.skinning = source.skinning;
  19906. this.morphTargets = source.morphTargets;
  19907. this.morphNormals = source.morphNormals;
  19908. this.vertexTangents = source.vertexTangents;
  19909. return this;
  19910. };
  19911. /**
  19912. * @author WestLangley / http://github.com/WestLangley
  19913. *
  19914. * parameters = {
  19915. * clearcoat: <float>,
  19916. * clearcoatMap: new THREE.Texture( <Image> ),
  19917. * clearcoatRoughness: <float>,
  19918. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19919. * clearcoatNormalScale: <Vector2>,
  19920. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19921. *
  19922. * reflectivity: <float>,
  19923. *
  19924. * sheen: <Color>,
  19925. *
  19926. * transparency: <float>
  19927. * }
  19928. */
  19929. function MeshPhysicalMaterial( parameters ) {
  19930. MeshStandardMaterial.call( this );
  19931. this.defines = {
  19932. 'STANDARD': '',
  19933. 'PHYSICAL': ''
  19934. };
  19935. this.type = 'MeshPhysicalMaterial';
  19936. this.clearcoat = 0.0;
  19937. this.clearcoatMap = null;
  19938. this.clearcoatRoughness = 0.0;
  19939. this.clearcoatRoughnessMap = null;
  19940. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19941. this.clearcoatNormalMap = null;
  19942. this.reflectivity = 0.5; // maps to F0 = 0.04
  19943. this.sheen = null; // null will disable sheen bsdf
  19944. this.transparency = 0.0;
  19945. this.setValues( parameters );
  19946. }
  19947. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19948. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19949. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19950. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19951. MeshStandardMaterial.prototype.copy.call( this, source );
  19952. this.defines = {
  19953. 'STANDARD': '',
  19954. 'PHYSICAL': ''
  19955. };
  19956. this.clearcoat = source.clearcoat;
  19957. this.clearcoatMap = source.clearcoatMap;
  19958. this.clearcoatRoughness = source.clearcoatRoughness;
  19959. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19960. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19961. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19962. this.reflectivity = source.reflectivity;
  19963. if ( source.sheen ) {
  19964. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19965. } else {
  19966. this.sheen = null;
  19967. }
  19968. this.transparency = source.transparency;
  19969. return this;
  19970. };
  19971. /**
  19972. * @author mrdoob / http://mrdoob.com/
  19973. * @author alteredq / http://alteredqualia.com/
  19974. *
  19975. * parameters = {
  19976. * color: <hex>,
  19977. * specular: <hex>,
  19978. * shininess: <float>,
  19979. * opacity: <float>,
  19980. *
  19981. * map: new THREE.Texture( <Image> ),
  19982. *
  19983. * lightMap: new THREE.Texture( <Image> ),
  19984. * lightMapIntensity: <float>
  19985. *
  19986. * aoMap: new THREE.Texture( <Image> ),
  19987. * aoMapIntensity: <float>
  19988. *
  19989. * emissive: <hex>,
  19990. * emissiveIntensity: <float>
  19991. * emissiveMap: new THREE.Texture( <Image> ),
  19992. *
  19993. * bumpMap: new THREE.Texture( <Image> ),
  19994. * bumpScale: <float>,
  19995. *
  19996. * normalMap: new THREE.Texture( <Image> ),
  19997. * normalMapType: THREE.TangentSpaceNormalMap,
  19998. * normalScale: <Vector2>,
  19999. *
  20000. * displacementMap: new THREE.Texture( <Image> ),
  20001. * displacementScale: <float>,
  20002. * displacementBias: <float>,
  20003. *
  20004. * specularMap: new THREE.Texture( <Image> ),
  20005. *
  20006. * alphaMap: new THREE.Texture( <Image> ),
  20007. *
  20008. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20009. * combine: THREE.MultiplyOperation,
  20010. * reflectivity: <float>,
  20011. * refractionRatio: <float>,
  20012. *
  20013. * wireframe: <boolean>,
  20014. * wireframeLinewidth: <float>,
  20015. *
  20016. * skinning: <bool>,
  20017. * morphTargets: <bool>,
  20018. * morphNormals: <bool>
  20019. * }
  20020. */
  20021. function MeshPhongMaterial( parameters ) {
  20022. Material.call( this );
  20023. this.type = 'MeshPhongMaterial';
  20024. this.color = new Color( 0xffffff ); // diffuse
  20025. this.specular = new Color( 0x111111 );
  20026. this.shininess = 30;
  20027. this.map = null;
  20028. this.lightMap = null;
  20029. this.lightMapIntensity = 1.0;
  20030. this.aoMap = null;
  20031. this.aoMapIntensity = 1.0;
  20032. this.emissive = new Color( 0x000000 );
  20033. this.emissiveIntensity = 1.0;
  20034. this.emissiveMap = null;
  20035. this.bumpMap = null;
  20036. this.bumpScale = 1;
  20037. this.normalMap = null;
  20038. this.normalMapType = TangentSpaceNormalMap;
  20039. this.normalScale = new Vector2( 1, 1 );
  20040. this.displacementMap = null;
  20041. this.displacementScale = 1;
  20042. this.displacementBias = 0;
  20043. this.specularMap = null;
  20044. this.alphaMap = null;
  20045. this.envMap = null;
  20046. this.combine = MultiplyOperation;
  20047. this.reflectivity = 1;
  20048. this.refractionRatio = 0.98;
  20049. this.wireframe = false;
  20050. this.wireframeLinewidth = 1;
  20051. this.wireframeLinecap = 'round';
  20052. this.wireframeLinejoin = 'round';
  20053. this.skinning = false;
  20054. this.morphTargets = false;
  20055. this.morphNormals = false;
  20056. this.setValues( parameters );
  20057. }
  20058. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20059. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20060. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20061. MeshPhongMaterial.prototype.copy = function ( source ) {
  20062. Material.prototype.copy.call( this, source );
  20063. this.color.copy( source.color );
  20064. this.specular.copy( source.specular );
  20065. this.shininess = source.shininess;
  20066. this.map = source.map;
  20067. this.lightMap = source.lightMap;
  20068. this.lightMapIntensity = source.lightMapIntensity;
  20069. this.aoMap = source.aoMap;
  20070. this.aoMapIntensity = source.aoMapIntensity;
  20071. this.emissive.copy( source.emissive );
  20072. this.emissiveMap = source.emissiveMap;
  20073. this.emissiveIntensity = source.emissiveIntensity;
  20074. this.bumpMap = source.bumpMap;
  20075. this.bumpScale = source.bumpScale;
  20076. this.normalMap = source.normalMap;
  20077. this.normalMapType = source.normalMapType;
  20078. this.normalScale.copy( source.normalScale );
  20079. this.displacementMap = source.displacementMap;
  20080. this.displacementScale = source.displacementScale;
  20081. this.displacementBias = source.displacementBias;
  20082. this.specularMap = source.specularMap;
  20083. this.alphaMap = source.alphaMap;
  20084. this.envMap = source.envMap;
  20085. this.combine = source.combine;
  20086. this.reflectivity = source.reflectivity;
  20087. this.refractionRatio = source.refractionRatio;
  20088. this.wireframe = source.wireframe;
  20089. this.wireframeLinewidth = source.wireframeLinewidth;
  20090. this.wireframeLinecap = source.wireframeLinecap;
  20091. this.wireframeLinejoin = source.wireframeLinejoin;
  20092. this.skinning = source.skinning;
  20093. this.morphTargets = source.morphTargets;
  20094. this.morphNormals = source.morphNormals;
  20095. return this;
  20096. };
  20097. /**
  20098. * @author takahirox / http://github.com/takahirox
  20099. *
  20100. * parameters = {
  20101. * color: <hex>,
  20102. * specular: <hex>,
  20103. * shininess: <float>,
  20104. *
  20105. * map: new THREE.Texture( <Image> ),
  20106. * gradientMap: new THREE.Texture( <Image> ),
  20107. *
  20108. * lightMap: new THREE.Texture( <Image> ),
  20109. * lightMapIntensity: <float>
  20110. *
  20111. * aoMap: new THREE.Texture( <Image> ),
  20112. * aoMapIntensity: <float>
  20113. *
  20114. * emissive: <hex>,
  20115. * emissiveIntensity: <float>
  20116. * emissiveMap: new THREE.Texture( <Image> ),
  20117. *
  20118. * bumpMap: new THREE.Texture( <Image> ),
  20119. * bumpScale: <float>,
  20120. *
  20121. * normalMap: new THREE.Texture( <Image> ),
  20122. * normalMapType: THREE.TangentSpaceNormalMap,
  20123. * normalScale: <Vector2>,
  20124. *
  20125. * displacementMap: new THREE.Texture( <Image> ),
  20126. * displacementScale: <float>,
  20127. * displacementBias: <float>,
  20128. *
  20129. * specularMap: new THREE.Texture( <Image> ),
  20130. *
  20131. * alphaMap: new THREE.Texture( <Image> ),
  20132. *
  20133. * wireframe: <boolean>,
  20134. * wireframeLinewidth: <float>,
  20135. *
  20136. * skinning: <bool>,
  20137. * morphTargets: <bool>,
  20138. * morphNormals: <bool>
  20139. * }
  20140. */
  20141. function MeshToonMaterial( parameters ) {
  20142. Material.call( this );
  20143. this.defines = { 'TOON': '' };
  20144. this.type = 'MeshToonMaterial';
  20145. this.color = new Color( 0xffffff );
  20146. this.specular = new Color( 0x111111 );
  20147. this.shininess = 30;
  20148. this.map = null;
  20149. this.gradientMap = null;
  20150. this.lightMap = null;
  20151. this.lightMapIntensity = 1.0;
  20152. this.aoMap = null;
  20153. this.aoMapIntensity = 1.0;
  20154. this.emissive = new Color( 0x000000 );
  20155. this.emissiveIntensity = 1.0;
  20156. this.emissiveMap = null;
  20157. this.bumpMap = null;
  20158. this.bumpScale = 1;
  20159. this.normalMap = null;
  20160. this.normalMapType = TangentSpaceNormalMap;
  20161. this.normalScale = new Vector2( 1, 1 );
  20162. this.displacementMap = null;
  20163. this.displacementScale = 1;
  20164. this.displacementBias = 0;
  20165. this.specularMap = null;
  20166. this.alphaMap = null;
  20167. this.wireframe = false;
  20168. this.wireframeLinewidth = 1;
  20169. this.wireframeLinecap = 'round';
  20170. this.wireframeLinejoin = 'round';
  20171. this.skinning = false;
  20172. this.morphTargets = false;
  20173. this.morphNormals = false;
  20174. this.setValues( parameters );
  20175. }
  20176. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20177. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20178. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20179. MeshToonMaterial.prototype.copy = function ( source ) {
  20180. Material.prototype.copy.call( this, source );
  20181. this.color.copy( source.color );
  20182. this.specular.copy( source.specular );
  20183. this.shininess = source.shininess;
  20184. this.map = source.map;
  20185. this.gradientMap = source.gradientMap;
  20186. this.lightMap = source.lightMap;
  20187. this.lightMapIntensity = source.lightMapIntensity;
  20188. this.aoMap = source.aoMap;
  20189. this.aoMapIntensity = source.aoMapIntensity;
  20190. this.emissive.copy( source.emissive );
  20191. this.emissiveMap = source.emissiveMap;
  20192. this.emissiveIntensity = source.emissiveIntensity;
  20193. this.bumpMap = source.bumpMap;
  20194. this.bumpScale = source.bumpScale;
  20195. this.normalMap = source.normalMap;
  20196. this.normalMapType = source.normalMapType;
  20197. this.normalScale.copy( source.normalScale );
  20198. this.displacementMap = source.displacementMap;
  20199. this.displacementScale = source.displacementScale;
  20200. this.displacementBias = source.displacementBias;
  20201. this.specularMap = source.specularMap;
  20202. this.alphaMap = source.alphaMap;
  20203. this.wireframe = source.wireframe;
  20204. this.wireframeLinewidth = source.wireframeLinewidth;
  20205. this.wireframeLinecap = source.wireframeLinecap;
  20206. this.wireframeLinejoin = source.wireframeLinejoin;
  20207. this.skinning = source.skinning;
  20208. this.morphTargets = source.morphTargets;
  20209. this.morphNormals = source.morphNormals;
  20210. return this;
  20211. };
  20212. /**
  20213. * @author mrdoob / http://mrdoob.com/
  20214. * @author WestLangley / http://github.com/WestLangley
  20215. *
  20216. * parameters = {
  20217. * opacity: <float>,
  20218. *
  20219. * bumpMap: new THREE.Texture( <Image> ),
  20220. * bumpScale: <float>,
  20221. *
  20222. * normalMap: new THREE.Texture( <Image> ),
  20223. * normalMapType: THREE.TangentSpaceNormalMap,
  20224. * normalScale: <Vector2>,
  20225. *
  20226. * displacementMap: new THREE.Texture( <Image> ),
  20227. * displacementScale: <float>,
  20228. * displacementBias: <float>,
  20229. *
  20230. * wireframe: <boolean>,
  20231. * wireframeLinewidth: <float>
  20232. *
  20233. * skinning: <bool>,
  20234. * morphTargets: <bool>,
  20235. * morphNormals: <bool>
  20236. * }
  20237. */
  20238. function MeshNormalMaterial( parameters ) {
  20239. Material.call( this );
  20240. this.type = 'MeshNormalMaterial';
  20241. this.bumpMap = null;
  20242. this.bumpScale = 1;
  20243. this.normalMap = null;
  20244. this.normalMapType = TangentSpaceNormalMap;
  20245. this.normalScale = new Vector2( 1, 1 );
  20246. this.displacementMap = null;
  20247. this.displacementScale = 1;
  20248. this.displacementBias = 0;
  20249. this.wireframe = false;
  20250. this.wireframeLinewidth = 1;
  20251. this.fog = false;
  20252. this.skinning = false;
  20253. this.morphTargets = false;
  20254. this.morphNormals = false;
  20255. this.setValues( parameters );
  20256. }
  20257. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20258. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20259. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20260. MeshNormalMaterial.prototype.copy = function ( source ) {
  20261. Material.prototype.copy.call( this, source );
  20262. this.bumpMap = source.bumpMap;
  20263. this.bumpScale = source.bumpScale;
  20264. this.normalMap = source.normalMap;
  20265. this.normalMapType = source.normalMapType;
  20266. this.normalScale.copy( source.normalScale );
  20267. this.displacementMap = source.displacementMap;
  20268. this.displacementScale = source.displacementScale;
  20269. this.displacementBias = source.displacementBias;
  20270. this.wireframe = source.wireframe;
  20271. this.wireframeLinewidth = source.wireframeLinewidth;
  20272. this.skinning = source.skinning;
  20273. this.morphTargets = source.morphTargets;
  20274. this.morphNormals = source.morphNormals;
  20275. return this;
  20276. };
  20277. /**
  20278. * @author mrdoob / http://mrdoob.com/
  20279. * @author alteredq / http://alteredqualia.com/
  20280. *
  20281. * parameters = {
  20282. * color: <hex>,
  20283. * opacity: <float>,
  20284. *
  20285. * map: new THREE.Texture( <Image> ),
  20286. *
  20287. * lightMap: new THREE.Texture( <Image> ),
  20288. * lightMapIntensity: <float>
  20289. *
  20290. * aoMap: new THREE.Texture( <Image> ),
  20291. * aoMapIntensity: <float>
  20292. *
  20293. * emissive: <hex>,
  20294. * emissiveIntensity: <float>
  20295. * emissiveMap: new THREE.Texture( <Image> ),
  20296. *
  20297. * specularMap: new THREE.Texture( <Image> ),
  20298. *
  20299. * alphaMap: new THREE.Texture( <Image> ),
  20300. *
  20301. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20302. * combine: THREE.Multiply,
  20303. * reflectivity: <float>,
  20304. * refractionRatio: <float>,
  20305. *
  20306. * wireframe: <boolean>,
  20307. * wireframeLinewidth: <float>,
  20308. *
  20309. * skinning: <bool>,
  20310. * morphTargets: <bool>,
  20311. * morphNormals: <bool>
  20312. * }
  20313. */
  20314. function MeshLambertMaterial( parameters ) {
  20315. Material.call( this );
  20316. this.type = 'MeshLambertMaterial';
  20317. this.color = new Color( 0xffffff ); // diffuse
  20318. this.map = null;
  20319. this.lightMap = null;
  20320. this.lightMapIntensity = 1.0;
  20321. this.aoMap = null;
  20322. this.aoMapIntensity = 1.0;
  20323. this.emissive = new Color( 0x000000 );
  20324. this.emissiveIntensity = 1.0;
  20325. this.emissiveMap = null;
  20326. this.specularMap = null;
  20327. this.alphaMap = null;
  20328. this.envMap = null;
  20329. this.combine = MultiplyOperation;
  20330. this.reflectivity = 1;
  20331. this.refractionRatio = 0.98;
  20332. this.wireframe = false;
  20333. this.wireframeLinewidth = 1;
  20334. this.wireframeLinecap = 'round';
  20335. this.wireframeLinejoin = 'round';
  20336. this.skinning = false;
  20337. this.morphTargets = false;
  20338. this.morphNormals = false;
  20339. this.setValues( parameters );
  20340. }
  20341. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20342. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20343. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20344. MeshLambertMaterial.prototype.copy = function ( source ) {
  20345. Material.prototype.copy.call( this, source );
  20346. this.color.copy( source.color );
  20347. this.map = source.map;
  20348. this.lightMap = source.lightMap;
  20349. this.lightMapIntensity = source.lightMapIntensity;
  20350. this.aoMap = source.aoMap;
  20351. this.aoMapIntensity = source.aoMapIntensity;
  20352. this.emissive.copy( source.emissive );
  20353. this.emissiveMap = source.emissiveMap;
  20354. this.emissiveIntensity = source.emissiveIntensity;
  20355. this.specularMap = source.specularMap;
  20356. this.alphaMap = source.alphaMap;
  20357. this.envMap = source.envMap;
  20358. this.combine = source.combine;
  20359. this.reflectivity = source.reflectivity;
  20360. this.refractionRatio = source.refractionRatio;
  20361. this.wireframe = source.wireframe;
  20362. this.wireframeLinewidth = source.wireframeLinewidth;
  20363. this.wireframeLinecap = source.wireframeLinecap;
  20364. this.wireframeLinejoin = source.wireframeLinejoin;
  20365. this.skinning = source.skinning;
  20366. this.morphTargets = source.morphTargets;
  20367. this.morphNormals = source.morphNormals;
  20368. return this;
  20369. };
  20370. /**
  20371. * @author WestLangley / http://github.com/WestLangley
  20372. *
  20373. * parameters = {
  20374. * color: <hex>,
  20375. * opacity: <float>,
  20376. *
  20377. * matcap: new THREE.Texture( <Image> ),
  20378. *
  20379. * map: new THREE.Texture( <Image> ),
  20380. *
  20381. * bumpMap: new THREE.Texture( <Image> ),
  20382. * bumpScale: <float>,
  20383. *
  20384. * normalMap: new THREE.Texture( <Image> ),
  20385. * normalMapType: THREE.TangentSpaceNormalMap,
  20386. * normalScale: <Vector2>,
  20387. *
  20388. * displacementMap: new THREE.Texture( <Image> ),
  20389. * displacementScale: <float>,
  20390. * displacementBias: <float>,
  20391. *
  20392. * alphaMap: new THREE.Texture( <Image> ),
  20393. *
  20394. * skinning: <bool>,
  20395. * morphTargets: <bool>,
  20396. * morphNormals: <bool>
  20397. * }
  20398. */
  20399. function MeshMatcapMaterial( parameters ) {
  20400. Material.call( this );
  20401. this.defines = { 'MATCAP': '' };
  20402. this.type = 'MeshMatcapMaterial';
  20403. this.color = new Color( 0xffffff ); // diffuse
  20404. this.matcap = null;
  20405. this.map = null;
  20406. this.bumpMap = null;
  20407. this.bumpScale = 1;
  20408. this.normalMap = null;
  20409. this.normalMapType = TangentSpaceNormalMap;
  20410. this.normalScale = new Vector2( 1, 1 );
  20411. this.displacementMap = null;
  20412. this.displacementScale = 1;
  20413. this.displacementBias = 0;
  20414. this.alphaMap = null;
  20415. this.skinning = false;
  20416. this.morphTargets = false;
  20417. this.morphNormals = false;
  20418. this.setValues( parameters );
  20419. }
  20420. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20421. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20422. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20423. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20424. Material.prototype.copy.call( this, source );
  20425. this.defines = { 'MATCAP': '' };
  20426. this.color.copy( source.color );
  20427. this.matcap = source.matcap;
  20428. this.map = source.map;
  20429. this.bumpMap = source.bumpMap;
  20430. this.bumpScale = source.bumpScale;
  20431. this.normalMap = source.normalMap;
  20432. this.normalMapType = source.normalMapType;
  20433. this.normalScale.copy( source.normalScale );
  20434. this.displacementMap = source.displacementMap;
  20435. this.displacementScale = source.displacementScale;
  20436. this.displacementBias = source.displacementBias;
  20437. this.alphaMap = source.alphaMap;
  20438. this.skinning = source.skinning;
  20439. this.morphTargets = source.morphTargets;
  20440. this.morphNormals = source.morphNormals;
  20441. return this;
  20442. };
  20443. /**
  20444. * @author alteredq / http://alteredqualia.com/
  20445. *
  20446. * parameters = {
  20447. * color: <hex>,
  20448. * opacity: <float>,
  20449. *
  20450. * linewidth: <float>,
  20451. *
  20452. * scale: <float>,
  20453. * dashSize: <float>,
  20454. * gapSize: <float>
  20455. * }
  20456. */
  20457. function LineDashedMaterial( parameters ) {
  20458. LineBasicMaterial.call( this );
  20459. this.type = 'LineDashedMaterial';
  20460. this.scale = 1;
  20461. this.dashSize = 3;
  20462. this.gapSize = 1;
  20463. this.setValues( parameters );
  20464. }
  20465. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20466. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20467. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20468. LineDashedMaterial.prototype.copy = function ( source ) {
  20469. LineBasicMaterial.prototype.copy.call( this, source );
  20470. this.scale = source.scale;
  20471. this.dashSize = source.dashSize;
  20472. this.gapSize = source.gapSize;
  20473. return this;
  20474. };
  20475. var Materials = /*#__PURE__*/Object.freeze({
  20476. __proto__: null,
  20477. ShadowMaterial: ShadowMaterial,
  20478. SpriteMaterial: SpriteMaterial,
  20479. RawShaderMaterial: RawShaderMaterial,
  20480. ShaderMaterial: ShaderMaterial,
  20481. PointsMaterial: PointsMaterial,
  20482. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20483. MeshStandardMaterial: MeshStandardMaterial,
  20484. MeshPhongMaterial: MeshPhongMaterial,
  20485. MeshToonMaterial: MeshToonMaterial,
  20486. MeshNormalMaterial: MeshNormalMaterial,
  20487. MeshLambertMaterial: MeshLambertMaterial,
  20488. MeshDepthMaterial: MeshDepthMaterial,
  20489. MeshDistanceMaterial: MeshDistanceMaterial,
  20490. MeshBasicMaterial: MeshBasicMaterial,
  20491. MeshMatcapMaterial: MeshMatcapMaterial,
  20492. LineDashedMaterial: LineDashedMaterial,
  20493. LineBasicMaterial: LineBasicMaterial,
  20494. Material: Material
  20495. });
  20496. /**
  20497. * @author tschw
  20498. * @author Ben Houston / http://clara.io/
  20499. * @author David Sarno / http://lighthaus.us/
  20500. */
  20501. const AnimationUtils = {
  20502. // same as Array.prototype.slice, but also works on typed arrays
  20503. arraySlice: function ( array, from, to ) {
  20504. if ( AnimationUtils.isTypedArray( array ) ) {
  20505. // in ios9 array.subarray(from, undefined) will return empty array
  20506. // but array.subarray(from) or array.subarray(from, len) is correct
  20507. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20508. }
  20509. return array.slice( from, to );
  20510. },
  20511. // converts an array to a specific type
  20512. convertArray: function ( array, type, forceClone ) {
  20513. if ( ! array || // let 'undefined' and 'null' pass
  20514. ! forceClone && array.constructor === type ) return array;
  20515. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20516. return new type( array ); // create typed array
  20517. }
  20518. return Array.prototype.slice.call( array ); // create Array
  20519. },
  20520. isTypedArray: function ( object ) {
  20521. return ArrayBuffer.isView( object ) &&
  20522. ! ( object instanceof DataView );
  20523. },
  20524. // returns an array by which times and values can be sorted
  20525. getKeyframeOrder: function ( times ) {
  20526. function compareTime( i, j ) {
  20527. return times[ i ] - times[ j ];
  20528. }
  20529. const n = times.length;
  20530. const result = new Array( n );
  20531. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  20532. result.sort( compareTime );
  20533. return result;
  20534. },
  20535. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20536. sortedArray: function ( values, stride, order ) {
  20537. const nValues = values.length;
  20538. const result = new values.constructor( nValues );
  20539. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20540. const srcOffset = order[ i ] * stride;
  20541. for ( let j = 0; j !== stride; ++ j ) {
  20542. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20543. }
  20544. }
  20545. return result;
  20546. },
  20547. // function for parsing AOS keyframe formats
  20548. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20549. let i = 1, key = jsonKeys[ 0 ];
  20550. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20551. key = jsonKeys[ i ++ ];
  20552. }
  20553. if ( key === undefined ) return; // no data
  20554. let value = key[ valuePropertyName ];
  20555. if ( value === undefined ) return; // no data
  20556. if ( Array.isArray( value ) ) {
  20557. do {
  20558. value = key[ valuePropertyName ];
  20559. if ( value !== undefined ) {
  20560. times.push( key.time );
  20561. values.push.apply( values, value ); // push all elements
  20562. }
  20563. key = jsonKeys[ i ++ ];
  20564. } while ( key !== undefined );
  20565. } else if ( value.toArray !== undefined ) {
  20566. // ...assume THREE.Math-ish
  20567. do {
  20568. value = key[ valuePropertyName ];
  20569. if ( value !== undefined ) {
  20570. times.push( key.time );
  20571. value.toArray( values, values.length );
  20572. }
  20573. key = jsonKeys[ i ++ ];
  20574. } while ( key !== undefined );
  20575. } else {
  20576. // otherwise push as-is
  20577. do {
  20578. value = key[ valuePropertyName ];
  20579. if ( value !== undefined ) {
  20580. times.push( key.time );
  20581. values.push( value );
  20582. }
  20583. key = jsonKeys[ i ++ ];
  20584. } while ( key !== undefined );
  20585. }
  20586. },
  20587. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20588. fps = fps || 30;
  20589. const clip = sourceClip.clone();
  20590. clip.name = name;
  20591. const tracks = [];
  20592. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  20593. const track = clip.tracks[ i ];
  20594. const valueSize = track.getValueSize();
  20595. const times = [];
  20596. const values = [];
  20597. for ( let j = 0; j < track.times.length; ++ j ) {
  20598. const frame = track.times[ j ] * fps;
  20599. if ( frame < startFrame || frame >= endFrame ) continue;
  20600. times.push( track.times[ j ] );
  20601. for ( let k = 0; k < valueSize; ++ k ) {
  20602. values.push( track.values[ j * valueSize + k ] );
  20603. }
  20604. }
  20605. if ( times.length === 0 ) continue;
  20606. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20607. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20608. tracks.push( track );
  20609. }
  20610. clip.tracks = tracks;
  20611. // find minimum .times value across all tracks in the trimmed clip
  20612. let minStartTime = Infinity;
  20613. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  20614. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20615. minStartTime = clip.tracks[ i ].times[ 0 ];
  20616. }
  20617. }
  20618. // shift all tracks such that clip begins at t=0
  20619. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  20620. clip.tracks[ i ].shift( - 1 * minStartTime );
  20621. }
  20622. clip.resetDuration();
  20623. return clip;
  20624. },
  20625. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20626. if ( referenceFrame === undefined ) referenceFrame = 0;
  20627. if ( referenceClip === undefined ) referenceClip = targetClip;
  20628. if ( fps === undefined || fps <= 0 ) fps = 30;
  20629. const numTracks = targetClip.tracks.length;
  20630. const referenceTime = referenceFrame / fps;
  20631. // Make each track's values relative to the values at the reference frame
  20632. for ( let i = 0; i < numTracks; ++ i ) {
  20633. const referenceTrack = referenceClip.tracks[ i ];
  20634. const referenceTrackType = referenceTrack.ValueTypeName;
  20635. // Skip this track if it's non-numeric
  20636. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  20637. // Find the track in the target clip whose name and type matches the reference track
  20638. const targetTrack = targetClip.tracks.find( function ( track ) {
  20639. return track.name === referenceTrack.name
  20640. && track.ValueTypeName === referenceTrackType;
  20641. } );
  20642. if ( targetTrack === undefined ) continue;
  20643. const valueSize = referenceTrack.getValueSize();
  20644. const lastIndex = referenceTrack.times.length - 1;
  20645. let referenceValue;
  20646. // Find the value to subtract out of the track
  20647. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20648. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20649. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20650. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20651. // Reference frame is after the last keyframe, so just use the last keyframe
  20652. const startIndex = lastIndex * valueSize;
  20653. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20654. } else {
  20655. // Interpolate to the reference value
  20656. const interpolant = referenceTrack.createInterpolant();
  20657. interpolant.evaluate( referenceTime );
  20658. referenceValue = interpolant.resultBuffer;
  20659. }
  20660. // Conjugate the quaternion
  20661. if ( referenceTrackType === 'quaternion' ) {
  20662. const referenceQuat = new Quaternion(
  20663. referenceValue[ 0 ],
  20664. referenceValue[ 1 ],
  20665. referenceValue[ 2 ],
  20666. referenceValue[ 3 ]
  20667. ).normalize().conjugate();
  20668. referenceQuat.toArray( referenceValue );
  20669. }
  20670. // Subtract the reference value from all of the track values
  20671. const numTimes = targetTrack.times.length;
  20672. for ( let j = 0; j < numTimes; ++ j ) {
  20673. const valueStart = j * valueSize;
  20674. if ( referenceTrackType === 'quaternion' ) {
  20675. // Multiply the conjugate for quaternion track types
  20676. Quaternion.multiplyQuaternionsFlat(
  20677. targetTrack.values,
  20678. valueStart,
  20679. referenceValue,
  20680. 0,
  20681. targetTrack.values,
  20682. valueStart
  20683. );
  20684. } else {
  20685. // Subtract each value for all other numeric track types
  20686. for ( let k = 0; k < valueSize; ++ k ) {
  20687. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20688. }
  20689. }
  20690. }
  20691. }
  20692. targetClip.blendMode = AdditiveAnimationBlendMode;
  20693. return targetClip;
  20694. }
  20695. };
  20696. /**
  20697. * Abstract base class of interpolants over parametric samples.
  20698. *
  20699. * The parameter domain is one dimensional, typically the time or a path
  20700. * along a curve defined by the data.
  20701. *
  20702. * The sample values can have any dimensionality and derived classes may
  20703. * apply special interpretations to the data.
  20704. *
  20705. * This class provides the interval seek in a Template Method, deferring
  20706. * the actual interpolation to derived classes.
  20707. *
  20708. * Time complexity is O(1) for linear access crossing at most two points
  20709. * and O(log N) for random access, where N is the number of positions.
  20710. *
  20711. * References:
  20712. *
  20713. * http://www.oodesign.com/template-method-pattern.html
  20714. *
  20715. * @author tschw
  20716. */
  20717. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20718. this.parameterPositions = parameterPositions;
  20719. this._cachedIndex = 0;
  20720. this.resultBuffer = resultBuffer !== undefined ?
  20721. resultBuffer : new sampleValues.constructor( sampleSize );
  20722. this.sampleValues = sampleValues;
  20723. this.valueSize = sampleSize;
  20724. }
  20725. Object.assign( Interpolant.prototype, {
  20726. evaluate: function ( t ) {
  20727. let pp = this.parameterPositions,
  20728. i1 = this._cachedIndex,
  20729. t1 = pp[ i1 ],
  20730. t0 = pp[ i1 - 1 ];
  20731. validate_interval: {
  20732. seek: {
  20733. let right;
  20734. linear_scan: {
  20735. //- See http://jsperf.com/comparison-to-undefined/3
  20736. //- slower code:
  20737. //-
  20738. //- if ( t >= t1 || t1 === undefined ) {
  20739. forward_scan: if ( ! ( t < t1 ) ) {
  20740. for ( let giveUpAt = i1 + 2; ; ) {
  20741. if ( t1 === undefined ) {
  20742. if ( t < t0 ) break forward_scan;
  20743. // after end
  20744. i1 = pp.length;
  20745. this._cachedIndex = i1;
  20746. return this.afterEnd_( i1 - 1, t, t0 );
  20747. }
  20748. if ( i1 === giveUpAt ) break; // this loop
  20749. t0 = t1;
  20750. t1 = pp[ ++ i1 ];
  20751. if ( t < t1 ) {
  20752. // we have arrived at the sought interval
  20753. break seek;
  20754. }
  20755. }
  20756. // prepare binary search on the right side of the index
  20757. right = pp.length;
  20758. break linear_scan;
  20759. }
  20760. //- slower code:
  20761. //- if ( t < t0 || t0 === undefined ) {
  20762. if ( ! ( t >= t0 ) ) {
  20763. // looping?
  20764. const t1global = pp[ 1 ];
  20765. if ( t < t1global ) {
  20766. i1 = 2; // + 1, using the scan for the details
  20767. t0 = t1global;
  20768. }
  20769. // linear reverse scan
  20770. for ( let giveUpAt = i1 - 2; ; ) {
  20771. if ( t0 === undefined ) {
  20772. // before start
  20773. this._cachedIndex = 0;
  20774. return this.beforeStart_( 0, t, t1 );
  20775. }
  20776. if ( i1 === giveUpAt ) break; // this loop
  20777. t1 = t0;
  20778. t0 = pp[ -- i1 - 1 ];
  20779. if ( t >= t0 ) {
  20780. // we have arrived at the sought interval
  20781. break seek;
  20782. }
  20783. }
  20784. // prepare binary search on the left side of the index
  20785. right = i1;
  20786. i1 = 0;
  20787. break linear_scan;
  20788. }
  20789. // the interval is valid
  20790. break validate_interval;
  20791. } // linear scan
  20792. // binary search
  20793. while ( i1 < right ) {
  20794. const mid = ( i1 + right ) >>> 1;
  20795. if ( t < pp[ mid ] ) {
  20796. right = mid;
  20797. } else {
  20798. i1 = mid + 1;
  20799. }
  20800. }
  20801. t1 = pp[ i1 ];
  20802. t0 = pp[ i1 - 1 ];
  20803. // check boundary cases, again
  20804. if ( t0 === undefined ) {
  20805. this._cachedIndex = 0;
  20806. return this.beforeStart_( 0, t, t1 );
  20807. }
  20808. if ( t1 === undefined ) {
  20809. i1 = pp.length;
  20810. this._cachedIndex = i1;
  20811. return this.afterEnd_( i1 - 1, t0, t );
  20812. }
  20813. } // seek
  20814. this._cachedIndex = i1;
  20815. this.intervalChanged_( i1, t0, t1 );
  20816. } // validate_interval
  20817. return this.interpolate_( i1, t0, t, t1 );
  20818. },
  20819. settings: null, // optional, subclass-specific settings structure
  20820. // Note: The indirection allows central control of many interpolants.
  20821. // --- Protected interface
  20822. DefaultSettings_: {},
  20823. getSettings_: function () {
  20824. return this.settings || this.DefaultSettings_;
  20825. },
  20826. copySampleValue_: function ( index ) {
  20827. // copies a sample value to the result buffer
  20828. const result = this.resultBuffer,
  20829. values = this.sampleValues,
  20830. stride = this.valueSize,
  20831. offset = index * stride;
  20832. for ( let i = 0; i !== stride; ++ i ) {
  20833. result[ i ] = values[ offset + i ];
  20834. }
  20835. return result;
  20836. },
  20837. // Template methods for derived classes:
  20838. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20839. throw new Error( 'call to abstract method' );
  20840. // implementations shall return this.resultBuffer
  20841. },
  20842. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20843. // empty
  20844. }
  20845. } );
  20846. // DECLARE ALIAS AFTER assign prototype
  20847. Object.assign( Interpolant.prototype, {
  20848. //( 0, t, t0 ), returns this.resultBuffer
  20849. beforeStart_: Interpolant.prototype.copySampleValue_,
  20850. //( N-1, tN-1, t ), returns this.resultBuffer
  20851. afterEnd_: Interpolant.prototype.copySampleValue_,
  20852. } );
  20853. /**
  20854. * Fast and simple cubic spline interpolant.
  20855. *
  20856. * It was derived from a Hermitian construction setting the first derivative
  20857. * at each sample position to the linear slope between neighboring positions
  20858. * over their parameter interval.
  20859. *
  20860. * @author tschw
  20861. */
  20862. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20863. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20864. this._weightPrev = - 0;
  20865. this._offsetPrev = - 0;
  20866. this._weightNext = - 0;
  20867. this._offsetNext = - 0;
  20868. }
  20869. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20870. constructor: CubicInterpolant,
  20871. DefaultSettings_: {
  20872. endingStart: ZeroCurvatureEnding,
  20873. endingEnd: ZeroCurvatureEnding
  20874. },
  20875. intervalChanged_: function ( i1, t0, t1 ) {
  20876. let pp = this.parameterPositions,
  20877. iPrev = i1 - 2,
  20878. iNext = i1 + 1,
  20879. tPrev = pp[ iPrev ],
  20880. tNext = pp[ iNext ];
  20881. if ( tPrev === undefined ) {
  20882. switch ( this.getSettings_().endingStart ) {
  20883. case ZeroSlopeEnding:
  20884. // f'(t0) = 0
  20885. iPrev = i1;
  20886. tPrev = 2 * t0 - t1;
  20887. break;
  20888. case WrapAroundEnding:
  20889. // use the other end of the curve
  20890. iPrev = pp.length - 2;
  20891. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20892. break;
  20893. default: // ZeroCurvatureEnding
  20894. // f''(t0) = 0 a.k.a. Natural Spline
  20895. iPrev = i1;
  20896. tPrev = t1;
  20897. }
  20898. }
  20899. if ( tNext === undefined ) {
  20900. switch ( this.getSettings_().endingEnd ) {
  20901. case ZeroSlopeEnding:
  20902. // f'(tN) = 0
  20903. iNext = i1;
  20904. tNext = 2 * t1 - t0;
  20905. break;
  20906. case WrapAroundEnding:
  20907. // use the other end of the curve
  20908. iNext = 1;
  20909. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20910. break;
  20911. default: // ZeroCurvatureEnding
  20912. // f''(tN) = 0, a.k.a. Natural Spline
  20913. iNext = i1 - 1;
  20914. tNext = t0;
  20915. }
  20916. }
  20917. const halfDt = ( t1 - t0 ) * 0.5,
  20918. stride = this.valueSize;
  20919. this._weightPrev = halfDt / ( t0 - tPrev );
  20920. this._weightNext = halfDt / ( tNext - t1 );
  20921. this._offsetPrev = iPrev * stride;
  20922. this._offsetNext = iNext * stride;
  20923. },
  20924. interpolate_: function ( i1, t0, t, t1 ) {
  20925. const result = this.resultBuffer,
  20926. values = this.sampleValues,
  20927. stride = this.valueSize,
  20928. o1 = i1 * stride, o0 = o1 - stride,
  20929. oP = this._offsetPrev, oN = this._offsetNext,
  20930. wP = this._weightPrev, wN = this._weightNext,
  20931. p = ( t - t0 ) / ( t1 - t0 ),
  20932. pp = p * p,
  20933. ppp = pp * p;
  20934. // evaluate polynomials
  20935. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  20936. const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20937. const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20938. const sN = wN * ppp - wN * pp;
  20939. // combine data linearly
  20940. for ( let i = 0; i !== stride; ++ i ) {
  20941. result[ i ] =
  20942. sP * values[ oP + i ] +
  20943. s0 * values[ o0 + i ] +
  20944. s1 * values[ o1 + i ] +
  20945. sN * values[ oN + i ];
  20946. }
  20947. return result;
  20948. }
  20949. } );
  20950. /**
  20951. * @author tschw
  20952. */
  20953. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20954. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20955. }
  20956. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20957. constructor: LinearInterpolant,
  20958. interpolate_: function ( i1, t0, t, t1 ) {
  20959. const result = this.resultBuffer,
  20960. values = this.sampleValues,
  20961. stride = this.valueSize,
  20962. offset1 = i1 * stride,
  20963. offset0 = offset1 - stride,
  20964. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20965. weight0 = 1 - weight1;
  20966. for ( let i = 0; i !== stride; ++ i ) {
  20967. result[ i ] =
  20968. values[ offset0 + i ] * weight0 +
  20969. values[ offset1 + i ] * weight1;
  20970. }
  20971. return result;
  20972. }
  20973. } );
  20974. /**
  20975. *
  20976. * Interpolant that evaluates to the sample value at the position preceeding
  20977. * the parameter.
  20978. *
  20979. * @author tschw
  20980. */
  20981. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20982. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20983. }
  20984. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20985. constructor: DiscreteInterpolant,
  20986. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20987. return this.copySampleValue_( i1 - 1 );
  20988. }
  20989. } );
  20990. /**
  20991. *
  20992. * A timed sequence of keyframes for a specific property.
  20993. *
  20994. *
  20995. * @author Ben Houston / http://clara.io/
  20996. * @author David Sarno / http://lighthaus.us/
  20997. * @author tschw
  20998. */
  20999. function KeyframeTrack( name, times, values, interpolation ) {
  21000. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  21001. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  21002. this.name = name;
  21003. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21004. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21005. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21006. }
  21007. // Static methods
  21008. Object.assign( KeyframeTrack, {
  21009. // Serialization (in static context, because of constructor invocation
  21010. // and automatic invocation of .toJSON):
  21011. toJSON: function ( track ) {
  21012. const trackType = track.constructor;
  21013. let json;
  21014. // derived classes can define a static toJSON method
  21015. if ( trackType.toJSON !== undefined ) {
  21016. json = trackType.toJSON( track );
  21017. } else {
  21018. // by default, we assume the data can be serialized as-is
  21019. json = {
  21020. 'name': track.name,
  21021. 'times': AnimationUtils.convertArray( track.times, Array ),
  21022. 'values': AnimationUtils.convertArray( track.values, Array )
  21023. };
  21024. const interpolation = track.getInterpolation();
  21025. if ( interpolation !== track.DefaultInterpolation ) {
  21026. json.interpolation = interpolation;
  21027. }
  21028. }
  21029. json.type = track.ValueTypeName; // mandatory
  21030. return json;
  21031. }
  21032. } );
  21033. Object.assign( KeyframeTrack.prototype, {
  21034. constructor: KeyframeTrack,
  21035. TimeBufferType: Float32Array,
  21036. ValueBufferType: Float32Array,
  21037. DefaultInterpolation: InterpolateLinear,
  21038. InterpolantFactoryMethodDiscrete: function ( result ) {
  21039. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21040. },
  21041. InterpolantFactoryMethodLinear: function ( result ) {
  21042. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21043. },
  21044. InterpolantFactoryMethodSmooth: function ( result ) {
  21045. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21046. },
  21047. setInterpolation: function ( interpolation ) {
  21048. let factoryMethod;
  21049. switch ( interpolation ) {
  21050. case InterpolateDiscrete:
  21051. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21052. break;
  21053. case InterpolateLinear:
  21054. factoryMethod = this.InterpolantFactoryMethodLinear;
  21055. break;
  21056. case InterpolateSmooth:
  21057. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21058. break;
  21059. }
  21060. if ( factoryMethod === undefined ) {
  21061. const message = "unsupported interpolation for " +
  21062. this.ValueTypeName + " keyframe track named " + this.name;
  21063. if ( this.createInterpolant === undefined ) {
  21064. // fall back to default, unless the default itself is messed up
  21065. if ( interpolation !== this.DefaultInterpolation ) {
  21066. this.setInterpolation( this.DefaultInterpolation );
  21067. } else {
  21068. throw new Error( message ); // fatal, in this case
  21069. }
  21070. }
  21071. console.warn( 'THREE.KeyframeTrack:', message );
  21072. return this;
  21073. }
  21074. this.createInterpolant = factoryMethod;
  21075. return this;
  21076. },
  21077. getInterpolation: function () {
  21078. switch ( this.createInterpolant ) {
  21079. case this.InterpolantFactoryMethodDiscrete:
  21080. return InterpolateDiscrete;
  21081. case this.InterpolantFactoryMethodLinear:
  21082. return InterpolateLinear;
  21083. case this.InterpolantFactoryMethodSmooth:
  21084. return InterpolateSmooth;
  21085. }
  21086. },
  21087. getValueSize: function () {
  21088. return this.values.length / this.times.length;
  21089. },
  21090. // move all keyframes either forwards or backwards in time
  21091. shift: function ( timeOffset ) {
  21092. if ( timeOffset !== 0.0 ) {
  21093. const times = this.times;
  21094. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  21095. times[ i ] += timeOffset;
  21096. }
  21097. }
  21098. return this;
  21099. },
  21100. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21101. scale: function ( timeScale ) {
  21102. if ( timeScale !== 1.0 ) {
  21103. const times = this.times;
  21104. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  21105. times[ i ] *= timeScale;
  21106. }
  21107. }
  21108. return this;
  21109. },
  21110. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21111. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21112. trim: function ( startTime, endTime ) {
  21113. const times = this.times,
  21114. nKeys = times.length;
  21115. let from = 0,
  21116. to = nKeys - 1;
  21117. while ( from !== nKeys && times[ from ] < startTime ) {
  21118. ++ from;
  21119. }
  21120. while ( to !== - 1 && times[ to ] > endTime ) {
  21121. -- to;
  21122. }
  21123. ++ to; // inclusive -> exclusive bound
  21124. if ( from !== 0 || to !== nKeys ) {
  21125. // empty tracks are forbidden, so keep at least one keyframe
  21126. if ( from >= to ) {
  21127. to = Math.max( to, 1 );
  21128. from = to - 1;
  21129. }
  21130. const stride = this.getValueSize();
  21131. this.times = AnimationUtils.arraySlice( times, from, to );
  21132. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21133. }
  21134. return this;
  21135. },
  21136. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21137. validate: function () {
  21138. let valid = true;
  21139. const valueSize = this.getValueSize();
  21140. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21141. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21142. valid = false;
  21143. }
  21144. const times = this.times,
  21145. values = this.values,
  21146. nKeys = times.length;
  21147. if ( nKeys === 0 ) {
  21148. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21149. valid = false;
  21150. }
  21151. let prevTime = null;
  21152. for ( let i = 0; i !== nKeys; i ++ ) {
  21153. const currTime = times[ i ];
  21154. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21155. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21156. valid = false;
  21157. break;
  21158. }
  21159. if ( prevTime !== null && prevTime > currTime ) {
  21160. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21161. valid = false;
  21162. break;
  21163. }
  21164. prevTime = currTime;
  21165. }
  21166. if ( values !== undefined ) {
  21167. if ( AnimationUtils.isTypedArray( values ) ) {
  21168. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  21169. const value = values[ i ];
  21170. if ( isNaN( value ) ) {
  21171. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  21172. valid = false;
  21173. break;
  21174. }
  21175. }
  21176. }
  21177. }
  21178. return valid;
  21179. },
  21180. // removes equivalent sequential keys as common in morph target sequences
  21181. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21182. optimize: function () {
  21183. // times or values may be shared with other tracks, so overwriting is unsafe
  21184. const times = AnimationUtils.arraySlice( this.times ),
  21185. values = AnimationUtils.arraySlice( this.values ),
  21186. stride = this.getValueSize(),
  21187. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21188. lastIndex = times.length - 1;
  21189. let writeIndex = 1;
  21190. for ( let i = 1; i < lastIndex; ++ i ) {
  21191. let keep = false;
  21192. const time = times[ i ];
  21193. const timeNext = times[ i + 1 ];
  21194. // remove adjacent keyframes scheduled at the same time
  21195. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21196. if ( ! smoothInterpolation ) {
  21197. // remove unnecessary keyframes same as their neighbors
  21198. const offset = i * stride,
  21199. offsetP = offset - stride,
  21200. offsetN = offset + stride;
  21201. for ( let j = 0; j !== stride; ++ j ) {
  21202. const value = values[ offset + j ];
  21203. if ( value !== values[ offsetP + j ] ||
  21204. value !== values[ offsetN + j ] ) {
  21205. keep = true;
  21206. break;
  21207. }
  21208. }
  21209. } else {
  21210. keep = true;
  21211. }
  21212. }
  21213. // in-place compaction
  21214. if ( keep ) {
  21215. if ( i !== writeIndex ) {
  21216. times[ writeIndex ] = times[ i ];
  21217. const readOffset = i * stride,
  21218. writeOffset = writeIndex * stride;
  21219. for ( let j = 0; j !== stride; ++ j ) {
  21220. values[ writeOffset + j ] = values[ readOffset + j ];
  21221. }
  21222. }
  21223. ++ writeIndex;
  21224. }
  21225. }
  21226. // flush last keyframe (compaction looks ahead)
  21227. if ( lastIndex > 0 ) {
  21228. times[ writeIndex ] = times[ lastIndex ];
  21229. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  21230. values[ writeOffset + j ] = values[ readOffset + j ];
  21231. }
  21232. ++ writeIndex;
  21233. }
  21234. if ( writeIndex !== times.length ) {
  21235. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21236. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21237. } else {
  21238. this.times = times;
  21239. this.values = values;
  21240. }
  21241. return this;
  21242. },
  21243. clone: function () {
  21244. const times = AnimationUtils.arraySlice( this.times, 0 );
  21245. const values = AnimationUtils.arraySlice( this.values, 0 );
  21246. const TypedKeyframeTrack = this.constructor;
  21247. const track = new TypedKeyframeTrack( this.name, times, values );
  21248. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21249. track.createInterpolant = this.createInterpolant;
  21250. return track;
  21251. }
  21252. } );
  21253. /**
  21254. *
  21255. * A Track of Boolean keyframe values.
  21256. *
  21257. *
  21258. * @author Ben Houston / http://clara.io/
  21259. * @author David Sarno / http://lighthaus.us/
  21260. * @author tschw
  21261. */
  21262. function BooleanKeyframeTrack( name, times, values ) {
  21263. KeyframeTrack.call( this, name, times, values );
  21264. }
  21265. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21266. constructor: BooleanKeyframeTrack,
  21267. ValueTypeName: 'bool',
  21268. ValueBufferType: Array,
  21269. DefaultInterpolation: InterpolateDiscrete,
  21270. InterpolantFactoryMethodLinear: undefined,
  21271. InterpolantFactoryMethodSmooth: undefined
  21272. // Note: Actually this track could have a optimized / compressed
  21273. // representation of a single value and a custom interpolant that
  21274. // computes "firstValue ^ isOdd( index )".
  21275. } );
  21276. /**
  21277. *
  21278. * A Track of keyframe values that represent color.
  21279. *
  21280. *
  21281. * @author Ben Houston / http://clara.io/
  21282. * @author David Sarno / http://lighthaus.us/
  21283. * @author tschw
  21284. */
  21285. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21286. KeyframeTrack.call( this, name, times, values, interpolation );
  21287. }
  21288. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21289. constructor: ColorKeyframeTrack,
  21290. ValueTypeName: 'color'
  21291. // ValueBufferType is inherited
  21292. // DefaultInterpolation is inherited
  21293. // Note: Very basic implementation and nothing special yet.
  21294. // However, this is the place for color space parameterization.
  21295. } );
  21296. /**
  21297. *
  21298. * A Track of numeric keyframe values.
  21299. *
  21300. * @author Ben Houston / http://clara.io/
  21301. * @author David Sarno / http://lighthaus.us/
  21302. * @author tschw
  21303. */
  21304. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21305. KeyframeTrack.call( this, name, times, values, interpolation );
  21306. }
  21307. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21308. constructor: NumberKeyframeTrack,
  21309. ValueTypeName: 'number'
  21310. // ValueBufferType is inherited
  21311. // DefaultInterpolation is inherited
  21312. } );
  21313. /**
  21314. * Spherical linear unit quaternion interpolant.
  21315. *
  21316. * @author tschw
  21317. */
  21318. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21319. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21320. }
  21321. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21322. constructor: QuaternionLinearInterpolant,
  21323. interpolate_: function ( i1, t0, t, t1 ) {
  21324. const result = this.resultBuffer,
  21325. values = this.sampleValues,
  21326. stride = this.valueSize,
  21327. alpha = ( t - t0 ) / ( t1 - t0 );
  21328. let offset = i1 * stride;
  21329. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  21330. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21331. }
  21332. return result;
  21333. }
  21334. } );
  21335. /**
  21336. *
  21337. * A Track of quaternion keyframe values.
  21338. *
  21339. * @author Ben Houston / http://clara.io/
  21340. * @author David Sarno / http://lighthaus.us/
  21341. * @author tschw
  21342. */
  21343. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21344. KeyframeTrack.call( this, name, times, values, interpolation );
  21345. }
  21346. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21347. constructor: QuaternionKeyframeTrack,
  21348. ValueTypeName: 'quaternion',
  21349. // ValueBufferType is inherited
  21350. DefaultInterpolation: InterpolateLinear,
  21351. InterpolantFactoryMethodLinear: function ( result ) {
  21352. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21353. },
  21354. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21355. } );
  21356. /**
  21357. *
  21358. * A Track that interpolates Strings
  21359. *
  21360. *
  21361. * @author Ben Houston / http://clara.io/
  21362. * @author David Sarno / http://lighthaus.us/
  21363. * @author tschw
  21364. */
  21365. function StringKeyframeTrack( name, times, values, interpolation ) {
  21366. KeyframeTrack.call( this, name, times, values, interpolation );
  21367. }
  21368. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21369. constructor: StringKeyframeTrack,
  21370. ValueTypeName: 'string',
  21371. ValueBufferType: Array,
  21372. DefaultInterpolation: InterpolateDiscrete,
  21373. InterpolantFactoryMethodLinear: undefined,
  21374. InterpolantFactoryMethodSmooth: undefined
  21375. } );
  21376. /**
  21377. *
  21378. * A Track of vectored keyframe values.
  21379. *
  21380. *
  21381. * @author Ben Houston / http://clara.io/
  21382. * @author David Sarno / http://lighthaus.us/
  21383. * @author tschw
  21384. */
  21385. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21386. KeyframeTrack.call( this, name, times, values, interpolation );
  21387. }
  21388. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21389. constructor: VectorKeyframeTrack,
  21390. ValueTypeName: 'vector'
  21391. // ValueBufferType is inherited
  21392. // DefaultInterpolation is inherited
  21393. } );
  21394. /**
  21395. *
  21396. * Reusable set of Tracks that represent an animation.
  21397. *
  21398. * @author Ben Houston / http://clara.io/
  21399. * @author David Sarno / http://lighthaus.us/
  21400. */
  21401. function AnimationClip( name, duration, tracks, blendMode ) {
  21402. this.name = name;
  21403. this.tracks = tracks;
  21404. this.duration = ( duration !== undefined ) ? duration : - 1;
  21405. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21406. this.uuid = MathUtils.generateUUID();
  21407. // this means it should figure out its duration by scanning the tracks
  21408. if ( this.duration < 0 ) {
  21409. this.resetDuration();
  21410. }
  21411. }
  21412. function getTrackTypeForValueTypeName( typeName ) {
  21413. switch ( typeName.toLowerCase() ) {
  21414. case 'scalar':
  21415. case 'double':
  21416. case 'float':
  21417. case 'number':
  21418. case 'integer':
  21419. return NumberKeyframeTrack;
  21420. case 'vector':
  21421. case 'vector2':
  21422. case 'vector3':
  21423. case 'vector4':
  21424. return VectorKeyframeTrack;
  21425. case 'color':
  21426. return ColorKeyframeTrack;
  21427. case 'quaternion':
  21428. return QuaternionKeyframeTrack;
  21429. case 'bool':
  21430. case 'boolean':
  21431. return BooleanKeyframeTrack;
  21432. case 'string':
  21433. return StringKeyframeTrack;
  21434. }
  21435. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21436. }
  21437. function parseKeyframeTrack( json ) {
  21438. if ( json.type === undefined ) {
  21439. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21440. }
  21441. const trackType = getTrackTypeForValueTypeName( json.type );
  21442. if ( json.times === undefined ) {
  21443. const times = [], values = [];
  21444. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21445. json.times = times;
  21446. json.values = values;
  21447. }
  21448. // derived classes can define a static parse method
  21449. if ( trackType.parse !== undefined ) {
  21450. return trackType.parse( json );
  21451. } else {
  21452. // by default, we assume a constructor compatible with the base
  21453. return new trackType( json.name, json.times, json.values, json.interpolation );
  21454. }
  21455. }
  21456. Object.assign( AnimationClip, {
  21457. parse: function ( json ) {
  21458. const tracks = [],
  21459. jsonTracks = json.tracks,
  21460. frameTime = 1.0 / ( json.fps || 1.0 );
  21461. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21462. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21463. }
  21464. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21465. },
  21466. toJSON: function ( clip ) {
  21467. const tracks = [],
  21468. clipTracks = clip.tracks;
  21469. const json = {
  21470. 'name': clip.name,
  21471. 'duration': clip.duration,
  21472. 'tracks': tracks,
  21473. 'uuid': clip.uuid,
  21474. 'blendMode': clip.blendMode
  21475. };
  21476. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21477. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21478. }
  21479. return json;
  21480. },
  21481. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21482. const numMorphTargets = morphTargetSequence.length;
  21483. const tracks = [];
  21484. for ( let i = 0; i < numMorphTargets; i ++ ) {
  21485. let times = [];
  21486. let values = [];
  21487. times.push(
  21488. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21489. i,
  21490. ( i + 1 ) % numMorphTargets );
  21491. values.push( 0, 1, 0 );
  21492. const order = AnimationUtils.getKeyframeOrder( times );
  21493. times = AnimationUtils.sortedArray( times, 1, order );
  21494. values = AnimationUtils.sortedArray( values, 1, order );
  21495. // if there is a key at the first frame, duplicate it as the
  21496. // last frame as well for perfect loop.
  21497. if ( ! noLoop && times[ 0 ] === 0 ) {
  21498. times.push( numMorphTargets );
  21499. values.push( values[ 0 ] );
  21500. }
  21501. tracks.push(
  21502. new NumberKeyframeTrack(
  21503. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21504. times, values
  21505. ).scale( 1.0 / fps ) );
  21506. }
  21507. return new AnimationClip( name, - 1, tracks );
  21508. },
  21509. findByName: function ( objectOrClipArray, name ) {
  21510. let clipArray = objectOrClipArray;
  21511. if ( ! Array.isArray( objectOrClipArray ) ) {
  21512. const o = objectOrClipArray;
  21513. clipArray = o.geometry && o.geometry.animations || o.animations;
  21514. }
  21515. for ( let i = 0; i < clipArray.length; i ++ ) {
  21516. if ( clipArray[ i ].name === name ) {
  21517. return clipArray[ i ];
  21518. }
  21519. }
  21520. return null;
  21521. },
  21522. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21523. const animationToMorphTargets = {};
  21524. // tested with https://regex101.com/ on trick sequences
  21525. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21526. const pattern = /^([\w-]*?)([\d]+)$/;
  21527. // sort morph target names into animation groups based
  21528. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21529. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  21530. const morphTarget = morphTargets[ i ];
  21531. const parts = morphTarget.name.match( pattern );
  21532. if ( parts && parts.length > 1 ) {
  21533. const name = parts[ 1 ];
  21534. let animationMorphTargets = animationToMorphTargets[ name ];
  21535. if ( ! animationMorphTargets ) {
  21536. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21537. }
  21538. animationMorphTargets.push( morphTarget );
  21539. }
  21540. }
  21541. const clips = [];
  21542. for ( const name in animationToMorphTargets ) {
  21543. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21544. }
  21545. return clips;
  21546. },
  21547. // parse the animation.hierarchy format
  21548. parseAnimation: function ( animation, bones ) {
  21549. if ( ! animation ) {
  21550. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21551. return null;
  21552. }
  21553. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21554. // only return track if there are actually keys.
  21555. if ( animationKeys.length !== 0 ) {
  21556. const times = [];
  21557. const values = [];
  21558. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21559. // empty keys are filtered out, so check again
  21560. if ( times.length !== 0 ) {
  21561. destTracks.push( new trackType( trackName, times, values ) );
  21562. }
  21563. }
  21564. };
  21565. const tracks = [];
  21566. const clipName = animation.name || 'default';
  21567. const fps = animation.fps || 30;
  21568. const blendMode = animation.blendMode;
  21569. // automatic length determination in AnimationClip.
  21570. let duration = animation.length || - 1;
  21571. const hierarchyTracks = animation.hierarchy || [];
  21572. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  21573. const animationKeys = hierarchyTracks[ h ].keys;
  21574. // skip empty tracks
  21575. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  21576. // process morph targets
  21577. if ( animationKeys[ 0 ].morphTargets ) {
  21578. // figure out all morph targets used in this track
  21579. const morphTargetNames = {};
  21580. let k;
  21581. for ( k = 0; k < animationKeys.length; k ++ ) {
  21582. if ( animationKeys[ k ].morphTargets ) {
  21583. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21584. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21585. }
  21586. }
  21587. }
  21588. // create a track for each morph target with all zero
  21589. // morphTargetInfluences except for the keys in which
  21590. // the morphTarget is named.
  21591. for ( const morphTargetName in morphTargetNames ) {
  21592. const times = [];
  21593. const values = [];
  21594. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21595. const animationKey = animationKeys[ k ];
  21596. times.push( animationKey.time );
  21597. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21598. }
  21599. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21600. }
  21601. duration = morphTargetNames.length * ( fps || 1.0 );
  21602. } else {
  21603. // ...assume skeletal animation
  21604. const boneName = '.bones[' + bones[ h ].name + ']';
  21605. addNonemptyTrack(
  21606. VectorKeyframeTrack, boneName + '.position',
  21607. animationKeys, 'pos', tracks );
  21608. addNonemptyTrack(
  21609. QuaternionKeyframeTrack, boneName + '.quaternion',
  21610. animationKeys, 'rot', tracks );
  21611. addNonemptyTrack(
  21612. VectorKeyframeTrack, boneName + '.scale',
  21613. animationKeys, 'scl', tracks );
  21614. }
  21615. }
  21616. if ( tracks.length === 0 ) {
  21617. return null;
  21618. }
  21619. const clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21620. return clip;
  21621. }
  21622. } );
  21623. Object.assign( AnimationClip.prototype, {
  21624. resetDuration: function () {
  21625. const tracks = this.tracks;
  21626. let duration = 0;
  21627. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  21628. const track = this.tracks[ i ];
  21629. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21630. }
  21631. this.duration = duration;
  21632. return this;
  21633. },
  21634. trim: function () {
  21635. for ( let i = 0; i < this.tracks.length; i ++ ) {
  21636. this.tracks[ i ].trim( 0, this.duration );
  21637. }
  21638. return this;
  21639. },
  21640. validate: function () {
  21641. let valid = true;
  21642. for ( let i = 0; i < this.tracks.length; i ++ ) {
  21643. valid = valid && this.tracks[ i ].validate();
  21644. }
  21645. return valid;
  21646. },
  21647. optimize: function () {
  21648. for ( let i = 0; i < this.tracks.length; i ++ ) {
  21649. this.tracks[ i ].optimize();
  21650. }
  21651. return this;
  21652. },
  21653. clone: function () {
  21654. const tracks = [];
  21655. for ( let i = 0; i < this.tracks.length; i ++ ) {
  21656. tracks.push( this.tracks[ i ].clone() );
  21657. }
  21658. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21659. }
  21660. } );
  21661. /**
  21662. * @author mrdoob / http://mrdoob.com/
  21663. */
  21664. const Cache = {
  21665. enabled: false,
  21666. files: {},
  21667. add: function ( key, file ) {
  21668. if ( this.enabled === false ) return;
  21669. // console.log( 'THREE.Cache', 'Adding key:', key );
  21670. this.files[ key ] = file;
  21671. },
  21672. get: function ( key ) {
  21673. if ( this.enabled === false ) return;
  21674. // console.log( 'THREE.Cache', 'Checking key:', key );
  21675. return this.files[ key ];
  21676. },
  21677. remove: function ( key ) {
  21678. delete this.files[ key ];
  21679. },
  21680. clear: function () {
  21681. this.files = {};
  21682. }
  21683. };
  21684. /**
  21685. * @author mrdoob / http://mrdoob.com/
  21686. */
  21687. function LoadingManager( onLoad, onProgress, onError ) {
  21688. const scope = this;
  21689. let isLoading = false;
  21690. let itemsLoaded = 0;
  21691. let itemsTotal = 0;
  21692. let urlModifier = undefined;
  21693. const handlers = [];
  21694. // Refer to #5689 for the reason why we don't set .onStart
  21695. // in the constructor
  21696. this.onStart = undefined;
  21697. this.onLoad = onLoad;
  21698. this.onProgress = onProgress;
  21699. this.onError = onError;
  21700. this.itemStart = function ( url ) {
  21701. itemsTotal ++;
  21702. if ( isLoading === false ) {
  21703. if ( scope.onStart !== undefined ) {
  21704. scope.onStart( url, itemsLoaded, itemsTotal );
  21705. }
  21706. }
  21707. isLoading = true;
  21708. };
  21709. this.itemEnd = function ( url ) {
  21710. itemsLoaded ++;
  21711. if ( scope.onProgress !== undefined ) {
  21712. scope.onProgress( url, itemsLoaded, itemsTotal );
  21713. }
  21714. if ( itemsLoaded === itemsTotal ) {
  21715. isLoading = false;
  21716. if ( scope.onLoad !== undefined ) {
  21717. scope.onLoad();
  21718. }
  21719. }
  21720. };
  21721. this.itemError = function ( url ) {
  21722. if ( scope.onError !== undefined ) {
  21723. scope.onError( url );
  21724. }
  21725. };
  21726. this.resolveURL = function ( url ) {
  21727. if ( urlModifier ) {
  21728. return urlModifier( url );
  21729. }
  21730. return url;
  21731. };
  21732. this.setURLModifier = function ( transform ) {
  21733. urlModifier = transform;
  21734. return this;
  21735. };
  21736. this.addHandler = function ( regex, loader ) {
  21737. handlers.push( regex, loader );
  21738. return this;
  21739. };
  21740. this.removeHandler = function ( regex ) {
  21741. const index = handlers.indexOf( regex );
  21742. if ( index !== - 1 ) {
  21743. handlers.splice( index, 2 );
  21744. }
  21745. return this;
  21746. };
  21747. this.getHandler = function ( file ) {
  21748. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  21749. const regex = handlers[ i ];
  21750. const loader = handlers[ i + 1 ];
  21751. if ( regex.global ) regex.lastIndex = 0; // see #17920
  21752. if ( regex.test( file ) ) {
  21753. return loader;
  21754. }
  21755. }
  21756. return null;
  21757. };
  21758. }
  21759. const DefaultLoadingManager = new LoadingManager();
  21760. /**
  21761. * @author alteredq / http://alteredqualia.com/
  21762. */
  21763. function Loader( manager ) {
  21764. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21765. this.crossOrigin = 'anonymous';
  21766. this.path = '';
  21767. this.resourcePath = '';
  21768. this.requestHeader = {};
  21769. }
  21770. Object.assign( Loader.prototype, {
  21771. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21772. loadAsync: function ( url, onProgress ) {
  21773. const scope = this;
  21774. return new Promise( function ( resolve, reject ) {
  21775. scope.load( url, resolve, onProgress, reject );
  21776. } );
  21777. },
  21778. parse: function ( /* data */ ) {},
  21779. setCrossOrigin: function ( crossOrigin ) {
  21780. this.crossOrigin = crossOrigin;
  21781. return this;
  21782. },
  21783. setPath: function ( path ) {
  21784. this.path = path;
  21785. return this;
  21786. },
  21787. setResourcePath: function ( resourcePath ) {
  21788. this.resourcePath = resourcePath;
  21789. return this;
  21790. },
  21791. setRequestHeader: function ( requestHeader ) {
  21792. this.requestHeader = requestHeader;
  21793. return this;
  21794. }
  21795. } );
  21796. /**
  21797. * @author mrdoob / http://mrdoob.com/
  21798. */
  21799. const loading = {};
  21800. function FileLoader( manager ) {
  21801. Loader.call( this, manager );
  21802. }
  21803. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21804. constructor: FileLoader,
  21805. load: function ( url, onLoad, onProgress, onError ) {
  21806. if ( url === undefined ) url = '';
  21807. if ( this.path !== undefined ) url = this.path + url;
  21808. url = this.manager.resolveURL( url );
  21809. const scope = this;
  21810. const cached = Cache.get( url );
  21811. if ( cached !== undefined ) {
  21812. scope.manager.itemStart( url );
  21813. setTimeout( function () {
  21814. if ( onLoad ) onLoad( cached );
  21815. scope.manager.itemEnd( url );
  21816. }, 0 );
  21817. return cached;
  21818. }
  21819. // Check if request is duplicate
  21820. if ( loading[ url ] !== undefined ) {
  21821. loading[ url ].push( {
  21822. onLoad: onLoad,
  21823. onProgress: onProgress,
  21824. onError: onError
  21825. } );
  21826. return;
  21827. }
  21828. // Check for data: URI
  21829. const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21830. const dataUriRegexResult = url.match( dataUriRegex );
  21831. let request;
  21832. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21833. if ( dataUriRegexResult ) {
  21834. const mimeType = dataUriRegexResult[ 1 ];
  21835. const isBase64 = !! dataUriRegexResult[ 2 ];
  21836. let data = dataUriRegexResult[ 3 ];
  21837. data = decodeURIComponent( data );
  21838. if ( isBase64 ) data = atob( data );
  21839. try {
  21840. let response;
  21841. const responseType = ( this.responseType || '' ).toLowerCase();
  21842. switch ( responseType ) {
  21843. case 'arraybuffer':
  21844. case 'blob':
  21845. const view = new Uint8Array( data.length );
  21846. for ( let i = 0; i < data.length; i ++ ) {
  21847. view[ i ] = data.charCodeAt( i );
  21848. }
  21849. if ( responseType === 'blob' ) {
  21850. response = new Blob( [ view.buffer ], { type: mimeType } );
  21851. } else {
  21852. response = view.buffer;
  21853. }
  21854. break;
  21855. case 'document':
  21856. const parser = new DOMParser();
  21857. response = parser.parseFromString( data, mimeType );
  21858. break;
  21859. case 'json':
  21860. response = JSON.parse( data );
  21861. break;
  21862. default: // 'text' or other
  21863. response = data;
  21864. break;
  21865. }
  21866. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21867. setTimeout( function () {
  21868. if ( onLoad ) onLoad( response );
  21869. scope.manager.itemEnd( url );
  21870. }, 0 );
  21871. } catch ( error ) {
  21872. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21873. setTimeout( function () {
  21874. if ( onError ) onError( error );
  21875. scope.manager.itemError( url );
  21876. scope.manager.itemEnd( url );
  21877. }, 0 );
  21878. }
  21879. } else {
  21880. // Initialise array for duplicate requests
  21881. loading[ url ] = [];
  21882. loading[ url ].push( {
  21883. onLoad: onLoad,
  21884. onProgress: onProgress,
  21885. onError: onError
  21886. } );
  21887. request = new XMLHttpRequest();
  21888. request.open( 'GET', url, true );
  21889. request.addEventListener( 'load', function ( event ) {
  21890. const response = this.response;
  21891. const callbacks = loading[ url ];
  21892. delete loading[ url ];
  21893. if ( this.status === 200 || this.status === 0 ) {
  21894. // Some browsers return HTTP Status 0 when using non-http protocol
  21895. // e.g. 'file://' or 'data://'. Handle as success.
  21896. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  21897. // Add to cache only on HTTP success, so that we do not cache
  21898. // error response bodies as proper responses to requests.
  21899. Cache.add( url, response );
  21900. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  21901. const callback = callbacks[ i ];
  21902. if ( callback.onLoad ) callback.onLoad( response );
  21903. }
  21904. scope.manager.itemEnd( url );
  21905. } else {
  21906. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  21907. const callback = callbacks[ i ];
  21908. if ( callback.onError ) callback.onError( event );
  21909. }
  21910. scope.manager.itemError( url );
  21911. scope.manager.itemEnd( url );
  21912. }
  21913. }, false );
  21914. request.addEventListener( 'progress', function ( event ) {
  21915. const callbacks = loading[ url ];
  21916. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  21917. const callback = callbacks[ i ];
  21918. if ( callback.onProgress ) callback.onProgress( event );
  21919. }
  21920. }, false );
  21921. request.addEventListener( 'error', function ( event ) {
  21922. const callbacks = loading[ url ];
  21923. delete loading[ url ];
  21924. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  21925. const callback = callbacks[ i ];
  21926. if ( callback.onError ) callback.onError( event );
  21927. }
  21928. scope.manager.itemError( url );
  21929. scope.manager.itemEnd( url );
  21930. }, false );
  21931. request.addEventListener( 'abort', function ( event ) {
  21932. const callbacks = loading[ url ];
  21933. delete loading[ url ];
  21934. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  21935. const callback = callbacks[ i ];
  21936. if ( callback.onError ) callback.onError( event );
  21937. }
  21938. scope.manager.itemError( url );
  21939. scope.manager.itemEnd( url );
  21940. }, false );
  21941. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  21942. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  21943. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  21944. for ( const header in this.requestHeader ) {
  21945. request.setRequestHeader( header, this.requestHeader[ header ] );
  21946. }
  21947. request.send( null );
  21948. }
  21949. scope.manager.itemStart( url );
  21950. return request;
  21951. },
  21952. setResponseType: function ( value ) {
  21953. this.responseType = value;
  21954. return this;
  21955. },
  21956. setWithCredentials: function ( value ) {
  21957. this.withCredentials = value;
  21958. return this;
  21959. },
  21960. setMimeType: function ( value ) {
  21961. this.mimeType = value;
  21962. return this;
  21963. }
  21964. } );
  21965. /**
  21966. * @author bhouston / http://clara.io/
  21967. */
  21968. function AnimationLoader( manager ) {
  21969. Loader.call( this, manager );
  21970. }
  21971. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21972. constructor: AnimationLoader,
  21973. load: function ( url, onLoad, onProgress, onError ) {
  21974. const scope = this;
  21975. const loader = new FileLoader( scope.manager );
  21976. loader.setPath( scope.path );
  21977. loader.load( url, function ( text ) {
  21978. try {
  21979. onLoad( scope.parse( JSON.parse( text ) ) );
  21980. } catch ( e ) {
  21981. if ( onError ) {
  21982. onError( e );
  21983. } else {
  21984. console.error( e );
  21985. }
  21986. scope.manager.itemError( url );
  21987. }
  21988. }, onProgress, onError );
  21989. },
  21990. parse: function ( json ) {
  21991. const animations = [];
  21992. for ( let i = 0; i < json.length; i ++ ) {
  21993. const clip = AnimationClip.parse( json[ i ] );
  21994. animations.push( clip );
  21995. }
  21996. return animations;
  21997. }
  21998. } );
  21999. /**
  22000. * @author mrdoob / http://mrdoob.com/
  22001. *
  22002. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22003. *
  22004. * Sub classes have to implement the parse() method which will be used in load().
  22005. */
  22006. function CompressedTextureLoader( manager ) {
  22007. Loader.call( this, manager );
  22008. }
  22009. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22010. constructor: CompressedTextureLoader,
  22011. load: function ( url, onLoad, onProgress, onError ) {
  22012. const scope = this;
  22013. const images = [];
  22014. const texture = new CompressedTexture();
  22015. texture.image = images;
  22016. const loader = new FileLoader( this.manager );
  22017. loader.setPath( this.path );
  22018. loader.setResponseType( 'arraybuffer' );
  22019. let loaded = 0;
  22020. function loadTexture( i ) {
  22021. loader.load( url[ i ], function ( buffer ) {
  22022. const texDatas = scope.parse( buffer, true );
  22023. images[ i ] = {
  22024. width: texDatas.width,
  22025. height: texDatas.height,
  22026. format: texDatas.format,
  22027. mipmaps: texDatas.mipmaps
  22028. };
  22029. loaded += 1;
  22030. if ( loaded === 6 ) {
  22031. if ( texDatas.mipmapCount === 1 )
  22032. texture.minFilter = LinearFilter;
  22033. texture.format = texDatas.format;
  22034. texture.needsUpdate = true;
  22035. if ( onLoad ) onLoad( texture );
  22036. }
  22037. }, onProgress, onError );
  22038. }
  22039. if ( Array.isArray( url ) ) {
  22040. for ( let i = 0, il = url.length; i < il; ++ i ) {
  22041. loadTexture( i );
  22042. }
  22043. } else {
  22044. // compressed cubemap texture stored in a single DDS file
  22045. loader.load( url, function ( buffer ) {
  22046. const texDatas = scope.parse( buffer, true );
  22047. if ( texDatas.isCubemap ) {
  22048. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22049. for ( let f = 0; f < faces; f ++ ) {
  22050. images[ f ] = { mipmaps: [] };
  22051. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  22052. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22053. images[ f ].format = texDatas.format;
  22054. images[ f ].width = texDatas.width;
  22055. images[ f ].height = texDatas.height;
  22056. }
  22057. }
  22058. } else {
  22059. texture.image.width = texDatas.width;
  22060. texture.image.height = texDatas.height;
  22061. texture.mipmaps = texDatas.mipmaps;
  22062. }
  22063. if ( texDatas.mipmapCount === 1 ) {
  22064. texture.minFilter = LinearFilter;
  22065. }
  22066. texture.format = texDatas.format;
  22067. texture.needsUpdate = true;
  22068. if ( onLoad ) onLoad( texture );
  22069. }, onProgress, onError );
  22070. }
  22071. return texture;
  22072. }
  22073. } );
  22074. /**
  22075. * @author Nikos M. / https://github.com/foo123/
  22076. *
  22077. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22078. *
  22079. * Sub classes have to implement the parse() method which will be used in load().
  22080. */
  22081. function DataTextureLoader( manager ) {
  22082. Loader.call( this, manager );
  22083. }
  22084. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22085. constructor: DataTextureLoader,
  22086. load: function ( url, onLoad, onProgress, onError ) {
  22087. const scope = this;
  22088. const texture = new DataTexture();
  22089. const loader = new FileLoader( this.manager );
  22090. loader.setResponseType( 'arraybuffer' );
  22091. loader.setPath( this.path );
  22092. loader.load( url, function ( buffer ) {
  22093. const texData = scope.parse( buffer );
  22094. if ( ! texData ) return;
  22095. if ( texData.image !== undefined ) {
  22096. texture.image = texData.image;
  22097. } else if ( texData.data !== undefined ) {
  22098. texture.image.width = texData.width;
  22099. texture.image.height = texData.height;
  22100. texture.image.data = texData.data;
  22101. }
  22102. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22103. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22104. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22105. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22106. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22107. if ( texData.format !== undefined ) {
  22108. texture.format = texData.format;
  22109. }
  22110. if ( texData.type !== undefined ) {
  22111. texture.type = texData.type;
  22112. }
  22113. if ( texData.mipmaps !== undefined ) {
  22114. texture.mipmaps = texData.mipmaps;
  22115. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22116. }
  22117. if ( texData.mipmapCount === 1 ) {
  22118. texture.minFilter = LinearFilter;
  22119. }
  22120. texture.needsUpdate = true;
  22121. if ( onLoad ) onLoad( texture, texData );
  22122. }, onProgress, onError );
  22123. return texture;
  22124. }
  22125. } );
  22126. /**
  22127. * @author mrdoob / http://mrdoob.com/
  22128. */
  22129. function ImageLoader( manager ) {
  22130. Loader.call( this, manager );
  22131. }
  22132. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22133. constructor: ImageLoader,
  22134. load: function ( url, onLoad, onProgress, onError ) {
  22135. if ( this.path !== undefined ) url = this.path + url;
  22136. url = this.manager.resolveURL( url );
  22137. const scope = this;
  22138. const cached = Cache.get( url );
  22139. if ( cached !== undefined ) {
  22140. scope.manager.itemStart( url );
  22141. setTimeout( function () {
  22142. if ( onLoad ) onLoad( cached );
  22143. scope.manager.itemEnd( url );
  22144. }, 0 );
  22145. return cached;
  22146. }
  22147. const image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22148. function onImageLoad() {
  22149. image.removeEventListener( 'load', onImageLoad, false );
  22150. image.removeEventListener( 'error', onImageError, false );
  22151. Cache.add( url, this );
  22152. if ( onLoad ) onLoad( this );
  22153. scope.manager.itemEnd( url );
  22154. }
  22155. function onImageError( event ) {
  22156. image.removeEventListener( 'load', onImageLoad, false );
  22157. image.removeEventListener( 'error', onImageError, false );
  22158. if ( onError ) onError( event );
  22159. scope.manager.itemError( url );
  22160. scope.manager.itemEnd( url );
  22161. }
  22162. image.addEventListener( 'load', onImageLoad, false );
  22163. image.addEventListener( 'error', onImageError, false );
  22164. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22165. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  22166. }
  22167. scope.manager.itemStart( url );
  22168. image.src = url;
  22169. return image;
  22170. }
  22171. } );
  22172. /**
  22173. * @author mrdoob / http://mrdoob.com/
  22174. */
  22175. function CubeTextureLoader( manager ) {
  22176. Loader.call( this, manager );
  22177. }
  22178. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22179. constructor: CubeTextureLoader,
  22180. load: function ( urls, onLoad, onProgress, onError ) {
  22181. const texture = new CubeTexture();
  22182. const loader = new ImageLoader( this.manager );
  22183. loader.setCrossOrigin( this.crossOrigin );
  22184. loader.setPath( this.path );
  22185. let loaded = 0;
  22186. function loadTexture( i ) {
  22187. loader.load( urls[ i ], function ( image ) {
  22188. texture.images[ i ] = image;
  22189. loaded ++;
  22190. if ( loaded === 6 ) {
  22191. texture.needsUpdate = true;
  22192. if ( onLoad ) onLoad( texture );
  22193. }
  22194. }, undefined, onError );
  22195. }
  22196. for ( let i = 0; i < urls.length; ++ i ) {
  22197. loadTexture( i );
  22198. }
  22199. return texture;
  22200. }
  22201. } );
  22202. /**
  22203. * @author mrdoob / http://mrdoob.com/
  22204. */
  22205. function TextureLoader( manager ) {
  22206. Loader.call( this, manager );
  22207. }
  22208. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22209. constructor: TextureLoader,
  22210. load: function ( url, onLoad, onProgress, onError ) {
  22211. const texture = new Texture();
  22212. const loader = new ImageLoader( this.manager );
  22213. loader.setCrossOrigin( this.crossOrigin );
  22214. loader.setPath( this.path );
  22215. loader.load( url, function ( image ) {
  22216. texture.image = image;
  22217. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22218. const isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22219. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22220. texture.needsUpdate = true;
  22221. if ( onLoad !== undefined ) {
  22222. onLoad( texture );
  22223. }
  22224. }, onProgress, onError );
  22225. return texture;
  22226. }
  22227. } );
  22228. /**
  22229. * @author zz85 / http://www.lab4games.net/zz85/blog
  22230. * Extensible curve object
  22231. *
  22232. * Some common of curve methods:
  22233. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22234. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22235. * .getPoints(), .getSpacedPoints()
  22236. * .getLength()
  22237. * .updateArcLengths()
  22238. *
  22239. * This following curves inherit from THREE.Curve:
  22240. *
  22241. * -- 2D curves --
  22242. * THREE.ArcCurve
  22243. * THREE.CubicBezierCurve
  22244. * THREE.EllipseCurve
  22245. * THREE.LineCurve
  22246. * THREE.QuadraticBezierCurve
  22247. * THREE.SplineCurve
  22248. *
  22249. * -- 3D curves --
  22250. * THREE.CatmullRomCurve3
  22251. * THREE.CubicBezierCurve3
  22252. * THREE.LineCurve3
  22253. * THREE.QuadraticBezierCurve3
  22254. *
  22255. * A series of curves can be represented as a THREE.CurvePath.
  22256. *
  22257. **/
  22258. /**************************************************************
  22259. * Abstract Curve base class
  22260. **************************************************************/
  22261. function Curve() {
  22262. this.type = 'Curve';
  22263. this.arcLengthDivisions = 200;
  22264. }
  22265. Object.assign( Curve.prototype, {
  22266. // Virtual base class method to overwrite and implement in subclasses
  22267. // - t [0 .. 1]
  22268. getPoint: function ( /* t, optionalTarget */ ) {
  22269. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22270. return null;
  22271. },
  22272. // Get point at relative position in curve according to arc length
  22273. // - u [0 .. 1]
  22274. getPointAt: function ( u, optionalTarget ) {
  22275. const t = this.getUtoTmapping( u );
  22276. return this.getPoint( t, optionalTarget );
  22277. },
  22278. // Get sequence of points using getPoint( t )
  22279. getPoints: function ( divisions ) {
  22280. if ( divisions === undefined ) divisions = 5;
  22281. const points = [];
  22282. for ( let d = 0; d <= divisions; d ++ ) {
  22283. points.push( this.getPoint( d / divisions ) );
  22284. }
  22285. return points;
  22286. },
  22287. // Get sequence of points using getPointAt( u )
  22288. getSpacedPoints: function ( divisions ) {
  22289. if ( divisions === undefined ) divisions = 5;
  22290. const points = [];
  22291. for ( let d = 0; d <= divisions; d ++ ) {
  22292. points.push( this.getPointAt( d / divisions ) );
  22293. }
  22294. return points;
  22295. },
  22296. // Get total curve arc length
  22297. getLength: function () {
  22298. const lengths = this.getLengths();
  22299. return lengths[ lengths.length - 1 ];
  22300. },
  22301. // Get list of cumulative segment lengths
  22302. getLengths: function ( divisions ) {
  22303. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  22304. if ( this.cacheArcLengths &&
  22305. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22306. ! this.needsUpdate ) {
  22307. return this.cacheArcLengths;
  22308. }
  22309. this.needsUpdate = false;
  22310. const cache = [];
  22311. let current, last = this.getPoint( 0 );
  22312. let sum = 0;
  22313. cache.push( 0 );
  22314. for ( let p = 1; p <= divisions; p ++ ) {
  22315. current = this.getPoint( p / divisions );
  22316. sum += current.distanceTo( last );
  22317. cache.push( sum );
  22318. last = current;
  22319. }
  22320. this.cacheArcLengths = cache;
  22321. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22322. },
  22323. updateArcLengths: function () {
  22324. this.needsUpdate = true;
  22325. this.getLengths();
  22326. },
  22327. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22328. getUtoTmapping: function ( u, distance ) {
  22329. const arcLengths = this.getLengths();
  22330. let i = 0, il = arcLengths.length;
  22331. let targetArcLength; // The targeted u distance value to get
  22332. if ( distance ) {
  22333. targetArcLength = distance;
  22334. } else {
  22335. targetArcLength = u * arcLengths[ il - 1 ];
  22336. }
  22337. // binary search for the index with largest value smaller than target u distance
  22338. let low = 0, high = il - 1, comparison;
  22339. while ( low <= high ) {
  22340. 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
  22341. comparison = arcLengths[ i ] - targetArcLength;
  22342. if ( comparison < 0 ) {
  22343. low = i + 1;
  22344. } else if ( comparison > 0 ) {
  22345. high = i - 1;
  22346. } else {
  22347. high = i;
  22348. break;
  22349. // DONE
  22350. }
  22351. }
  22352. i = high;
  22353. if ( arcLengths[ i ] === targetArcLength ) {
  22354. return i / ( il - 1 );
  22355. }
  22356. // we could get finer grain at lengths, or use simple interpolation between two points
  22357. const lengthBefore = arcLengths[ i ];
  22358. const lengthAfter = arcLengths[ i + 1 ];
  22359. const segmentLength = lengthAfter - lengthBefore;
  22360. // determine where we are between the 'before' and 'after' points
  22361. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22362. // add that fractional amount to t
  22363. const t = ( i + segmentFraction ) / ( il - 1 );
  22364. return t;
  22365. },
  22366. // Returns a unit vector tangent at t
  22367. // In case any sub curve does not implement its tangent derivation,
  22368. // 2 points a small delta apart will be used to find its gradient
  22369. // which seems to give a reasonable approximation
  22370. getTangent: function ( t, optionalTarget ) {
  22371. const delta = 0.0001;
  22372. let t1 = t - delta;
  22373. let t2 = t + delta;
  22374. // Capping in case of danger
  22375. if ( t1 < 0 ) t1 = 0;
  22376. if ( t2 > 1 ) t2 = 1;
  22377. const pt1 = this.getPoint( t1 );
  22378. const pt2 = this.getPoint( t2 );
  22379. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22380. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22381. return tangent;
  22382. },
  22383. getTangentAt: function ( u, optionalTarget ) {
  22384. const t = this.getUtoTmapping( u );
  22385. return this.getTangent( t, optionalTarget );
  22386. },
  22387. computeFrenetFrames: function ( segments, closed ) {
  22388. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22389. const normal = new Vector3();
  22390. const tangents = [];
  22391. const normals = [];
  22392. const binormals = [];
  22393. const vec = new Vector3();
  22394. const mat = new Matrix4();
  22395. // compute the tangent vectors for each segment on the curve
  22396. for ( let i = 0; i <= segments; i ++ ) {
  22397. const u = i / segments;
  22398. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22399. tangents[ i ].normalize();
  22400. }
  22401. // select an initial normal vector perpendicular to the first tangent vector,
  22402. // and in the direction of the minimum tangent xyz component
  22403. normals[ 0 ] = new Vector3();
  22404. binormals[ 0 ] = new Vector3();
  22405. let min = Number.MAX_VALUE;
  22406. const tx = Math.abs( tangents[ 0 ].x );
  22407. const ty = Math.abs( tangents[ 0 ].y );
  22408. const tz = Math.abs( tangents[ 0 ].z );
  22409. if ( tx <= min ) {
  22410. min = tx;
  22411. normal.set( 1, 0, 0 );
  22412. }
  22413. if ( ty <= min ) {
  22414. min = ty;
  22415. normal.set( 0, 1, 0 );
  22416. }
  22417. if ( tz <= min ) {
  22418. normal.set( 0, 0, 1 );
  22419. }
  22420. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22421. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22422. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22423. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22424. for ( let i = 1; i <= segments; i ++ ) {
  22425. normals[ i ] = normals[ i - 1 ].clone();
  22426. binormals[ i ] = binormals[ i - 1 ].clone();
  22427. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22428. if ( vec.length() > Number.EPSILON ) {
  22429. vec.normalize();
  22430. const theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22431. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22432. }
  22433. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22434. }
  22435. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22436. if ( closed === true ) {
  22437. let theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22438. theta /= segments;
  22439. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22440. theta = - theta;
  22441. }
  22442. for ( let i = 1; i <= segments; i ++ ) {
  22443. // twist a little...
  22444. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22445. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22446. }
  22447. }
  22448. return {
  22449. tangents: tangents,
  22450. normals: normals,
  22451. binormals: binormals
  22452. };
  22453. },
  22454. clone: function () {
  22455. return new this.constructor().copy( this );
  22456. },
  22457. copy: function ( source ) {
  22458. this.arcLengthDivisions = source.arcLengthDivisions;
  22459. return this;
  22460. },
  22461. toJSON: function () {
  22462. const data = {
  22463. metadata: {
  22464. version: 4.5,
  22465. type: 'Curve',
  22466. generator: 'Curve.toJSON'
  22467. }
  22468. };
  22469. data.arcLengthDivisions = this.arcLengthDivisions;
  22470. data.type = this.type;
  22471. return data;
  22472. },
  22473. fromJSON: function ( json ) {
  22474. this.arcLengthDivisions = json.arcLengthDivisions;
  22475. return this;
  22476. }
  22477. } );
  22478. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22479. Curve.call( this );
  22480. this.type = 'EllipseCurve';
  22481. this.aX = aX || 0;
  22482. this.aY = aY || 0;
  22483. this.xRadius = xRadius || 1;
  22484. this.yRadius = yRadius || 1;
  22485. this.aStartAngle = aStartAngle || 0;
  22486. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22487. this.aClockwise = aClockwise || false;
  22488. this.aRotation = aRotation || 0;
  22489. }
  22490. EllipseCurve.prototype = Object.create( Curve.prototype );
  22491. EllipseCurve.prototype.constructor = EllipseCurve;
  22492. EllipseCurve.prototype.isEllipseCurve = true;
  22493. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22494. const point = optionalTarget || new Vector2();
  22495. const twoPi = Math.PI * 2;
  22496. let deltaAngle = this.aEndAngle - this.aStartAngle;
  22497. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22498. // ensures that deltaAngle is 0 .. 2 PI
  22499. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  22500. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  22501. if ( deltaAngle < Number.EPSILON ) {
  22502. if ( samePoints ) {
  22503. deltaAngle = 0;
  22504. } else {
  22505. deltaAngle = twoPi;
  22506. }
  22507. }
  22508. if ( this.aClockwise === true && ! samePoints ) {
  22509. if ( deltaAngle === twoPi ) {
  22510. deltaAngle = - twoPi;
  22511. } else {
  22512. deltaAngle = deltaAngle - twoPi;
  22513. }
  22514. }
  22515. const angle = this.aStartAngle + t * deltaAngle;
  22516. let x = this.aX + this.xRadius * Math.cos( angle );
  22517. let y = this.aY + this.yRadius * Math.sin( angle );
  22518. if ( this.aRotation !== 0 ) {
  22519. const cos = Math.cos( this.aRotation );
  22520. const sin = Math.sin( this.aRotation );
  22521. const tx = x - this.aX;
  22522. const ty = y - this.aY;
  22523. // Rotate the point about the center of the ellipse.
  22524. x = tx * cos - ty * sin + this.aX;
  22525. y = tx * sin + ty * cos + this.aY;
  22526. }
  22527. return point.set( x, y );
  22528. };
  22529. EllipseCurve.prototype.copy = function ( source ) {
  22530. Curve.prototype.copy.call( this, source );
  22531. this.aX = source.aX;
  22532. this.aY = source.aY;
  22533. this.xRadius = source.xRadius;
  22534. this.yRadius = source.yRadius;
  22535. this.aStartAngle = source.aStartAngle;
  22536. this.aEndAngle = source.aEndAngle;
  22537. this.aClockwise = source.aClockwise;
  22538. this.aRotation = source.aRotation;
  22539. return this;
  22540. };
  22541. EllipseCurve.prototype.toJSON = function () {
  22542. const data = Curve.prototype.toJSON.call( this );
  22543. data.aX = this.aX;
  22544. data.aY = this.aY;
  22545. data.xRadius = this.xRadius;
  22546. data.yRadius = this.yRadius;
  22547. data.aStartAngle = this.aStartAngle;
  22548. data.aEndAngle = this.aEndAngle;
  22549. data.aClockwise = this.aClockwise;
  22550. data.aRotation = this.aRotation;
  22551. return data;
  22552. };
  22553. EllipseCurve.prototype.fromJSON = function ( json ) {
  22554. Curve.prototype.fromJSON.call( this, json );
  22555. this.aX = json.aX;
  22556. this.aY = json.aY;
  22557. this.xRadius = json.xRadius;
  22558. this.yRadius = json.yRadius;
  22559. this.aStartAngle = json.aStartAngle;
  22560. this.aEndAngle = json.aEndAngle;
  22561. this.aClockwise = json.aClockwise;
  22562. this.aRotation = json.aRotation;
  22563. return this;
  22564. };
  22565. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22566. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22567. this.type = 'ArcCurve';
  22568. }
  22569. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22570. ArcCurve.prototype.constructor = ArcCurve;
  22571. ArcCurve.prototype.isArcCurve = true;
  22572. /**
  22573. * @author zz85 https://github.com/zz85
  22574. *
  22575. * Centripetal CatmullRom Curve - which is useful for avoiding
  22576. * cusps and self-intersections in non-uniform catmull rom curves.
  22577. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22578. *
  22579. * curve.type accepts centripetal(default), chordal and catmullrom
  22580. * curve.tension is used for catmullrom which defaults to 0.5
  22581. */
  22582. /*
  22583. Based on an optimized c++ solution in
  22584. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22585. - http://ideone.com/NoEbVM
  22586. This CubicPoly class could be used for reusing some variables and calculations,
  22587. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22588. which can be placed in CurveUtils.
  22589. */
  22590. function CubicPoly() {
  22591. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22592. /*
  22593. * Compute coefficients for a cubic polynomial
  22594. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22595. * such that
  22596. * p(0) = x0, p(1) = x1
  22597. * and
  22598. * p'(0) = t0, p'(1) = t1.
  22599. */
  22600. function init( x0, x1, t0, t1 ) {
  22601. c0 = x0;
  22602. c1 = t0;
  22603. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22604. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22605. }
  22606. return {
  22607. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22608. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22609. },
  22610. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22611. // compute tangents when parameterized in [t1,t2]
  22612. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22613. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22614. // rescale tangents for parametrization in [0,1]
  22615. t1 *= dt1;
  22616. t2 *= dt1;
  22617. init( x1, x2, t1, t2 );
  22618. },
  22619. calc: function ( t ) {
  22620. const t2 = t * t;
  22621. const t3 = t2 * t;
  22622. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22623. }
  22624. };
  22625. }
  22626. //
  22627. const tmp = new Vector3();
  22628. const px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22629. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22630. Curve.call( this );
  22631. this.type = 'CatmullRomCurve3';
  22632. this.points = points || [];
  22633. this.closed = closed || false;
  22634. this.curveType = curveType || 'centripetal';
  22635. this.tension = tension || 0.5;
  22636. }
  22637. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22638. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22639. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22640. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22641. const point = optionalTarget || new Vector3();
  22642. const points = this.points;
  22643. const l = points.length;
  22644. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22645. let intPoint = Math.floor( p );
  22646. let weight = p - intPoint;
  22647. if ( this.closed ) {
  22648. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22649. } else if ( weight === 0 && intPoint === l - 1 ) {
  22650. intPoint = l - 2;
  22651. weight = 1;
  22652. }
  22653. let p0, p1, p2, p3; // 4 points
  22654. if ( this.closed || intPoint > 0 ) {
  22655. p0 = points[ ( intPoint - 1 ) % l ];
  22656. } else {
  22657. // extrapolate first point
  22658. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22659. p0 = tmp;
  22660. }
  22661. p1 = points[ intPoint % l ];
  22662. p2 = points[ ( intPoint + 1 ) % l ];
  22663. if ( this.closed || intPoint + 2 < l ) {
  22664. p3 = points[ ( intPoint + 2 ) % l ];
  22665. } else {
  22666. // extrapolate last point
  22667. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22668. p3 = tmp;
  22669. }
  22670. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22671. // init Centripetal / Chordal Catmull-Rom
  22672. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22673. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22674. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22675. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22676. // safety check for repeated points
  22677. if ( dt1 < 1e-4 ) dt1 = 1.0;
  22678. if ( dt0 < 1e-4 ) dt0 = dt1;
  22679. if ( dt2 < 1e-4 ) dt2 = dt1;
  22680. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22681. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22682. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22683. } else if ( this.curveType === 'catmullrom' ) {
  22684. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22685. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22686. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22687. }
  22688. point.set(
  22689. px.calc( weight ),
  22690. py.calc( weight ),
  22691. pz.calc( weight )
  22692. );
  22693. return point;
  22694. };
  22695. CatmullRomCurve3.prototype.copy = function ( source ) {
  22696. Curve.prototype.copy.call( this, source );
  22697. this.points = [];
  22698. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  22699. const point = source.points[ i ];
  22700. this.points.push( point.clone() );
  22701. }
  22702. this.closed = source.closed;
  22703. this.curveType = source.curveType;
  22704. this.tension = source.tension;
  22705. return this;
  22706. };
  22707. CatmullRomCurve3.prototype.toJSON = function () {
  22708. const data = Curve.prototype.toJSON.call( this );
  22709. data.points = [];
  22710. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  22711. const point = this.points[ i ];
  22712. data.points.push( point.toArray() );
  22713. }
  22714. data.closed = this.closed;
  22715. data.curveType = this.curveType;
  22716. data.tension = this.tension;
  22717. return data;
  22718. };
  22719. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22720. Curve.prototype.fromJSON.call( this, json );
  22721. this.points = [];
  22722. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  22723. const point = json.points[ i ];
  22724. this.points.push( new Vector3().fromArray( point ) );
  22725. }
  22726. this.closed = json.closed;
  22727. this.curveType = json.curveType;
  22728. this.tension = json.tension;
  22729. return this;
  22730. };
  22731. /**
  22732. * @author zz85 / http://www.lab4games.net/zz85/blog
  22733. *
  22734. * Bezier Curves formulas obtained from
  22735. * http://en.wikipedia.org/wiki/Bézier_curve
  22736. */
  22737. function CatmullRom( t, p0, p1, p2, p3 ) {
  22738. const v0 = ( p2 - p0 ) * 0.5;
  22739. const v1 = ( p3 - p1 ) * 0.5;
  22740. const t2 = t * t;
  22741. const t3 = t * t2;
  22742. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22743. }
  22744. //
  22745. function QuadraticBezierP0( t, p ) {
  22746. const k = 1 - t;
  22747. return k * k * p;
  22748. }
  22749. function QuadraticBezierP1( t, p ) {
  22750. return 2 * ( 1 - t ) * t * p;
  22751. }
  22752. function QuadraticBezierP2( t, p ) {
  22753. return t * t * p;
  22754. }
  22755. function QuadraticBezier( t, p0, p1, p2 ) {
  22756. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22757. QuadraticBezierP2( t, p2 );
  22758. }
  22759. //
  22760. function CubicBezierP0( t, p ) {
  22761. const k = 1 - t;
  22762. return k * k * k * p;
  22763. }
  22764. function CubicBezierP1( t, p ) {
  22765. const k = 1 - t;
  22766. return 3 * k * k * t * p;
  22767. }
  22768. function CubicBezierP2( t, p ) {
  22769. return 3 * ( 1 - t ) * t * t * p;
  22770. }
  22771. function CubicBezierP3( t, p ) {
  22772. return t * t * t * p;
  22773. }
  22774. function CubicBezier( t, p0, p1, p2, p3 ) {
  22775. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22776. CubicBezierP3( t, p3 );
  22777. }
  22778. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22779. Curve.call( this );
  22780. this.type = 'CubicBezierCurve';
  22781. this.v0 = v0 || new Vector2();
  22782. this.v1 = v1 || new Vector2();
  22783. this.v2 = v2 || new Vector2();
  22784. this.v3 = v3 || new Vector2();
  22785. }
  22786. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22787. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22788. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22789. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22790. const point = optionalTarget || new Vector2();
  22791. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22792. point.set(
  22793. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22794. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22795. );
  22796. return point;
  22797. };
  22798. CubicBezierCurve.prototype.copy = function ( source ) {
  22799. Curve.prototype.copy.call( this, source );
  22800. this.v0.copy( source.v0 );
  22801. this.v1.copy( source.v1 );
  22802. this.v2.copy( source.v2 );
  22803. this.v3.copy( source.v3 );
  22804. return this;
  22805. };
  22806. CubicBezierCurve.prototype.toJSON = function () {
  22807. const data = Curve.prototype.toJSON.call( this );
  22808. data.v0 = this.v0.toArray();
  22809. data.v1 = this.v1.toArray();
  22810. data.v2 = this.v2.toArray();
  22811. data.v3 = this.v3.toArray();
  22812. return data;
  22813. };
  22814. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22815. Curve.prototype.fromJSON.call( this, json );
  22816. this.v0.fromArray( json.v0 );
  22817. this.v1.fromArray( json.v1 );
  22818. this.v2.fromArray( json.v2 );
  22819. this.v3.fromArray( json.v3 );
  22820. return this;
  22821. };
  22822. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22823. Curve.call( this );
  22824. this.type = 'CubicBezierCurve3';
  22825. this.v0 = v0 || new Vector3();
  22826. this.v1 = v1 || new Vector3();
  22827. this.v2 = v2 || new Vector3();
  22828. this.v3 = v3 || new Vector3();
  22829. }
  22830. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22831. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22832. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22833. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22834. const point = optionalTarget || new Vector3();
  22835. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22836. point.set(
  22837. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22838. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22839. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22840. );
  22841. return point;
  22842. };
  22843. CubicBezierCurve3.prototype.copy = function ( source ) {
  22844. Curve.prototype.copy.call( this, source );
  22845. this.v0.copy( source.v0 );
  22846. this.v1.copy( source.v1 );
  22847. this.v2.copy( source.v2 );
  22848. this.v3.copy( source.v3 );
  22849. return this;
  22850. };
  22851. CubicBezierCurve3.prototype.toJSON = function () {
  22852. const data = Curve.prototype.toJSON.call( this );
  22853. data.v0 = this.v0.toArray();
  22854. data.v1 = this.v1.toArray();
  22855. data.v2 = this.v2.toArray();
  22856. data.v3 = this.v3.toArray();
  22857. return data;
  22858. };
  22859. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22860. Curve.prototype.fromJSON.call( this, json );
  22861. this.v0.fromArray( json.v0 );
  22862. this.v1.fromArray( json.v1 );
  22863. this.v2.fromArray( json.v2 );
  22864. this.v3.fromArray( json.v3 );
  22865. return this;
  22866. };
  22867. function LineCurve( v1, v2 ) {
  22868. Curve.call( this );
  22869. this.type = 'LineCurve';
  22870. this.v1 = v1 || new Vector2();
  22871. this.v2 = v2 || new Vector2();
  22872. }
  22873. LineCurve.prototype = Object.create( Curve.prototype );
  22874. LineCurve.prototype.constructor = LineCurve;
  22875. LineCurve.prototype.isLineCurve = true;
  22876. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22877. const point = optionalTarget || new Vector2();
  22878. if ( t === 1 ) {
  22879. point.copy( this.v2 );
  22880. } else {
  22881. point.copy( this.v2 ).sub( this.v1 );
  22882. point.multiplyScalar( t ).add( this.v1 );
  22883. }
  22884. return point;
  22885. };
  22886. // Line curve is linear, so we can overwrite default getPointAt
  22887. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22888. return this.getPoint( u, optionalTarget );
  22889. };
  22890. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22891. const tangent = optionalTarget || new Vector2();
  22892. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22893. return tangent;
  22894. };
  22895. LineCurve.prototype.copy = function ( source ) {
  22896. Curve.prototype.copy.call( this, source );
  22897. this.v1.copy( source.v1 );
  22898. this.v2.copy( source.v2 );
  22899. return this;
  22900. };
  22901. LineCurve.prototype.toJSON = function () {
  22902. const data = Curve.prototype.toJSON.call( this );
  22903. data.v1 = this.v1.toArray();
  22904. data.v2 = this.v2.toArray();
  22905. return data;
  22906. };
  22907. LineCurve.prototype.fromJSON = function ( json ) {
  22908. Curve.prototype.fromJSON.call( this, json );
  22909. this.v1.fromArray( json.v1 );
  22910. this.v2.fromArray( json.v2 );
  22911. return this;
  22912. };
  22913. function LineCurve3( v1, v2 ) {
  22914. Curve.call( this );
  22915. this.type = 'LineCurve3';
  22916. this.v1 = v1 || new Vector3();
  22917. this.v2 = v2 || new Vector3();
  22918. }
  22919. LineCurve3.prototype = Object.create( Curve.prototype );
  22920. LineCurve3.prototype.constructor = LineCurve3;
  22921. LineCurve3.prototype.isLineCurve3 = true;
  22922. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22923. const point = optionalTarget || new Vector3();
  22924. if ( t === 1 ) {
  22925. point.copy( this.v2 );
  22926. } else {
  22927. point.copy( this.v2 ).sub( this.v1 );
  22928. point.multiplyScalar( t ).add( this.v1 );
  22929. }
  22930. return point;
  22931. };
  22932. // Line curve is linear, so we can overwrite default getPointAt
  22933. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22934. return this.getPoint( u, optionalTarget );
  22935. };
  22936. LineCurve3.prototype.copy = function ( source ) {
  22937. Curve.prototype.copy.call( this, source );
  22938. this.v1.copy( source.v1 );
  22939. this.v2.copy( source.v2 );
  22940. return this;
  22941. };
  22942. LineCurve3.prototype.toJSON = function () {
  22943. const data = Curve.prototype.toJSON.call( this );
  22944. data.v1 = this.v1.toArray();
  22945. data.v2 = this.v2.toArray();
  22946. return data;
  22947. };
  22948. LineCurve3.prototype.fromJSON = function ( json ) {
  22949. Curve.prototype.fromJSON.call( this, json );
  22950. this.v1.fromArray( json.v1 );
  22951. this.v2.fromArray( json.v2 );
  22952. return this;
  22953. };
  22954. function QuadraticBezierCurve( v0, v1, v2 ) {
  22955. Curve.call( this );
  22956. this.type = 'QuadraticBezierCurve';
  22957. this.v0 = v0 || new Vector2();
  22958. this.v1 = v1 || new Vector2();
  22959. this.v2 = v2 || new Vector2();
  22960. }
  22961. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22962. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22963. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22964. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22965. const point = optionalTarget || new Vector2();
  22966. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22967. point.set(
  22968. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22969. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22970. );
  22971. return point;
  22972. };
  22973. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22974. Curve.prototype.copy.call( this, source );
  22975. this.v0.copy( source.v0 );
  22976. this.v1.copy( source.v1 );
  22977. this.v2.copy( source.v2 );
  22978. return this;
  22979. };
  22980. QuadraticBezierCurve.prototype.toJSON = function () {
  22981. const data = Curve.prototype.toJSON.call( this );
  22982. data.v0 = this.v0.toArray();
  22983. data.v1 = this.v1.toArray();
  22984. data.v2 = this.v2.toArray();
  22985. return data;
  22986. };
  22987. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22988. Curve.prototype.fromJSON.call( this, json );
  22989. this.v0.fromArray( json.v0 );
  22990. this.v1.fromArray( json.v1 );
  22991. this.v2.fromArray( json.v2 );
  22992. return this;
  22993. };
  22994. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22995. Curve.call( this );
  22996. this.type = 'QuadraticBezierCurve3';
  22997. this.v0 = v0 || new Vector3();
  22998. this.v1 = v1 || new Vector3();
  22999. this.v2 = v2 || new Vector3();
  23000. }
  23001. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23002. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23003. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23004. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23005. const point = optionalTarget || new Vector3();
  23006. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23007. point.set(
  23008. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23009. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23010. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23011. );
  23012. return point;
  23013. };
  23014. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23015. Curve.prototype.copy.call( this, source );
  23016. this.v0.copy( source.v0 );
  23017. this.v1.copy( source.v1 );
  23018. this.v2.copy( source.v2 );
  23019. return this;
  23020. };
  23021. QuadraticBezierCurve3.prototype.toJSON = function () {
  23022. const data = Curve.prototype.toJSON.call( this );
  23023. data.v0 = this.v0.toArray();
  23024. data.v1 = this.v1.toArray();
  23025. data.v2 = this.v2.toArray();
  23026. return data;
  23027. };
  23028. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23029. Curve.prototype.fromJSON.call( this, json );
  23030. this.v0.fromArray( json.v0 );
  23031. this.v1.fromArray( json.v1 );
  23032. this.v2.fromArray( json.v2 );
  23033. return this;
  23034. };
  23035. function SplineCurve( points /* array of Vector2 */ ) {
  23036. Curve.call( this );
  23037. this.type = 'SplineCurve';
  23038. this.points = points || [];
  23039. }
  23040. SplineCurve.prototype = Object.create( Curve.prototype );
  23041. SplineCurve.prototype.constructor = SplineCurve;
  23042. SplineCurve.prototype.isSplineCurve = true;
  23043. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23044. const point = optionalTarget || new Vector2();
  23045. const points = this.points;
  23046. const p = ( points.length - 1 ) * t;
  23047. const intPoint = Math.floor( p );
  23048. const weight = p - intPoint;
  23049. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23050. const p1 = points[ intPoint ];
  23051. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23052. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23053. point.set(
  23054. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23055. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23056. );
  23057. return point;
  23058. };
  23059. SplineCurve.prototype.copy = function ( source ) {
  23060. Curve.prototype.copy.call( this, source );
  23061. this.points = [];
  23062. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23063. const point = source.points[ i ];
  23064. this.points.push( point.clone() );
  23065. }
  23066. return this;
  23067. };
  23068. SplineCurve.prototype.toJSON = function () {
  23069. const data = Curve.prototype.toJSON.call( this );
  23070. data.points = [];
  23071. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23072. const point = this.points[ i ];
  23073. data.points.push( point.toArray() );
  23074. }
  23075. return data;
  23076. };
  23077. SplineCurve.prototype.fromJSON = function ( json ) {
  23078. Curve.prototype.fromJSON.call( this, json );
  23079. this.points = [];
  23080. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23081. const point = json.points[ i ];
  23082. this.points.push( new Vector2().fromArray( point ) );
  23083. }
  23084. return this;
  23085. };
  23086. var Curves = /*#__PURE__*/Object.freeze({
  23087. __proto__: null,
  23088. ArcCurve: ArcCurve,
  23089. CatmullRomCurve3: CatmullRomCurve3,
  23090. CubicBezierCurve: CubicBezierCurve,
  23091. CubicBezierCurve3: CubicBezierCurve3,
  23092. EllipseCurve: EllipseCurve,
  23093. LineCurve: LineCurve,
  23094. LineCurve3: LineCurve3,
  23095. QuadraticBezierCurve: QuadraticBezierCurve,
  23096. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23097. SplineCurve: SplineCurve
  23098. });
  23099. /**
  23100. * @author zz85 / http://www.lab4games.net/zz85/blog
  23101. *
  23102. **/
  23103. /**************************************************************
  23104. * Curved Path - a curve path is simply a array of connected
  23105. * curves, but retains the api of a curve
  23106. **************************************************************/
  23107. function CurvePath() {
  23108. Curve.call( this );
  23109. this.type = 'CurvePath';
  23110. this.curves = [];
  23111. this.autoClose = false; // Automatically closes the path
  23112. }
  23113. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23114. constructor: CurvePath,
  23115. add: function ( curve ) {
  23116. this.curves.push( curve );
  23117. },
  23118. closePath: function () {
  23119. // Add a line curve if start and end of lines are not connected
  23120. const startPoint = this.curves[ 0 ].getPoint( 0 );
  23121. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23122. if ( ! startPoint.equals( endPoint ) ) {
  23123. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23124. }
  23125. },
  23126. // To get accurate point with reference to
  23127. // entire path distance at time t,
  23128. // following has to be done:
  23129. // 1. Length of each sub path have to be known
  23130. // 2. Locate and identify type of curve
  23131. // 3. Get t for the curve
  23132. // 4. Return curve.getPointAt(t')
  23133. getPoint: function ( t ) {
  23134. const d = t * this.getLength();
  23135. const curveLengths = this.getCurveLengths();
  23136. let i = 0;
  23137. // To think about boundaries points.
  23138. while ( i < curveLengths.length ) {
  23139. if ( curveLengths[ i ] >= d ) {
  23140. const diff = curveLengths[ i ] - d;
  23141. const curve = this.curves[ i ];
  23142. const segmentLength = curve.getLength();
  23143. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23144. return curve.getPointAt( u );
  23145. }
  23146. i ++;
  23147. }
  23148. return null;
  23149. // loop where sum != 0, sum > d , sum+1 <d
  23150. },
  23151. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23152. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23153. // getPoint() depends on getLength
  23154. getLength: function () {
  23155. const lens = this.getCurveLengths();
  23156. return lens[ lens.length - 1 ];
  23157. },
  23158. // cacheLengths must be recalculated.
  23159. updateArcLengths: function () {
  23160. this.needsUpdate = true;
  23161. this.cacheLengths = null;
  23162. this.getCurveLengths();
  23163. },
  23164. // Compute lengths and cache them
  23165. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23166. getCurveLengths: function () {
  23167. // We use cache values if curves and cache array are same length
  23168. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23169. return this.cacheLengths;
  23170. }
  23171. // Get length of sub-curve
  23172. // Push sums into cached array
  23173. const lengths = [];
  23174. let sums = 0;
  23175. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  23176. sums += this.curves[ i ].getLength();
  23177. lengths.push( sums );
  23178. }
  23179. this.cacheLengths = lengths;
  23180. return lengths;
  23181. },
  23182. getSpacedPoints: function ( divisions ) {
  23183. if ( divisions === undefined ) divisions = 40;
  23184. const points = [];
  23185. for ( let i = 0; i <= divisions; i ++ ) {
  23186. points.push( this.getPoint( i / divisions ) );
  23187. }
  23188. if ( this.autoClose ) {
  23189. points.push( points[ 0 ] );
  23190. }
  23191. return points;
  23192. },
  23193. getPoints: function ( divisions ) {
  23194. divisions = divisions || 12;
  23195. const points = [];
  23196. let last;
  23197. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23198. const curve = curves[ i ];
  23199. const resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23200. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23201. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23202. : divisions;
  23203. const pts = curve.getPoints( resolution );
  23204. for ( let j = 0; j < pts.length; j ++ ) {
  23205. const point = pts[ j ];
  23206. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  23207. points.push( point );
  23208. last = point;
  23209. }
  23210. }
  23211. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23212. points.push( points[ 0 ] );
  23213. }
  23214. return points;
  23215. },
  23216. copy: function ( source ) {
  23217. Curve.prototype.copy.call( this, source );
  23218. this.curves = [];
  23219. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  23220. const curve = source.curves[ i ];
  23221. this.curves.push( curve.clone() );
  23222. }
  23223. this.autoClose = source.autoClose;
  23224. return this;
  23225. },
  23226. toJSON: function () {
  23227. const data = Curve.prototype.toJSON.call( this );
  23228. data.autoClose = this.autoClose;
  23229. data.curves = [];
  23230. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  23231. const curve = this.curves[ i ];
  23232. data.curves.push( curve.toJSON() );
  23233. }
  23234. return data;
  23235. },
  23236. fromJSON: function ( json ) {
  23237. Curve.prototype.fromJSON.call( this, json );
  23238. this.autoClose = json.autoClose;
  23239. this.curves = [];
  23240. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  23241. const curve = json.curves[ i ];
  23242. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23243. }
  23244. return this;
  23245. }
  23246. } );
  23247. /**
  23248. * @author zz85 / http://www.lab4games.net/zz85/blog
  23249. * Creates free form 2d path using series of points, lines or curves.
  23250. **/
  23251. function Path( points ) {
  23252. CurvePath.call( this );
  23253. this.type = 'Path';
  23254. this.currentPoint = new Vector2();
  23255. if ( points ) {
  23256. this.setFromPoints( points );
  23257. }
  23258. }
  23259. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23260. constructor: Path,
  23261. setFromPoints: function ( points ) {
  23262. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23263. for ( let i = 1, l = points.length; i < l; i ++ ) {
  23264. this.lineTo( points[ i ].x, points[ i ].y );
  23265. }
  23266. return this;
  23267. },
  23268. moveTo: function ( x, y ) {
  23269. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23270. return this;
  23271. },
  23272. lineTo: function ( x, y ) {
  23273. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23274. this.curves.push( curve );
  23275. this.currentPoint.set( x, y );
  23276. return this;
  23277. },
  23278. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23279. const curve = new QuadraticBezierCurve(
  23280. this.currentPoint.clone(),
  23281. new Vector2( aCPx, aCPy ),
  23282. new Vector2( aX, aY )
  23283. );
  23284. this.curves.push( curve );
  23285. this.currentPoint.set( aX, aY );
  23286. return this;
  23287. },
  23288. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23289. const curve = new CubicBezierCurve(
  23290. this.currentPoint.clone(),
  23291. new Vector2( aCP1x, aCP1y ),
  23292. new Vector2( aCP2x, aCP2y ),
  23293. new Vector2( aX, aY )
  23294. );
  23295. this.curves.push( curve );
  23296. this.currentPoint.set( aX, aY );
  23297. return this;
  23298. },
  23299. splineThru: function ( pts /*Array of Vector*/ ) {
  23300. const npts = [ this.currentPoint.clone() ].concat( pts );
  23301. const curve = new SplineCurve( npts );
  23302. this.curves.push( curve );
  23303. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23304. return this;
  23305. },
  23306. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23307. const x0 = this.currentPoint.x;
  23308. const y0 = this.currentPoint.y;
  23309. this.absarc( aX + x0, aY + y0, aRadius,
  23310. aStartAngle, aEndAngle, aClockwise );
  23311. return this;
  23312. },
  23313. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23314. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23315. return this;
  23316. },
  23317. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23318. const x0 = this.currentPoint.x;
  23319. const y0 = this.currentPoint.y;
  23320. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23321. return this;
  23322. },
  23323. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23324. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23325. if ( this.curves.length > 0 ) {
  23326. // if a previous curve is present, attempt to join
  23327. const firstPoint = curve.getPoint( 0 );
  23328. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23329. this.lineTo( firstPoint.x, firstPoint.y );
  23330. }
  23331. }
  23332. this.curves.push( curve );
  23333. const lastPoint = curve.getPoint( 1 );
  23334. this.currentPoint.copy( lastPoint );
  23335. return this;
  23336. },
  23337. copy: function ( source ) {
  23338. CurvePath.prototype.copy.call( this, source );
  23339. this.currentPoint.copy( source.currentPoint );
  23340. return this;
  23341. },
  23342. toJSON: function () {
  23343. const data = CurvePath.prototype.toJSON.call( this );
  23344. data.currentPoint = this.currentPoint.toArray();
  23345. return data;
  23346. },
  23347. fromJSON: function ( json ) {
  23348. CurvePath.prototype.fromJSON.call( this, json );
  23349. this.currentPoint.fromArray( json.currentPoint );
  23350. return this;
  23351. }
  23352. } );
  23353. /**
  23354. * @author zz85 / http://www.lab4games.net/zz85/blog
  23355. * Defines a 2d shape plane using paths.
  23356. **/
  23357. // STEP 1 Create a path.
  23358. // STEP 2 Turn path into shape.
  23359. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23360. // STEP 3a - Extract points from each shape, turn to vertices
  23361. // STEP 3b - Triangulate each shape, add faces.
  23362. function Shape( points ) {
  23363. Path.call( this, points );
  23364. this.uuid = MathUtils.generateUUID();
  23365. this.type = 'Shape';
  23366. this.holes = [];
  23367. }
  23368. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23369. constructor: Shape,
  23370. getPointsHoles: function ( divisions ) {
  23371. const holesPts = [];
  23372. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  23373. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23374. }
  23375. return holesPts;
  23376. },
  23377. // get points of shape and holes (keypoints based on segments parameter)
  23378. extractPoints: function ( divisions ) {
  23379. return {
  23380. shape: this.getPoints( divisions ),
  23381. holes: this.getPointsHoles( divisions )
  23382. };
  23383. },
  23384. copy: function ( source ) {
  23385. Path.prototype.copy.call( this, source );
  23386. this.holes = [];
  23387. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  23388. const hole = source.holes[ i ];
  23389. this.holes.push( hole.clone() );
  23390. }
  23391. return this;
  23392. },
  23393. toJSON: function () {
  23394. const data = Path.prototype.toJSON.call( this );
  23395. data.uuid = this.uuid;
  23396. data.holes = [];
  23397. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  23398. const hole = this.holes[ i ];
  23399. data.holes.push( hole.toJSON() );
  23400. }
  23401. return data;
  23402. },
  23403. fromJSON: function ( json ) {
  23404. Path.prototype.fromJSON.call( this, json );
  23405. this.uuid = json.uuid;
  23406. this.holes = [];
  23407. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  23408. const hole = json.holes[ i ];
  23409. this.holes.push( new Path().fromJSON( hole ) );
  23410. }
  23411. return this;
  23412. }
  23413. } );
  23414. /**
  23415. * @author mrdoob / http://mrdoob.com/
  23416. * @author alteredq / http://alteredqualia.com/
  23417. */
  23418. function Light( color, intensity ) {
  23419. Object3D.call( this );
  23420. this.type = 'Light';
  23421. this.color = new Color( color );
  23422. this.intensity = intensity !== undefined ? intensity : 1;
  23423. this.receiveShadow = undefined;
  23424. }
  23425. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23426. constructor: Light,
  23427. isLight: true,
  23428. copy: function ( source ) {
  23429. Object3D.prototype.copy.call( this, source );
  23430. this.color.copy( source.color );
  23431. this.intensity = source.intensity;
  23432. return this;
  23433. },
  23434. toJSON: function ( meta ) {
  23435. const data = Object3D.prototype.toJSON.call( this, meta );
  23436. data.object.color = this.color.getHex();
  23437. data.object.intensity = this.intensity;
  23438. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  23439. if ( this.distance !== undefined ) data.object.distance = this.distance;
  23440. if ( this.angle !== undefined ) data.object.angle = this.angle;
  23441. if ( this.decay !== undefined ) data.object.decay = this.decay;
  23442. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  23443. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  23444. return data;
  23445. }
  23446. } );
  23447. /**
  23448. * @author alteredq / http://alteredqualia.com/
  23449. */
  23450. function HemisphereLight( skyColor, groundColor, intensity ) {
  23451. Light.call( this, skyColor, intensity );
  23452. this.type = 'HemisphereLight';
  23453. this.castShadow = undefined;
  23454. this.position.copy( Object3D.DefaultUp );
  23455. this.updateMatrix();
  23456. this.groundColor = new Color( groundColor );
  23457. }
  23458. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23459. constructor: HemisphereLight,
  23460. isHemisphereLight: true,
  23461. copy: function ( source ) {
  23462. Light.prototype.copy.call( this, source );
  23463. this.groundColor.copy( source.groundColor );
  23464. return this;
  23465. }
  23466. } );
  23467. /**
  23468. * @author mrdoob / http://mrdoob.com/
  23469. */
  23470. function LightShadow( camera ) {
  23471. this.camera = camera;
  23472. this.bias = 0;
  23473. this.radius = 1;
  23474. this.mapSize = new Vector2( 512, 512 );
  23475. this.map = null;
  23476. this.mapPass = null;
  23477. this.matrix = new Matrix4();
  23478. this._frustum = new Frustum();
  23479. this._frameExtents = new Vector2( 1, 1 );
  23480. this._viewportCount = 1;
  23481. this._viewports = [
  23482. new Vector4( 0, 0, 1, 1 )
  23483. ];
  23484. }
  23485. Object.assign( LightShadow.prototype, {
  23486. _projScreenMatrix: new Matrix4(),
  23487. _lightPositionWorld: new Vector3(),
  23488. _lookTarget: new Vector3(),
  23489. getViewportCount: function () {
  23490. return this._viewportCount;
  23491. },
  23492. getFrustum: function () {
  23493. return this._frustum;
  23494. },
  23495. updateMatrices: function ( light ) {
  23496. const shadowCamera = this.camera,
  23497. shadowMatrix = this.matrix,
  23498. projScreenMatrix = this._projScreenMatrix,
  23499. lookTarget = this._lookTarget,
  23500. lightPositionWorld = this._lightPositionWorld;
  23501. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23502. shadowCamera.position.copy( lightPositionWorld );
  23503. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23504. shadowCamera.lookAt( lookTarget );
  23505. shadowCamera.updateMatrixWorld();
  23506. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23507. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23508. shadowMatrix.set(
  23509. 0.5, 0.0, 0.0, 0.5,
  23510. 0.0, 0.5, 0.0, 0.5,
  23511. 0.0, 0.0, 0.5, 0.5,
  23512. 0.0, 0.0, 0.0, 1.0
  23513. );
  23514. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23515. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23516. },
  23517. getViewport: function ( viewportIndex ) {
  23518. return this._viewports[ viewportIndex ];
  23519. },
  23520. getFrameExtents: function () {
  23521. return this._frameExtents;
  23522. },
  23523. copy: function ( source ) {
  23524. this.camera = source.camera.clone();
  23525. this.bias = source.bias;
  23526. this.radius = source.radius;
  23527. this.mapSize.copy( source.mapSize );
  23528. return this;
  23529. },
  23530. clone: function () {
  23531. return new this.constructor().copy( this );
  23532. },
  23533. toJSON: function () {
  23534. const object = {};
  23535. if ( this.bias !== 0 ) object.bias = this.bias;
  23536. if ( this.radius !== 1 ) object.radius = this.radius;
  23537. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  23538. object.camera = this.camera.toJSON( false ).object;
  23539. delete object.camera.matrix;
  23540. return object;
  23541. }
  23542. } );
  23543. /**
  23544. * @author mrdoob / http://mrdoob.com/
  23545. */
  23546. function SpotLightShadow() {
  23547. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23548. }
  23549. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23550. constructor: SpotLightShadow,
  23551. isSpotLightShadow: true,
  23552. updateMatrices: function ( light ) {
  23553. const camera = this.camera;
  23554. const fov = MathUtils.RAD2DEG * 2 * light.angle;
  23555. const aspect = this.mapSize.width / this.mapSize.height;
  23556. const far = light.distance || camera.far;
  23557. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23558. camera.fov = fov;
  23559. camera.aspect = aspect;
  23560. camera.far = far;
  23561. camera.updateProjectionMatrix();
  23562. }
  23563. LightShadow.prototype.updateMatrices.call( this, light );
  23564. }
  23565. } );
  23566. /**
  23567. * @author alteredq / http://alteredqualia.com/
  23568. */
  23569. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23570. Light.call( this, color, intensity );
  23571. this.type = 'SpotLight';
  23572. this.position.copy( Object3D.DefaultUp );
  23573. this.updateMatrix();
  23574. this.target = new Object3D();
  23575. Object.defineProperty( this, 'power', {
  23576. get: function () {
  23577. // intensity = power per solid angle.
  23578. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23579. return this.intensity * Math.PI;
  23580. },
  23581. set: function ( power ) {
  23582. // intensity = power per solid angle.
  23583. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23584. this.intensity = power / Math.PI;
  23585. }
  23586. } );
  23587. this.distance = ( distance !== undefined ) ? distance : 0;
  23588. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23589. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23590. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23591. this.shadow = new SpotLightShadow();
  23592. }
  23593. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23594. constructor: SpotLight,
  23595. isSpotLight: true,
  23596. copy: function ( source ) {
  23597. Light.prototype.copy.call( this, source );
  23598. this.distance = source.distance;
  23599. this.angle = source.angle;
  23600. this.penumbra = source.penumbra;
  23601. this.decay = source.decay;
  23602. this.target = source.target.clone();
  23603. this.shadow = source.shadow.clone();
  23604. return this;
  23605. }
  23606. } );
  23607. function PointLightShadow() {
  23608. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23609. this._frameExtents = new Vector2( 4, 2 );
  23610. this._viewportCount = 6;
  23611. this._viewports = [
  23612. // These viewports map a cube-map onto a 2D texture with the
  23613. // following orientation:
  23614. //
  23615. // xzXZ
  23616. // y Y
  23617. //
  23618. // X - Positive x direction
  23619. // x - Negative x direction
  23620. // Y - Positive y direction
  23621. // y - Negative y direction
  23622. // Z - Positive z direction
  23623. // z - Negative z direction
  23624. // positive X
  23625. new Vector4( 2, 1, 1, 1 ),
  23626. // negative X
  23627. new Vector4( 0, 1, 1, 1 ),
  23628. // positive Z
  23629. new Vector4( 3, 1, 1, 1 ),
  23630. // negative Z
  23631. new Vector4( 1, 1, 1, 1 ),
  23632. // positive Y
  23633. new Vector4( 3, 0, 1, 1 ),
  23634. // negative Y
  23635. new Vector4( 1, 0, 1, 1 )
  23636. ];
  23637. this._cubeDirections = [
  23638. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23639. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23640. ];
  23641. this._cubeUps = [
  23642. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23643. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23644. ];
  23645. }
  23646. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23647. constructor: PointLightShadow,
  23648. isPointLightShadow: true,
  23649. updateMatrices: function ( light, viewportIndex ) {
  23650. if ( viewportIndex === undefined ) viewportIndex = 0;
  23651. const camera = this.camera,
  23652. shadowMatrix = this.matrix,
  23653. lightPositionWorld = this._lightPositionWorld,
  23654. lookTarget = this._lookTarget,
  23655. projScreenMatrix = this._projScreenMatrix;
  23656. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23657. camera.position.copy( lightPositionWorld );
  23658. lookTarget.copy( camera.position );
  23659. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23660. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23661. camera.lookAt( lookTarget );
  23662. camera.updateMatrixWorld();
  23663. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23664. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23665. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23666. }
  23667. } );
  23668. /**
  23669. * @author mrdoob / http://mrdoob.com/
  23670. */
  23671. function PointLight( color, intensity, distance, decay ) {
  23672. Light.call( this, color, intensity );
  23673. this.type = 'PointLight';
  23674. Object.defineProperty( this, 'power', {
  23675. get: function () {
  23676. // intensity = power per solid angle.
  23677. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23678. return this.intensity * 4 * Math.PI;
  23679. },
  23680. set: function ( power ) {
  23681. // intensity = power per solid angle.
  23682. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23683. this.intensity = power / ( 4 * Math.PI );
  23684. }
  23685. } );
  23686. this.distance = ( distance !== undefined ) ? distance : 0;
  23687. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23688. this.shadow = new PointLightShadow();
  23689. }
  23690. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23691. constructor: PointLight,
  23692. isPointLight: true,
  23693. copy: function ( source ) {
  23694. Light.prototype.copy.call( this, source );
  23695. this.distance = source.distance;
  23696. this.decay = source.decay;
  23697. this.shadow = source.shadow.clone();
  23698. return this;
  23699. }
  23700. } );
  23701. /**
  23702. * @author alteredq / http://alteredqualia.com/
  23703. * @author arose / http://github.com/arose
  23704. */
  23705. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23706. Camera.call( this );
  23707. this.type = 'OrthographicCamera';
  23708. this.zoom = 1;
  23709. this.view = null;
  23710. this.left = ( left !== undefined ) ? left : - 1;
  23711. this.right = ( right !== undefined ) ? right : 1;
  23712. this.top = ( top !== undefined ) ? top : 1;
  23713. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23714. this.near = ( near !== undefined ) ? near : 0.1;
  23715. this.far = ( far !== undefined ) ? far : 2000;
  23716. this.updateProjectionMatrix();
  23717. }
  23718. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23719. constructor: OrthographicCamera,
  23720. isOrthographicCamera: true,
  23721. copy: function ( source, recursive ) {
  23722. Camera.prototype.copy.call( this, source, recursive );
  23723. this.left = source.left;
  23724. this.right = source.right;
  23725. this.top = source.top;
  23726. this.bottom = source.bottom;
  23727. this.near = source.near;
  23728. this.far = source.far;
  23729. this.zoom = source.zoom;
  23730. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23731. return this;
  23732. },
  23733. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23734. if ( this.view === null ) {
  23735. this.view = {
  23736. enabled: true,
  23737. fullWidth: 1,
  23738. fullHeight: 1,
  23739. offsetX: 0,
  23740. offsetY: 0,
  23741. width: 1,
  23742. height: 1
  23743. };
  23744. }
  23745. this.view.enabled = true;
  23746. this.view.fullWidth = fullWidth;
  23747. this.view.fullHeight = fullHeight;
  23748. this.view.offsetX = x;
  23749. this.view.offsetY = y;
  23750. this.view.width = width;
  23751. this.view.height = height;
  23752. this.updateProjectionMatrix();
  23753. },
  23754. clearViewOffset: function () {
  23755. if ( this.view !== null ) {
  23756. this.view.enabled = false;
  23757. }
  23758. this.updateProjectionMatrix();
  23759. },
  23760. updateProjectionMatrix: function () {
  23761. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23762. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23763. const cx = ( this.right + this.left ) / 2;
  23764. const cy = ( this.top + this.bottom ) / 2;
  23765. let left = cx - dx;
  23766. let right = cx + dx;
  23767. let top = cy + dy;
  23768. let bottom = cy - dy;
  23769. if ( this.view !== null && this.view.enabled ) {
  23770. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23771. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23772. left += scaleW * this.view.offsetX;
  23773. right = left + scaleW * this.view.width;
  23774. top -= scaleH * this.view.offsetY;
  23775. bottom = top - scaleH * this.view.height;
  23776. }
  23777. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23778. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23779. },
  23780. toJSON: function ( meta ) {
  23781. const data = Object3D.prototype.toJSON.call( this, meta );
  23782. data.object.zoom = this.zoom;
  23783. data.object.left = this.left;
  23784. data.object.right = this.right;
  23785. data.object.top = this.top;
  23786. data.object.bottom = this.bottom;
  23787. data.object.near = this.near;
  23788. data.object.far = this.far;
  23789. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  23790. return data;
  23791. }
  23792. } );
  23793. /**
  23794. * @author mrdoob / http://mrdoob.com/
  23795. */
  23796. function DirectionalLightShadow() {
  23797. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23798. }
  23799. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23800. constructor: DirectionalLightShadow,
  23801. isDirectionalLightShadow: true,
  23802. updateMatrices: function ( light ) {
  23803. LightShadow.prototype.updateMatrices.call( this, light );
  23804. }
  23805. } );
  23806. /**
  23807. * @author mrdoob / http://mrdoob.com/
  23808. * @author alteredq / http://alteredqualia.com/
  23809. */
  23810. function DirectionalLight( color, intensity ) {
  23811. Light.call( this, color, intensity );
  23812. this.type = 'DirectionalLight';
  23813. this.position.copy( Object3D.DefaultUp );
  23814. this.updateMatrix();
  23815. this.target = new Object3D();
  23816. this.shadow = new DirectionalLightShadow();
  23817. }
  23818. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23819. constructor: DirectionalLight,
  23820. isDirectionalLight: true,
  23821. copy: function ( source ) {
  23822. Light.prototype.copy.call( this, source );
  23823. this.target = source.target.clone();
  23824. this.shadow = source.shadow.clone();
  23825. return this;
  23826. }
  23827. } );
  23828. /**
  23829. * @author mrdoob / http://mrdoob.com/
  23830. */
  23831. function AmbientLight( color, intensity ) {
  23832. Light.call( this, color, intensity );
  23833. this.type = 'AmbientLight';
  23834. this.castShadow = undefined;
  23835. }
  23836. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23837. constructor: AmbientLight,
  23838. isAmbientLight: true
  23839. } );
  23840. /**
  23841. * @author abelnation / http://github.com/abelnation
  23842. */
  23843. function RectAreaLight( color, intensity, width, height ) {
  23844. Light.call( this, color, intensity );
  23845. this.type = 'RectAreaLight';
  23846. this.width = ( width !== undefined ) ? width : 10;
  23847. this.height = ( height !== undefined ) ? height : 10;
  23848. }
  23849. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23850. constructor: RectAreaLight,
  23851. isRectAreaLight: true,
  23852. copy: function ( source ) {
  23853. Light.prototype.copy.call( this, source );
  23854. this.width = source.width;
  23855. this.height = source.height;
  23856. return this;
  23857. },
  23858. toJSON: function ( meta ) {
  23859. const data = Light.prototype.toJSON.call( this, meta );
  23860. data.object.width = this.width;
  23861. data.object.height = this.height;
  23862. return data;
  23863. }
  23864. } );
  23865. /**
  23866. * @author bhouston / http://clara.io
  23867. * @author WestLangley / http://github.com/WestLangley
  23868. *
  23869. * Primary reference:
  23870. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23871. *
  23872. * Secondary reference:
  23873. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23874. */
  23875. // 3-band SH defined by 9 coefficients
  23876. function SphericalHarmonics3() {
  23877. this.coefficients = [];
  23878. for ( let i = 0; i < 9; i ++ ) {
  23879. this.coefficients.push( new Vector3() );
  23880. }
  23881. }
  23882. Object.assign( SphericalHarmonics3.prototype, {
  23883. isSphericalHarmonics3: true,
  23884. set: function ( coefficients ) {
  23885. for ( let i = 0; i < 9; i ++ ) {
  23886. this.coefficients[ i ].copy( coefficients[ i ] );
  23887. }
  23888. return this;
  23889. },
  23890. zero: function () {
  23891. for ( let i = 0; i < 9; i ++ ) {
  23892. this.coefficients[ i ].set( 0, 0, 0 );
  23893. }
  23894. return this;
  23895. },
  23896. // get the radiance in the direction of the normal
  23897. // target is a Vector3
  23898. getAt: function ( normal, target ) {
  23899. // normal is assumed to be unit length
  23900. const x = normal.x, y = normal.y, z = normal.z;
  23901. const coeff = this.coefficients;
  23902. // band 0
  23903. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23904. // band 1
  23905. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23906. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23907. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23908. // band 2
  23909. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23910. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23911. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23912. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23913. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23914. return target;
  23915. },
  23916. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23917. // target is a Vector3
  23918. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23919. getIrradianceAt: function ( normal, target ) {
  23920. // normal is assumed to be unit length
  23921. const x = normal.x, y = normal.y, z = normal.z;
  23922. const coeff = this.coefficients;
  23923. // band 0
  23924. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23925. // band 1
  23926. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23927. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23928. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23929. // band 2
  23930. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23931. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23932. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23933. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23934. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23935. return target;
  23936. },
  23937. add: function ( sh ) {
  23938. for ( let i = 0; i < 9; i ++ ) {
  23939. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23940. }
  23941. return this;
  23942. },
  23943. addScaledSH: function ( sh, s ) {
  23944. for ( let i = 0; i < 9; i ++ ) {
  23945. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23946. }
  23947. return this;
  23948. },
  23949. scale: function ( s ) {
  23950. for ( let i = 0; i < 9; i ++ ) {
  23951. this.coefficients[ i ].multiplyScalar( s );
  23952. }
  23953. return this;
  23954. },
  23955. lerp: function ( sh, alpha ) {
  23956. for ( let i = 0; i < 9; i ++ ) {
  23957. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23958. }
  23959. return this;
  23960. },
  23961. equals: function ( sh ) {
  23962. for ( let i = 0; i < 9; i ++ ) {
  23963. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23964. return false;
  23965. }
  23966. }
  23967. return true;
  23968. },
  23969. copy: function ( sh ) {
  23970. return this.set( sh.coefficients );
  23971. },
  23972. clone: function () {
  23973. return new this.constructor().copy( this );
  23974. },
  23975. fromArray: function ( array, offset ) {
  23976. if ( offset === undefined ) offset = 0;
  23977. const coefficients = this.coefficients;
  23978. for ( let i = 0; i < 9; i ++ ) {
  23979. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23980. }
  23981. return this;
  23982. },
  23983. toArray: function ( array, offset ) {
  23984. if ( array === undefined ) array = [];
  23985. if ( offset === undefined ) offset = 0;
  23986. const coefficients = this.coefficients;
  23987. for ( let i = 0; i < 9; i ++ ) {
  23988. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23989. }
  23990. return array;
  23991. }
  23992. } );
  23993. Object.assign( SphericalHarmonics3, {
  23994. // evaluate the basis functions
  23995. // shBasis is an Array[ 9 ]
  23996. getBasisAt: function ( normal, shBasis ) {
  23997. // normal is assumed to be unit length
  23998. const x = normal.x, y = normal.y, z = normal.z;
  23999. // band 0
  24000. shBasis[ 0 ] = 0.282095;
  24001. // band 1
  24002. shBasis[ 1 ] = 0.488603 * y;
  24003. shBasis[ 2 ] = 0.488603 * z;
  24004. shBasis[ 3 ] = 0.488603 * x;
  24005. // band 2
  24006. shBasis[ 4 ] = 1.092548 * x * y;
  24007. shBasis[ 5 ] = 1.092548 * y * z;
  24008. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24009. shBasis[ 7 ] = 1.092548 * x * z;
  24010. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24011. }
  24012. } );
  24013. /**
  24014. * @author WestLangley / http://github.com/WestLangley
  24015. *
  24016. * A LightProbe is a source of indirect-diffuse light
  24017. */
  24018. function LightProbe( sh, intensity ) {
  24019. Light.call( this, undefined, intensity );
  24020. this.type = 'LightProbe';
  24021. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24022. }
  24023. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24024. constructor: LightProbe,
  24025. isLightProbe: true,
  24026. copy: function ( source ) {
  24027. Light.prototype.copy.call( this, source );
  24028. this.sh.copy( source.sh );
  24029. return this;
  24030. },
  24031. fromJSON: function ( json ) {
  24032. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24033. this.sh.fromArray( json.sh );
  24034. return this;
  24035. },
  24036. toJSON: function ( meta ) {
  24037. const data = Light.prototype.toJSON.call( this, meta );
  24038. data.object.sh = this.sh.toArray();
  24039. return data;
  24040. }
  24041. } );
  24042. /**
  24043. * @author mrdoob / http://mrdoob.com/
  24044. */
  24045. function MaterialLoader( manager ) {
  24046. Loader.call( this, manager );
  24047. this.textures = {};
  24048. }
  24049. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24050. constructor: MaterialLoader,
  24051. load: function ( url, onLoad, onProgress, onError ) {
  24052. const scope = this;
  24053. const loader = new FileLoader( scope.manager );
  24054. loader.setPath( scope.path );
  24055. loader.load( url, function ( text ) {
  24056. try {
  24057. onLoad( scope.parse( JSON.parse( text ) ) );
  24058. } catch ( e ) {
  24059. if ( onError ) {
  24060. onError( e );
  24061. } else {
  24062. console.error( e );
  24063. }
  24064. scope.manager.itemError( url );
  24065. }
  24066. }, onProgress, onError );
  24067. },
  24068. parse: function ( json ) {
  24069. const textures = this.textures;
  24070. function getTexture( name ) {
  24071. if ( textures[ name ] === undefined ) {
  24072. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24073. }
  24074. return textures[ name ];
  24075. }
  24076. const material = new Materials[ json.type ]();
  24077. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  24078. if ( json.name !== undefined ) material.name = json.name;
  24079. if ( json.color !== undefined ) material.color.setHex( json.color );
  24080. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  24081. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  24082. if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );
  24083. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  24084. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  24085. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  24086. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  24087. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  24088. if ( json.fog !== undefined ) material.fog = json.fog;
  24089. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  24090. if ( json.blending !== undefined ) material.blending = json.blending;
  24091. if ( json.combine !== undefined ) material.combine = json.combine;
  24092. if ( json.side !== undefined ) material.side = json.side;
  24093. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  24094. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  24095. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  24096. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  24097. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  24098. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  24099. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  24100. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  24101. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  24102. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  24103. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  24104. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  24105. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  24106. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  24107. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  24108. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  24109. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  24110. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  24111. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  24112. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  24113. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  24114. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  24115. if ( json.scale !== undefined ) material.scale = json.scale;
  24116. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  24117. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  24118. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  24119. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  24120. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  24121. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  24122. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  24123. if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;
  24124. if ( json.visible !== undefined ) material.visible = json.visible;
  24125. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  24126. if ( json.userData !== undefined ) material.userData = json.userData;
  24127. if ( json.vertexColors !== undefined ) {
  24128. if ( typeof json.vertexColors === 'number' ) {
  24129. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24130. } else {
  24131. material.vertexColors = json.vertexColors;
  24132. }
  24133. }
  24134. // Shader Material
  24135. if ( json.uniforms !== undefined ) {
  24136. for ( const name in json.uniforms ) {
  24137. const uniform = json.uniforms[ name ];
  24138. material.uniforms[ name ] = {};
  24139. switch ( uniform.type ) {
  24140. case 't':
  24141. material.uniforms[ name ].value = getTexture( uniform.value );
  24142. break;
  24143. case 'c':
  24144. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24145. break;
  24146. case 'v2':
  24147. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24148. break;
  24149. case 'v3':
  24150. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24151. break;
  24152. case 'v4':
  24153. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24154. break;
  24155. case 'm3':
  24156. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24157. case 'm4':
  24158. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24159. break;
  24160. default:
  24161. material.uniforms[ name ].value = uniform.value;
  24162. }
  24163. }
  24164. }
  24165. if ( json.defines !== undefined ) material.defines = json.defines;
  24166. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  24167. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  24168. if ( json.extensions !== undefined ) {
  24169. for ( const key in json.extensions ) {
  24170. material.extensions[ key ] = json.extensions[ key ];
  24171. }
  24172. }
  24173. // Deprecated
  24174. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  24175. // for PointsMaterial
  24176. if ( json.size !== undefined ) material.size = json.size;
  24177. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  24178. // maps
  24179. if ( json.map !== undefined ) material.map = getTexture( json.map );
  24180. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  24181. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  24182. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  24183. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  24184. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  24185. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  24186. if ( json.normalScale !== undefined ) {
  24187. let normalScale = json.normalScale;
  24188. if ( Array.isArray( normalScale ) === false ) {
  24189. // Blender exporter used to export a scalar. See #7459
  24190. normalScale = [ normalScale, normalScale ];
  24191. }
  24192. material.normalScale = new Vector2().fromArray( normalScale );
  24193. }
  24194. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  24195. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  24196. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  24197. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  24198. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  24199. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  24200. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  24201. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  24202. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  24203. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  24204. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  24205. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  24206. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  24207. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  24208. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  24209. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  24210. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  24211. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  24212. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  24213. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  24214. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  24215. return material;
  24216. },
  24217. setTextures: function ( value ) {
  24218. this.textures = value;
  24219. return this;
  24220. }
  24221. } );
  24222. /**
  24223. * @author Don McCurdy / https://www.donmccurdy.com
  24224. */
  24225. const LoaderUtils = {
  24226. decodeText: function ( array ) {
  24227. if ( typeof TextDecoder !== 'undefined' ) {
  24228. return new TextDecoder().decode( array );
  24229. }
  24230. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24231. // throws a "maximum call stack size exceeded" error for large arrays.
  24232. let s = '';
  24233. for ( let i = 0, il = array.length; i < il; i ++ ) {
  24234. // Implicitly assumes little-endian.
  24235. s += String.fromCharCode( array[ i ] );
  24236. }
  24237. try {
  24238. // merges multi-byte utf-8 characters.
  24239. return decodeURIComponent( escape( s ) );
  24240. } catch ( e ) { // see #16358
  24241. return s;
  24242. }
  24243. },
  24244. extractUrlBase: function ( url ) {
  24245. const index = url.lastIndexOf( '/' );
  24246. if ( index === - 1 ) return './';
  24247. return url.substr( 0, index + 1 );
  24248. }
  24249. };
  24250. /**
  24251. * @author benaadams / https://twitter.com/ben_a_adams
  24252. */
  24253. function InstancedBufferGeometry() {
  24254. BufferGeometry.call( this );
  24255. this.type = 'InstancedBufferGeometry';
  24256. this.instanceCount = Infinity;
  24257. }
  24258. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24259. constructor: InstancedBufferGeometry,
  24260. isInstancedBufferGeometry: true,
  24261. copy: function ( source ) {
  24262. BufferGeometry.prototype.copy.call( this, source );
  24263. this.instanceCount = source.instanceCount;
  24264. return this;
  24265. },
  24266. clone: function () {
  24267. return new this.constructor().copy( this );
  24268. },
  24269. toJSON: function () {
  24270. const data = BufferGeometry.prototype.toJSON.call( this );
  24271. data.instanceCount = this.instanceCount;
  24272. data.isInstancedBufferGeometry = true;
  24273. return data;
  24274. }
  24275. } );
  24276. /**
  24277. * @author benaadams / https://twitter.com/ben_a_adams
  24278. */
  24279. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24280. if ( typeof ( normalized ) === 'number' ) {
  24281. meshPerAttribute = normalized;
  24282. normalized = false;
  24283. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24284. }
  24285. BufferAttribute.call( this, array, itemSize, normalized );
  24286. this.meshPerAttribute = meshPerAttribute || 1;
  24287. }
  24288. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24289. constructor: InstancedBufferAttribute,
  24290. isInstancedBufferAttribute: true,
  24291. copy: function ( source ) {
  24292. BufferAttribute.prototype.copy.call( this, source );
  24293. this.meshPerAttribute = source.meshPerAttribute;
  24294. return this;
  24295. },
  24296. toJSON: function () {
  24297. const data = BufferAttribute.prototype.toJSON.call( this );
  24298. data.meshPerAttribute = this.meshPerAttribute;
  24299. data.isInstancedBufferAttribute = true;
  24300. return data;
  24301. }
  24302. } );
  24303. /**
  24304. * @author mrdoob / http://mrdoob.com/
  24305. */
  24306. function BufferGeometryLoader( manager ) {
  24307. Loader.call( this, manager );
  24308. }
  24309. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24310. constructor: BufferGeometryLoader,
  24311. load: function ( url, onLoad, onProgress, onError ) {
  24312. const scope = this;
  24313. const loader = new FileLoader( scope.manager );
  24314. loader.setPath( scope.path );
  24315. loader.load( url, function ( text ) {
  24316. try {
  24317. onLoad( scope.parse( JSON.parse( text ) ) );
  24318. } catch ( e ) {
  24319. if ( onError ) {
  24320. onError( e );
  24321. } else {
  24322. console.error( e );
  24323. }
  24324. scope.manager.itemError( url );
  24325. }
  24326. }, onProgress, onError );
  24327. },
  24328. parse: function ( json ) {
  24329. const interleavedBufferMap = {};
  24330. const arrayBufferMap = {};
  24331. function getInterleavedBuffer( json, uuid ) {
  24332. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  24333. const interleavedBuffers = json.interleavedBuffers;
  24334. const interleavedBuffer = interleavedBuffers[ uuid ];
  24335. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24336. const array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24337. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24338. ib.uuid = interleavedBuffer.uuid;
  24339. interleavedBufferMap[ uuid ] = ib;
  24340. return ib;
  24341. }
  24342. function getArrayBuffer( json, uuid ) {
  24343. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  24344. const arrayBuffers = json.arrayBuffers;
  24345. const arrayBuffer = arrayBuffers[ uuid ];
  24346. const ab = new Uint32Array( arrayBuffer ).buffer;
  24347. arrayBufferMap[ uuid ] = ab;
  24348. return ab;
  24349. }
  24350. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24351. const index = json.data.index;
  24352. if ( index !== undefined ) {
  24353. const typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24354. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24355. }
  24356. const attributes = json.data.attributes;
  24357. for ( const key in attributes ) {
  24358. const attribute = attributes[ key ];
  24359. let bufferAttribute;
  24360. if ( attribute.isInterleavedBufferAttribute ) {
  24361. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24362. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24363. } else {
  24364. const typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24365. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24366. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  24367. }
  24368. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  24369. geometry.setAttribute( key, bufferAttribute );
  24370. }
  24371. const morphAttributes = json.data.morphAttributes;
  24372. if ( morphAttributes ) {
  24373. for ( const key in morphAttributes ) {
  24374. const attributeArray = morphAttributes[ key ];
  24375. const array = [];
  24376. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  24377. const attribute = attributeArray[ i ];
  24378. let bufferAttribute;
  24379. if ( attribute.isInterleavedBufferAttribute ) {
  24380. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24381. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24382. } else {
  24383. const typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24384. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  24385. }
  24386. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  24387. array.push( bufferAttribute );
  24388. }
  24389. geometry.morphAttributes[ key ] = array;
  24390. }
  24391. }
  24392. const morphTargetsRelative = json.data.morphTargetsRelative;
  24393. if ( morphTargetsRelative ) {
  24394. geometry.morphTargetsRelative = true;
  24395. }
  24396. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24397. if ( groups !== undefined ) {
  24398. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  24399. const group = groups[ i ];
  24400. geometry.addGroup( group.start, group.count, group.materialIndex );
  24401. }
  24402. }
  24403. const boundingSphere = json.data.boundingSphere;
  24404. if ( boundingSphere !== undefined ) {
  24405. const center = new Vector3();
  24406. if ( boundingSphere.center !== undefined ) {
  24407. center.fromArray( boundingSphere.center );
  24408. }
  24409. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24410. }
  24411. if ( json.name ) geometry.name = json.name;
  24412. if ( json.userData ) geometry.userData = json.userData;
  24413. return geometry;
  24414. }
  24415. } );
  24416. const TYPED_ARRAYS = {
  24417. Int8Array: Int8Array,
  24418. Uint8Array: Uint8Array,
  24419. // Workaround for IE11 pre KB2929437. See #11440
  24420. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24421. Int16Array: Int16Array,
  24422. Uint16Array: Uint16Array,
  24423. Int32Array: Int32Array,
  24424. Uint32Array: Uint32Array,
  24425. Float32Array: Float32Array,
  24426. Float64Array: Float64Array
  24427. };
  24428. /**
  24429. * @author mrdoob / http://mrdoob.com/
  24430. */
  24431. function ObjectLoader( manager ) {
  24432. Loader.call( this, manager );
  24433. }
  24434. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24435. constructor: ObjectLoader,
  24436. load: function ( url, onLoad, onProgress, onError ) {
  24437. const scope = this;
  24438. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24439. this.resourcePath = this.resourcePath || path;
  24440. const loader = new FileLoader( scope.manager );
  24441. loader.setPath( this.path );
  24442. loader.load( url, function ( text ) {
  24443. let json = null;
  24444. try {
  24445. json = JSON.parse( text );
  24446. } catch ( error ) {
  24447. if ( onError !== undefined ) onError( error );
  24448. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24449. return;
  24450. }
  24451. const metadata = json.metadata;
  24452. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24453. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24454. return;
  24455. }
  24456. scope.parse( json, onLoad );
  24457. }, onProgress, onError );
  24458. },
  24459. parse: function ( json, onLoad ) {
  24460. const shapes = this.parseShape( json.shapes );
  24461. const geometries = this.parseGeometries( json.geometries, shapes );
  24462. const images = this.parseImages( json.images, function () {
  24463. if ( onLoad !== undefined ) onLoad( object );
  24464. } );
  24465. const textures = this.parseTextures( json.textures, images );
  24466. const materials = this.parseMaterials( json.materials, textures );
  24467. const object = this.parseObject( json.object, geometries, materials );
  24468. if ( json.animations ) {
  24469. object.animations = this.parseAnimations( json.animations );
  24470. }
  24471. if ( json.images === undefined || json.images.length === 0 ) {
  24472. if ( onLoad !== undefined ) onLoad( object );
  24473. }
  24474. return object;
  24475. },
  24476. parseShape: function ( json ) {
  24477. const shapes = {};
  24478. if ( json !== undefined ) {
  24479. for ( let i = 0, l = json.length; i < l; i ++ ) {
  24480. const shape = new Shape().fromJSON( json[ i ] );
  24481. shapes[ shape.uuid ] = shape;
  24482. }
  24483. }
  24484. return shapes;
  24485. },
  24486. parseGeometries: function ( json, shapes ) {
  24487. const geometries = {};
  24488. let geometryShapes;
  24489. if ( json !== undefined ) {
  24490. const bufferGeometryLoader = new BufferGeometryLoader();
  24491. for ( let i = 0, l = json.length; i < l; i ++ ) {
  24492. let geometry;
  24493. const data = json[ i ];
  24494. switch ( data.type ) {
  24495. case 'PlaneGeometry':
  24496. case 'PlaneBufferGeometry':
  24497. geometry = new Geometries[ data.type ](
  24498. data.width,
  24499. data.height,
  24500. data.widthSegments,
  24501. data.heightSegments
  24502. );
  24503. break;
  24504. case 'BoxGeometry':
  24505. case 'BoxBufferGeometry':
  24506. case 'CubeGeometry': // backwards compatible
  24507. geometry = new Geometries[ data.type ](
  24508. data.width,
  24509. data.height,
  24510. data.depth,
  24511. data.widthSegments,
  24512. data.heightSegments,
  24513. data.depthSegments
  24514. );
  24515. break;
  24516. case 'CircleGeometry':
  24517. case 'CircleBufferGeometry':
  24518. geometry = new Geometries[ data.type ](
  24519. data.radius,
  24520. data.segments,
  24521. data.thetaStart,
  24522. data.thetaLength
  24523. );
  24524. break;
  24525. case 'CylinderGeometry':
  24526. case 'CylinderBufferGeometry':
  24527. geometry = new Geometries[ data.type ](
  24528. data.radiusTop,
  24529. data.radiusBottom,
  24530. data.height,
  24531. data.radialSegments,
  24532. data.heightSegments,
  24533. data.openEnded,
  24534. data.thetaStart,
  24535. data.thetaLength
  24536. );
  24537. break;
  24538. case 'ConeGeometry':
  24539. case 'ConeBufferGeometry':
  24540. geometry = new Geometries[ data.type ](
  24541. data.radius,
  24542. data.height,
  24543. data.radialSegments,
  24544. data.heightSegments,
  24545. data.openEnded,
  24546. data.thetaStart,
  24547. data.thetaLength
  24548. );
  24549. break;
  24550. case 'SphereGeometry':
  24551. case 'SphereBufferGeometry':
  24552. geometry = new Geometries[ data.type ](
  24553. data.radius,
  24554. data.widthSegments,
  24555. data.heightSegments,
  24556. data.phiStart,
  24557. data.phiLength,
  24558. data.thetaStart,
  24559. data.thetaLength
  24560. );
  24561. break;
  24562. case 'DodecahedronGeometry':
  24563. case 'DodecahedronBufferGeometry':
  24564. case 'IcosahedronGeometry':
  24565. case 'IcosahedronBufferGeometry':
  24566. case 'OctahedronGeometry':
  24567. case 'OctahedronBufferGeometry':
  24568. case 'TetrahedronGeometry':
  24569. case 'TetrahedronBufferGeometry':
  24570. geometry = new Geometries[ data.type ](
  24571. data.radius,
  24572. data.detail
  24573. );
  24574. break;
  24575. case 'RingGeometry':
  24576. case 'RingBufferGeometry':
  24577. geometry = new Geometries[ data.type ](
  24578. data.innerRadius,
  24579. data.outerRadius,
  24580. data.thetaSegments,
  24581. data.phiSegments,
  24582. data.thetaStart,
  24583. data.thetaLength
  24584. );
  24585. break;
  24586. case 'TorusGeometry':
  24587. case 'TorusBufferGeometry':
  24588. geometry = new Geometries[ data.type ](
  24589. data.radius,
  24590. data.tube,
  24591. data.radialSegments,
  24592. data.tubularSegments,
  24593. data.arc
  24594. );
  24595. break;
  24596. case 'TorusKnotGeometry':
  24597. case 'TorusKnotBufferGeometry':
  24598. geometry = new Geometries[ data.type ](
  24599. data.radius,
  24600. data.tube,
  24601. data.tubularSegments,
  24602. data.radialSegments,
  24603. data.p,
  24604. data.q
  24605. );
  24606. break;
  24607. case 'TubeGeometry':
  24608. case 'TubeBufferGeometry':
  24609. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24610. // User defined curves or instances of CurvePath will not be deserialized.
  24611. geometry = new Geometries[ data.type ](
  24612. new Curves[ data.path.type ]().fromJSON( data.path ),
  24613. data.tubularSegments,
  24614. data.radius,
  24615. data.radialSegments,
  24616. data.closed
  24617. );
  24618. break;
  24619. case 'LatheGeometry':
  24620. case 'LatheBufferGeometry':
  24621. geometry = new Geometries[ data.type ](
  24622. data.points,
  24623. data.segments,
  24624. data.phiStart,
  24625. data.phiLength
  24626. );
  24627. break;
  24628. case 'PolyhedronGeometry':
  24629. case 'PolyhedronBufferGeometry':
  24630. geometry = new Geometries[ data.type ](
  24631. data.vertices,
  24632. data.indices,
  24633. data.radius,
  24634. data.details
  24635. );
  24636. break;
  24637. case 'ShapeGeometry':
  24638. case 'ShapeBufferGeometry':
  24639. geometryShapes = [];
  24640. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24641. const shape = shapes[ data.shapes[ j ] ];
  24642. geometryShapes.push( shape );
  24643. }
  24644. geometry = new Geometries[ data.type ](
  24645. geometryShapes,
  24646. data.curveSegments
  24647. );
  24648. break;
  24649. case 'ExtrudeGeometry':
  24650. case 'ExtrudeBufferGeometry':
  24651. geometryShapes = [];
  24652. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24653. const shape = shapes[ data.shapes[ j ] ];
  24654. geometryShapes.push( shape );
  24655. }
  24656. const extrudePath = data.options.extrudePath;
  24657. if ( extrudePath !== undefined ) {
  24658. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24659. }
  24660. geometry = new Geometries[ data.type ](
  24661. geometryShapes,
  24662. data.options
  24663. );
  24664. break;
  24665. case 'BufferGeometry':
  24666. case 'InstancedBufferGeometry':
  24667. geometry = bufferGeometryLoader.parse( data );
  24668. break;
  24669. case 'Geometry':
  24670. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24671. break;
  24672. default:
  24673. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24674. continue;
  24675. }
  24676. geometry.uuid = data.uuid;
  24677. if ( data.name !== undefined ) geometry.name = data.name;
  24678. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  24679. geometries[ data.uuid ] = geometry;
  24680. }
  24681. }
  24682. return geometries;
  24683. },
  24684. parseMaterials: function ( json, textures ) {
  24685. const cache = {}; // MultiMaterial
  24686. const materials = {};
  24687. if ( json !== undefined ) {
  24688. const loader = new MaterialLoader();
  24689. loader.setTextures( textures );
  24690. for ( let i = 0, l = json.length; i < l; i ++ ) {
  24691. const data = json[ i ];
  24692. if ( data.type === 'MultiMaterial' ) {
  24693. // Deprecated
  24694. const array = [];
  24695. for ( let j = 0; j < data.materials.length; j ++ ) {
  24696. const material = data.materials[ j ];
  24697. if ( cache[ material.uuid ] === undefined ) {
  24698. cache[ material.uuid ] = loader.parse( material );
  24699. }
  24700. array.push( cache[ material.uuid ] );
  24701. }
  24702. materials[ data.uuid ] = array;
  24703. } else {
  24704. if ( cache[ data.uuid ] === undefined ) {
  24705. cache[ data.uuid ] = loader.parse( data );
  24706. }
  24707. materials[ data.uuid ] = cache[ data.uuid ];
  24708. }
  24709. }
  24710. }
  24711. return materials;
  24712. },
  24713. parseAnimations: function ( json ) {
  24714. const animations = [];
  24715. for ( let i = 0; i < json.length; i ++ ) {
  24716. const data = json[ i ];
  24717. const clip = AnimationClip.parse( data );
  24718. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  24719. animations.push( clip );
  24720. }
  24721. return animations;
  24722. },
  24723. parseImages: function ( json, onLoad ) {
  24724. const scope = this;
  24725. const images = {};
  24726. let loader;
  24727. function loadImage( url ) {
  24728. scope.manager.itemStart( url );
  24729. return loader.load( url, function () {
  24730. scope.manager.itemEnd( url );
  24731. }, undefined, function () {
  24732. scope.manager.itemError( url );
  24733. scope.manager.itemEnd( url );
  24734. } );
  24735. }
  24736. if ( json !== undefined && json.length > 0 ) {
  24737. const manager = new LoadingManager( onLoad );
  24738. loader = new ImageLoader( manager );
  24739. loader.setCrossOrigin( this.crossOrigin );
  24740. for ( let i = 0, il = json.length; i < il; i ++ ) {
  24741. const image = json[ i ];
  24742. const url = image.url;
  24743. if ( Array.isArray( url ) ) {
  24744. // load array of images e.g CubeTexture
  24745. images[ image.uuid ] = [];
  24746. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  24747. const currentUrl = url[ j ];
  24748. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24749. images[ image.uuid ].push( loadImage( path ) );
  24750. }
  24751. } else {
  24752. // load single image
  24753. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24754. images[ image.uuid ] = loadImage( path );
  24755. }
  24756. }
  24757. }
  24758. return images;
  24759. },
  24760. parseTextures: function ( json, images ) {
  24761. function parseConstant( value, type ) {
  24762. if ( typeof value === 'number' ) return value;
  24763. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24764. return type[ value ];
  24765. }
  24766. const textures = {};
  24767. if ( json !== undefined ) {
  24768. for ( let i = 0, l = json.length; i < l; i ++ ) {
  24769. const data = json[ i ];
  24770. if ( data.image === undefined ) {
  24771. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24772. }
  24773. if ( images[ data.image ] === undefined ) {
  24774. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24775. }
  24776. let texture;
  24777. if ( Array.isArray( images[ data.image ] ) ) {
  24778. texture = new CubeTexture( images[ data.image ] );
  24779. } else {
  24780. texture = new Texture( images[ data.image ] );
  24781. }
  24782. texture.needsUpdate = true;
  24783. texture.uuid = data.uuid;
  24784. if ( data.name !== undefined ) texture.name = data.name;
  24785. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  24786. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  24787. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  24788. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  24789. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  24790. if ( data.wrap !== undefined ) {
  24791. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24792. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24793. }
  24794. if ( data.format !== undefined ) texture.format = data.format;
  24795. if ( data.type !== undefined ) texture.type = data.type;
  24796. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  24797. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  24798. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  24799. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  24800. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  24801. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  24802. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  24803. textures[ data.uuid ] = texture;
  24804. }
  24805. }
  24806. return textures;
  24807. },
  24808. parseObject: function ( data, geometries, materials ) {
  24809. let object;
  24810. function getGeometry( name ) {
  24811. if ( geometries[ name ] === undefined ) {
  24812. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24813. }
  24814. return geometries[ name ];
  24815. }
  24816. function getMaterial( name ) {
  24817. if ( name === undefined ) return undefined;
  24818. if ( Array.isArray( name ) ) {
  24819. const array = [];
  24820. for ( let i = 0, l = name.length; i < l; i ++ ) {
  24821. const uuid = name[ i ];
  24822. if ( materials[ uuid ] === undefined ) {
  24823. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24824. }
  24825. array.push( materials[ uuid ] );
  24826. }
  24827. return array;
  24828. }
  24829. if ( materials[ name ] === undefined ) {
  24830. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24831. }
  24832. return materials[ name ];
  24833. }
  24834. let geometry, material;
  24835. switch ( data.type ) {
  24836. case 'Scene':
  24837. object = new Scene();
  24838. if ( data.background !== undefined ) {
  24839. if ( Number.isInteger( data.background ) ) {
  24840. object.background = new Color( data.background );
  24841. }
  24842. }
  24843. if ( data.fog !== undefined ) {
  24844. if ( data.fog.type === 'Fog' ) {
  24845. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24846. } else if ( data.fog.type === 'FogExp2' ) {
  24847. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24848. }
  24849. }
  24850. break;
  24851. case 'PerspectiveCamera':
  24852. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24853. if ( data.focus !== undefined ) object.focus = data.focus;
  24854. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  24855. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  24856. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  24857. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  24858. break;
  24859. case 'OrthographicCamera':
  24860. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24861. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  24862. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  24863. break;
  24864. case 'AmbientLight':
  24865. object = new AmbientLight( data.color, data.intensity );
  24866. break;
  24867. case 'DirectionalLight':
  24868. object = new DirectionalLight( data.color, data.intensity );
  24869. break;
  24870. case 'PointLight':
  24871. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24872. break;
  24873. case 'RectAreaLight':
  24874. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24875. break;
  24876. case 'SpotLight':
  24877. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24878. break;
  24879. case 'HemisphereLight':
  24880. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24881. break;
  24882. case 'LightProbe':
  24883. object = new LightProbe().fromJSON( data );
  24884. break;
  24885. case 'SkinnedMesh':
  24886. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24887. case 'Mesh':
  24888. geometry = getGeometry( data.geometry );
  24889. material = getMaterial( data.material );
  24890. object = new Mesh( geometry, material );
  24891. break;
  24892. case 'InstancedMesh':
  24893. geometry = getGeometry( data.geometry );
  24894. material = getMaterial( data.material );
  24895. const count = data.count;
  24896. const instanceMatrix = data.instanceMatrix;
  24897. object = new InstancedMesh( geometry, material, count );
  24898. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24899. break;
  24900. case 'LOD':
  24901. object = new LOD();
  24902. break;
  24903. case 'Line':
  24904. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24905. break;
  24906. case 'LineLoop':
  24907. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24908. break;
  24909. case 'LineSegments':
  24910. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24911. break;
  24912. case 'PointCloud':
  24913. case 'Points':
  24914. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24915. break;
  24916. case 'Sprite':
  24917. object = new Sprite( getMaterial( data.material ) );
  24918. break;
  24919. case 'Group':
  24920. object = new Group();
  24921. break;
  24922. default:
  24923. object = new Object3D();
  24924. }
  24925. object.uuid = data.uuid;
  24926. if ( data.name !== undefined ) object.name = data.name;
  24927. if ( data.matrix !== undefined ) {
  24928. object.matrix.fromArray( data.matrix );
  24929. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  24930. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  24931. } else {
  24932. if ( data.position !== undefined ) object.position.fromArray( data.position );
  24933. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  24934. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  24935. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  24936. }
  24937. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  24938. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  24939. if ( data.shadow ) {
  24940. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  24941. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  24942. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  24943. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  24944. }
  24945. if ( data.visible !== undefined ) object.visible = data.visible;
  24946. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  24947. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  24948. if ( data.userData !== undefined ) object.userData = data.userData;
  24949. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  24950. if ( data.children !== undefined ) {
  24951. const children = data.children;
  24952. for ( let i = 0; i < children.length; i ++ ) {
  24953. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24954. }
  24955. }
  24956. if ( data.type === 'LOD' ) {
  24957. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  24958. const levels = data.levels;
  24959. for ( let l = 0; l < levels.length; l ++ ) {
  24960. const level = levels[ l ];
  24961. const child = object.getObjectByProperty( 'uuid', level.object );
  24962. if ( child !== undefined ) {
  24963. object.addLevel( child, level.distance );
  24964. }
  24965. }
  24966. }
  24967. return object;
  24968. }
  24969. } );
  24970. const TEXTURE_MAPPING = {
  24971. UVMapping: UVMapping,
  24972. CubeReflectionMapping: CubeReflectionMapping,
  24973. CubeRefractionMapping: CubeRefractionMapping,
  24974. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24975. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24976. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24977. CubeUVRefractionMapping: CubeUVRefractionMapping
  24978. };
  24979. const TEXTURE_WRAPPING = {
  24980. RepeatWrapping: RepeatWrapping,
  24981. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24982. MirroredRepeatWrapping: MirroredRepeatWrapping
  24983. };
  24984. const TEXTURE_FILTER = {
  24985. NearestFilter: NearestFilter,
  24986. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24987. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24988. LinearFilter: LinearFilter,
  24989. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24990. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24991. };
  24992. /**
  24993. * @author thespite / http://clicktorelease.com/
  24994. */
  24995. function ImageBitmapLoader( manager ) {
  24996. if ( typeof createImageBitmap === 'undefined' ) {
  24997. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24998. }
  24999. if ( typeof fetch === 'undefined' ) {
  25000. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25001. }
  25002. Loader.call( this, manager );
  25003. this.options = undefined;
  25004. }
  25005. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25006. constructor: ImageBitmapLoader,
  25007. setOptions: function setOptions( options ) {
  25008. this.options = options;
  25009. return this;
  25010. },
  25011. load: function ( url, onLoad, onProgress, onError ) {
  25012. if ( url === undefined ) url = '';
  25013. if ( this.path !== undefined ) url = this.path + url;
  25014. url = this.manager.resolveURL( url );
  25015. const scope = this;
  25016. const cached = Cache.get( url );
  25017. if ( cached !== undefined ) {
  25018. scope.manager.itemStart( url );
  25019. setTimeout( function () {
  25020. if ( onLoad ) onLoad( cached );
  25021. scope.manager.itemEnd( url );
  25022. }, 0 );
  25023. return cached;
  25024. }
  25025. fetch( url ).then( function ( res ) {
  25026. return res.blob();
  25027. } ).then( function ( blob ) {
  25028. if ( scope.options === undefined ) {
  25029. // Workaround for FireFox. It causes an error if you pass options.
  25030. return createImageBitmap( blob );
  25031. } else {
  25032. return createImageBitmap( blob, scope.options );
  25033. }
  25034. } ).then( function ( imageBitmap ) {
  25035. Cache.add( url, imageBitmap );
  25036. if ( onLoad ) onLoad( imageBitmap );
  25037. scope.manager.itemEnd( url );
  25038. } ).catch( function ( e ) {
  25039. if ( onError ) onError( e );
  25040. scope.manager.itemError( url );
  25041. scope.manager.itemEnd( url );
  25042. } );
  25043. scope.manager.itemStart( url );
  25044. }
  25045. } );
  25046. /**
  25047. * @author zz85 / http://www.lab4games.net/zz85/blog
  25048. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25049. **/
  25050. function ShapePath() {
  25051. this.type = 'ShapePath';
  25052. this.color = new Color();
  25053. this.subPaths = [];
  25054. this.currentPath = null;
  25055. }
  25056. Object.assign( ShapePath.prototype, {
  25057. moveTo: function ( x, y ) {
  25058. this.currentPath = new Path();
  25059. this.subPaths.push( this.currentPath );
  25060. this.currentPath.moveTo( x, y );
  25061. return this;
  25062. },
  25063. lineTo: function ( x, y ) {
  25064. this.currentPath.lineTo( x, y );
  25065. return this;
  25066. },
  25067. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25068. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25069. return this;
  25070. },
  25071. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25072. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25073. return this;
  25074. },
  25075. splineThru: function ( pts ) {
  25076. this.currentPath.splineThru( pts );
  25077. return this;
  25078. },
  25079. toShapes: function ( isCCW, noHoles ) {
  25080. function toShapesNoHoles( inSubpaths ) {
  25081. const shapes = [];
  25082. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25083. const tmpPath = inSubpaths[ i ];
  25084. const tmpShape = new Shape();
  25085. tmpShape.curves = tmpPath.curves;
  25086. shapes.push( tmpShape );
  25087. }
  25088. return shapes;
  25089. }
  25090. function isPointInsidePolygon( inPt, inPolygon ) {
  25091. const polyLen = inPolygon.length;
  25092. // inPt on polygon contour => immediate success or
  25093. // toggling of inside/outside at every single! intersection point of an edge
  25094. // with the horizontal line through inPt, left of inPt
  25095. // not counting lowerY endpoints of edges and whole edges on that line
  25096. let inside = false;
  25097. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25098. let edgeLowPt = inPolygon[ p ];
  25099. let edgeHighPt = inPolygon[ q ];
  25100. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  25101. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  25102. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25103. // not parallel
  25104. if ( edgeDy < 0 ) {
  25105. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25106. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25107. }
  25108. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  25109. if ( inPt.y === edgeLowPt.y ) {
  25110. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  25111. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25112. } else {
  25113. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25114. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  25115. if ( perpEdge < 0 ) continue;
  25116. inside = ! inside; // true intersection left of inPt
  25117. }
  25118. } else {
  25119. // parallel or collinear
  25120. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  25121. // edge lies on the same horizontal line as inPt
  25122. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25123. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  25124. // continue;
  25125. }
  25126. }
  25127. return inside;
  25128. }
  25129. const isClockWise = ShapeUtils.isClockWise;
  25130. const subPaths = this.subPaths;
  25131. if ( subPaths.length === 0 ) return [];
  25132. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  25133. let solid, tmpPath, tmpShape, shapes = [];
  25134. if ( subPaths.length === 1 ) {
  25135. tmpPath = subPaths[ 0 ];
  25136. tmpShape = new Shape();
  25137. tmpShape.curves = tmpPath.curves;
  25138. shapes.push( tmpShape );
  25139. return shapes;
  25140. }
  25141. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25142. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25143. // console.log("Holes first", holesFirst);
  25144. const betterShapeHoles = [];
  25145. const newShapes = [];
  25146. let newShapeHoles = [];
  25147. let mainIdx = 0;
  25148. let tmpPoints;
  25149. newShapes[ mainIdx ] = undefined;
  25150. newShapeHoles[ mainIdx ] = [];
  25151. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  25152. tmpPath = subPaths[ i ];
  25153. tmpPoints = tmpPath.getPoints();
  25154. solid = isClockWise( tmpPoints );
  25155. solid = isCCW ? ! solid : solid;
  25156. if ( solid ) {
  25157. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  25158. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25159. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25160. if ( holesFirst ) mainIdx ++;
  25161. newShapeHoles[ mainIdx ] = [];
  25162. //console.log('cw', i);
  25163. } else {
  25164. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25165. //console.log('ccw', i);
  25166. }
  25167. }
  25168. // only Holes? -> probably all Shapes with wrong orientation
  25169. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  25170. if ( newShapes.length > 1 ) {
  25171. let ambiguous = false;
  25172. const toChange = [];
  25173. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25174. betterShapeHoles[ sIdx ] = [];
  25175. }
  25176. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25177. const sho = newShapeHoles[ sIdx ];
  25178. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25179. const ho = sho[ hIdx ];
  25180. let hole_unassigned = true;
  25181. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25182. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25183. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  25184. if ( hole_unassigned ) {
  25185. hole_unassigned = false;
  25186. betterShapeHoles[ s2Idx ].push( ho );
  25187. } else {
  25188. ambiguous = true;
  25189. }
  25190. }
  25191. }
  25192. if ( hole_unassigned ) {
  25193. betterShapeHoles[ sIdx ].push( ho );
  25194. }
  25195. }
  25196. }
  25197. // console.log("ambiguous: ", ambiguous);
  25198. if ( toChange.length > 0 ) {
  25199. // console.log("to change: ", toChange);
  25200. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  25201. }
  25202. }
  25203. let tmpHoles;
  25204. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  25205. tmpShape = newShapes[ i ].s;
  25206. shapes.push( tmpShape );
  25207. tmpHoles = newShapeHoles[ i ];
  25208. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25209. tmpShape.holes.push( tmpHoles[ j ].h );
  25210. }
  25211. }
  25212. //console.log("shape", shapes);
  25213. return shapes;
  25214. }
  25215. } );
  25216. /**
  25217. * @author zz85 / http://www.lab4games.net/zz85/blog
  25218. * @author mrdoob / http://mrdoob.com/
  25219. */
  25220. function Font( data ) {
  25221. this.type = 'Font';
  25222. this.data = data;
  25223. }
  25224. Object.assign( Font.prototype, {
  25225. isFont: true,
  25226. generateShapes: function ( text, size ) {
  25227. if ( size === undefined ) size = 100;
  25228. const shapes = [];
  25229. const paths = createPaths( text, size, this.data );
  25230. for ( let p = 0, pl = paths.length; p < pl; p ++ ) {
  25231. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25232. }
  25233. return shapes;
  25234. }
  25235. } );
  25236. function createPaths( text, size, data ) {
  25237. const chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25238. const scale = size / data.resolution;
  25239. const line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25240. const paths = [];
  25241. let offsetX = 0, offsetY = 0;
  25242. for ( let i = 0; i < chars.length; i ++ ) {
  25243. const char = chars[ i ];
  25244. if ( char === '\n' ) {
  25245. offsetX = 0;
  25246. offsetY -= line_height;
  25247. } else {
  25248. const ret = createPath( char, scale, offsetX, offsetY, data );
  25249. offsetX += ret.offsetX;
  25250. paths.push( ret.path );
  25251. }
  25252. }
  25253. return paths;
  25254. }
  25255. function createPath( char, scale, offsetX, offsetY, data ) {
  25256. const glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25257. if ( ! glyph ) {
  25258. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25259. return;
  25260. }
  25261. const path = new ShapePath();
  25262. let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25263. if ( glyph.o ) {
  25264. const outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25265. for ( let i = 0, l = outline.length; i < l; ) {
  25266. const action = outline[ i ++ ];
  25267. switch ( action ) {
  25268. case 'm': // moveTo
  25269. x = outline[ i ++ ] * scale + offsetX;
  25270. y = outline[ i ++ ] * scale + offsetY;
  25271. path.moveTo( x, y );
  25272. break;
  25273. case 'l': // lineTo
  25274. x = outline[ i ++ ] * scale + offsetX;
  25275. y = outline[ i ++ ] * scale + offsetY;
  25276. path.lineTo( x, y );
  25277. break;
  25278. case 'q': // quadraticCurveTo
  25279. cpx = outline[ i ++ ] * scale + offsetX;
  25280. cpy = outline[ i ++ ] * scale + offsetY;
  25281. cpx1 = outline[ i ++ ] * scale + offsetX;
  25282. cpy1 = outline[ i ++ ] * scale + offsetY;
  25283. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25284. break;
  25285. case 'b': // bezierCurveTo
  25286. cpx = outline[ i ++ ] * scale + offsetX;
  25287. cpy = outline[ i ++ ] * scale + offsetY;
  25288. cpx1 = outline[ i ++ ] * scale + offsetX;
  25289. cpy1 = outline[ i ++ ] * scale + offsetY;
  25290. cpx2 = outline[ i ++ ] * scale + offsetX;
  25291. cpy2 = outline[ i ++ ] * scale + offsetY;
  25292. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25293. break;
  25294. }
  25295. }
  25296. }
  25297. return { offsetX: glyph.ha * scale, path: path };
  25298. }
  25299. /**
  25300. * @author mrdoob / http://mrdoob.com/
  25301. */
  25302. function FontLoader( manager ) {
  25303. Loader.call( this, manager );
  25304. }
  25305. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25306. constructor: FontLoader,
  25307. load: function ( url, onLoad, onProgress, onError ) {
  25308. const scope = this;
  25309. const loader = new FileLoader( this.manager );
  25310. loader.setPath( this.path );
  25311. loader.load( url, function ( text ) {
  25312. let json;
  25313. try {
  25314. json = JSON.parse( text );
  25315. } catch ( e ) {
  25316. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25317. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25318. }
  25319. const font = scope.parse( json );
  25320. if ( onLoad ) onLoad( font );
  25321. }, onProgress, onError );
  25322. },
  25323. parse: function ( json ) {
  25324. return new Font( json );
  25325. }
  25326. } );
  25327. /**
  25328. * @author mrdoob / http://mrdoob.com/
  25329. */
  25330. let _context;
  25331. const AudioContext = {
  25332. getContext: function () {
  25333. if ( _context === undefined ) {
  25334. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25335. }
  25336. return _context;
  25337. },
  25338. setContext: function ( value ) {
  25339. _context = value;
  25340. }
  25341. };
  25342. /**
  25343. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25344. */
  25345. function AudioLoader( manager ) {
  25346. Loader.call( this, manager );
  25347. }
  25348. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25349. constructor: AudioLoader,
  25350. load: function ( url, onLoad, onProgress, onError ) {
  25351. const scope = this;
  25352. const loader = new FileLoader( scope.manager );
  25353. loader.setResponseType( 'arraybuffer' );
  25354. loader.setPath( scope.path );
  25355. loader.load( url, function ( buffer ) {
  25356. try {
  25357. // Create a copy of the buffer. The `decodeAudioData` method
  25358. // detaches the buffer when complete, preventing reuse.
  25359. const bufferCopy = buffer.slice( 0 );
  25360. const context = AudioContext.getContext();
  25361. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25362. onLoad( audioBuffer );
  25363. } );
  25364. } catch ( e ) {
  25365. if ( onError ) {
  25366. onError( e );
  25367. } else {
  25368. console.error( e );
  25369. }
  25370. scope.manager.itemError( url );
  25371. }
  25372. }, onProgress, onError );
  25373. }
  25374. } );
  25375. /**
  25376. * @author WestLangley / http://github.com/WestLangley
  25377. */
  25378. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25379. LightProbe.call( this, undefined, intensity );
  25380. const color1 = new Color().set( skyColor );
  25381. const color2 = new Color().set( groundColor );
  25382. const sky = new Vector3( color1.r, color1.g, color1.b );
  25383. const ground = new Vector3( color2.r, color2.g, color2.b );
  25384. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25385. const c0 = Math.sqrt( Math.PI );
  25386. const c1 = c0 * Math.sqrt( 0.75 );
  25387. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25388. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25389. }
  25390. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25391. constructor: HemisphereLightProbe,
  25392. isHemisphereLightProbe: true,
  25393. copy: function ( source ) { // modifying colors not currently supported
  25394. LightProbe.prototype.copy.call( this, source );
  25395. return this;
  25396. },
  25397. toJSON: function ( meta ) {
  25398. const data = LightProbe.prototype.toJSON.call( this, meta );
  25399. // data.sh = this.sh.toArray(); // todo
  25400. return data;
  25401. }
  25402. } );
  25403. /**
  25404. * @author WestLangley / http://github.com/WestLangley
  25405. */
  25406. function AmbientLightProbe( color, intensity ) {
  25407. LightProbe.call( this, undefined, intensity );
  25408. const color1 = new Color().set( color );
  25409. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25410. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25411. }
  25412. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25413. constructor: AmbientLightProbe,
  25414. isAmbientLightProbe: true,
  25415. copy: function ( source ) { // modifying color not currently supported
  25416. LightProbe.prototype.copy.call( this, source );
  25417. return this;
  25418. },
  25419. toJSON: function ( meta ) {
  25420. const data = LightProbe.prototype.toJSON.call( this, meta );
  25421. // data.sh = this.sh.toArray(); // todo
  25422. return data;
  25423. }
  25424. } );
  25425. const _eyeRight = new Matrix4();
  25426. const _eyeLeft = new Matrix4();
  25427. /**
  25428. * @author mrdoob / http://mrdoob.com/
  25429. */
  25430. function StereoCamera() {
  25431. this.type = 'StereoCamera';
  25432. this.aspect = 1;
  25433. this.eyeSep = 0.064;
  25434. this.cameraL = new PerspectiveCamera();
  25435. this.cameraL.layers.enable( 1 );
  25436. this.cameraL.matrixAutoUpdate = false;
  25437. this.cameraR = new PerspectiveCamera();
  25438. this.cameraR.layers.enable( 2 );
  25439. this.cameraR.matrixAutoUpdate = false;
  25440. this._cache = {
  25441. focus: null,
  25442. fov: null,
  25443. aspect: null,
  25444. near: null,
  25445. far: null,
  25446. zoom: null,
  25447. eyeSep: null
  25448. };
  25449. }
  25450. Object.assign( StereoCamera.prototype, {
  25451. update: function ( camera ) {
  25452. const cache = this._cache;
  25453. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25454. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25455. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25456. if ( needsUpdate ) {
  25457. cache.focus = camera.focus;
  25458. cache.fov = camera.fov;
  25459. cache.aspect = camera.aspect * this.aspect;
  25460. cache.near = camera.near;
  25461. cache.far = camera.far;
  25462. cache.zoom = camera.zoom;
  25463. cache.eyeSep = this.eyeSep;
  25464. // Off-axis stereoscopic effect based on
  25465. // http://paulbourke.net/stereographics/stereorender/
  25466. const projectionMatrix = camera.projectionMatrix.clone();
  25467. const eyeSepHalf = cache.eyeSep / 2;
  25468. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25469. const ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25470. let xmin, xmax;
  25471. // translate xOffset
  25472. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25473. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25474. // for left eye
  25475. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25476. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25477. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25478. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25479. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25480. // for right eye
  25481. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25482. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25483. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25484. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25485. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25486. }
  25487. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25488. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25489. }
  25490. } );
  25491. /**
  25492. * @author alteredq / http://alteredqualia.com/
  25493. */
  25494. function Clock( autoStart ) {
  25495. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25496. this.startTime = 0;
  25497. this.oldTime = 0;
  25498. this.elapsedTime = 0;
  25499. this.running = false;
  25500. }
  25501. Object.assign( Clock.prototype, {
  25502. start: function () {
  25503. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25504. this.oldTime = this.startTime;
  25505. this.elapsedTime = 0;
  25506. this.running = true;
  25507. },
  25508. stop: function () {
  25509. this.getElapsedTime();
  25510. this.running = false;
  25511. this.autoStart = false;
  25512. },
  25513. getElapsedTime: function () {
  25514. this.getDelta();
  25515. return this.elapsedTime;
  25516. },
  25517. getDelta: function () {
  25518. let diff = 0;
  25519. if ( this.autoStart && ! this.running ) {
  25520. this.start();
  25521. return 0;
  25522. }
  25523. if ( this.running ) {
  25524. const newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25525. diff = ( newTime - this.oldTime ) / 1000;
  25526. this.oldTime = newTime;
  25527. this.elapsedTime += diff;
  25528. }
  25529. return diff;
  25530. }
  25531. } );
  25532. /**
  25533. * @author mrdoob / http://mrdoob.com/
  25534. */
  25535. const _position$2 = new Vector3();
  25536. const _quaternion$3 = new Quaternion();
  25537. const _scale$1 = new Vector3();
  25538. const _orientation = new Vector3();
  25539. function AudioListener() {
  25540. Object3D.call( this );
  25541. this.type = 'AudioListener';
  25542. this.context = AudioContext.getContext();
  25543. this.gain = this.context.createGain();
  25544. this.gain.connect( this.context.destination );
  25545. this.filter = null;
  25546. this.timeDelta = 0;
  25547. // private
  25548. this._clock = new Clock();
  25549. }
  25550. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25551. constructor: AudioListener,
  25552. getInput: function () {
  25553. return this.gain;
  25554. },
  25555. removeFilter: function ( ) {
  25556. if ( this.filter !== null ) {
  25557. this.gain.disconnect( this.filter );
  25558. this.filter.disconnect( this.context.destination );
  25559. this.gain.connect( this.context.destination );
  25560. this.filter = null;
  25561. }
  25562. return this;
  25563. },
  25564. getFilter: function () {
  25565. return this.filter;
  25566. },
  25567. setFilter: function ( value ) {
  25568. if ( this.filter !== null ) {
  25569. this.gain.disconnect( this.filter );
  25570. this.filter.disconnect( this.context.destination );
  25571. } else {
  25572. this.gain.disconnect( this.context.destination );
  25573. }
  25574. this.filter = value;
  25575. this.gain.connect( this.filter );
  25576. this.filter.connect( this.context.destination );
  25577. return this;
  25578. },
  25579. getMasterVolume: function () {
  25580. return this.gain.gain.value;
  25581. },
  25582. setMasterVolume: function ( value ) {
  25583. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25584. return this;
  25585. },
  25586. updateMatrixWorld: function ( force ) {
  25587. Object3D.prototype.updateMatrixWorld.call( this, force );
  25588. const listener = this.context.listener;
  25589. const up = this.up;
  25590. this.timeDelta = this._clock.getDelta();
  25591. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25592. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25593. if ( listener.positionX ) {
  25594. // code path for Chrome (see #14393)
  25595. const endTime = this.context.currentTime + this.timeDelta;
  25596. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25597. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25598. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25599. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25600. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25601. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25602. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25603. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25604. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25605. } else {
  25606. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25607. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25608. }
  25609. }
  25610. } );
  25611. /**
  25612. * @author mrdoob / http://mrdoob.com/
  25613. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25614. */
  25615. function Audio( listener ) {
  25616. Object3D.call( this );
  25617. this.type = 'Audio';
  25618. this.listener = listener;
  25619. this.context = listener.context;
  25620. this.gain = this.context.createGain();
  25621. this.gain.connect( listener.getInput() );
  25622. this.autoplay = false;
  25623. this.buffer = null;
  25624. this.detune = 0;
  25625. this.loop = false;
  25626. this.loopStart = 0;
  25627. this.loopEnd = 0;
  25628. this.offset = 0;
  25629. this.duration = undefined;
  25630. this.playbackRate = 1;
  25631. this.isPlaying = false;
  25632. this.hasPlaybackControl = true;
  25633. this.sourceType = 'empty';
  25634. this._startedAt = 0;
  25635. this._progress = 0;
  25636. this.filters = [];
  25637. }
  25638. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25639. constructor: Audio,
  25640. getOutput: function () {
  25641. return this.gain;
  25642. },
  25643. setNodeSource: function ( audioNode ) {
  25644. this.hasPlaybackControl = false;
  25645. this.sourceType = 'audioNode';
  25646. this.source = audioNode;
  25647. this.connect();
  25648. return this;
  25649. },
  25650. setMediaElementSource: function ( mediaElement ) {
  25651. this.hasPlaybackControl = false;
  25652. this.sourceType = 'mediaNode';
  25653. this.source = this.context.createMediaElementSource( mediaElement );
  25654. this.connect();
  25655. return this;
  25656. },
  25657. setMediaStreamSource: function ( mediaStream ) {
  25658. this.hasPlaybackControl = false;
  25659. this.sourceType = 'mediaStreamNode';
  25660. this.source = this.context.createMediaStreamSource( mediaStream );
  25661. this.connect();
  25662. return this;
  25663. },
  25664. setBuffer: function ( audioBuffer ) {
  25665. this.buffer = audioBuffer;
  25666. this.sourceType = 'buffer';
  25667. if ( this.autoplay ) this.play();
  25668. return this;
  25669. },
  25670. play: function ( delay ) {
  25671. if ( delay === undefined ) delay = 0;
  25672. if ( this.isPlaying === true ) {
  25673. console.warn( 'THREE.Audio: Audio is already playing.' );
  25674. return;
  25675. }
  25676. if ( this.hasPlaybackControl === false ) {
  25677. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25678. return;
  25679. }
  25680. this._startedAt = this.context.currentTime + delay;
  25681. const source = this.context.createBufferSource();
  25682. source.buffer = this.buffer;
  25683. source.loop = this.loop;
  25684. source.loopStart = this.loopStart;
  25685. source.loopEnd = this.loopEnd;
  25686. source.onended = this.onEnded.bind( this );
  25687. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25688. this.isPlaying = true;
  25689. this.source = source;
  25690. this.setDetune( this.detune );
  25691. this.setPlaybackRate( this.playbackRate );
  25692. return this.connect();
  25693. },
  25694. pause: function () {
  25695. if ( this.hasPlaybackControl === false ) {
  25696. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25697. return;
  25698. }
  25699. if ( this.isPlaying === true ) {
  25700. // update current progress
  25701. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25702. if ( this.loop === true ) {
  25703. // ensure _progress does not exceed duration with looped audios
  25704. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25705. }
  25706. this.source.stop();
  25707. this.source.onended = null;
  25708. this.isPlaying = false;
  25709. }
  25710. return this;
  25711. },
  25712. stop: function () {
  25713. if ( this.hasPlaybackControl === false ) {
  25714. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25715. return;
  25716. }
  25717. this._progress = 0;
  25718. this.source.stop();
  25719. this.source.onended = null;
  25720. this.isPlaying = false;
  25721. return this;
  25722. },
  25723. connect: function () {
  25724. if ( this.filters.length > 0 ) {
  25725. this.source.connect( this.filters[ 0 ] );
  25726. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  25727. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25728. }
  25729. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25730. } else {
  25731. this.source.connect( this.getOutput() );
  25732. }
  25733. return this;
  25734. },
  25735. disconnect: function () {
  25736. if ( this.filters.length > 0 ) {
  25737. this.source.disconnect( this.filters[ 0 ] );
  25738. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  25739. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25740. }
  25741. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25742. } else {
  25743. this.source.disconnect( this.getOutput() );
  25744. }
  25745. return this;
  25746. },
  25747. getFilters: function () {
  25748. return this.filters;
  25749. },
  25750. setFilters: function ( value ) {
  25751. if ( ! value ) value = [];
  25752. if ( this.isPlaying === true ) {
  25753. this.disconnect();
  25754. this.filters = value;
  25755. this.connect();
  25756. } else {
  25757. this.filters = value;
  25758. }
  25759. return this;
  25760. },
  25761. setDetune: function ( value ) {
  25762. this.detune = value;
  25763. if ( this.source.detune === undefined ) return; // only set detune when available
  25764. if ( this.isPlaying === true ) {
  25765. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25766. }
  25767. return this;
  25768. },
  25769. getDetune: function () {
  25770. return this.detune;
  25771. },
  25772. getFilter: function () {
  25773. return this.getFilters()[ 0 ];
  25774. },
  25775. setFilter: function ( filter ) {
  25776. return this.setFilters( filter ? [ filter ] : [] );
  25777. },
  25778. setPlaybackRate: function ( value ) {
  25779. if ( this.hasPlaybackControl === false ) {
  25780. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25781. return;
  25782. }
  25783. this.playbackRate = value;
  25784. if ( this.isPlaying === true ) {
  25785. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25786. }
  25787. return this;
  25788. },
  25789. getPlaybackRate: function () {
  25790. return this.playbackRate;
  25791. },
  25792. onEnded: function () {
  25793. this.isPlaying = false;
  25794. },
  25795. getLoop: function () {
  25796. if ( this.hasPlaybackControl === false ) {
  25797. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25798. return false;
  25799. }
  25800. return this.loop;
  25801. },
  25802. setLoop: function ( value ) {
  25803. if ( this.hasPlaybackControl === false ) {
  25804. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25805. return;
  25806. }
  25807. this.loop = value;
  25808. if ( this.isPlaying === true ) {
  25809. this.source.loop = this.loop;
  25810. }
  25811. return this;
  25812. },
  25813. setLoopStart: function ( value ) {
  25814. this.loopStart = value;
  25815. return this;
  25816. },
  25817. setLoopEnd: function ( value ) {
  25818. this.loopEnd = value;
  25819. return this;
  25820. },
  25821. getVolume: function () {
  25822. return this.gain.gain.value;
  25823. },
  25824. setVolume: function ( value ) {
  25825. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25826. return this;
  25827. }
  25828. } );
  25829. /**
  25830. * @author mrdoob / http://mrdoob.com/
  25831. */
  25832. const _position$3 = new Vector3();
  25833. const _quaternion$4 = new Quaternion();
  25834. const _scale$2 = new Vector3();
  25835. const _orientation$1 = new Vector3();
  25836. function PositionalAudio( listener ) {
  25837. Audio.call( this, listener );
  25838. this.panner = this.context.createPanner();
  25839. this.panner.panningModel = 'HRTF';
  25840. this.panner.connect( this.gain );
  25841. }
  25842. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25843. constructor: PositionalAudio,
  25844. getOutput: function () {
  25845. return this.panner;
  25846. },
  25847. getRefDistance: function () {
  25848. return this.panner.refDistance;
  25849. },
  25850. setRefDistance: function ( value ) {
  25851. this.panner.refDistance = value;
  25852. return this;
  25853. },
  25854. getRolloffFactor: function () {
  25855. return this.panner.rolloffFactor;
  25856. },
  25857. setRolloffFactor: function ( value ) {
  25858. this.panner.rolloffFactor = value;
  25859. return this;
  25860. },
  25861. getDistanceModel: function () {
  25862. return this.panner.distanceModel;
  25863. },
  25864. setDistanceModel: function ( value ) {
  25865. this.panner.distanceModel = value;
  25866. return this;
  25867. },
  25868. getMaxDistance: function () {
  25869. return this.panner.maxDistance;
  25870. },
  25871. setMaxDistance: function ( value ) {
  25872. this.panner.maxDistance = value;
  25873. return this;
  25874. },
  25875. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25876. this.panner.coneInnerAngle = coneInnerAngle;
  25877. this.panner.coneOuterAngle = coneOuterAngle;
  25878. this.panner.coneOuterGain = coneOuterGain;
  25879. return this;
  25880. },
  25881. updateMatrixWorld: function ( force ) {
  25882. Object3D.prototype.updateMatrixWorld.call( this, force );
  25883. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  25884. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25885. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25886. const panner = this.panner;
  25887. if ( panner.positionX ) {
  25888. // code path for Chrome and Firefox (see #14393)
  25889. const endTime = this.context.currentTime + this.listener.timeDelta;
  25890. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25891. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25892. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25893. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25894. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25895. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25896. } else {
  25897. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25898. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25899. }
  25900. }
  25901. } );
  25902. /**
  25903. * @author mrdoob / http://mrdoob.com/
  25904. */
  25905. function AudioAnalyser( audio, fftSize ) {
  25906. this.analyser = audio.context.createAnalyser();
  25907. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25908. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25909. audio.getOutput().connect( this.analyser );
  25910. }
  25911. Object.assign( AudioAnalyser.prototype, {
  25912. getFrequencyData: function () {
  25913. this.analyser.getByteFrequencyData( this.data );
  25914. return this.data;
  25915. },
  25916. getAverageFrequency: function () {
  25917. let value = 0;
  25918. const data = this.getFrequencyData();
  25919. for ( let i = 0; i < data.length; i ++ ) {
  25920. value += data[ i ];
  25921. }
  25922. return value / data.length;
  25923. }
  25924. } );
  25925. /**
  25926. *
  25927. * Buffered scene graph property that allows weighted accumulation.
  25928. *
  25929. *
  25930. * @author Ben Houston / http://clara.io/
  25931. * @author David Sarno / http://lighthaus.us/
  25932. * @author tschw
  25933. */
  25934. function PropertyMixer( binding, typeName, valueSize ) {
  25935. this.binding = binding;
  25936. this.valueSize = valueSize;
  25937. let mixFunction,
  25938. mixFunctionAdditive,
  25939. setIdentity;
  25940. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25941. //
  25942. // interpolators can use .buffer as their .result
  25943. // the data then goes to 'incoming'
  25944. //
  25945. // 'accu0' and 'accu1' are used frame-interleaved for
  25946. // the cumulative result and are compared to detect
  25947. // changes
  25948. //
  25949. // 'orig' stores the original state of the property
  25950. //
  25951. // 'add' is used for additive cumulative results
  25952. //
  25953. // 'work' is optional and is only present for quaternion types. It is used
  25954. // to store intermediate quaternion multiplication results
  25955. switch ( typeName ) {
  25956. case 'quaternion':
  25957. mixFunction = this._slerp;
  25958. mixFunctionAdditive = this._slerpAdditive;
  25959. setIdentity = this._setAdditiveIdentityQuaternion;
  25960. this.buffer = new Float64Array( valueSize * 6 );
  25961. this._workIndex = 5;
  25962. break;
  25963. case 'string':
  25964. case 'bool':
  25965. mixFunction = this._select;
  25966. // Use the regular mix function and for additive on these types,
  25967. // additive is not relevant for non-numeric types
  25968. mixFunctionAdditive = this._select;
  25969. setIdentity = this._setAdditiveIdentityOther;
  25970. this.buffer = new Array( valueSize * 5 );
  25971. break;
  25972. default:
  25973. mixFunction = this._lerp;
  25974. mixFunctionAdditive = this._lerpAdditive;
  25975. setIdentity = this._setAdditiveIdentityNumeric;
  25976. this.buffer = new Float64Array( valueSize * 5 );
  25977. }
  25978. this._mixBufferRegion = mixFunction;
  25979. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25980. this._setIdentity = setIdentity;
  25981. this._origIndex = 3;
  25982. this._addIndex = 4;
  25983. this.cumulativeWeight = 0;
  25984. this.cumulativeWeightAdditive = 0;
  25985. this.useCount = 0;
  25986. this.referenceCount = 0;
  25987. }
  25988. Object.assign( PropertyMixer.prototype, {
  25989. // accumulate data in the 'incoming' region into 'accu<i>'
  25990. accumulate: function ( accuIndex, weight ) {
  25991. // note: happily accumulating nothing when weight = 0, the caller knows
  25992. // the weight and shouldn't have made the call in the first place
  25993. const buffer = this.buffer,
  25994. stride = this.valueSize,
  25995. offset = accuIndex * stride + stride;
  25996. let currentWeight = this.cumulativeWeight;
  25997. if ( currentWeight === 0 ) {
  25998. // accuN := incoming * weight
  25999. for ( let i = 0; i !== stride; ++ i ) {
  26000. buffer[ offset + i ] = buffer[ i ];
  26001. }
  26002. currentWeight = weight;
  26003. } else {
  26004. // accuN := accuN + incoming * weight
  26005. currentWeight += weight;
  26006. const mix = weight / currentWeight;
  26007. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26008. }
  26009. this.cumulativeWeight = currentWeight;
  26010. },
  26011. // accumulate data in the 'incoming' region into 'add'
  26012. accumulateAdditive: function ( weight ) {
  26013. const buffer = this.buffer,
  26014. stride = this.valueSize,
  26015. offset = stride * this._addIndex;
  26016. if ( this.cumulativeWeightAdditive === 0 ) {
  26017. // add = identity
  26018. this._setIdentity();
  26019. }
  26020. // add := add + incoming * weight
  26021. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26022. this.cumulativeWeightAdditive += weight;
  26023. },
  26024. // apply the state of 'accu<i>' to the binding when accus differ
  26025. apply: function ( accuIndex ) {
  26026. const stride = this.valueSize,
  26027. buffer = this.buffer,
  26028. offset = accuIndex * stride + stride,
  26029. weight = this.cumulativeWeight,
  26030. weightAdditive = this.cumulativeWeightAdditive,
  26031. binding = this.binding;
  26032. this.cumulativeWeight = 0;
  26033. this.cumulativeWeightAdditive = 0;
  26034. if ( weight < 1 ) {
  26035. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26036. const originalValueOffset = stride * this._origIndex;
  26037. this._mixBufferRegion(
  26038. buffer, offset, originalValueOffset, 1 - weight, stride );
  26039. }
  26040. if ( weightAdditive > 0 ) {
  26041. // accuN := accuN + additive accuN
  26042. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26043. }
  26044. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  26045. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26046. // value has changed -> update scene graph
  26047. binding.setValue( buffer, offset );
  26048. break;
  26049. }
  26050. }
  26051. },
  26052. // remember the state of the bound property and copy it to both accus
  26053. saveOriginalState: function () {
  26054. const binding = this.binding;
  26055. const buffer = this.buffer,
  26056. stride = this.valueSize,
  26057. originalValueOffset = stride * this._origIndex;
  26058. binding.getValue( buffer, originalValueOffset );
  26059. // accu[0..1] := orig -- initially detect changes against the original
  26060. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26061. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26062. }
  26063. // Add to identity for additive
  26064. this._setIdentity();
  26065. this.cumulativeWeight = 0;
  26066. this.cumulativeWeightAdditive = 0;
  26067. },
  26068. // apply the state previously taken via 'saveOriginalState' to the binding
  26069. restoreOriginalState: function () {
  26070. const originalValueOffset = this.valueSize * 3;
  26071. this.binding.setValue( this.buffer, originalValueOffset );
  26072. },
  26073. _setAdditiveIdentityNumeric: function () {
  26074. const startIndex = this._addIndex * this.valueSize;
  26075. const endIndex = startIndex + this.valueSize;
  26076. for ( let i = startIndex; i < endIndex; i ++ ) {
  26077. this.buffer[ i ] = 0;
  26078. }
  26079. },
  26080. _setAdditiveIdentityQuaternion: function () {
  26081. this._setAdditiveIdentityNumeric();
  26082. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26083. },
  26084. _setAdditiveIdentityOther: function () {
  26085. const startIndex = this._origIndex * this.valueSize;
  26086. const targetIndex = this._addIndex * this.valueSize;
  26087. for ( let i = 0; i < this.valueSize; i ++ ) {
  26088. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26089. }
  26090. },
  26091. // mix functions
  26092. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26093. if ( t >= 0.5 ) {
  26094. for ( let i = 0; i !== stride; ++ i ) {
  26095. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26096. }
  26097. }
  26098. },
  26099. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26100. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26101. },
  26102. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26103. const workOffset = this._workIndex * stride;
  26104. // Store result in intermediate buffer offset
  26105. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26106. // Slerp to the intermediate result
  26107. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26108. },
  26109. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26110. const s = 1 - t;
  26111. for ( let i = 0; i !== stride; ++ i ) {
  26112. const j = dstOffset + i;
  26113. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26114. }
  26115. },
  26116. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26117. for ( let i = 0; i !== stride; ++ i ) {
  26118. const j = dstOffset + i;
  26119. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26120. }
  26121. }
  26122. } );
  26123. /**
  26124. *
  26125. * A reference to a real property in the scene graph.
  26126. *
  26127. *
  26128. * @author Ben Houston / http://clara.io/
  26129. * @author David Sarno / http://lighthaus.us/
  26130. * @author tschw
  26131. */
  26132. // Characters [].:/ are reserved for track binding syntax.
  26133. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26134. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26135. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26136. // only latin characters, and the unicode \p{L} is not yet supported. So
  26137. // instead, we exclude reserved characters and match everything else.
  26138. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26139. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26140. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26141. // be matched to parse the rest of the track name.
  26142. const _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26143. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26144. const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26145. // Object on target node, and accessor. May not contain reserved
  26146. // characters. Accessor may contain any character except closing bracket.
  26147. const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26148. // Property and accessor. May not contain reserved characters. Accessor may
  26149. // contain any non-bracket characters.
  26150. const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26151. const _trackRe = new RegExp( ''
  26152. + '^'
  26153. + _directoryRe
  26154. + _nodeRe
  26155. + _objectRe
  26156. + _propertyRe
  26157. + '$'
  26158. );
  26159. const _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26160. function Composite( targetGroup, path, optionalParsedPath ) {
  26161. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26162. this._targetGroup = targetGroup;
  26163. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26164. }
  26165. Object.assign( Composite.prototype, {
  26166. getValue: function ( array, offset ) {
  26167. this.bind(); // bind all binding
  26168. const firstValidIndex = this._targetGroup.nCachedObjects_,
  26169. binding = this._bindings[ firstValidIndex ];
  26170. // and only call .getValue on the first
  26171. if ( binding !== undefined ) binding.getValue( array, offset );
  26172. },
  26173. setValue: function ( array, offset ) {
  26174. const bindings = this._bindings;
  26175. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26176. bindings[ i ].setValue( array, offset );
  26177. }
  26178. },
  26179. bind: function () {
  26180. const bindings = this._bindings;
  26181. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26182. bindings[ i ].bind();
  26183. }
  26184. },
  26185. unbind: function () {
  26186. const bindings = this._bindings;
  26187. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26188. bindings[ i ].unbind();
  26189. }
  26190. }
  26191. } );
  26192. function PropertyBinding( rootNode, path, parsedPath ) {
  26193. this.path = path;
  26194. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26195. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26196. this.rootNode = rootNode;
  26197. }
  26198. Object.assign( PropertyBinding, {
  26199. Composite: Composite,
  26200. create: function ( root, path, parsedPath ) {
  26201. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26202. return new PropertyBinding( root, path, parsedPath );
  26203. } else {
  26204. return new PropertyBinding.Composite( root, path, parsedPath );
  26205. }
  26206. },
  26207. /**
  26208. * Replaces spaces with underscores and removes unsupported characters from
  26209. * node names, to ensure compatibility with parseTrackName().
  26210. *
  26211. * @param {string} name Node name to be sanitized.
  26212. * @return {string}
  26213. */
  26214. sanitizeNodeName: function ( name ) {
  26215. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26216. },
  26217. parseTrackName: function ( trackName ) {
  26218. const matches = _trackRe.exec( trackName );
  26219. if ( ! matches ) {
  26220. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26221. }
  26222. const results = {
  26223. // directoryName: matches[ 1 ], // (tschw) currently unused
  26224. nodeName: matches[ 2 ],
  26225. objectName: matches[ 3 ],
  26226. objectIndex: matches[ 4 ],
  26227. propertyName: matches[ 5 ], // required
  26228. propertyIndex: matches[ 6 ]
  26229. };
  26230. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26231. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26232. const objectName = results.nodeName.substring( lastDot + 1 );
  26233. // Object names must be checked against a whitelist. Otherwise, there
  26234. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26235. // 'bar' could be the objectName, or part of a nodeName (which can
  26236. // include '.' characters).
  26237. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26238. results.nodeName = results.nodeName.substring( 0, lastDot );
  26239. results.objectName = objectName;
  26240. }
  26241. }
  26242. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26243. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26244. }
  26245. return results;
  26246. },
  26247. findNode: function ( root, nodeName ) {
  26248. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26249. return root;
  26250. }
  26251. // search into skeleton bones.
  26252. if ( root.skeleton ) {
  26253. const bone = root.skeleton.getBoneByName( nodeName );
  26254. if ( bone !== undefined ) {
  26255. return bone;
  26256. }
  26257. }
  26258. // search into node subtree.
  26259. if ( root.children ) {
  26260. const searchNodeSubtree = function ( children ) {
  26261. for ( let i = 0; i < children.length; i ++ ) {
  26262. const childNode = children[ i ];
  26263. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26264. return childNode;
  26265. }
  26266. const result = searchNodeSubtree( childNode.children );
  26267. if ( result ) return result;
  26268. }
  26269. return null;
  26270. };
  26271. const subTreeNode = searchNodeSubtree( root.children );
  26272. if ( subTreeNode ) {
  26273. return subTreeNode;
  26274. }
  26275. }
  26276. return null;
  26277. }
  26278. } );
  26279. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26280. // these are used to "bind" a nonexistent property
  26281. _getValue_unavailable: function () {},
  26282. _setValue_unavailable: function () {},
  26283. BindingType: {
  26284. Direct: 0,
  26285. EntireArray: 1,
  26286. ArrayElement: 2,
  26287. HasFromToArray: 3
  26288. },
  26289. Versioning: {
  26290. None: 0,
  26291. NeedsUpdate: 1,
  26292. MatrixWorldNeedsUpdate: 2
  26293. },
  26294. GetterByBindingType: [
  26295. function getValue_direct( buffer, offset ) {
  26296. buffer[ offset ] = this.node[ this.propertyName ];
  26297. },
  26298. function getValue_array( buffer, offset ) {
  26299. const source = this.resolvedProperty;
  26300. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  26301. buffer[ offset ++ ] = source[ i ];
  26302. }
  26303. },
  26304. function getValue_arrayElement( buffer, offset ) {
  26305. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26306. },
  26307. function getValue_toArray( buffer, offset ) {
  26308. this.resolvedProperty.toArray( buffer, offset );
  26309. }
  26310. ],
  26311. SetterByBindingTypeAndVersioning: [
  26312. [
  26313. // Direct
  26314. function setValue_direct( buffer, offset ) {
  26315. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26316. },
  26317. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26318. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26319. this.targetObject.needsUpdate = true;
  26320. },
  26321. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26322. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26323. this.targetObject.matrixWorldNeedsUpdate = true;
  26324. }
  26325. ], [
  26326. // EntireArray
  26327. function setValue_array( buffer, offset ) {
  26328. const dest = this.resolvedProperty;
  26329. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  26330. dest[ i ] = buffer[ offset ++ ];
  26331. }
  26332. },
  26333. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26334. const dest = this.resolvedProperty;
  26335. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  26336. dest[ i ] = buffer[ offset ++ ];
  26337. }
  26338. this.targetObject.needsUpdate = true;
  26339. },
  26340. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26341. const dest = this.resolvedProperty;
  26342. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  26343. dest[ i ] = buffer[ offset ++ ];
  26344. }
  26345. this.targetObject.matrixWorldNeedsUpdate = true;
  26346. }
  26347. ], [
  26348. // ArrayElement
  26349. function setValue_arrayElement( buffer, offset ) {
  26350. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26351. },
  26352. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26353. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26354. this.targetObject.needsUpdate = true;
  26355. },
  26356. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26357. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26358. this.targetObject.matrixWorldNeedsUpdate = true;
  26359. }
  26360. ], [
  26361. // HasToFromArray
  26362. function setValue_fromArray( buffer, offset ) {
  26363. this.resolvedProperty.fromArray( buffer, offset );
  26364. },
  26365. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26366. this.resolvedProperty.fromArray( buffer, offset );
  26367. this.targetObject.needsUpdate = true;
  26368. },
  26369. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26370. this.resolvedProperty.fromArray( buffer, offset );
  26371. this.targetObject.matrixWorldNeedsUpdate = true;
  26372. }
  26373. ]
  26374. ],
  26375. getValue: function getValue_unbound( targetArray, offset ) {
  26376. this.bind();
  26377. this.getValue( targetArray, offset );
  26378. // Note: This class uses a State pattern on a per-method basis:
  26379. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26380. // prototype version of these methods with one that represents
  26381. // the bound state. When the property is not found, the methods
  26382. // become no-ops.
  26383. },
  26384. setValue: function getValue_unbound( sourceArray, offset ) {
  26385. this.bind();
  26386. this.setValue( sourceArray, offset );
  26387. },
  26388. // create getter / setter pair for a property in the scene graph
  26389. bind: function () {
  26390. let targetObject = this.node,
  26391. parsedPath = this.parsedPath,
  26392. objectName = parsedPath.objectName,
  26393. propertyName = parsedPath.propertyName,
  26394. propertyIndex = parsedPath.propertyIndex;
  26395. if ( ! targetObject ) {
  26396. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26397. this.node = targetObject;
  26398. }
  26399. // set fail state so we can just 'return' on error
  26400. this.getValue = this._getValue_unavailable;
  26401. this.setValue = this._setValue_unavailable;
  26402. // ensure there is a value node
  26403. if ( ! targetObject ) {
  26404. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26405. return;
  26406. }
  26407. if ( objectName ) {
  26408. let objectIndex = parsedPath.objectIndex;
  26409. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26410. switch ( objectName ) {
  26411. case 'materials':
  26412. if ( ! targetObject.material ) {
  26413. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26414. return;
  26415. }
  26416. if ( ! targetObject.material.materials ) {
  26417. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26418. return;
  26419. }
  26420. targetObject = targetObject.material.materials;
  26421. break;
  26422. case 'bones':
  26423. if ( ! targetObject.skeleton ) {
  26424. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26425. return;
  26426. }
  26427. // potential future optimization: skip this if propertyIndex is already an integer
  26428. // and convert the integer string to a true integer.
  26429. targetObject = targetObject.skeleton.bones;
  26430. // support resolving morphTarget names into indices.
  26431. for ( let i = 0; i < targetObject.length; i ++ ) {
  26432. if ( targetObject[ i ].name === objectIndex ) {
  26433. objectIndex = i;
  26434. break;
  26435. }
  26436. }
  26437. break;
  26438. default:
  26439. if ( targetObject[ objectName ] === undefined ) {
  26440. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26441. return;
  26442. }
  26443. targetObject = targetObject[ objectName ];
  26444. }
  26445. if ( objectIndex !== undefined ) {
  26446. if ( targetObject[ objectIndex ] === undefined ) {
  26447. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26448. return;
  26449. }
  26450. targetObject = targetObject[ objectIndex ];
  26451. }
  26452. }
  26453. // resolve property
  26454. const nodeProperty = targetObject[ propertyName ];
  26455. if ( nodeProperty === undefined ) {
  26456. const nodeName = parsedPath.nodeName;
  26457. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26458. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26459. return;
  26460. }
  26461. // determine versioning scheme
  26462. let versioning = this.Versioning.None;
  26463. this.targetObject = targetObject;
  26464. if ( targetObject.needsUpdate !== undefined ) { // material
  26465. versioning = this.Versioning.NeedsUpdate;
  26466. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26467. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26468. }
  26469. // determine how the property gets bound
  26470. let bindingType = this.BindingType.Direct;
  26471. if ( propertyIndex !== undefined ) {
  26472. // access a sub element of the property array (only primitives are supported right now)
  26473. if ( propertyName === "morphTargetInfluences" ) {
  26474. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26475. // support resolving morphTarget names into indices.
  26476. if ( ! targetObject.geometry ) {
  26477. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26478. return;
  26479. }
  26480. if ( targetObject.geometry.isBufferGeometry ) {
  26481. if ( ! targetObject.geometry.morphAttributes ) {
  26482. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26483. return;
  26484. }
  26485. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26486. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26487. }
  26488. } else {
  26489. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26490. return;
  26491. }
  26492. }
  26493. bindingType = this.BindingType.ArrayElement;
  26494. this.resolvedProperty = nodeProperty;
  26495. this.propertyIndex = propertyIndex;
  26496. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26497. // must use copy for Object3D.Euler/Quaternion
  26498. bindingType = this.BindingType.HasFromToArray;
  26499. this.resolvedProperty = nodeProperty;
  26500. } else if ( Array.isArray( nodeProperty ) ) {
  26501. bindingType = this.BindingType.EntireArray;
  26502. this.resolvedProperty = nodeProperty;
  26503. } else {
  26504. this.propertyName = propertyName;
  26505. }
  26506. // select getter / setter
  26507. this.getValue = this.GetterByBindingType[ bindingType ];
  26508. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26509. },
  26510. unbind: function () {
  26511. this.node = null;
  26512. // back to the prototype version of getValue / setValue
  26513. // note: avoiding to mutate the shape of 'this' via 'delete'
  26514. this.getValue = this._getValue_unbound;
  26515. this.setValue = this._setValue_unbound;
  26516. }
  26517. } );
  26518. // DECLARE ALIAS AFTER assign prototype
  26519. Object.assign( PropertyBinding.prototype, {
  26520. // initial state of these methods that calls 'bind'
  26521. _getValue_unbound: PropertyBinding.prototype.getValue,
  26522. _setValue_unbound: PropertyBinding.prototype.setValue,
  26523. } );
  26524. /**
  26525. *
  26526. * A group of objects that receives a shared animation state.
  26527. *
  26528. * Usage:
  26529. *
  26530. * - Add objects you would otherwise pass as 'root' to the
  26531. * constructor or the .clipAction method of AnimationMixer.
  26532. *
  26533. * - Instead pass this object as 'root'.
  26534. *
  26535. * - You can also add and remove objects later when the mixer
  26536. * is running.
  26537. *
  26538. * Note:
  26539. *
  26540. * Objects of this class appear as one object to the mixer,
  26541. * so cache control of the individual objects must be done
  26542. * on the group.
  26543. *
  26544. * Limitation:
  26545. *
  26546. * - The animated properties must be compatible among the
  26547. * all objects in the group.
  26548. *
  26549. * - A single property can either be controlled through a
  26550. * target group or directly, but not both.
  26551. *
  26552. * @author tschw
  26553. */
  26554. function AnimationObjectGroup() {
  26555. this.uuid = MathUtils.generateUUID();
  26556. // cached objects followed by the active ones
  26557. this._objects = Array.prototype.slice.call( arguments );
  26558. this.nCachedObjects_ = 0; // threshold
  26559. // note: read by PropertyBinding.Composite
  26560. const indices = {};
  26561. this._indicesByUUID = indices; // for bookkeeping
  26562. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  26563. indices[ arguments[ i ].uuid ] = i;
  26564. }
  26565. this._paths = []; // inside: string
  26566. this._parsedPaths = []; // inside: { we don't care, here }
  26567. this._bindings = []; // inside: Array< PropertyBinding >
  26568. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26569. const scope = this;
  26570. this.stats = {
  26571. objects: {
  26572. get total() {
  26573. return scope._objects.length;
  26574. },
  26575. get inUse() {
  26576. return this.total - scope.nCachedObjects_;
  26577. }
  26578. },
  26579. get bindingsPerObject() {
  26580. return scope._bindings.length;
  26581. }
  26582. };
  26583. }
  26584. Object.assign( AnimationObjectGroup.prototype, {
  26585. isAnimationObjectGroup: true,
  26586. add: function () {
  26587. const objects = this._objects,
  26588. indicesByUUID = this._indicesByUUID,
  26589. paths = this._paths,
  26590. parsedPaths = this._parsedPaths,
  26591. bindings = this._bindings,
  26592. nBindings = bindings.length;
  26593. let knownObject = undefined,
  26594. nObjects = objects.length,
  26595. nCachedObjects = this.nCachedObjects_;
  26596. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  26597. const object = arguments[ i ],
  26598. uuid = object.uuid;
  26599. let index = indicesByUUID[ uuid ];
  26600. if ( index === undefined ) {
  26601. // unknown object -> add it to the ACTIVE region
  26602. index = nObjects ++;
  26603. indicesByUUID[ uuid ] = index;
  26604. objects.push( object );
  26605. // accounting is done, now do the same for all bindings
  26606. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  26607. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26608. }
  26609. } else if ( index < nCachedObjects ) {
  26610. knownObject = objects[ index ];
  26611. // move existing object to the ACTIVE region
  26612. const firstActiveIndex = -- nCachedObjects,
  26613. lastCachedObject = objects[ firstActiveIndex ];
  26614. indicesByUUID[ lastCachedObject.uuid ] = index;
  26615. objects[ index ] = lastCachedObject;
  26616. indicesByUUID[ uuid ] = firstActiveIndex;
  26617. objects[ firstActiveIndex ] = object;
  26618. // accounting is done, now do the same for all bindings
  26619. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  26620. const bindingsForPath = bindings[ j ],
  26621. lastCached = bindingsForPath[ firstActiveIndex ];
  26622. let binding = bindingsForPath[ index ];
  26623. bindingsForPath[ index ] = lastCached;
  26624. if ( binding === undefined ) {
  26625. // since we do not bother to create new bindings
  26626. // for objects that are cached, the binding may
  26627. // or may not exist
  26628. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26629. }
  26630. bindingsForPath[ firstActiveIndex ] = binding;
  26631. }
  26632. } else if ( objects[ index ] !== knownObject ) {
  26633. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26634. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26635. } // else the object is already where we want it to be
  26636. } // for arguments
  26637. this.nCachedObjects_ = nCachedObjects;
  26638. },
  26639. remove: function () {
  26640. const objects = this._objects,
  26641. indicesByUUID = this._indicesByUUID,
  26642. bindings = this._bindings,
  26643. nBindings = bindings.length;
  26644. let nCachedObjects = this.nCachedObjects_;
  26645. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  26646. const object = arguments[ i ],
  26647. uuid = object.uuid,
  26648. index = indicesByUUID[ uuid ];
  26649. if ( index !== undefined && index >= nCachedObjects ) {
  26650. // move existing object into the CACHED region
  26651. const lastCachedIndex = nCachedObjects ++,
  26652. firstActiveObject = objects[ lastCachedIndex ];
  26653. indicesByUUID[ firstActiveObject.uuid ] = index;
  26654. objects[ index ] = firstActiveObject;
  26655. indicesByUUID[ uuid ] = lastCachedIndex;
  26656. objects[ lastCachedIndex ] = object;
  26657. // accounting is done, now do the same for all bindings
  26658. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  26659. const bindingsForPath = bindings[ j ],
  26660. firstActive = bindingsForPath[ lastCachedIndex ],
  26661. binding = bindingsForPath[ index ];
  26662. bindingsForPath[ index ] = firstActive;
  26663. bindingsForPath[ lastCachedIndex ] = binding;
  26664. }
  26665. }
  26666. } // for arguments
  26667. this.nCachedObjects_ = nCachedObjects;
  26668. },
  26669. // remove & forget
  26670. uncache: function () {
  26671. const objects = this._objects,
  26672. indicesByUUID = this._indicesByUUID,
  26673. bindings = this._bindings,
  26674. nBindings = bindings.length;
  26675. let nCachedObjects = this.nCachedObjects_,
  26676. nObjects = objects.length;
  26677. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  26678. const object = arguments[ i ],
  26679. uuid = object.uuid,
  26680. index = indicesByUUID[ uuid ];
  26681. if ( index !== undefined ) {
  26682. delete indicesByUUID[ uuid ];
  26683. if ( index < nCachedObjects ) {
  26684. // object is cached, shrink the CACHED region
  26685. const firstActiveIndex = -- nCachedObjects,
  26686. lastCachedObject = objects[ firstActiveIndex ],
  26687. lastIndex = -- nObjects,
  26688. lastObject = objects[ lastIndex ];
  26689. // last cached object takes this object's place
  26690. indicesByUUID[ lastCachedObject.uuid ] = index;
  26691. objects[ index ] = lastCachedObject;
  26692. // last object goes to the activated slot and pop
  26693. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26694. objects[ firstActiveIndex ] = lastObject;
  26695. objects.pop();
  26696. // accounting is done, now do the same for all bindings
  26697. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  26698. const bindingsForPath = bindings[ j ],
  26699. lastCached = bindingsForPath[ firstActiveIndex ],
  26700. last = bindingsForPath[ lastIndex ];
  26701. bindingsForPath[ index ] = lastCached;
  26702. bindingsForPath[ firstActiveIndex ] = last;
  26703. bindingsForPath.pop();
  26704. }
  26705. } else {
  26706. // object is active, just swap with the last and pop
  26707. const lastIndex = -- nObjects,
  26708. lastObject = objects[ lastIndex ];
  26709. indicesByUUID[ lastObject.uuid ] = index;
  26710. objects[ index ] = lastObject;
  26711. objects.pop();
  26712. // accounting is done, now do the same for all bindings
  26713. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  26714. const bindingsForPath = bindings[ j ];
  26715. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26716. bindingsForPath.pop();
  26717. }
  26718. } // cached or active
  26719. } // if object is known
  26720. } // for arguments
  26721. this.nCachedObjects_ = nCachedObjects;
  26722. },
  26723. // Internal interface used by befriended PropertyBinding.Composite:
  26724. subscribe_: function ( path, parsedPath ) {
  26725. // returns an array of bindings for the given path that is changed
  26726. // according to the contained objects in the group
  26727. let indicesByPath = this._bindingsIndicesByPath,
  26728. index = indicesByPath[ path ],
  26729. bindings = this._bindings;
  26730. if ( index !== undefined ) return bindings[ index ];
  26731. const paths = this._paths,
  26732. parsedPaths = this._parsedPaths,
  26733. objects = this._objects,
  26734. nObjects = objects.length,
  26735. nCachedObjects = this.nCachedObjects_,
  26736. bindingsForPath = new Array( nObjects );
  26737. index = bindings.length;
  26738. indicesByPath[ path ] = index;
  26739. paths.push( path );
  26740. parsedPaths.push( parsedPath );
  26741. bindings.push( bindingsForPath );
  26742. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26743. const object = objects[ i ];
  26744. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26745. }
  26746. return bindingsForPath;
  26747. },
  26748. unsubscribe_: function ( path ) {
  26749. // tells the group to forget about a property path and no longer
  26750. // update the array previously obtained with 'subscribe_'
  26751. const indicesByPath = this._bindingsIndicesByPath,
  26752. index = indicesByPath[ path ];
  26753. if ( index !== undefined ) {
  26754. const paths = this._paths,
  26755. parsedPaths = this._parsedPaths,
  26756. bindings = this._bindings,
  26757. lastBindingsIndex = bindings.length - 1,
  26758. lastBindings = bindings[ lastBindingsIndex ],
  26759. lastBindingsPath = path[ lastBindingsIndex ];
  26760. indicesByPath[ lastBindingsPath ] = index;
  26761. bindings[ index ] = lastBindings;
  26762. bindings.pop();
  26763. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26764. parsedPaths.pop();
  26765. paths[ index ] = paths[ lastBindingsIndex ];
  26766. paths.pop();
  26767. }
  26768. }
  26769. } );
  26770. /**
  26771. *
  26772. * Action provided by AnimationMixer for scheduling clip playback on specific
  26773. * objects.
  26774. *
  26775. * @author Ben Houston / http://clara.io/
  26776. * @author David Sarno / http://lighthaus.us/
  26777. * @author tschw
  26778. *
  26779. */
  26780. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26781. this._mixer = mixer;
  26782. this._clip = clip;
  26783. this._localRoot = localRoot || null;
  26784. this.blendMode = blendMode || clip.blendMode;
  26785. const tracks = clip.tracks,
  26786. nTracks = tracks.length,
  26787. interpolants = new Array( nTracks );
  26788. const interpolantSettings = {
  26789. endingStart: ZeroCurvatureEnding,
  26790. endingEnd: ZeroCurvatureEnding
  26791. };
  26792. for ( let i = 0; i !== nTracks; ++ i ) {
  26793. const interpolant = tracks[ i ].createInterpolant( null );
  26794. interpolants[ i ] = interpolant;
  26795. interpolant.settings = interpolantSettings;
  26796. }
  26797. this._interpolantSettings = interpolantSettings;
  26798. this._interpolants = interpolants; // bound by the mixer
  26799. // inside: PropertyMixer (managed by the mixer)
  26800. this._propertyBindings = new Array( nTracks );
  26801. this._cacheIndex = null; // for the memory manager
  26802. this._byClipCacheIndex = null; // for the memory manager
  26803. this._timeScaleInterpolant = null;
  26804. this._weightInterpolant = null;
  26805. this.loop = LoopRepeat;
  26806. this._loopCount = - 1;
  26807. // global mixer time when the action is to be started
  26808. // it's set back to 'null' upon start of the action
  26809. this._startTime = null;
  26810. // scaled local time of the action
  26811. // gets clamped or wrapped to 0..clip.duration according to loop
  26812. this.time = 0;
  26813. this.timeScale = 1;
  26814. this._effectiveTimeScale = 1;
  26815. this.weight = 1;
  26816. this._effectiveWeight = 1;
  26817. this.repetitions = Infinity; // no. of repetitions when looping
  26818. this.paused = false; // true -> zero effective time scale
  26819. this.enabled = true; // false -> zero effective weight
  26820. this.clampWhenFinished = false;// keep feeding the last frame?
  26821. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26822. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26823. }
  26824. Object.assign( AnimationAction.prototype, {
  26825. // State & Scheduling
  26826. play: function () {
  26827. this._mixer._activateAction( this );
  26828. return this;
  26829. },
  26830. stop: function () {
  26831. this._mixer._deactivateAction( this );
  26832. return this.reset();
  26833. },
  26834. reset: function () {
  26835. this.paused = false;
  26836. this.enabled = true;
  26837. this.time = 0; // restart clip
  26838. this._loopCount = - 1;// forget previous loops
  26839. this._startTime = null;// forget scheduling
  26840. return this.stopFading().stopWarping();
  26841. },
  26842. isRunning: function () {
  26843. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26844. this._startTime === null && this._mixer._isActiveAction( this );
  26845. },
  26846. // return true when play has been called
  26847. isScheduled: function () {
  26848. return this._mixer._isActiveAction( this );
  26849. },
  26850. startAt: function ( time ) {
  26851. this._startTime = time;
  26852. return this;
  26853. },
  26854. setLoop: function ( mode, repetitions ) {
  26855. this.loop = mode;
  26856. this.repetitions = repetitions;
  26857. return this;
  26858. },
  26859. // Weight
  26860. // set the weight stopping any scheduled fading
  26861. // although .enabled = false yields an effective weight of zero, this
  26862. // method does *not* change .enabled, because it would be confusing
  26863. setEffectiveWeight: function ( weight ) {
  26864. this.weight = weight;
  26865. // note: same logic as when updated at runtime
  26866. this._effectiveWeight = this.enabled ? weight : 0;
  26867. return this.stopFading();
  26868. },
  26869. // return the weight considering fading and .enabled
  26870. getEffectiveWeight: function () {
  26871. return this._effectiveWeight;
  26872. },
  26873. fadeIn: function ( duration ) {
  26874. return this._scheduleFading( duration, 0, 1 );
  26875. },
  26876. fadeOut: function ( duration ) {
  26877. return this._scheduleFading( duration, 1, 0 );
  26878. },
  26879. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26880. fadeOutAction.fadeOut( duration );
  26881. this.fadeIn( duration );
  26882. if ( warp ) {
  26883. const fadeInDuration = this._clip.duration,
  26884. fadeOutDuration = fadeOutAction._clip.duration,
  26885. startEndRatio = fadeOutDuration / fadeInDuration,
  26886. endStartRatio = fadeInDuration / fadeOutDuration;
  26887. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26888. this.warp( endStartRatio, 1.0, duration );
  26889. }
  26890. return this;
  26891. },
  26892. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26893. return fadeInAction.crossFadeFrom( this, duration, warp );
  26894. },
  26895. stopFading: function () {
  26896. let weightInterpolant = this._weightInterpolant;
  26897. if ( weightInterpolant !== null ) {
  26898. this._weightInterpolant = null;
  26899. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26900. }
  26901. return this;
  26902. },
  26903. // Time Scale Control
  26904. // set the time scale stopping any scheduled warping
  26905. // although .paused = true yields an effective time scale of zero, this
  26906. // method does *not* change .paused, because it would be confusing
  26907. setEffectiveTimeScale: function ( timeScale ) {
  26908. this.timeScale = timeScale;
  26909. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26910. return this.stopWarping();
  26911. },
  26912. // return the time scale considering warping and .paused
  26913. getEffectiveTimeScale: function () {
  26914. return this._effectiveTimeScale;
  26915. },
  26916. setDuration: function ( duration ) {
  26917. this.timeScale = this._clip.duration / duration;
  26918. return this.stopWarping();
  26919. },
  26920. syncWith: function ( action ) {
  26921. this.time = action.time;
  26922. this.timeScale = action.timeScale;
  26923. return this.stopWarping();
  26924. },
  26925. halt: function ( duration ) {
  26926. return this.warp( this._effectiveTimeScale, 0, duration );
  26927. },
  26928. warp: function ( startTimeScale, endTimeScale, duration ) {
  26929. const mixer = this._mixer,
  26930. now = mixer.time,
  26931. timeScale = this.timeScale;
  26932. let interpolant = this._timeScaleInterpolant;
  26933. if ( interpolant === null ) {
  26934. interpolant = mixer._lendControlInterpolant();
  26935. this._timeScaleInterpolant = interpolant;
  26936. }
  26937. const times = interpolant.parameterPositions,
  26938. values = interpolant.sampleValues;
  26939. times[ 0 ] = now;
  26940. times[ 1 ] = now + duration;
  26941. values[ 0 ] = startTimeScale / timeScale;
  26942. values[ 1 ] = endTimeScale / timeScale;
  26943. return this;
  26944. },
  26945. stopWarping: function () {
  26946. let timeScaleInterpolant = this._timeScaleInterpolant;
  26947. if ( timeScaleInterpolant !== null ) {
  26948. this._timeScaleInterpolant = null;
  26949. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26950. }
  26951. return this;
  26952. },
  26953. // Object Accessors
  26954. getMixer: function () {
  26955. return this._mixer;
  26956. },
  26957. getClip: function () {
  26958. return this._clip;
  26959. },
  26960. getRoot: function () {
  26961. return this._localRoot || this._mixer._root;
  26962. },
  26963. // Interna
  26964. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26965. // called by the mixer
  26966. if ( ! this.enabled ) {
  26967. // call ._updateWeight() to update ._effectiveWeight
  26968. this._updateWeight( time );
  26969. return;
  26970. }
  26971. const startTime = this._startTime;
  26972. if ( startTime !== null ) {
  26973. // check for scheduled start of action
  26974. const timeRunning = ( time - startTime ) * timeDirection;
  26975. if ( timeRunning < 0 || timeDirection === 0 ) {
  26976. return; // yet to come / don't decide when delta = 0
  26977. }
  26978. // start
  26979. this._startTime = null; // unschedule
  26980. deltaTime = timeDirection * timeRunning;
  26981. }
  26982. // apply time scale and advance time
  26983. deltaTime *= this._updateTimeScale( time );
  26984. const clipTime = this._updateTime( deltaTime );
  26985. // note: _updateTime may disable the action resulting in
  26986. // an effective weight of 0
  26987. const weight = this._updateWeight( time );
  26988. if ( weight > 0 ) {
  26989. const interpolants = this._interpolants;
  26990. const propertyMixers = this._propertyBindings;
  26991. switch ( this.blendMode ) {
  26992. case AdditiveAnimationBlendMode:
  26993. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  26994. interpolants[ j ].evaluate( clipTime );
  26995. propertyMixers[ j ].accumulateAdditive( weight );
  26996. }
  26997. break;
  26998. case NormalAnimationBlendMode:
  26999. default:
  27000. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  27001. interpolants[ j ].evaluate( clipTime );
  27002. propertyMixers[ j ].accumulate( accuIndex, weight );
  27003. }
  27004. }
  27005. }
  27006. },
  27007. _updateWeight: function ( time ) {
  27008. let weight = 0;
  27009. if ( this.enabled ) {
  27010. weight = this.weight;
  27011. const interpolant = this._weightInterpolant;
  27012. if ( interpolant !== null ) {
  27013. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  27014. weight *= interpolantValue;
  27015. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27016. this.stopFading();
  27017. if ( interpolantValue === 0 ) {
  27018. // faded out, disable
  27019. this.enabled = false;
  27020. }
  27021. }
  27022. }
  27023. }
  27024. this._effectiveWeight = weight;
  27025. return weight;
  27026. },
  27027. _updateTimeScale: function ( time ) {
  27028. let timeScale = 0;
  27029. if ( ! this.paused ) {
  27030. timeScale = this.timeScale;
  27031. const interpolant = this._timeScaleInterpolant;
  27032. if ( interpolant !== null ) {
  27033. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  27034. timeScale *= interpolantValue;
  27035. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27036. this.stopWarping();
  27037. if ( timeScale === 0 ) {
  27038. // motion has halted, pause
  27039. this.paused = true;
  27040. } else {
  27041. // warp done - apply final time scale
  27042. this.timeScale = timeScale;
  27043. }
  27044. }
  27045. }
  27046. }
  27047. this._effectiveTimeScale = timeScale;
  27048. return timeScale;
  27049. },
  27050. _updateTime: function ( deltaTime ) {
  27051. const duration = this._clip.duration;
  27052. const loop = this.loop;
  27053. let time = this.time + deltaTime;
  27054. let loopCount = this._loopCount;
  27055. const pingPong = ( loop === LoopPingPong );
  27056. if ( deltaTime === 0 ) {
  27057. if ( loopCount === - 1 ) return time;
  27058. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27059. }
  27060. if ( loop === LoopOnce ) {
  27061. if ( loopCount === - 1 ) {
  27062. // just started
  27063. this._loopCount = 0;
  27064. this._setEndings( true, true, false );
  27065. }
  27066. handle_stop: {
  27067. if ( time >= duration ) {
  27068. time = duration;
  27069. } else if ( time < 0 ) {
  27070. time = 0;
  27071. } else {
  27072. this.time = time;
  27073. break handle_stop;
  27074. }
  27075. if ( this.clampWhenFinished ) this.paused = true;
  27076. else this.enabled = false;
  27077. this.time = time;
  27078. this._mixer.dispatchEvent( {
  27079. type: 'finished', action: this,
  27080. direction: deltaTime < 0 ? - 1 : 1
  27081. } );
  27082. }
  27083. } else { // repetitive Repeat or PingPong
  27084. if ( loopCount === - 1 ) {
  27085. // just started
  27086. if ( deltaTime >= 0 ) {
  27087. loopCount = 0;
  27088. this._setEndings( true, this.repetitions === 0, pingPong );
  27089. } else {
  27090. // when looping in reverse direction, the initial
  27091. // transition through zero counts as a repetition,
  27092. // so leave loopCount at -1
  27093. this._setEndings( this.repetitions === 0, true, pingPong );
  27094. }
  27095. }
  27096. if ( time >= duration || time < 0 ) {
  27097. // wrap around
  27098. const loopDelta = Math.floor( time / duration ); // signed
  27099. time -= duration * loopDelta;
  27100. loopCount += Math.abs( loopDelta );
  27101. const pending = this.repetitions - loopCount;
  27102. if ( pending <= 0 ) {
  27103. // have to stop (switch state, clamp time, fire event)
  27104. if ( this.clampWhenFinished ) this.paused = true;
  27105. else this.enabled = false;
  27106. time = deltaTime > 0 ? duration : 0;
  27107. this.time = time;
  27108. this._mixer.dispatchEvent( {
  27109. type: 'finished', action: this,
  27110. direction: deltaTime > 0 ? 1 : - 1
  27111. } );
  27112. } else {
  27113. // keep running
  27114. if ( pending === 1 ) {
  27115. // entering the last round
  27116. const atStart = deltaTime < 0;
  27117. this._setEndings( atStart, ! atStart, pingPong );
  27118. } else {
  27119. this._setEndings( false, false, pingPong );
  27120. }
  27121. this._loopCount = loopCount;
  27122. this.time = time;
  27123. this._mixer.dispatchEvent( {
  27124. type: 'loop', action: this, loopDelta: loopDelta
  27125. } );
  27126. }
  27127. } else {
  27128. this.time = time;
  27129. }
  27130. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27131. // invert time for the "pong round"
  27132. return duration - time;
  27133. }
  27134. }
  27135. return time;
  27136. },
  27137. _setEndings: function ( atStart, atEnd, pingPong ) {
  27138. const settings = this._interpolantSettings;
  27139. if ( pingPong ) {
  27140. settings.endingStart = ZeroSlopeEnding;
  27141. settings.endingEnd = ZeroSlopeEnding;
  27142. } else {
  27143. // assuming for LoopOnce atStart == atEnd == true
  27144. if ( atStart ) {
  27145. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27146. } else {
  27147. settings.endingStart = WrapAroundEnding;
  27148. }
  27149. if ( atEnd ) {
  27150. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27151. } else {
  27152. settings.endingEnd = WrapAroundEnding;
  27153. }
  27154. }
  27155. },
  27156. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27157. const mixer = this._mixer, now = mixer.time;
  27158. let interpolant = this._weightInterpolant;
  27159. if ( interpolant === null ) {
  27160. interpolant = mixer._lendControlInterpolant();
  27161. this._weightInterpolant = interpolant;
  27162. }
  27163. const times = interpolant.parameterPositions,
  27164. values = interpolant.sampleValues;
  27165. times[ 0 ] = now;
  27166. values[ 0 ] = weightNow;
  27167. times[ 1 ] = now + duration;
  27168. values[ 1 ] = weightThen;
  27169. return this;
  27170. }
  27171. } );
  27172. /**
  27173. *
  27174. * Player for AnimationClips.
  27175. *
  27176. *
  27177. * @author Ben Houston / http://clara.io/
  27178. * @author David Sarno / http://lighthaus.us/
  27179. * @author tschw
  27180. */
  27181. function AnimationMixer( root ) {
  27182. this._root = root;
  27183. this._initMemoryManager();
  27184. this._accuIndex = 0;
  27185. this.time = 0;
  27186. this.timeScale = 1.0;
  27187. }
  27188. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27189. constructor: AnimationMixer,
  27190. _bindAction: function ( action, prototypeAction ) {
  27191. const root = action._localRoot || this._root,
  27192. tracks = action._clip.tracks,
  27193. nTracks = tracks.length,
  27194. bindings = action._propertyBindings,
  27195. interpolants = action._interpolants,
  27196. rootUuid = root.uuid,
  27197. bindingsByRoot = this._bindingsByRootAndName;
  27198. let bindingsByName = bindingsByRoot[ rootUuid ];
  27199. if ( bindingsByName === undefined ) {
  27200. bindingsByName = {};
  27201. bindingsByRoot[ rootUuid ] = bindingsByName;
  27202. }
  27203. for ( let i = 0; i !== nTracks; ++ i ) {
  27204. const track = tracks[ i ],
  27205. trackName = track.name;
  27206. let binding = bindingsByName[ trackName ];
  27207. if ( binding !== undefined ) {
  27208. bindings[ i ] = binding;
  27209. } else {
  27210. binding = bindings[ i ];
  27211. if ( binding !== undefined ) {
  27212. // existing binding, make sure the cache knows
  27213. if ( binding._cacheIndex === null ) {
  27214. ++ binding.referenceCount;
  27215. this._addInactiveBinding( binding, rootUuid, trackName );
  27216. }
  27217. continue;
  27218. }
  27219. const path = prototypeAction && prototypeAction.
  27220. _propertyBindings[ i ].binding.parsedPath;
  27221. binding = new PropertyMixer(
  27222. PropertyBinding.create( root, trackName, path ),
  27223. track.ValueTypeName, track.getValueSize() );
  27224. ++ binding.referenceCount;
  27225. this._addInactiveBinding( binding, rootUuid, trackName );
  27226. bindings[ i ] = binding;
  27227. }
  27228. interpolants[ i ].resultBuffer = binding.buffer;
  27229. }
  27230. },
  27231. _activateAction: function ( action ) {
  27232. if ( ! this._isActiveAction( action ) ) {
  27233. if ( action._cacheIndex === null ) {
  27234. // this action has been forgotten by the cache, but the user
  27235. // appears to be still using it -> rebind
  27236. const rootUuid = ( action._localRoot || this._root ).uuid,
  27237. clipUuid = action._clip.uuid,
  27238. actionsForClip = this._actionsByClip[ clipUuid ];
  27239. this._bindAction( action,
  27240. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27241. this._addInactiveAction( action, clipUuid, rootUuid );
  27242. }
  27243. const bindings = action._propertyBindings;
  27244. // increment reference counts / sort out state
  27245. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  27246. const binding = bindings[ i ];
  27247. if ( binding.useCount ++ === 0 ) {
  27248. this._lendBinding( binding );
  27249. binding.saveOriginalState();
  27250. }
  27251. }
  27252. this._lendAction( action );
  27253. }
  27254. },
  27255. _deactivateAction: function ( action ) {
  27256. if ( this._isActiveAction( action ) ) {
  27257. const bindings = action._propertyBindings;
  27258. // decrement reference counts / sort out state
  27259. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  27260. const binding = bindings[ i ];
  27261. if ( -- binding.useCount === 0 ) {
  27262. binding.restoreOriginalState();
  27263. this._takeBackBinding( binding );
  27264. }
  27265. }
  27266. this._takeBackAction( action );
  27267. }
  27268. },
  27269. // Memory manager
  27270. _initMemoryManager: function () {
  27271. this._actions = []; // 'nActiveActions' followed by inactive ones
  27272. this._nActiveActions = 0;
  27273. this._actionsByClip = {};
  27274. // inside:
  27275. // {
  27276. // knownActions: Array< AnimationAction > - used as prototypes
  27277. // actionByRoot: AnimationAction - lookup
  27278. // }
  27279. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27280. this._nActiveBindings = 0;
  27281. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27282. this._controlInterpolants = []; // same game as above
  27283. this._nActiveControlInterpolants = 0;
  27284. const scope = this;
  27285. this.stats = {
  27286. actions: {
  27287. get total() {
  27288. return scope._actions.length;
  27289. },
  27290. get inUse() {
  27291. return scope._nActiveActions;
  27292. }
  27293. },
  27294. bindings: {
  27295. get total() {
  27296. return scope._bindings.length;
  27297. },
  27298. get inUse() {
  27299. return scope._nActiveBindings;
  27300. }
  27301. },
  27302. controlInterpolants: {
  27303. get total() {
  27304. return scope._controlInterpolants.length;
  27305. },
  27306. get inUse() {
  27307. return scope._nActiveControlInterpolants;
  27308. }
  27309. }
  27310. };
  27311. },
  27312. // Memory management for AnimationAction objects
  27313. _isActiveAction: function ( action ) {
  27314. const index = action._cacheIndex;
  27315. return index !== null && index < this._nActiveActions;
  27316. },
  27317. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27318. const actions = this._actions,
  27319. actionsByClip = this._actionsByClip;
  27320. let actionsForClip = actionsByClip[ clipUuid ];
  27321. if ( actionsForClip === undefined ) {
  27322. actionsForClip = {
  27323. knownActions: [ action ],
  27324. actionByRoot: {}
  27325. };
  27326. action._byClipCacheIndex = 0;
  27327. actionsByClip[ clipUuid ] = actionsForClip;
  27328. } else {
  27329. const knownActions = actionsForClip.knownActions;
  27330. action._byClipCacheIndex = knownActions.length;
  27331. knownActions.push( action );
  27332. }
  27333. action._cacheIndex = actions.length;
  27334. actions.push( action );
  27335. actionsForClip.actionByRoot[ rootUuid ] = action;
  27336. },
  27337. _removeInactiveAction: function ( action ) {
  27338. const actions = this._actions,
  27339. lastInactiveAction = actions[ actions.length - 1 ],
  27340. cacheIndex = action._cacheIndex;
  27341. lastInactiveAction._cacheIndex = cacheIndex;
  27342. actions[ cacheIndex ] = lastInactiveAction;
  27343. actions.pop();
  27344. action._cacheIndex = null;
  27345. const clipUuid = action._clip.uuid,
  27346. actionsByClip = this._actionsByClip,
  27347. actionsForClip = actionsByClip[ clipUuid ],
  27348. knownActionsForClip = actionsForClip.knownActions,
  27349. lastKnownAction =
  27350. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27351. byClipCacheIndex = action._byClipCacheIndex;
  27352. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27353. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27354. knownActionsForClip.pop();
  27355. action._byClipCacheIndex = null;
  27356. const actionByRoot = actionsForClip.actionByRoot,
  27357. rootUuid = ( action._localRoot || this._root ).uuid;
  27358. delete actionByRoot[ rootUuid ];
  27359. if ( knownActionsForClip.length === 0 ) {
  27360. delete actionsByClip[ clipUuid ];
  27361. }
  27362. this._removeInactiveBindingsForAction( action );
  27363. },
  27364. _removeInactiveBindingsForAction: function ( action ) {
  27365. const bindings = action._propertyBindings;
  27366. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  27367. const binding = bindings[ i ];
  27368. if ( -- binding.referenceCount === 0 ) {
  27369. this._removeInactiveBinding( binding );
  27370. }
  27371. }
  27372. },
  27373. _lendAction: function ( action ) {
  27374. // [ active actions | inactive actions ]
  27375. // [ active actions >| inactive actions ]
  27376. // s a
  27377. // <-swap->
  27378. // a s
  27379. const actions = this._actions,
  27380. prevIndex = action._cacheIndex,
  27381. lastActiveIndex = this._nActiveActions ++,
  27382. firstInactiveAction = actions[ lastActiveIndex ];
  27383. action._cacheIndex = lastActiveIndex;
  27384. actions[ lastActiveIndex ] = action;
  27385. firstInactiveAction._cacheIndex = prevIndex;
  27386. actions[ prevIndex ] = firstInactiveAction;
  27387. },
  27388. _takeBackAction: function ( action ) {
  27389. // [ active actions | inactive actions ]
  27390. // [ active actions |< inactive actions ]
  27391. // a s
  27392. // <-swap->
  27393. // s a
  27394. const actions = this._actions,
  27395. prevIndex = action._cacheIndex,
  27396. firstInactiveIndex = -- this._nActiveActions,
  27397. lastActiveAction = actions[ firstInactiveIndex ];
  27398. action._cacheIndex = firstInactiveIndex;
  27399. actions[ firstInactiveIndex ] = action;
  27400. lastActiveAction._cacheIndex = prevIndex;
  27401. actions[ prevIndex ] = lastActiveAction;
  27402. },
  27403. // Memory management for PropertyMixer objects
  27404. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27405. const bindingsByRoot = this._bindingsByRootAndName,
  27406. bindings = this._bindings;
  27407. let bindingByName = bindingsByRoot[ rootUuid ];
  27408. if ( bindingByName === undefined ) {
  27409. bindingByName = {};
  27410. bindingsByRoot[ rootUuid ] = bindingByName;
  27411. }
  27412. bindingByName[ trackName ] = binding;
  27413. binding._cacheIndex = bindings.length;
  27414. bindings.push( binding );
  27415. },
  27416. _removeInactiveBinding: function ( binding ) {
  27417. const bindings = this._bindings,
  27418. propBinding = binding.binding,
  27419. rootUuid = propBinding.rootNode.uuid,
  27420. trackName = propBinding.path,
  27421. bindingsByRoot = this._bindingsByRootAndName,
  27422. bindingByName = bindingsByRoot[ rootUuid ],
  27423. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27424. cacheIndex = binding._cacheIndex;
  27425. lastInactiveBinding._cacheIndex = cacheIndex;
  27426. bindings[ cacheIndex ] = lastInactiveBinding;
  27427. bindings.pop();
  27428. delete bindingByName[ trackName ];
  27429. if ( Object.keys( bindingByName ).length === 0 ) {
  27430. delete bindingsByRoot[ rootUuid ];
  27431. }
  27432. },
  27433. _lendBinding: function ( binding ) {
  27434. const bindings = this._bindings,
  27435. prevIndex = binding._cacheIndex,
  27436. lastActiveIndex = this._nActiveBindings ++,
  27437. firstInactiveBinding = bindings[ lastActiveIndex ];
  27438. binding._cacheIndex = lastActiveIndex;
  27439. bindings[ lastActiveIndex ] = binding;
  27440. firstInactiveBinding._cacheIndex = prevIndex;
  27441. bindings[ prevIndex ] = firstInactiveBinding;
  27442. },
  27443. _takeBackBinding: function ( binding ) {
  27444. const bindings = this._bindings,
  27445. prevIndex = binding._cacheIndex,
  27446. firstInactiveIndex = -- this._nActiveBindings,
  27447. lastActiveBinding = bindings[ firstInactiveIndex ];
  27448. binding._cacheIndex = firstInactiveIndex;
  27449. bindings[ firstInactiveIndex ] = binding;
  27450. lastActiveBinding._cacheIndex = prevIndex;
  27451. bindings[ prevIndex ] = lastActiveBinding;
  27452. },
  27453. // Memory management of Interpolants for weight and time scale
  27454. _lendControlInterpolant: function () {
  27455. const interpolants = this._controlInterpolants,
  27456. lastActiveIndex = this._nActiveControlInterpolants ++;
  27457. let interpolant = interpolants[ lastActiveIndex ];
  27458. if ( interpolant === undefined ) {
  27459. interpolant = new LinearInterpolant(
  27460. new Float32Array( 2 ), new Float32Array( 2 ),
  27461. 1, this._controlInterpolantsResultBuffer );
  27462. interpolant.__cacheIndex = lastActiveIndex;
  27463. interpolants[ lastActiveIndex ] = interpolant;
  27464. }
  27465. return interpolant;
  27466. },
  27467. _takeBackControlInterpolant: function ( interpolant ) {
  27468. const interpolants = this._controlInterpolants,
  27469. prevIndex = interpolant.__cacheIndex,
  27470. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27471. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27472. interpolant.__cacheIndex = firstInactiveIndex;
  27473. interpolants[ firstInactiveIndex ] = interpolant;
  27474. lastActiveInterpolant.__cacheIndex = prevIndex;
  27475. interpolants[ prevIndex ] = lastActiveInterpolant;
  27476. },
  27477. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27478. // return an action for a clip optionally using a custom root target
  27479. // object (this method allocates a lot of dynamic memory in case a
  27480. // previously unknown clip/root combination is specified)
  27481. clipAction: function ( clip, optionalRoot, blendMode ) {
  27482. const root = optionalRoot || this._root,
  27483. rootUuid = root.uuid;
  27484. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27485. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27486. let actionsForClip = this._actionsByClip[ clipUuid ],
  27487. prototypeAction = null;
  27488. if ( blendMode === undefined ) {
  27489. if ( clipObject !== null ) {
  27490. blendMode = clipObject.blendMode;
  27491. } else {
  27492. blendMode = NormalAnimationBlendMode;
  27493. }
  27494. }
  27495. if ( actionsForClip !== undefined ) {
  27496. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27497. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27498. return existingAction;
  27499. }
  27500. // we know the clip, so we don't have to parse all
  27501. // the bindings again but can just copy
  27502. prototypeAction = actionsForClip.knownActions[ 0 ];
  27503. // also, take the clip from the prototype action
  27504. if ( clipObject === null )
  27505. clipObject = prototypeAction._clip;
  27506. }
  27507. // clip must be known when specified via string
  27508. if ( clipObject === null ) return null;
  27509. // allocate all resources required to run it
  27510. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27511. this._bindAction( newAction, prototypeAction );
  27512. // and make the action known to the memory manager
  27513. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27514. return newAction;
  27515. },
  27516. // get an existing action
  27517. existingAction: function ( clip, optionalRoot ) {
  27518. const root = optionalRoot || this._root,
  27519. rootUuid = root.uuid,
  27520. clipObject = typeof clip === 'string' ?
  27521. AnimationClip.findByName( root, clip ) : clip,
  27522. clipUuid = clipObject ? clipObject.uuid : clip,
  27523. actionsForClip = this._actionsByClip[ clipUuid ];
  27524. if ( actionsForClip !== undefined ) {
  27525. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27526. }
  27527. return null;
  27528. },
  27529. // deactivates all previously scheduled actions
  27530. stopAllAction: function () {
  27531. const actions = this._actions,
  27532. nActions = this._nActiveActions;
  27533. for ( let i = nActions - 1; i >= 0; -- i ) {
  27534. actions[ i ].stop();
  27535. }
  27536. return this;
  27537. },
  27538. // advance the time and update apply the animation
  27539. update: function ( deltaTime ) {
  27540. deltaTime *= this.timeScale;
  27541. const actions = this._actions,
  27542. nActions = this._nActiveActions,
  27543. time = this.time += deltaTime,
  27544. timeDirection = Math.sign( deltaTime ),
  27545. accuIndex = this._accuIndex ^= 1;
  27546. // run active actions
  27547. for ( let i = 0; i !== nActions; ++ i ) {
  27548. const action = actions[ i ];
  27549. action._update( time, deltaTime, timeDirection, accuIndex );
  27550. }
  27551. // update scene graph
  27552. const bindings = this._bindings,
  27553. nBindings = this._nActiveBindings;
  27554. for ( let i = 0; i !== nBindings; ++ i ) {
  27555. bindings[ i ].apply( accuIndex );
  27556. }
  27557. return this;
  27558. },
  27559. // Allows you to seek to a specific time in an animation.
  27560. setTime: function ( timeInSeconds ) {
  27561. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27562. for ( let i = 0; i < this._actions.length; i ++ ) {
  27563. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27564. }
  27565. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27566. },
  27567. // return this mixer's root target object
  27568. getRoot: function () {
  27569. return this._root;
  27570. },
  27571. // free all resources specific to a particular clip
  27572. uncacheClip: function ( clip ) {
  27573. const actions = this._actions,
  27574. clipUuid = clip.uuid,
  27575. actionsByClip = this._actionsByClip,
  27576. actionsForClip = actionsByClip[ clipUuid ];
  27577. if ( actionsForClip !== undefined ) {
  27578. // note: just calling _removeInactiveAction would mess up the
  27579. // iteration state and also require updating the state we can
  27580. // just throw away
  27581. const actionsToRemove = actionsForClip.knownActions;
  27582. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27583. const action = actionsToRemove[ i ];
  27584. this._deactivateAction( action );
  27585. const cacheIndex = action._cacheIndex,
  27586. lastInactiveAction = actions[ actions.length - 1 ];
  27587. action._cacheIndex = null;
  27588. action._byClipCacheIndex = null;
  27589. lastInactiveAction._cacheIndex = cacheIndex;
  27590. actions[ cacheIndex ] = lastInactiveAction;
  27591. actions.pop();
  27592. this._removeInactiveBindingsForAction( action );
  27593. }
  27594. delete actionsByClip[ clipUuid ];
  27595. }
  27596. },
  27597. // free all resources specific to a particular root target object
  27598. uncacheRoot: function ( root ) {
  27599. const rootUuid = root.uuid,
  27600. actionsByClip = this._actionsByClip;
  27601. for ( const clipUuid in actionsByClip ) {
  27602. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27603. action = actionByRoot[ rootUuid ];
  27604. if ( action !== undefined ) {
  27605. this._deactivateAction( action );
  27606. this._removeInactiveAction( action );
  27607. }
  27608. }
  27609. const bindingsByRoot = this._bindingsByRootAndName,
  27610. bindingByName = bindingsByRoot[ rootUuid ];
  27611. if ( bindingByName !== undefined ) {
  27612. for ( const trackName in bindingByName ) {
  27613. const binding = bindingByName[ trackName ];
  27614. binding.restoreOriginalState();
  27615. this._removeInactiveBinding( binding );
  27616. }
  27617. }
  27618. },
  27619. // remove a targeted clip from the cache
  27620. uncacheAction: function ( clip, optionalRoot ) {
  27621. const action = this.existingAction( clip, optionalRoot );
  27622. if ( action !== null ) {
  27623. this._deactivateAction( action );
  27624. this._removeInactiveAction( action );
  27625. }
  27626. }
  27627. } );
  27628. /**
  27629. * @author mrdoob / http://mrdoob.com/
  27630. */
  27631. function Uniform( value ) {
  27632. if ( typeof value === 'string' ) {
  27633. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27634. value = arguments[ 1 ];
  27635. }
  27636. this.value = value;
  27637. }
  27638. Uniform.prototype.clone = function () {
  27639. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27640. };
  27641. /**
  27642. * @author benaadams / https://twitter.com/ben_a_adams
  27643. */
  27644. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27645. InterleavedBuffer.call( this, array, stride );
  27646. this.meshPerAttribute = meshPerAttribute || 1;
  27647. }
  27648. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27649. constructor: InstancedInterleavedBuffer,
  27650. isInstancedInterleavedBuffer: true,
  27651. copy: function ( source ) {
  27652. InterleavedBuffer.prototype.copy.call( this, source );
  27653. this.meshPerAttribute = source.meshPerAttribute;
  27654. return this;
  27655. },
  27656. clone: function ( data ) {
  27657. const ib = InterleavedBuffer.prototype.clone.call( this, data );
  27658. ib.meshPerAttribute = this.meshPerAttribute;
  27659. return ib;
  27660. },
  27661. toJSON: function ( data ) {
  27662. const json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27663. json.isInstancedInterleavedBuffer = true;
  27664. json.meshPerAttribute = this.meshPerAttribute;
  27665. return json;
  27666. }
  27667. } );
  27668. /**
  27669. * @author mrdoob / http://mrdoob.com/
  27670. * @author bhouston / http://clara.io/
  27671. * @author stephomi / http://stephaneginier.com/
  27672. */
  27673. function Raycaster( origin, direction, near, far ) {
  27674. this.ray = new Ray( origin, direction );
  27675. // direction is assumed to be normalized (for accurate distance calculations)
  27676. this.near = near || 0;
  27677. this.far = far || Infinity;
  27678. this.camera = null;
  27679. this.layers = new Layers();
  27680. this.params = {
  27681. Mesh: {},
  27682. Line: { threshold: 1 },
  27683. LOD: {},
  27684. Points: { threshold: 1 },
  27685. Sprite: {}
  27686. };
  27687. Object.defineProperties( this.params, {
  27688. PointCloud: {
  27689. get: function () {
  27690. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27691. return this.Points;
  27692. }
  27693. }
  27694. } );
  27695. }
  27696. function ascSort( a, b ) {
  27697. return a.distance - b.distance;
  27698. }
  27699. function intersectObject( object, raycaster, intersects, recursive ) {
  27700. if ( object.layers.test( raycaster.layers ) ) {
  27701. object.raycast( raycaster, intersects );
  27702. }
  27703. if ( recursive === true ) {
  27704. const children = object.children;
  27705. for ( let i = 0, l = children.length; i < l; i ++ ) {
  27706. intersectObject( children[ i ], raycaster, intersects, true );
  27707. }
  27708. }
  27709. }
  27710. Object.assign( Raycaster.prototype, {
  27711. set: function ( origin, direction ) {
  27712. // direction is assumed to be normalized (for accurate distance calculations)
  27713. this.ray.set( origin, direction );
  27714. },
  27715. setFromCamera: function ( coords, camera ) {
  27716. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27717. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27718. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27719. this.camera = camera;
  27720. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27721. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27722. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27723. this.camera = camera;
  27724. } else {
  27725. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27726. }
  27727. },
  27728. intersectObject: function ( object, recursive, optionalTarget ) {
  27729. const intersects = optionalTarget || [];
  27730. intersectObject( object, this, intersects, recursive );
  27731. intersects.sort( ascSort );
  27732. return intersects;
  27733. },
  27734. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27735. const intersects = optionalTarget || [];
  27736. if ( Array.isArray( objects ) === false ) {
  27737. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27738. return intersects;
  27739. }
  27740. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  27741. intersectObject( objects[ i ], this, intersects, recursive );
  27742. }
  27743. intersects.sort( ascSort );
  27744. return intersects;
  27745. }
  27746. } );
  27747. /**
  27748. * @author bhouston / http://clara.io
  27749. * @author WestLangley / http://github.com/WestLangley
  27750. *
  27751. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27752. *
  27753. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27754. * The azimuthal angle (theta) is measured from the positive z-axis.
  27755. */
  27756. function Spherical( radius, phi, theta ) {
  27757. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27758. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27759. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27760. return this;
  27761. }
  27762. Object.assign( Spherical.prototype, {
  27763. set: function ( radius, phi, theta ) {
  27764. this.radius = radius;
  27765. this.phi = phi;
  27766. this.theta = theta;
  27767. return this;
  27768. },
  27769. clone: function () {
  27770. return new this.constructor().copy( this );
  27771. },
  27772. copy: function ( other ) {
  27773. this.radius = other.radius;
  27774. this.phi = other.phi;
  27775. this.theta = other.theta;
  27776. return this;
  27777. },
  27778. // restrict phi to be betwee EPS and PI-EPS
  27779. makeSafe: function () {
  27780. const EPS = 0.000001;
  27781. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27782. return this;
  27783. },
  27784. setFromVector3: function ( v ) {
  27785. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27786. },
  27787. setFromCartesianCoords: function ( x, y, z ) {
  27788. this.radius = Math.sqrt( x * x + y * y + z * z );
  27789. if ( this.radius === 0 ) {
  27790. this.theta = 0;
  27791. this.phi = 0;
  27792. } else {
  27793. this.theta = Math.atan2( x, z );
  27794. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27795. }
  27796. return this;
  27797. }
  27798. } );
  27799. /**
  27800. * @author Mugen87 / https://github.com/Mugen87
  27801. *
  27802. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27803. *
  27804. */
  27805. function Cylindrical( radius, theta, y ) {
  27806. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27807. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27808. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27809. return this;
  27810. }
  27811. Object.assign( Cylindrical.prototype, {
  27812. set: function ( radius, theta, y ) {
  27813. this.radius = radius;
  27814. this.theta = theta;
  27815. this.y = y;
  27816. return this;
  27817. },
  27818. clone: function () {
  27819. return new this.constructor().copy( this );
  27820. },
  27821. copy: function ( other ) {
  27822. this.radius = other.radius;
  27823. this.theta = other.theta;
  27824. this.y = other.y;
  27825. return this;
  27826. },
  27827. setFromVector3: function ( v ) {
  27828. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27829. },
  27830. setFromCartesianCoords: function ( x, y, z ) {
  27831. this.radius = Math.sqrt( x * x + z * z );
  27832. this.theta = Math.atan2( x, z );
  27833. this.y = y;
  27834. return this;
  27835. }
  27836. } );
  27837. /**
  27838. * @author bhouston / http://clara.io
  27839. */
  27840. const _vector$7 = new Vector2();
  27841. function Box2( min, max ) {
  27842. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27843. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27844. }
  27845. Object.assign( Box2.prototype, {
  27846. set: function ( min, max ) {
  27847. this.min.copy( min );
  27848. this.max.copy( max );
  27849. return this;
  27850. },
  27851. setFromPoints: function ( points ) {
  27852. this.makeEmpty();
  27853. for ( let i = 0, il = points.length; i < il; i ++ ) {
  27854. this.expandByPoint( points[ i ] );
  27855. }
  27856. return this;
  27857. },
  27858. setFromCenterAndSize: function ( center, size ) {
  27859. const halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27860. this.min.copy( center ).sub( halfSize );
  27861. this.max.copy( center ).add( halfSize );
  27862. return this;
  27863. },
  27864. clone: function () {
  27865. return new this.constructor().copy( this );
  27866. },
  27867. copy: function ( box ) {
  27868. this.min.copy( box.min );
  27869. this.max.copy( box.max );
  27870. return this;
  27871. },
  27872. makeEmpty: function () {
  27873. this.min.x = this.min.y = + Infinity;
  27874. this.max.x = this.max.y = - Infinity;
  27875. return this;
  27876. },
  27877. isEmpty: function () {
  27878. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27879. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27880. },
  27881. getCenter: function ( target ) {
  27882. if ( target === undefined ) {
  27883. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27884. target = new Vector2();
  27885. }
  27886. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27887. },
  27888. getSize: function ( target ) {
  27889. if ( target === undefined ) {
  27890. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27891. target = new Vector2();
  27892. }
  27893. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27894. },
  27895. expandByPoint: function ( point ) {
  27896. this.min.min( point );
  27897. this.max.max( point );
  27898. return this;
  27899. },
  27900. expandByVector: function ( vector ) {
  27901. this.min.sub( vector );
  27902. this.max.add( vector );
  27903. return this;
  27904. },
  27905. expandByScalar: function ( scalar ) {
  27906. this.min.addScalar( - scalar );
  27907. this.max.addScalar( scalar );
  27908. return this;
  27909. },
  27910. containsPoint: function ( point ) {
  27911. return point.x < this.min.x || point.x > this.max.x ||
  27912. point.y < this.min.y || point.y > this.max.y ? false : true;
  27913. },
  27914. containsBox: function ( box ) {
  27915. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27916. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27917. },
  27918. getParameter: function ( point, target ) {
  27919. // This can potentially have a divide by zero if the box
  27920. // has a size dimension of 0.
  27921. if ( target === undefined ) {
  27922. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27923. target = new Vector2();
  27924. }
  27925. return target.set(
  27926. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27927. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27928. );
  27929. },
  27930. intersectsBox: function ( box ) {
  27931. // using 4 splitting planes to rule out intersections
  27932. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27933. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27934. },
  27935. clampPoint: function ( point, target ) {
  27936. if ( target === undefined ) {
  27937. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27938. target = new Vector2();
  27939. }
  27940. return target.copy( point ).clamp( this.min, this.max );
  27941. },
  27942. distanceToPoint: function ( point ) {
  27943. const clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27944. return clampedPoint.sub( point ).length();
  27945. },
  27946. intersect: function ( box ) {
  27947. this.min.max( box.min );
  27948. this.max.min( box.max );
  27949. return this;
  27950. },
  27951. union: function ( box ) {
  27952. this.min.min( box.min );
  27953. this.max.max( box.max );
  27954. return this;
  27955. },
  27956. translate: function ( offset ) {
  27957. this.min.add( offset );
  27958. this.max.add( offset );
  27959. return this;
  27960. },
  27961. equals: function ( box ) {
  27962. return box.min.equals( this.min ) && box.max.equals( this.max );
  27963. }
  27964. } );
  27965. /**
  27966. * @author bhouston / http://clara.io
  27967. */
  27968. const _startP = new Vector3();
  27969. const _startEnd = new Vector3();
  27970. function Line3( start, end ) {
  27971. this.start = ( start !== undefined ) ? start : new Vector3();
  27972. this.end = ( end !== undefined ) ? end : new Vector3();
  27973. }
  27974. Object.assign( Line3.prototype, {
  27975. set: function ( start, end ) {
  27976. this.start.copy( start );
  27977. this.end.copy( end );
  27978. return this;
  27979. },
  27980. clone: function () {
  27981. return new this.constructor().copy( this );
  27982. },
  27983. copy: function ( line ) {
  27984. this.start.copy( line.start );
  27985. this.end.copy( line.end );
  27986. return this;
  27987. },
  27988. getCenter: function ( target ) {
  27989. if ( target === undefined ) {
  27990. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27991. target = new Vector3();
  27992. }
  27993. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27994. },
  27995. delta: function ( target ) {
  27996. if ( target === undefined ) {
  27997. console.warn( 'THREE.Line3: .delta() target is now required' );
  27998. target = new Vector3();
  27999. }
  28000. return target.subVectors( this.end, this.start );
  28001. },
  28002. distanceSq: function () {
  28003. return this.start.distanceToSquared( this.end );
  28004. },
  28005. distance: function () {
  28006. return this.start.distanceTo( this.end );
  28007. },
  28008. at: function ( t, target ) {
  28009. if ( target === undefined ) {
  28010. console.warn( 'THREE.Line3: .at() target is now required' );
  28011. target = new Vector3();
  28012. }
  28013. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28014. },
  28015. closestPointToPointParameter: function ( point, clampToLine ) {
  28016. _startP.subVectors( point, this.start );
  28017. _startEnd.subVectors( this.end, this.start );
  28018. const startEnd2 = _startEnd.dot( _startEnd );
  28019. const startEnd_startP = _startEnd.dot( _startP );
  28020. let t = startEnd_startP / startEnd2;
  28021. if ( clampToLine ) {
  28022. t = MathUtils.clamp( t, 0, 1 );
  28023. }
  28024. return t;
  28025. },
  28026. closestPointToPoint: function ( point, clampToLine, target ) {
  28027. const t = this.closestPointToPointParameter( point, clampToLine );
  28028. if ( target === undefined ) {
  28029. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28030. target = new Vector3();
  28031. }
  28032. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28033. },
  28034. applyMatrix4: function ( matrix ) {
  28035. this.start.applyMatrix4( matrix );
  28036. this.end.applyMatrix4( matrix );
  28037. return this;
  28038. },
  28039. equals: function ( line ) {
  28040. return line.start.equals( this.start ) && line.end.equals( this.end );
  28041. }
  28042. } );
  28043. /**
  28044. * @author alteredq / http://alteredqualia.com/
  28045. */
  28046. function ImmediateRenderObject( material ) {
  28047. Object3D.call( this );
  28048. this.material = material;
  28049. this.render = function ( /* renderCallback */ ) {};
  28050. this.hasPositions = false;
  28051. this.hasNormals = false;
  28052. this.hasColors = false;
  28053. this.hasUvs = false;
  28054. this.positionArray = null;
  28055. this.normalArray = null;
  28056. this.colorArray = null;
  28057. this.uvArray = null;
  28058. this.count = 0;
  28059. }
  28060. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28061. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28062. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28063. /**
  28064. * @author alteredq / http://alteredqualia.com/
  28065. * @author mrdoob / http://mrdoob.com/
  28066. * @author WestLangley / http://github.com/WestLangley
  28067. */
  28068. const _vector$8 = new Vector3();
  28069. function SpotLightHelper( light, color ) {
  28070. Object3D.call( this );
  28071. this.light = light;
  28072. this.light.updateMatrixWorld();
  28073. this.matrix = light.matrixWorld;
  28074. this.matrixAutoUpdate = false;
  28075. this.color = color;
  28076. const geometry = new BufferGeometry();
  28077. const positions = [
  28078. 0, 0, 0, 0, 0, 1,
  28079. 0, 0, 0, 1, 0, 1,
  28080. 0, 0, 0, - 1, 0, 1,
  28081. 0, 0, 0, 0, 1, 1,
  28082. 0, 0, 0, 0, - 1, 1
  28083. ];
  28084. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28085. const p1 = ( i / l ) * Math.PI * 2;
  28086. const p2 = ( j / l ) * Math.PI * 2;
  28087. positions.push(
  28088. Math.cos( p1 ), Math.sin( p1 ), 1,
  28089. Math.cos( p2 ), Math.sin( p2 ), 1
  28090. );
  28091. }
  28092. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28093. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28094. this.cone = new LineSegments( geometry, material );
  28095. this.add( this.cone );
  28096. this.update();
  28097. }
  28098. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28099. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28100. SpotLightHelper.prototype.dispose = function () {
  28101. this.cone.geometry.dispose();
  28102. this.cone.material.dispose();
  28103. };
  28104. SpotLightHelper.prototype.update = function () {
  28105. this.light.updateMatrixWorld();
  28106. const coneLength = this.light.distance ? this.light.distance : 1000;
  28107. const coneWidth = coneLength * Math.tan( this.light.angle );
  28108. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28109. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28110. this.cone.lookAt( _vector$8 );
  28111. if ( this.color !== undefined ) {
  28112. this.cone.material.color.set( this.color );
  28113. } else {
  28114. this.cone.material.color.copy( this.light.color );
  28115. }
  28116. };
  28117. /**
  28118. * @author Sean Griffin / http://twitter.com/sgrif
  28119. * @author Michael Guerrero / http://realitymeltdown.com
  28120. * @author mrdoob / http://mrdoob.com/
  28121. * @author ikerr / http://verold.com
  28122. * @author Mugen87 / https://github.com/Mugen87
  28123. */
  28124. const _vector$9 = new Vector3();
  28125. const _boneMatrix = new Matrix4();
  28126. const _matrixWorldInv = new Matrix4();
  28127. function getBoneList( object ) {
  28128. const boneList = [];
  28129. if ( object && object.isBone ) {
  28130. boneList.push( object );
  28131. }
  28132. for ( let i = 0; i < object.children.length; i ++ ) {
  28133. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28134. }
  28135. return boneList;
  28136. }
  28137. function SkeletonHelper( object ) {
  28138. const bones = getBoneList( object );
  28139. const geometry = new BufferGeometry();
  28140. const vertices = [];
  28141. const colors = [];
  28142. const color1 = new Color( 0, 0, 1 );
  28143. const color2 = new Color( 0, 1, 0 );
  28144. for ( let i = 0; i < bones.length; i ++ ) {
  28145. const bone = bones[ i ];
  28146. if ( bone.parent && bone.parent.isBone ) {
  28147. vertices.push( 0, 0, 0 );
  28148. vertices.push( 0, 0, 0 );
  28149. colors.push( color1.r, color1.g, color1.b );
  28150. colors.push( color2.r, color2.g, color2.b );
  28151. }
  28152. }
  28153. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28154. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28155. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28156. LineSegments.call( this, geometry, material );
  28157. this.type = 'SkeletonHelper';
  28158. this.root = object;
  28159. this.bones = bones;
  28160. this.matrix = object.matrixWorld;
  28161. this.matrixAutoUpdate = false;
  28162. }
  28163. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28164. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28165. SkeletonHelper.prototype.isSkeletonHelper = true;
  28166. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28167. const bones = this.bones;
  28168. const geometry = this.geometry;
  28169. const position = geometry.getAttribute( 'position' );
  28170. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28171. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  28172. const bone = bones[ i ];
  28173. if ( bone.parent && bone.parent.isBone ) {
  28174. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28175. _vector$9.setFromMatrixPosition( _boneMatrix );
  28176. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28177. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28178. _vector$9.setFromMatrixPosition( _boneMatrix );
  28179. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28180. j += 2;
  28181. }
  28182. }
  28183. geometry.getAttribute( 'position' ).needsUpdate = true;
  28184. Object3D.prototype.updateMatrixWorld.call( this, force );
  28185. };
  28186. /**
  28187. * @author alteredq / http://alteredqualia.com/
  28188. * @author mrdoob / http://mrdoob.com/
  28189. */
  28190. function PointLightHelper( light, sphereSize, color ) {
  28191. this.light = light;
  28192. this.light.updateMatrixWorld();
  28193. this.color = color;
  28194. const geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28195. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28196. Mesh.call( this, geometry, material );
  28197. this.type = 'PointLightHelper';
  28198. this.matrix = this.light.matrixWorld;
  28199. this.matrixAutoUpdate = false;
  28200. this.update();
  28201. /*
  28202. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28203. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28204. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28205. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28206. const d = light.distance;
  28207. if ( d === 0.0 ) {
  28208. this.lightDistance.visible = false;
  28209. } else {
  28210. this.lightDistance.scale.set( d, d, d );
  28211. }
  28212. this.add( this.lightDistance );
  28213. */
  28214. }
  28215. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28216. PointLightHelper.prototype.constructor = PointLightHelper;
  28217. PointLightHelper.prototype.dispose = function () {
  28218. this.geometry.dispose();
  28219. this.material.dispose();
  28220. };
  28221. PointLightHelper.prototype.update = function () {
  28222. if ( this.color !== undefined ) {
  28223. this.material.color.set( this.color );
  28224. } else {
  28225. this.material.color.copy( this.light.color );
  28226. }
  28227. /*
  28228. const d = this.light.distance;
  28229. if ( d === 0.0 ) {
  28230. this.lightDistance.visible = false;
  28231. } else {
  28232. this.lightDistance.visible = true;
  28233. this.lightDistance.scale.set( d, d, d );
  28234. }
  28235. */
  28236. };
  28237. /**
  28238. * @author alteredq / http://alteredqualia.com/
  28239. * @author mrdoob / http://mrdoob.com/
  28240. * @author Mugen87 / https://github.com/Mugen87
  28241. */
  28242. const _vector$a = new Vector3();
  28243. const _color1 = new Color();
  28244. const _color2 = new Color();
  28245. function HemisphereLightHelper( light, size, color ) {
  28246. Object3D.call( this );
  28247. this.light = light;
  28248. this.light.updateMatrixWorld();
  28249. this.matrix = light.matrixWorld;
  28250. this.matrixAutoUpdate = false;
  28251. this.color = color;
  28252. const geometry = new OctahedronBufferGeometry( size );
  28253. geometry.rotateY( Math.PI * 0.5 );
  28254. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28255. if ( this.color === undefined ) this.material.vertexColors = true;
  28256. const position = geometry.getAttribute( 'position' );
  28257. const colors = new Float32Array( position.count * 3 );
  28258. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28259. this.add( new Mesh( geometry, this.material ) );
  28260. this.update();
  28261. }
  28262. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28263. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28264. HemisphereLightHelper.prototype.dispose = function () {
  28265. this.children[ 0 ].geometry.dispose();
  28266. this.children[ 0 ].material.dispose();
  28267. };
  28268. HemisphereLightHelper.prototype.update = function () {
  28269. const mesh = this.children[ 0 ];
  28270. if ( this.color !== undefined ) {
  28271. this.material.color.set( this.color );
  28272. } else {
  28273. const colors = mesh.geometry.getAttribute( 'color' );
  28274. _color1.copy( this.light.color );
  28275. _color2.copy( this.light.groundColor );
  28276. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  28277. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28278. colors.setXYZ( i, color.r, color.g, color.b );
  28279. }
  28280. colors.needsUpdate = true;
  28281. }
  28282. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28283. };
  28284. /**
  28285. * @author mrdoob / http://mrdoob.com/
  28286. */
  28287. function GridHelper( size, divisions, color1, color2 ) {
  28288. size = size || 10;
  28289. divisions = divisions || 10;
  28290. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28291. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28292. const center = divisions / 2;
  28293. const step = size / divisions;
  28294. const halfSize = size / 2;
  28295. const vertices = [], colors = [];
  28296. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28297. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28298. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28299. const color = i === center ? color1 : color2;
  28300. color.toArray( colors, j ); j += 3;
  28301. color.toArray( colors, j ); j += 3;
  28302. color.toArray( colors, j ); j += 3;
  28303. color.toArray( colors, j ); j += 3;
  28304. }
  28305. const geometry = new BufferGeometry();
  28306. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28307. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28308. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28309. LineSegments.call( this, geometry, material );
  28310. this.type = 'GridHelper';
  28311. }
  28312. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28313. constructor: GridHelper,
  28314. copy: function ( source ) {
  28315. LineSegments.prototype.copy.call( this, source );
  28316. this.geometry.copy( source.geometry );
  28317. this.material.copy( source.material );
  28318. return this;
  28319. },
  28320. clone: function () {
  28321. return new this.constructor().copy( this );
  28322. }
  28323. } );
  28324. /**
  28325. * @author mrdoob / http://mrdoob.com/
  28326. * @author Mugen87 / http://github.com/Mugen87
  28327. * @author Hectate / http://www.github.com/Hectate
  28328. */
  28329. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28330. radius = radius || 10;
  28331. radials = radials || 16;
  28332. circles = circles || 8;
  28333. divisions = divisions || 64;
  28334. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28335. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28336. const vertices = [];
  28337. const colors = [];
  28338. // create the radials
  28339. for ( let i = 0; i <= radials; i ++ ) {
  28340. const v = ( i / radials ) * ( Math.PI * 2 );
  28341. const x = Math.sin( v ) * radius;
  28342. const z = Math.cos( v ) * radius;
  28343. vertices.push( 0, 0, 0 );
  28344. vertices.push( x, 0, z );
  28345. const color = ( i & 1 ) ? color1 : color2;
  28346. colors.push( color.r, color.g, color.b );
  28347. colors.push( color.r, color.g, color.b );
  28348. }
  28349. // create the circles
  28350. for ( let i = 0; i <= circles; i ++ ) {
  28351. const color = ( i & 1 ) ? color1 : color2;
  28352. const r = radius - ( radius / circles * i );
  28353. for ( let j = 0; j < divisions; j ++ ) {
  28354. // first vertex
  28355. let v = ( j / divisions ) * ( Math.PI * 2 );
  28356. let x = Math.sin( v ) * r;
  28357. let z = Math.cos( v ) * r;
  28358. vertices.push( x, 0, z );
  28359. colors.push( color.r, color.g, color.b );
  28360. // second vertex
  28361. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28362. x = Math.sin( v ) * r;
  28363. z = Math.cos( v ) * r;
  28364. vertices.push( x, 0, z );
  28365. colors.push( color.r, color.g, color.b );
  28366. }
  28367. }
  28368. const geometry = new BufferGeometry();
  28369. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28370. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28371. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28372. LineSegments.call( this, geometry, material );
  28373. this.type = 'PolarGridHelper';
  28374. }
  28375. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28376. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28377. /**
  28378. * @author alteredq / http://alteredqualia.com/
  28379. * @author mrdoob / http://mrdoob.com/
  28380. * @author WestLangley / http://github.com/WestLangley
  28381. */
  28382. const _v1$5 = new Vector3();
  28383. const _v2$3 = new Vector3();
  28384. const _v3$1 = new Vector3();
  28385. function DirectionalLightHelper( light, size, color ) {
  28386. Object3D.call( this );
  28387. this.light = light;
  28388. this.light.updateMatrixWorld();
  28389. this.matrix = light.matrixWorld;
  28390. this.matrixAutoUpdate = false;
  28391. this.color = color;
  28392. if ( size === undefined ) size = 1;
  28393. let geometry = new BufferGeometry();
  28394. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28395. - size, size, 0,
  28396. size, size, 0,
  28397. size, - size, 0,
  28398. - size, - size, 0,
  28399. - size, size, 0
  28400. ], 3 ) );
  28401. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28402. this.lightPlane = new Line( geometry, material );
  28403. this.add( this.lightPlane );
  28404. geometry = new BufferGeometry();
  28405. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28406. this.targetLine = new Line( geometry, material );
  28407. this.add( this.targetLine );
  28408. this.update();
  28409. }
  28410. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28411. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28412. DirectionalLightHelper.prototype.dispose = function () {
  28413. this.lightPlane.geometry.dispose();
  28414. this.lightPlane.material.dispose();
  28415. this.targetLine.geometry.dispose();
  28416. this.targetLine.material.dispose();
  28417. };
  28418. DirectionalLightHelper.prototype.update = function () {
  28419. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28420. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28421. _v3$1.subVectors( _v2$3, _v1$5 );
  28422. this.lightPlane.lookAt( _v2$3 );
  28423. if ( this.color !== undefined ) {
  28424. this.lightPlane.material.color.set( this.color );
  28425. this.targetLine.material.color.set( this.color );
  28426. } else {
  28427. this.lightPlane.material.color.copy( this.light.color );
  28428. this.targetLine.material.color.copy( this.light.color );
  28429. }
  28430. this.targetLine.lookAt( _v2$3 );
  28431. this.targetLine.scale.z = _v3$1.length();
  28432. };
  28433. /**
  28434. * @author alteredq / http://alteredqualia.com/
  28435. * @author Mugen87 / https://github.com/Mugen87
  28436. *
  28437. * - shows frustum, line of sight and up of the camera
  28438. * - suitable for fast updates
  28439. * - based on frustum visualization in lightgl.js shadowmap example
  28440. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28441. */
  28442. const _vector$b = new Vector3();
  28443. const _camera = new Camera();
  28444. function CameraHelper( camera ) {
  28445. const geometry = new BufferGeometry();
  28446. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28447. const vertices = [];
  28448. const colors = [];
  28449. const pointMap = {};
  28450. // colors
  28451. const colorFrustum = new Color( 0xffaa00 );
  28452. const colorCone = new Color( 0xff0000 );
  28453. const colorUp = new Color( 0x00aaff );
  28454. const colorTarget = new Color( 0xffffff );
  28455. const colorCross = new Color( 0x333333 );
  28456. // near
  28457. addLine( 'n1', 'n2', colorFrustum );
  28458. addLine( 'n2', 'n4', colorFrustum );
  28459. addLine( 'n4', 'n3', colorFrustum );
  28460. addLine( 'n3', 'n1', colorFrustum );
  28461. // far
  28462. addLine( 'f1', 'f2', colorFrustum );
  28463. addLine( 'f2', 'f4', colorFrustum );
  28464. addLine( 'f4', 'f3', colorFrustum );
  28465. addLine( 'f3', 'f1', colorFrustum );
  28466. // sides
  28467. addLine( 'n1', 'f1', colorFrustum );
  28468. addLine( 'n2', 'f2', colorFrustum );
  28469. addLine( 'n3', 'f3', colorFrustum );
  28470. addLine( 'n4', 'f4', colorFrustum );
  28471. // cone
  28472. addLine( 'p', 'n1', colorCone );
  28473. addLine( 'p', 'n2', colorCone );
  28474. addLine( 'p', 'n3', colorCone );
  28475. addLine( 'p', 'n4', colorCone );
  28476. // up
  28477. addLine( 'u1', 'u2', colorUp );
  28478. addLine( 'u2', 'u3', colorUp );
  28479. addLine( 'u3', 'u1', colorUp );
  28480. // target
  28481. addLine( 'c', 't', colorTarget );
  28482. addLine( 'p', 'c', colorCross );
  28483. // cross
  28484. addLine( 'cn1', 'cn2', colorCross );
  28485. addLine( 'cn3', 'cn4', colorCross );
  28486. addLine( 'cf1', 'cf2', colorCross );
  28487. addLine( 'cf3', 'cf4', colorCross );
  28488. function addLine( a, b, color ) {
  28489. addPoint( a, color );
  28490. addPoint( b, color );
  28491. }
  28492. function addPoint( id, color ) {
  28493. vertices.push( 0, 0, 0 );
  28494. colors.push( color.r, color.g, color.b );
  28495. if ( pointMap[ id ] === undefined ) {
  28496. pointMap[ id ] = [];
  28497. }
  28498. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28499. }
  28500. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28501. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28502. LineSegments.call( this, geometry, material );
  28503. this.type = 'CameraHelper';
  28504. this.camera = camera;
  28505. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  28506. this.matrix = camera.matrixWorld;
  28507. this.matrixAutoUpdate = false;
  28508. this.pointMap = pointMap;
  28509. this.update();
  28510. }
  28511. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28512. CameraHelper.prototype.constructor = CameraHelper;
  28513. CameraHelper.prototype.update = function () {
  28514. const geometry = this.geometry;
  28515. const pointMap = this.pointMap;
  28516. const w = 1, h = 1;
  28517. // we need just camera projection matrix inverse
  28518. // world matrix must be identity
  28519. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28520. // center / target
  28521. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28522. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28523. // near
  28524. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28525. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28526. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28527. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28528. // far
  28529. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28530. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28531. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28532. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28533. // up
  28534. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28535. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28536. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28537. // cross
  28538. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28539. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28540. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28541. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28542. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28543. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28544. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28545. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28546. geometry.getAttribute( 'position' ).needsUpdate = true;
  28547. };
  28548. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28549. _vector$b.set( x, y, z ).unproject( camera );
  28550. const points = pointMap[ point ];
  28551. if ( points !== undefined ) {
  28552. const position = geometry.getAttribute( 'position' );
  28553. for ( let i = 0, l = points.length; i < l; i ++ ) {
  28554. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28555. }
  28556. }
  28557. }
  28558. /**
  28559. * @author mrdoob / http://mrdoob.com/
  28560. * @author Mugen87 / http://github.com/Mugen87
  28561. */
  28562. const _box$3 = new Box3();
  28563. function BoxHelper( object, color ) {
  28564. this.object = object;
  28565. if ( color === undefined ) color = 0xffff00;
  28566. 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 ] );
  28567. const positions = new Float32Array( 8 * 3 );
  28568. const geometry = new BufferGeometry();
  28569. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28570. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28571. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28572. this.type = 'BoxHelper';
  28573. this.matrixAutoUpdate = false;
  28574. this.update();
  28575. }
  28576. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28577. BoxHelper.prototype.constructor = BoxHelper;
  28578. BoxHelper.prototype.update = function ( object ) {
  28579. if ( object !== undefined ) {
  28580. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28581. }
  28582. if ( this.object !== undefined ) {
  28583. _box$3.setFromObject( this.object );
  28584. }
  28585. if ( _box$3.isEmpty() ) return;
  28586. const min = _box$3.min;
  28587. const max = _box$3.max;
  28588. /*
  28589. 5____4
  28590. 1/___0/|
  28591. | 6__|_7
  28592. 2/___3/
  28593. 0: max.x, max.y, max.z
  28594. 1: min.x, max.y, max.z
  28595. 2: min.x, min.y, max.z
  28596. 3: max.x, min.y, max.z
  28597. 4: max.x, max.y, min.z
  28598. 5: min.x, max.y, min.z
  28599. 6: min.x, min.y, min.z
  28600. 7: max.x, min.y, min.z
  28601. */
  28602. const position = this.geometry.attributes.position;
  28603. const array = position.array;
  28604. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28605. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28606. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28607. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28608. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28609. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28610. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28611. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28612. position.needsUpdate = true;
  28613. this.geometry.computeBoundingSphere();
  28614. };
  28615. BoxHelper.prototype.setFromObject = function ( object ) {
  28616. this.object = object;
  28617. this.update();
  28618. return this;
  28619. };
  28620. BoxHelper.prototype.copy = function ( source ) {
  28621. LineSegments.prototype.copy.call( this, source );
  28622. this.object = source.object;
  28623. return this;
  28624. };
  28625. BoxHelper.prototype.clone = function () {
  28626. return new this.constructor().copy( this );
  28627. };
  28628. /**
  28629. * @author WestLangley / http://github.com/WestLangley
  28630. */
  28631. function Box3Helper( box, color ) {
  28632. this.type = 'Box3Helper';
  28633. this.box = box;
  28634. color = color || 0xffff00;
  28635. 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 ] );
  28636. 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 ];
  28637. const geometry = new BufferGeometry();
  28638. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28639. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28640. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28641. this.type = 'Box3Helper';
  28642. this.geometry.computeBoundingSphere();
  28643. }
  28644. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28645. Box3Helper.prototype.constructor = Box3Helper;
  28646. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28647. const box = this.box;
  28648. if ( box.isEmpty() ) return;
  28649. box.getCenter( this.position );
  28650. box.getSize( this.scale );
  28651. this.scale.multiplyScalar( 0.5 );
  28652. Object3D.prototype.updateMatrixWorld.call( this, force );
  28653. };
  28654. /**
  28655. * @author WestLangley / http://github.com/WestLangley
  28656. */
  28657. function PlaneHelper( plane, size, hex ) {
  28658. this.plane = plane;
  28659. this.size = ( size === undefined ) ? 1 : size;
  28660. const color = ( hex !== undefined ) ? hex : 0xffff00;
  28661. 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 ];
  28662. const geometry = new BufferGeometry();
  28663. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28664. geometry.computeBoundingSphere();
  28665. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28666. this.type = 'PlaneHelper';
  28667. //
  28668. const positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28669. const geometry2 = new BufferGeometry();
  28670. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28671. geometry2.computeBoundingSphere();
  28672. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28673. }
  28674. PlaneHelper.prototype = Object.create( Line.prototype );
  28675. PlaneHelper.prototype.constructor = PlaneHelper;
  28676. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28677. let scale = - this.plane.constant;
  28678. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  28679. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28680. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28681. this.lookAt( this.plane.normal );
  28682. Object3D.prototype.updateMatrixWorld.call( this, force );
  28683. };
  28684. /**
  28685. * @author WestLangley / http://github.com/WestLangley
  28686. * @author zz85 / http://github.com/zz85
  28687. * @author bhouston / http://clara.io
  28688. *
  28689. * Creates an arrow for visualizing directions
  28690. *
  28691. * Parameters:
  28692. * dir - Vector3
  28693. * origin - Vector3
  28694. * length - Number
  28695. * color - color in hex value
  28696. * headLength - Number
  28697. * headWidth - Number
  28698. */
  28699. const _axis = new Vector3();
  28700. let _lineGeometry, _coneGeometry;
  28701. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28702. // dir is assumed to be normalized
  28703. Object3D.call( this );
  28704. this.type = 'ArrowHelper';
  28705. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  28706. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  28707. if ( length === undefined ) length = 1;
  28708. if ( color === undefined ) color = 0xffff00;
  28709. if ( headLength === undefined ) headLength = 0.2 * length;
  28710. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28711. if ( _lineGeometry === undefined ) {
  28712. _lineGeometry = new BufferGeometry();
  28713. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28714. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28715. _coneGeometry.translate( 0, - 0.5, 0 );
  28716. }
  28717. this.position.copy( origin );
  28718. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28719. this.line.matrixAutoUpdate = false;
  28720. this.add( this.line );
  28721. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28722. this.cone.matrixAutoUpdate = false;
  28723. this.add( this.cone );
  28724. this.setDirection( dir );
  28725. this.setLength( length, headLength, headWidth );
  28726. }
  28727. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28728. ArrowHelper.prototype.constructor = ArrowHelper;
  28729. ArrowHelper.prototype.setDirection = function ( dir ) {
  28730. // dir is assumed to be normalized
  28731. if ( dir.y > 0.99999 ) {
  28732. this.quaternion.set( 0, 0, 0, 1 );
  28733. } else if ( dir.y < - 0.99999 ) {
  28734. this.quaternion.set( 1, 0, 0, 0 );
  28735. } else {
  28736. _axis.set( dir.z, 0, - dir.x ).normalize();
  28737. const radians = Math.acos( dir.y );
  28738. this.quaternion.setFromAxisAngle( _axis, radians );
  28739. }
  28740. };
  28741. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28742. if ( headLength === undefined ) headLength = 0.2 * length;
  28743. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28744. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28745. this.line.updateMatrix();
  28746. this.cone.scale.set( headWidth, headLength, headWidth );
  28747. this.cone.position.y = length;
  28748. this.cone.updateMatrix();
  28749. };
  28750. ArrowHelper.prototype.setColor = function ( color ) {
  28751. this.line.material.color.set( color );
  28752. this.cone.material.color.set( color );
  28753. };
  28754. ArrowHelper.prototype.copy = function ( source ) {
  28755. Object3D.prototype.copy.call( this, source, false );
  28756. this.line.copy( source.line );
  28757. this.cone.copy( source.cone );
  28758. return this;
  28759. };
  28760. ArrowHelper.prototype.clone = function () {
  28761. return new this.constructor().copy( this );
  28762. };
  28763. /**
  28764. * @author sroucheray / http://sroucheray.org/
  28765. * @author mrdoob / http://mrdoob.com/
  28766. */
  28767. function AxesHelper( size ) {
  28768. size = size || 1;
  28769. const vertices = [
  28770. 0, 0, 0, size, 0, 0,
  28771. 0, 0, 0, 0, size, 0,
  28772. 0, 0, 0, 0, 0, size
  28773. ];
  28774. const colors = [
  28775. 1, 0, 0, 1, 0.6, 0,
  28776. 0, 1, 0, 0.6, 1, 0,
  28777. 0, 0, 1, 0, 0.6, 1
  28778. ];
  28779. const geometry = new BufferGeometry();
  28780. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28781. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28782. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28783. LineSegments.call( this, geometry, material );
  28784. this.type = 'AxesHelper';
  28785. }
  28786. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28787. AxesHelper.prototype.constructor = AxesHelper;
  28788. /**
  28789. * @author Emmett Lalish / elalish
  28790. *
  28791. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28792. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28793. * blur to be quickly accessed based on material roughness. It is packed into a
  28794. * special CubeUV format that allows us to perform custom interpolation so that
  28795. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28796. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28797. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28798. * higher roughness levels. In this way we maintain resolution to smoothly
  28799. * interpolate diffuse lighting while limiting sampling computation.
  28800. */
  28801. const LOD_MIN = 4;
  28802. const LOD_MAX = 8;
  28803. const SIZE_MAX = Math.pow( 2, LOD_MAX );
  28804. // The standard deviations (radians) associated with the extra mips. These are
  28805. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28806. // geometric shadowing function. These sigma values squared must match the
  28807. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28808. const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28809. const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28810. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28811. // samples and exit early, but not recompile the shader.
  28812. const MAX_SAMPLES = 20;
  28813. const ENCODINGS = {
  28814. [ LinearEncoding ]: 0,
  28815. [ sRGBEncoding ]: 1,
  28816. [ RGBEEncoding ]: 2,
  28817. [ RGBM7Encoding ]: 3,
  28818. [ RGBM16Encoding ]: 4,
  28819. [ RGBDEncoding ]: 5,
  28820. [ GammaEncoding ]: 6
  28821. };
  28822. const _flatCamera = new OrthographicCamera();
  28823. const { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
  28824. let _oldTarget = null;
  28825. // Golden Ratio
  28826. const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28827. const INV_PHI = 1 / PHI;
  28828. // Vertices of a dodecahedron (except the opposites, which represent the
  28829. // same axis), used as axis directions evenly spread on a sphere.
  28830. const _axisDirections = [
  28831. new Vector3( 1, 1, 1 ),
  28832. new Vector3( - 1, 1, 1 ),
  28833. new Vector3( 1, 1, - 1 ),
  28834. new Vector3( - 1, 1, - 1 ),
  28835. new Vector3( 0, PHI, INV_PHI ),
  28836. new Vector3( 0, PHI, - INV_PHI ),
  28837. new Vector3( INV_PHI, 0, PHI ),
  28838. new Vector3( - INV_PHI, 0, PHI ),
  28839. new Vector3( PHI, INV_PHI, 0 ),
  28840. new Vector3( - PHI, INV_PHI, 0 ) ];
  28841. function PMREMGenerator( renderer ) {
  28842. this._renderer = renderer;
  28843. this._pingPongRenderTarget = null;
  28844. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28845. this._equirectShader = null;
  28846. this._cubemapShader = null;
  28847. this._compileMaterial( this._blurMaterial );
  28848. }
  28849. PMREMGenerator.prototype = {
  28850. constructor: PMREMGenerator,
  28851. /**
  28852. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28853. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28854. * in radians to be applied to the scene before PMREM generation. Optional near
  28855. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28856. * is placed at the origin).
  28857. */
  28858. fromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) {
  28859. _oldTarget = this._renderer.getRenderTarget();
  28860. const cubeUVRenderTarget = this._allocateTargets();
  28861. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28862. if ( sigma > 0 ) {
  28863. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28864. }
  28865. this._applyPMREM( cubeUVRenderTarget );
  28866. this._cleanup( cubeUVRenderTarget );
  28867. return cubeUVRenderTarget;
  28868. },
  28869. /**
  28870. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28871. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28872. * as this matches best with the 256 x 256 cubemap output.
  28873. */
  28874. fromEquirectangular: function ( equirectangular ) {
  28875. return this._fromTexture( equirectangular );
  28876. },
  28877. /**
  28878. * Generates a PMREM from an cubemap texture, which can be either LDR
  28879. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28880. * as this matches best with the 256 x 256 cubemap output.
  28881. */
  28882. fromCubemap: function ( cubemap ) {
  28883. return this._fromTexture( cubemap );
  28884. },
  28885. /**
  28886. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28887. * your texture's network fetch for increased concurrency.
  28888. */
  28889. compileCubemapShader: function () {
  28890. if ( this._cubemapShader === null ) {
  28891. this._cubemapShader = _getCubemapShader();
  28892. this._compileMaterial( this._cubemapShader );
  28893. }
  28894. },
  28895. /**
  28896. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28897. * your texture's network fetch for increased concurrency.
  28898. */
  28899. compileEquirectangularShader: function () {
  28900. if ( this._equirectShader === null ) {
  28901. this._equirectShader = _getEquirectShader();
  28902. this._compileMaterial( this._equirectShader );
  28903. }
  28904. },
  28905. /**
  28906. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28907. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28908. * one of them will cause any others to also become unusable.
  28909. */
  28910. dispose: function () {
  28911. this._blurMaterial.dispose();
  28912. if ( this._cubemapShader !== null ) this._cubemapShader.dispose();
  28913. if ( this._equirectShader !== null ) this._equirectShader.dispose();
  28914. for ( let i = 0; i < _lodPlanes.length; i ++ ) {
  28915. _lodPlanes[ i ].dispose();
  28916. }
  28917. },
  28918. // private interface
  28919. _cleanup: function ( outputTarget ) {
  28920. this._pingPongRenderTarget.dispose();
  28921. this._renderer.setRenderTarget( _oldTarget );
  28922. outputTarget.scissorTest = false;
  28923. // reset viewport and scissor
  28924. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28925. },
  28926. _fromTexture: function ( texture ) {
  28927. _oldTarget = this._renderer.getRenderTarget();
  28928. const cubeUVRenderTarget = this._allocateTargets( texture );
  28929. this._textureToCubeUV( texture, cubeUVRenderTarget );
  28930. this._applyPMREM( cubeUVRenderTarget );
  28931. this._cleanup( cubeUVRenderTarget );
  28932. return cubeUVRenderTarget;
  28933. },
  28934. _allocateTargets: function ( texture ) { // warning: null texture is valid
  28935. const params = {
  28936. magFilter: NearestFilter,
  28937. minFilter: NearestFilter,
  28938. generateMipmaps: false,
  28939. type: UnsignedByteType,
  28940. format: RGBEFormat,
  28941. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  28942. depthBuffer: false,
  28943. stencilBuffer: false
  28944. };
  28945. const cubeUVRenderTarget = _createRenderTarget( params );
  28946. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  28947. this._pingPongRenderTarget = _createRenderTarget( params );
  28948. return cubeUVRenderTarget;
  28949. },
  28950. _compileMaterial: function ( material ) {
  28951. const tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28952. this._renderer.compile( tmpMesh, _flatCamera );
  28953. },
  28954. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28955. const fov = 90;
  28956. const aspect = 1;
  28957. const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28958. const upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28959. const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28960. const renderer = this._renderer;
  28961. const outputEncoding = renderer.outputEncoding;
  28962. const toneMapping = renderer.toneMapping;
  28963. const toneMappingExposure = renderer.toneMappingExposure;
  28964. const clearColor = renderer.getClearColor();
  28965. const clearAlpha = renderer.getClearAlpha();
  28966. renderer.toneMapping = LinearToneMapping;
  28967. renderer.toneMappingExposure = 1.0;
  28968. renderer.outputEncoding = LinearEncoding;
  28969. let background = scene.background;
  28970. if ( background && background.isColor ) {
  28971. background.convertSRGBToLinear();
  28972. // Convert linear to RGBE
  28973. const maxComponent = Math.max( background.r, background.g, background.b );
  28974. const fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28975. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28976. const alpha = ( fExp + 128.0 ) / 255.0;
  28977. renderer.setClearColor( background, alpha );
  28978. scene.background = null;
  28979. }
  28980. for ( let i = 0; i < 6; i ++ ) {
  28981. const col = i % 3;
  28982. if ( col == 0 ) {
  28983. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28984. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28985. } else if ( col == 1 ) {
  28986. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28987. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28988. } else {
  28989. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28990. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28991. }
  28992. _setViewport( cubeUVRenderTarget,
  28993. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28994. renderer.setRenderTarget( cubeUVRenderTarget );
  28995. renderer.render( scene, cubeCamera );
  28996. }
  28997. renderer.toneMapping = toneMapping;
  28998. renderer.toneMappingExposure = toneMappingExposure;
  28999. renderer.outputEncoding = outputEncoding;
  29000. renderer.setClearColor( clearColor, clearAlpha );
  29001. },
  29002. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29003. const renderer = this._renderer;
  29004. if ( texture.isCubeTexture ) {
  29005. if ( this._cubemapShader == null ) {
  29006. this._cubemapShader = _getCubemapShader();
  29007. }
  29008. } else {
  29009. if ( this._equirectShader == null ) {
  29010. this._equirectShader = _getEquirectShader();
  29011. }
  29012. }
  29013. const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29014. const mesh = new Mesh( _lodPlanes[ 0 ], material );
  29015. const uniforms = material.uniforms;
  29016. uniforms[ 'envMap' ].value = texture;
  29017. if ( ! texture.isCubeTexture ) {
  29018. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29019. }
  29020. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29021. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29022. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29023. renderer.setRenderTarget( cubeUVRenderTarget );
  29024. renderer.render( mesh, _flatCamera );
  29025. },
  29026. _applyPMREM: function ( cubeUVRenderTarget ) {
  29027. const renderer = this._renderer;
  29028. const autoClear = renderer.autoClear;
  29029. renderer.autoClear = false;
  29030. for ( let i = 1; i < TOTAL_LODS; i ++ ) {
  29031. const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29032. const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29033. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29034. }
  29035. renderer.autoClear = autoClear;
  29036. },
  29037. /**
  29038. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29039. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29040. * the blur latitudinally (around the poles), and then longitudinally (towards
  29041. * the poles) to approximate the orthogonally-separable blur. It is least
  29042. * accurate at the poles, but still does a decent job.
  29043. */
  29044. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29045. const pingPongRenderTarget = this._pingPongRenderTarget;
  29046. this._halfBlur(
  29047. cubeUVRenderTarget,
  29048. pingPongRenderTarget,
  29049. lodIn,
  29050. lodOut,
  29051. sigma,
  29052. 'latitudinal',
  29053. poleAxis );
  29054. this._halfBlur(
  29055. pingPongRenderTarget,
  29056. cubeUVRenderTarget,
  29057. lodOut,
  29058. lodOut,
  29059. sigma,
  29060. 'longitudinal',
  29061. poleAxis );
  29062. },
  29063. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29064. const renderer = this._renderer;
  29065. const blurMaterial = this._blurMaterial;
  29066. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29067. console.error(
  29068. 'blur direction must be either latitudinal or longitudinal!' );
  29069. }
  29070. // Number of standard deviations at which to cut off the discrete approximation.
  29071. const STANDARD_DEVIATIONS = 3;
  29072. const blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29073. const blurUniforms = blurMaterial.uniforms;
  29074. const pixels = _sizeLods[ lodIn ] - 1;
  29075. const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29076. const sigmaPixels = sigmaRadians / radiansPerPixel;
  29077. const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29078. if ( samples > MAX_SAMPLES ) {
  29079. console.warn( `sigmaRadians, ${
  29080. sigmaRadians}, is too large and will clip, as it requested ${
  29081. samples} samples when the maximum is set to ${MAX_SAMPLES}` );
  29082. }
  29083. const weights = [];
  29084. let sum = 0;
  29085. for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
  29086. const x = i / sigmaPixels;
  29087. const weight = Math.exp( - x * x / 2 );
  29088. weights.push( weight );
  29089. if ( i == 0 ) {
  29090. sum += weight;
  29091. } else if ( i < samples ) {
  29092. sum += 2 * weight;
  29093. }
  29094. }
  29095. for ( let i = 0; i < weights.length; i ++ ) {
  29096. weights[ i ] = weights[ i ] / sum;
  29097. }
  29098. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29099. blurUniforms[ 'samples' ].value = samples;
  29100. blurUniforms[ 'weights' ].value = weights;
  29101. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29102. if ( poleAxis ) {
  29103. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29104. }
  29105. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29106. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29107. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29108. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29109. const outputSize = _sizeLods[ lodOut ];
  29110. const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29111. const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29112. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29113. renderer.setRenderTarget( targetOut );
  29114. renderer.render( blurMesh, _flatCamera );
  29115. }
  29116. };
  29117. function _isLDR( texture ) {
  29118. if ( texture === undefined || texture.type !== UnsignedByteType ) return false;
  29119. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29120. }
  29121. function _createPlanes() {
  29122. const _lodPlanes = [];
  29123. const _sizeLods = [];
  29124. const _sigmas = [];
  29125. let lod = LOD_MAX;
  29126. for ( let i = 0; i < TOTAL_LODS; i ++ ) {
  29127. const sizeLod = Math.pow( 2, lod );
  29128. _sizeLods.push( sizeLod );
  29129. let sigma = 1.0 / sizeLod;
  29130. if ( i > LOD_MAX - LOD_MIN ) {
  29131. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29132. } else if ( i == 0 ) {
  29133. sigma = 0;
  29134. }
  29135. _sigmas.push( sigma );
  29136. const texelSize = 1.0 / ( sizeLod - 1 );
  29137. const min = - texelSize / 2;
  29138. const max = 1 + texelSize / 2;
  29139. const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29140. const cubeFaces = 6;
  29141. const vertices = 6;
  29142. const positionSize = 3;
  29143. const uvSize = 2;
  29144. const faceIndexSize = 1;
  29145. const position = new Float32Array( positionSize * vertices * cubeFaces );
  29146. const uv = new Float32Array( uvSize * vertices * cubeFaces );
  29147. const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29148. for ( let face = 0; face < cubeFaces; face ++ ) {
  29149. const x = ( face % 3 ) * 2 / 3 - 1;
  29150. const y = face > 2 ? 0 : - 1;
  29151. const coordinates = [
  29152. x, y, 0,
  29153. x + 2 / 3, y, 0,
  29154. x + 2 / 3, y + 1, 0,
  29155. x, y, 0,
  29156. x + 2 / 3, y + 1, 0,
  29157. x, y + 1, 0
  29158. ];
  29159. position.set( coordinates, positionSize * vertices * face );
  29160. uv.set( uv1, uvSize * vertices * face );
  29161. const fill = [ face, face, face, face, face, face ];
  29162. faceIndex.set( fill, faceIndexSize * vertices * face );
  29163. }
  29164. const planes = new BufferGeometry();
  29165. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29166. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29167. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29168. _lodPlanes.push( planes );
  29169. if ( lod > LOD_MIN ) {
  29170. lod --;
  29171. }
  29172. }
  29173. return { _lodPlanes, _sizeLods, _sigmas };
  29174. }
  29175. function _createRenderTarget( params ) {
  29176. const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29177. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29178. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29179. cubeUVRenderTarget.scissorTest = true;
  29180. return cubeUVRenderTarget;
  29181. }
  29182. function _setViewport( target, x, y, width, height ) {
  29183. target.viewport.set( x, y, width, height );
  29184. target.scissor.set( x, y, width, height );
  29185. }
  29186. function _getBlurShader( maxSamples ) {
  29187. const weights = new Float32Array( maxSamples );
  29188. const poleAxis = new Vector3( 0, 1, 0 );
  29189. const shaderMaterial = new RawShaderMaterial( {
  29190. name: 'SphericalGaussianBlur',
  29191. defines: { 'n': maxSamples },
  29192. uniforms: {
  29193. 'envMap': { value: null },
  29194. 'samples': { value: 1 },
  29195. 'weights': { value: weights },
  29196. 'latitudinal': { value: false },
  29197. 'dTheta': { value: 0 },
  29198. 'mipInt': { value: 0 },
  29199. 'poleAxis': { value: poleAxis },
  29200. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29201. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29202. },
  29203. vertexShader: _getCommonVertexShader(),
  29204. fragmentShader: `
  29205. precision mediump float;
  29206. precision mediump int;
  29207. varying vec3 vOutputDirection;
  29208. uniform sampler2D envMap;
  29209. uniform int samples;
  29210. uniform float weights[n];
  29211. uniform bool latitudinal;
  29212. uniform float dTheta;
  29213. uniform float mipInt;
  29214. uniform vec3 poleAxis;
  29215. ${_getEncodings()}
  29216. #define ENVMAP_TYPE_CUBE_UV
  29217. #include <cube_uv_reflection_fragment>
  29218. vec3 getSample(float theta, vec3 axis) {
  29219. float cosTheta = cos(theta);
  29220. // Rodrigues' axis-angle rotation
  29221. vec3 sampleDirection = vOutputDirection * cosTheta
  29222. + cross(axis, vOutputDirection) * sin(theta)
  29223. + axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);
  29224. return bilinearCubeUV(envMap, sampleDirection, mipInt);
  29225. }
  29226. void main() {
  29227. vec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);
  29228. if (all(equal(axis, vec3(0.0))))
  29229. axis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);
  29230. axis = normalize(axis);
  29231. gl_FragColor = vec4(0.0);
  29232. gl_FragColor.rgb += weights[0] * getSample(0.0, axis);
  29233. for (int i = 1; i < n; i++) {
  29234. if (i >= samples)
  29235. break;
  29236. float theta = dTheta * float(i);
  29237. gl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);
  29238. gl_FragColor.rgb += weights[i] * getSample(theta, axis);
  29239. }
  29240. gl_FragColor = linearToOutputTexel(gl_FragColor);
  29241. }
  29242. `,
  29243. blending: NoBlending,
  29244. depthTest: false,
  29245. depthWrite: false
  29246. } );
  29247. return shaderMaterial;
  29248. }
  29249. function _getEquirectShader() {
  29250. const texelSize = new Vector2( 1, 1 );
  29251. const shaderMaterial = new RawShaderMaterial( {
  29252. name: 'EquirectangularToCubeUV',
  29253. uniforms: {
  29254. 'envMap': { value: null },
  29255. 'texelSize': { value: texelSize },
  29256. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29257. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29258. },
  29259. vertexShader: _getCommonVertexShader(),
  29260. fragmentShader: `
  29261. precision mediump float;
  29262. precision mediump int;
  29263. varying vec3 vOutputDirection;
  29264. uniform sampler2D envMap;
  29265. uniform vec2 texelSize;
  29266. ${_getEncodings()}
  29267. #include <common>
  29268. void main() {
  29269. gl_FragColor = vec4(0.0);
  29270. vec3 outputDirection = normalize(vOutputDirection);
  29271. vec2 uv = equirectUv( outputDirection );
  29272. vec2 f = fract(uv / texelSize - 0.5);
  29273. uv -= f * texelSize;
  29274. vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
  29275. uv.x += texelSize.x;
  29276. vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
  29277. uv.y += texelSize.y;
  29278. vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
  29279. uv.x -= texelSize.x;
  29280. vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
  29281. vec3 tm = mix(tl, tr, f.x);
  29282. vec3 bm = mix(bl, br, f.x);
  29283. gl_FragColor.rgb = mix(tm, bm, f.y);
  29284. gl_FragColor = linearToOutputTexel(gl_FragColor);
  29285. }
  29286. `,
  29287. blending: NoBlending,
  29288. depthTest: false,
  29289. depthWrite: false
  29290. } );
  29291. return shaderMaterial;
  29292. }
  29293. function _getCubemapShader() {
  29294. const shaderMaterial = new RawShaderMaterial( {
  29295. name: 'CubemapToCubeUV',
  29296. uniforms: {
  29297. 'envMap': { value: null },
  29298. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29299. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29300. },
  29301. vertexShader: _getCommonVertexShader(),
  29302. fragmentShader: `
  29303. precision mediump float;
  29304. precision mediump int;
  29305. varying vec3 vOutputDirection;
  29306. uniform samplerCube envMap;
  29307. ${_getEncodings()}
  29308. void main() {
  29309. gl_FragColor = vec4(0.0);
  29310. gl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;
  29311. gl_FragColor = linearToOutputTexel(gl_FragColor);
  29312. }
  29313. `,
  29314. blending: NoBlending,
  29315. depthTest: false,
  29316. depthWrite: false
  29317. } );
  29318. return shaderMaterial;
  29319. }
  29320. function _getCommonVertexShader() {
  29321. return `
  29322. precision mediump float;
  29323. precision mediump int;
  29324. attribute vec3 position;
  29325. attribute vec2 uv;
  29326. attribute float faceIndex;
  29327. varying vec3 vOutputDirection;
  29328. // RH coordinate system; PMREM face-indexing convention
  29329. vec3 getDirection(vec2 uv, float face) {
  29330. uv = 2.0 * uv - 1.0;
  29331. vec3 direction = vec3(uv, 1.0);
  29332. if (face == 0.0) {
  29333. direction = direction.zyx; // ( 1, v, u ) pos x
  29334. } else if (face == 1.0) {
  29335. direction = direction.xzy;
  29336. direction.xz *= -1.0; // ( -u, 1, -v ) pos y
  29337. } else if (face == 2.0) {
  29338. direction.x *= -1.0; // ( -u, v, 1 ) pos z
  29339. } else if (face == 3.0) {
  29340. direction = direction.zyx;
  29341. direction.xz *= -1.0; // ( -1, v, -u ) neg x
  29342. } else if (face == 4.0) {
  29343. direction = direction.xzy;
  29344. direction.xy *= -1.0; // ( -u, -1, v ) neg y
  29345. } else if (face == 5.0) {
  29346. direction.z *= -1.0; // ( u, v, -1 ) neg z
  29347. }
  29348. return direction;
  29349. }
  29350. void main() {
  29351. vOutputDirection = getDirection(uv, faceIndex);
  29352. gl_Position = vec4( position, 1.0 );
  29353. }
  29354. `;
  29355. }
  29356. function _getEncodings() {
  29357. return `
  29358. uniform int inputEncoding;
  29359. uniform int outputEncoding;
  29360. #include <encodings_pars_fragment>
  29361. vec4 inputTexelToLinear(vec4 value){
  29362. if(inputEncoding == 0){
  29363. return value;
  29364. }else if(inputEncoding == 1){
  29365. return sRGBToLinear(value);
  29366. }else if(inputEncoding == 2){
  29367. return RGBEToLinear(value);
  29368. }else if(inputEncoding == 3){
  29369. return RGBMToLinear(value, 7.0);
  29370. }else if(inputEncoding == 4){
  29371. return RGBMToLinear(value, 16.0);
  29372. }else if(inputEncoding == 5){
  29373. return RGBDToLinear(value, 256.0);
  29374. }else{
  29375. return GammaToLinear(value, 2.2);
  29376. }
  29377. }
  29378. vec4 linearToOutputTexel(vec4 value){
  29379. if(outputEncoding == 0){
  29380. return value;
  29381. }else if(outputEncoding == 1){
  29382. return LinearTosRGB(value);
  29383. }else if(outputEncoding == 2){
  29384. return LinearToRGBE(value);
  29385. }else if(outputEncoding == 3){
  29386. return LinearToRGBM(value, 7.0);
  29387. }else if(outputEncoding == 4){
  29388. return LinearToRGBM(value, 16.0);
  29389. }else if(outputEncoding == 5){
  29390. return LinearToRGBD(value, 256.0);
  29391. }else{
  29392. return LinearToGamma(value, 2.2);
  29393. }
  29394. }
  29395. vec4 envMapTexelToLinear(vec4 color) {
  29396. return inputTexelToLinear(color);
  29397. }
  29398. `;
  29399. }
  29400. /**
  29401. * @author mrdoob / http://mrdoob.com/
  29402. */
  29403. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29404. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29405. return new Face3( a, b, c, normal, color, materialIndex );
  29406. }
  29407. const LineStrip = 0;
  29408. const LinePieces = 1;
  29409. const NoColors = 0;
  29410. const FaceColors = 1;
  29411. const VertexColors = 2;
  29412. function MeshFaceMaterial( materials ) {
  29413. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29414. return materials;
  29415. }
  29416. function MultiMaterial( materials ) {
  29417. if ( materials === undefined ) materials = [];
  29418. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29419. materials.isMultiMaterial = true;
  29420. materials.materials = materials;
  29421. materials.clone = function () {
  29422. return materials.slice();
  29423. };
  29424. return materials;
  29425. }
  29426. function PointCloud( geometry, material ) {
  29427. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29428. return new Points( geometry, material );
  29429. }
  29430. function Particle( material ) {
  29431. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29432. return new Sprite( material );
  29433. }
  29434. function ParticleSystem( geometry, material ) {
  29435. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29436. return new Points( geometry, material );
  29437. }
  29438. function PointCloudMaterial( parameters ) {
  29439. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29440. return new PointsMaterial( parameters );
  29441. }
  29442. function ParticleBasicMaterial( parameters ) {
  29443. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29444. return new PointsMaterial( parameters );
  29445. }
  29446. function ParticleSystemMaterial( parameters ) {
  29447. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29448. return new PointsMaterial( parameters );
  29449. }
  29450. function Vertex( x, y, z ) {
  29451. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29452. return new Vector3( x, y, z );
  29453. }
  29454. //
  29455. function DynamicBufferAttribute( array, itemSize ) {
  29456. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29457. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29458. }
  29459. function Int8Attribute( array, itemSize ) {
  29460. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29461. return new Int8BufferAttribute( array, itemSize );
  29462. }
  29463. function Uint8Attribute( array, itemSize ) {
  29464. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29465. return new Uint8BufferAttribute( array, itemSize );
  29466. }
  29467. function Uint8ClampedAttribute( array, itemSize ) {
  29468. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29469. return new Uint8ClampedBufferAttribute( array, itemSize );
  29470. }
  29471. function Int16Attribute( array, itemSize ) {
  29472. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29473. return new Int16BufferAttribute( array, itemSize );
  29474. }
  29475. function Uint16Attribute( array, itemSize ) {
  29476. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29477. return new Uint16BufferAttribute( array, itemSize );
  29478. }
  29479. function Int32Attribute( array, itemSize ) {
  29480. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29481. return new Int32BufferAttribute( array, itemSize );
  29482. }
  29483. function Uint32Attribute( array, itemSize ) {
  29484. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29485. return new Uint32BufferAttribute( array, itemSize );
  29486. }
  29487. function Float32Attribute( array, itemSize ) {
  29488. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29489. return new Float32BufferAttribute( array, itemSize );
  29490. }
  29491. function Float64Attribute( array, itemSize ) {
  29492. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29493. return new Float64BufferAttribute( array, itemSize );
  29494. }
  29495. //
  29496. Curve.create = function ( construct, getPoint ) {
  29497. console.log( 'THREE.Curve.create() has been deprecated' );
  29498. construct.prototype = Object.create( Curve.prototype );
  29499. construct.prototype.constructor = construct;
  29500. construct.prototype.getPoint = getPoint;
  29501. return construct;
  29502. };
  29503. //
  29504. Object.assign( CurvePath.prototype, {
  29505. createPointsGeometry: function ( divisions ) {
  29506. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29507. // generate geometry from path points (for Line or Points objects)
  29508. const pts = this.getPoints( divisions );
  29509. return this.createGeometry( pts );
  29510. },
  29511. createSpacedPointsGeometry: function ( divisions ) {
  29512. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29513. // generate geometry from equidistant sampling along the path
  29514. const pts = this.getSpacedPoints( divisions );
  29515. return this.createGeometry( pts );
  29516. },
  29517. createGeometry: function ( points ) {
  29518. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29519. const geometry = new Geometry();
  29520. for ( let i = 0, l = points.length; i < l; i ++ ) {
  29521. const point = points[ i ];
  29522. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29523. }
  29524. return geometry;
  29525. }
  29526. } );
  29527. //
  29528. Object.assign( Path.prototype, {
  29529. fromPoints: function ( points ) {
  29530. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29531. return this.setFromPoints( points );
  29532. }
  29533. } );
  29534. //
  29535. function ClosedSplineCurve3( points ) {
  29536. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29537. CatmullRomCurve3.call( this, points );
  29538. this.type = 'catmullrom';
  29539. this.closed = true;
  29540. }
  29541. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29542. //
  29543. function SplineCurve3( points ) {
  29544. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29545. CatmullRomCurve3.call( this, points );
  29546. this.type = 'catmullrom';
  29547. }
  29548. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29549. //
  29550. function Spline( points ) {
  29551. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29552. CatmullRomCurve3.call( this, points );
  29553. this.type = 'catmullrom';
  29554. }
  29555. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29556. Object.assign( Spline.prototype, {
  29557. initFromArray: function ( /* a */ ) {
  29558. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29559. },
  29560. getControlPointsArray: function ( /* optionalTarget */ ) {
  29561. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29562. },
  29563. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29564. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29565. }
  29566. } );
  29567. //
  29568. function AxisHelper( size ) {
  29569. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29570. return new AxesHelper( size );
  29571. }
  29572. function BoundingBoxHelper( object, color ) {
  29573. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29574. return new BoxHelper( object, color );
  29575. }
  29576. function EdgesHelper( object, hex ) {
  29577. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29578. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29579. }
  29580. GridHelper.prototype.setColors = function () {
  29581. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29582. };
  29583. SkeletonHelper.prototype.update = function () {
  29584. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29585. };
  29586. function WireframeHelper( object, hex ) {
  29587. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29588. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29589. }
  29590. //
  29591. Object.assign( Loader.prototype, {
  29592. extractUrlBase: function ( url ) {
  29593. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29594. return LoaderUtils.extractUrlBase( url );
  29595. }
  29596. } );
  29597. Loader.Handlers = {
  29598. add: function ( /* regex, loader */ ) {
  29599. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29600. },
  29601. get: function ( /* file */ ) {
  29602. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29603. }
  29604. };
  29605. function XHRLoader( manager ) {
  29606. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29607. return new FileLoader( manager );
  29608. }
  29609. function BinaryTextureLoader( manager ) {
  29610. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29611. return new DataTextureLoader( manager );
  29612. }
  29613. Object.assign( ObjectLoader.prototype, {
  29614. setTexturePath: function ( value ) {
  29615. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29616. return this.setResourcePath( value );
  29617. }
  29618. } );
  29619. //
  29620. Object.assign( Box2.prototype, {
  29621. center: function ( optionalTarget ) {
  29622. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29623. return this.getCenter( optionalTarget );
  29624. },
  29625. empty: function () {
  29626. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29627. return this.isEmpty();
  29628. },
  29629. isIntersectionBox: function ( box ) {
  29630. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29631. return this.intersectsBox( box );
  29632. },
  29633. size: function ( optionalTarget ) {
  29634. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29635. return this.getSize( optionalTarget );
  29636. }
  29637. } );
  29638. Object.assign( Box3.prototype, {
  29639. center: function ( optionalTarget ) {
  29640. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29641. return this.getCenter( optionalTarget );
  29642. },
  29643. empty: function () {
  29644. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29645. return this.isEmpty();
  29646. },
  29647. isIntersectionBox: function ( box ) {
  29648. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29649. return this.intersectsBox( box );
  29650. },
  29651. isIntersectionSphere: function ( sphere ) {
  29652. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29653. return this.intersectsSphere( sphere );
  29654. },
  29655. size: function ( optionalTarget ) {
  29656. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29657. return this.getSize( optionalTarget );
  29658. }
  29659. } );
  29660. Object.assign( Sphere.prototype, {
  29661. empty: function () {
  29662. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29663. return this.isEmpty();
  29664. },
  29665. } );
  29666. Frustum.prototype.setFromMatrix = function ( m ) {
  29667. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29668. return this.setFromProjectionMatrix( m );
  29669. };
  29670. Line3.prototype.center = function ( optionalTarget ) {
  29671. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29672. return this.getCenter( optionalTarget );
  29673. };
  29674. Object.assign( MathUtils, {
  29675. random16: function () {
  29676. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29677. return Math.random();
  29678. },
  29679. nearestPowerOfTwo: function ( value ) {
  29680. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29681. return MathUtils.floorPowerOfTwo( value );
  29682. },
  29683. nextPowerOfTwo: function ( value ) {
  29684. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29685. return MathUtils.ceilPowerOfTwo( value );
  29686. }
  29687. } );
  29688. Object.assign( Matrix3.prototype, {
  29689. flattenToArrayOffset: function ( array, offset ) {
  29690. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29691. return this.toArray( array, offset );
  29692. },
  29693. multiplyVector3: function ( vector ) {
  29694. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29695. return vector.applyMatrix3( this );
  29696. },
  29697. multiplyVector3Array: function ( /* a */ ) {
  29698. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29699. },
  29700. applyToBufferAttribute: function ( attribute ) {
  29701. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29702. return attribute.applyMatrix3( this );
  29703. },
  29704. applyToVector3Array: function ( /* array, offset, length */ ) {
  29705. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29706. }
  29707. } );
  29708. Object.assign( Matrix4.prototype, {
  29709. extractPosition: function ( m ) {
  29710. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29711. return this.copyPosition( m );
  29712. },
  29713. flattenToArrayOffset: function ( array, offset ) {
  29714. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29715. return this.toArray( array, offset );
  29716. },
  29717. getPosition: function () {
  29718. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29719. return new Vector3().setFromMatrixColumn( this, 3 );
  29720. },
  29721. setRotationFromQuaternion: function ( q ) {
  29722. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29723. return this.makeRotationFromQuaternion( q );
  29724. },
  29725. multiplyToArray: function () {
  29726. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29727. },
  29728. multiplyVector3: function ( vector ) {
  29729. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29730. return vector.applyMatrix4( this );
  29731. },
  29732. multiplyVector4: function ( vector ) {
  29733. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29734. return vector.applyMatrix4( this );
  29735. },
  29736. multiplyVector3Array: function ( /* a */ ) {
  29737. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29738. },
  29739. rotateAxis: function ( v ) {
  29740. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29741. v.transformDirection( this );
  29742. },
  29743. crossVector: function ( vector ) {
  29744. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29745. return vector.applyMatrix4( this );
  29746. },
  29747. translate: function () {
  29748. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29749. },
  29750. rotateX: function () {
  29751. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29752. },
  29753. rotateY: function () {
  29754. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29755. },
  29756. rotateZ: function () {
  29757. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29758. },
  29759. rotateByAxis: function () {
  29760. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29761. },
  29762. applyToBufferAttribute: function ( attribute ) {
  29763. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29764. return attribute.applyMatrix4( this );
  29765. },
  29766. applyToVector3Array: function ( /* array, offset, length */ ) {
  29767. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29768. },
  29769. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29770. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29771. return this.makePerspective( left, right, top, bottom, near, far );
  29772. }
  29773. } );
  29774. Plane.prototype.isIntersectionLine = function ( line ) {
  29775. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29776. return this.intersectsLine( line );
  29777. };
  29778. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29779. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29780. return vector.applyQuaternion( this );
  29781. };
  29782. Object.assign( Ray.prototype, {
  29783. isIntersectionBox: function ( box ) {
  29784. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29785. return this.intersectsBox( box );
  29786. },
  29787. isIntersectionPlane: function ( plane ) {
  29788. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29789. return this.intersectsPlane( plane );
  29790. },
  29791. isIntersectionSphere: function ( sphere ) {
  29792. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29793. return this.intersectsSphere( sphere );
  29794. }
  29795. } );
  29796. Object.assign( Triangle.prototype, {
  29797. area: function () {
  29798. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29799. return this.getArea();
  29800. },
  29801. barycoordFromPoint: function ( point, target ) {
  29802. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29803. return this.getBarycoord( point, target );
  29804. },
  29805. midpoint: function ( target ) {
  29806. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29807. return this.getMidpoint( target );
  29808. },
  29809. normal: function ( target ) {
  29810. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29811. return this.getNormal( target );
  29812. },
  29813. plane: function ( target ) {
  29814. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29815. return this.getPlane( target );
  29816. }
  29817. } );
  29818. Object.assign( Triangle, {
  29819. barycoordFromPoint: function ( point, a, b, c, target ) {
  29820. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29821. return Triangle.getBarycoord( point, a, b, c, target );
  29822. },
  29823. normal: function ( a, b, c, target ) {
  29824. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29825. return Triangle.getNormal( a, b, c, target );
  29826. }
  29827. } );
  29828. Object.assign( Shape.prototype, {
  29829. extractAllPoints: function ( divisions ) {
  29830. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29831. return this.extractPoints( divisions );
  29832. },
  29833. extrude: function ( options ) {
  29834. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29835. return new ExtrudeGeometry( this, options );
  29836. },
  29837. makeGeometry: function ( options ) {
  29838. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29839. return new ShapeGeometry( this, options );
  29840. }
  29841. } );
  29842. Object.assign( Vector2.prototype, {
  29843. fromAttribute: function ( attribute, index, offset ) {
  29844. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29845. return this.fromBufferAttribute( attribute, index, offset );
  29846. },
  29847. distanceToManhattan: function ( v ) {
  29848. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29849. return this.manhattanDistanceTo( v );
  29850. },
  29851. lengthManhattan: function () {
  29852. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29853. return this.manhattanLength();
  29854. }
  29855. } );
  29856. Object.assign( Vector3.prototype, {
  29857. setEulerFromRotationMatrix: function () {
  29858. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29859. },
  29860. setEulerFromQuaternion: function () {
  29861. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29862. },
  29863. getPositionFromMatrix: function ( m ) {
  29864. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29865. return this.setFromMatrixPosition( m );
  29866. },
  29867. getScaleFromMatrix: function ( m ) {
  29868. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29869. return this.setFromMatrixScale( m );
  29870. },
  29871. getColumnFromMatrix: function ( index, matrix ) {
  29872. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29873. return this.setFromMatrixColumn( matrix, index );
  29874. },
  29875. applyProjection: function ( m ) {
  29876. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29877. return this.applyMatrix4( m );
  29878. },
  29879. fromAttribute: function ( attribute, index, offset ) {
  29880. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29881. return this.fromBufferAttribute( attribute, index, offset );
  29882. },
  29883. distanceToManhattan: function ( v ) {
  29884. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29885. return this.manhattanDistanceTo( v );
  29886. },
  29887. lengthManhattan: function () {
  29888. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29889. return this.manhattanLength();
  29890. }
  29891. } );
  29892. Object.assign( Vector4.prototype, {
  29893. fromAttribute: function ( attribute, index, offset ) {
  29894. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29895. return this.fromBufferAttribute( attribute, index, offset );
  29896. },
  29897. lengthManhattan: function () {
  29898. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29899. return this.manhattanLength();
  29900. }
  29901. } );
  29902. //
  29903. Object.assign( Geometry.prototype, {
  29904. computeTangents: function () {
  29905. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29906. },
  29907. computeLineDistances: function () {
  29908. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29909. },
  29910. applyMatrix: function ( matrix ) {
  29911. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29912. return this.applyMatrix4( matrix );
  29913. }
  29914. } );
  29915. Object.assign( Object3D.prototype, {
  29916. getChildByName: function ( name ) {
  29917. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29918. return this.getObjectByName( name );
  29919. },
  29920. renderDepth: function () {
  29921. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29922. },
  29923. translate: function ( distance, axis ) {
  29924. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29925. return this.translateOnAxis( axis, distance );
  29926. },
  29927. getWorldRotation: function () {
  29928. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29929. },
  29930. applyMatrix: function ( matrix ) {
  29931. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29932. return this.applyMatrix4( matrix );
  29933. }
  29934. } );
  29935. Object.defineProperties( Object3D.prototype, {
  29936. eulerOrder: {
  29937. get: function () {
  29938. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29939. return this.rotation.order;
  29940. },
  29941. set: function ( value ) {
  29942. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29943. this.rotation.order = value;
  29944. }
  29945. },
  29946. useQuaternion: {
  29947. get: function () {
  29948. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29949. },
  29950. set: function () {
  29951. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29952. }
  29953. }
  29954. } );
  29955. Object.assign( Mesh.prototype, {
  29956. setDrawMode: function () {
  29957. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29958. },
  29959. } );
  29960. Object.defineProperties( Mesh.prototype, {
  29961. drawMode: {
  29962. get: function () {
  29963. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29964. return TrianglesDrawMode;
  29965. },
  29966. set: function () {
  29967. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29968. }
  29969. }
  29970. } );
  29971. Object.defineProperties( LOD.prototype, {
  29972. objects: {
  29973. get: function () {
  29974. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29975. return this.levels;
  29976. }
  29977. }
  29978. } );
  29979. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29980. get: function () {
  29981. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29982. },
  29983. set: function () {
  29984. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29985. }
  29986. } );
  29987. SkinnedMesh.prototype.initBones = function () {
  29988. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29989. };
  29990. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29991. get: function () {
  29992. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29993. return this.arcLengthDivisions;
  29994. },
  29995. set: function ( value ) {
  29996. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29997. this.arcLengthDivisions = value;
  29998. }
  29999. } );
  30000. //
  30001. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30002. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30003. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30004. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  30005. this.setFocalLength( focalLength );
  30006. };
  30007. //
  30008. Object.defineProperties( Light.prototype, {
  30009. onlyShadow: {
  30010. set: function () {
  30011. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30012. }
  30013. },
  30014. shadowCameraFov: {
  30015. set: function ( value ) {
  30016. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30017. this.shadow.camera.fov = value;
  30018. }
  30019. },
  30020. shadowCameraLeft: {
  30021. set: function ( value ) {
  30022. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30023. this.shadow.camera.left = value;
  30024. }
  30025. },
  30026. shadowCameraRight: {
  30027. set: function ( value ) {
  30028. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30029. this.shadow.camera.right = value;
  30030. }
  30031. },
  30032. shadowCameraTop: {
  30033. set: function ( value ) {
  30034. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30035. this.shadow.camera.top = value;
  30036. }
  30037. },
  30038. shadowCameraBottom: {
  30039. set: function ( value ) {
  30040. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30041. this.shadow.camera.bottom = value;
  30042. }
  30043. },
  30044. shadowCameraNear: {
  30045. set: function ( value ) {
  30046. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30047. this.shadow.camera.near = value;
  30048. }
  30049. },
  30050. shadowCameraFar: {
  30051. set: function ( value ) {
  30052. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30053. this.shadow.camera.far = value;
  30054. }
  30055. },
  30056. shadowCameraVisible: {
  30057. set: function () {
  30058. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30059. }
  30060. },
  30061. shadowBias: {
  30062. set: function ( value ) {
  30063. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30064. this.shadow.bias = value;
  30065. }
  30066. },
  30067. shadowDarkness: {
  30068. set: function () {
  30069. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30070. }
  30071. },
  30072. shadowMapWidth: {
  30073. set: function ( value ) {
  30074. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30075. this.shadow.mapSize.width = value;
  30076. }
  30077. },
  30078. shadowMapHeight: {
  30079. set: function ( value ) {
  30080. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30081. this.shadow.mapSize.height = value;
  30082. }
  30083. }
  30084. } );
  30085. //
  30086. Object.defineProperties( BufferAttribute.prototype, {
  30087. length: {
  30088. get: function () {
  30089. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30090. return this.array.length;
  30091. }
  30092. },
  30093. dynamic: {
  30094. get: function () {
  30095. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30096. return this.usage === DynamicDrawUsage;
  30097. },
  30098. set: function ( /* value */ ) {
  30099. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30100. this.setUsage( DynamicDrawUsage );
  30101. }
  30102. }
  30103. } );
  30104. Object.assign( BufferAttribute.prototype, {
  30105. setDynamic: function ( value ) {
  30106. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30107. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30108. return this;
  30109. },
  30110. copyIndicesArray: function ( /* indices */ ) {
  30111. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30112. },
  30113. setArray: function ( /* array */ ) {
  30114. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30115. }
  30116. } );
  30117. Object.assign( BufferGeometry.prototype, {
  30118. addIndex: function ( index ) {
  30119. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30120. this.setIndex( index );
  30121. },
  30122. addAttribute: function ( name, attribute ) {
  30123. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30124. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30125. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30126. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30127. }
  30128. if ( name === 'index' ) {
  30129. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30130. this.setIndex( attribute );
  30131. return this;
  30132. }
  30133. return this.setAttribute( name, attribute );
  30134. },
  30135. addDrawCall: function ( start, count, indexOffset ) {
  30136. if ( indexOffset !== undefined ) {
  30137. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30138. }
  30139. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30140. this.addGroup( start, count );
  30141. },
  30142. clearDrawCalls: function () {
  30143. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30144. this.clearGroups();
  30145. },
  30146. computeTangents: function () {
  30147. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30148. },
  30149. computeOffsets: function () {
  30150. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30151. },
  30152. removeAttribute: function ( name ) {
  30153. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30154. return this.deleteAttribute( name );
  30155. },
  30156. applyMatrix: function ( matrix ) {
  30157. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30158. return this.applyMatrix4( matrix );
  30159. }
  30160. } );
  30161. Object.defineProperties( BufferGeometry.prototype, {
  30162. drawcalls: {
  30163. get: function () {
  30164. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30165. return this.groups;
  30166. }
  30167. },
  30168. offsets: {
  30169. get: function () {
  30170. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30171. return this.groups;
  30172. }
  30173. }
  30174. } );
  30175. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30176. maxInstancedCount: {
  30177. get: function () {
  30178. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30179. return this.instanceCount;
  30180. },
  30181. set: function ( value ) {
  30182. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30183. this.instanceCount = value;
  30184. }
  30185. }
  30186. } );
  30187. Object.defineProperties( Raycaster.prototype, {
  30188. linePrecision: {
  30189. get: function () {
  30190. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30191. return this.params.Line.threshold;
  30192. },
  30193. set: function ( value ) {
  30194. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30195. this.params.Line.threshold = value;
  30196. }
  30197. }
  30198. } );
  30199. Object.defineProperties( InterleavedBuffer.prototype, {
  30200. dynamic: {
  30201. get: function () {
  30202. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30203. return this.usage === DynamicDrawUsage;
  30204. },
  30205. set: function ( value ) {
  30206. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30207. this.setUsage( value );
  30208. }
  30209. }
  30210. } );
  30211. Object.assign( InterleavedBuffer.prototype, {
  30212. setDynamic: function ( value ) {
  30213. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30214. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30215. return this;
  30216. },
  30217. setArray: function ( /* array */ ) {
  30218. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30219. }
  30220. } );
  30221. //
  30222. Object.assign( ExtrudeBufferGeometry.prototype, {
  30223. getArrays: function () {
  30224. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30225. },
  30226. addShapeList: function () {
  30227. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30228. },
  30229. addShape: function () {
  30230. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30231. }
  30232. } );
  30233. //
  30234. Object.defineProperties( Uniform.prototype, {
  30235. dynamic: {
  30236. set: function () {
  30237. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30238. }
  30239. },
  30240. onUpdate: {
  30241. value: function () {
  30242. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30243. return this;
  30244. }
  30245. }
  30246. } );
  30247. //
  30248. Object.defineProperties( Material.prototype, {
  30249. wrapAround: {
  30250. get: function () {
  30251. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30252. },
  30253. set: function () {
  30254. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30255. }
  30256. },
  30257. overdraw: {
  30258. get: function () {
  30259. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30260. },
  30261. set: function () {
  30262. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30263. }
  30264. },
  30265. wrapRGB: {
  30266. get: function () {
  30267. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30268. return new Color();
  30269. }
  30270. },
  30271. shading: {
  30272. get: function () {
  30273. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30274. },
  30275. set: function ( value ) {
  30276. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30277. this.flatShading = ( value === FlatShading );
  30278. }
  30279. },
  30280. stencilMask: {
  30281. get: function () {
  30282. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30283. return this.stencilFuncMask;
  30284. },
  30285. set: function ( value ) {
  30286. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30287. this.stencilFuncMask = value;
  30288. }
  30289. }
  30290. } );
  30291. Object.defineProperties( MeshPhongMaterial.prototype, {
  30292. metal: {
  30293. get: function () {
  30294. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30295. return false;
  30296. },
  30297. set: function () {
  30298. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30299. }
  30300. }
  30301. } );
  30302. Object.defineProperties( ShaderMaterial.prototype, {
  30303. derivatives: {
  30304. get: function () {
  30305. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30306. return this.extensions.derivatives;
  30307. },
  30308. set: function ( value ) {
  30309. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30310. this.extensions.derivatives = value;
  30311. }
  30312. }
  30313. } );
  30314. //
  30315. Object.assign( WebGLRenderer.prototype, {
  30316. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30317. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30318. this.setRenderTarget( renderTarget );
  30319. this.clear( color, depth, stencil );
  30320. },
  30321. animate: function ( callback ) {
  30322. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30323. this.setAnimationLoop( callback );
  30324. },
  30325. getCurrentRenderTarget: function () {
  30326. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30327. return this.getRenderTarget();
  30328. },
  30329. getMaxAnisotropy: function () {
  30330. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30331. return this.capabilities.getMaxAnisotropy();
  30332. },
  30333. getPrecision: function () {
  30334. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30335. return this.capabilities.precision;
  30336. },
  30337. resetGLState: function () {
  30338. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30339. return this.state.reset();
  30340. },
  30341. supportsFloatTextures: function () {
  30342. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30343. return this.extensions.get( 'OES_texture_float' );
  30344. },
  30345. supportsHalfFloatTextures: function () {
  30346. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30347. return this.extensions.get( 'OES_texture_half_float' );
  30348. },
  30349. supportsStandardDerivatives: function () {
  30350. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30351. return this.extensions.get( 'OES_standard_derivatives' );
  30352. },
  30353. supportsCompressedTextureS3TC: function () {
  30354. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30355. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30356. },
  30357. supportsCompressedTexturePVRTC: function () {
  30358. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30359. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30360. },
  30361. supportsBlendMinMax: function () {
  30362. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30363. return this.extensions.get( 'EXT_blend_minmax' );
  30364. },
  30365. supportsVertexTextures: function () {
  30366. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30367. return this.capabilities.vertexTextures;
  30368. },
  30369. supportsInstancedArrays: function () {
  30370. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30371. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30372. },
  30373. enableScissorTest: function ( boolean ) {
  30374. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30375. this.setScissorTest( boolean );
  30376. },
  30377. initMaterial: function () {
  30378. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30379. },
  30380. addPrePlugin: function () {
  30381. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30382. },
  30383. addPostPlugin: function () {
  30384. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30385. },
  30386. updateShadowMap: function () {
  30387. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30388. },
  30389. setFaceCulling: function () {
  30390. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30391. },
  30392. allocTextureUnit: function () {
  30393. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30394. },
  30395. setTexture: function () {
  30396. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30397. },
  30398. setTexture2D: function () {
  30399. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30400. },
  30401. setTextureCube: function () {
  30402. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30403. },
  30404. getActiveMipMapLevel: function () {
  30405. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30406. return this.getActiveMipmapLevel();
  30407. }
  30408. } );
  30409. Object.defineProperties( WebGLRenderer.prototype, {
  30410. shadowMapEnabled: {
  30411. get: function () {
  30412. return this.shadowMap.enabled;
  30413. },
  30414. set: function ( value ) {
  30415. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30416. this.shadowMap.enabled = value;
  30417. }
  30418. },
  30419. shadowMapType: {
  30420. get: function () {
  30421. return this.shadowMap.type;
  30422. },
  30423. set: function ( value ) {
  30424. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30425. this.shadowMap.type = value;
  30426. }
  30427. },
  30428. shadowMapCullFace: {
  30429. get: function () {
  30430. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30431. return undefined;
  30432. },
  30433. set: function ( /* value */ ) {
  30434. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30435. }
  30436. },
  30437. context: {
  30438. get: function () {
  30439. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30440. return this.getContext();
  30441. }
  30442. },
  30443. vr: {
  30444. get: function () {
  30445. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30446. return this.xr;
  30447. }
  30448. },
  30449. gammaInput: {
  30450. get: function () {
  30451. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30452. return false;
  30453. },
  30454. set: function () {
  30455. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30456. }
  30457. },
  30458. gammaOutput: {
  30459. get: function () {
  30460. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30461. return false;
  30462. },
  30463. set: function ( value ) {
  30464. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30465. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30466. }
  30467. },
  30468. toneMappingWhitePoint: {
  30469. get: function () {
  30470. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30471. return 1.0;
  30472. },
  30473. set: function () {
  30474. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30475. }
  30476. },
  30477. } );
  30478. Object.defineProperties( WebGLShadowMap.prototype, {
  30479. cullFace: {
  30480. get: function () {
  30481. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30482. return undefined;
  30483. },
  30484. set: function ( /* cullFace */ ) {
  30485. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30486. }
  30487. },
  30488. renderReverseSided: {
  30489. get: function () {
  30490. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30491. return undefined;
  30492. },
  30493. set: function () {
  30494. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30495. }
  30496. },
  30497. renderSingleSided: {
  30498. get: function () {
  30499. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30500. return undefined;
  30501. },
  30502. set: function () {
  30503. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30504. }
  30505. }
  30506. } );
  30507. function WebGLRenderTargetCube( width, height, options ) {
  30508. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30509. return new WebGLCubeRenderTarget( width, options );
  30510. }
  30511. //
  30512. Object.defineProperties( WebGLRenderTarget.prototype, {
  30513. wrapS: {
  30514. get: function () {
  30515. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30516. return this.texture.wrapS;
  30517. },
  30518. set: function ( value ) {
  30519. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30520. this.texture.wrapS = value;
  30521. }
  30522. },
  30523. wrapT: {
  30524. get: function () {
  30525. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30526. return this.texture.wrapT;
  30527. },
  30528. set: function ( value ) {
  30529. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30530. this.texture.wrapT = value;
  30531. }
  30532. },
  30533. magFilter: {
  30534. get: function () {
  30535. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30536. return this.texture.magFilter;
  30537. },
  30538. set: function ( value ) {
  30539. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30540. this.texture.magFilter = value;
  30541. }
  30542. },
  30543. minFilter: {
  30544. get: function () {
  30545. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30546. return this.texture.minFilter;
  30547. },
  30548. set: function ( value ) {
  30549. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30550. this.texture.minFilter = value;
  30551. }
  30552. },
  30553. anisotropy: {
  30554. get: function () {
  30555. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30556. return this.texture.anisotropy;
  30557. },
  30558. set: function ( value ) {
  30559. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30560. this.texture.anisotropy = value;
  30561. }
  30562. },
  30563. offset: {
  30564. get: function () {
  30565. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30566. return this.texture.offset;
  30567. },
  30568. set: function ( value ) {
  30569. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30570. this.texture.offset = value;
  30571. }
  30572. },
  30573. repeat: {
  30574. get: function () {
  30575. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30576. return this.texture.repeat;
  30577. },
  30578. set: function ( value ) {
  30579. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30580. this.texture.repeat = value;
  30581. }
  30582. },
  30583. format: {
  30584. get: function () {
  30585. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30586. return this.texture.format;
  30587. },
  30588. set: function ( value ) {
  30589. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30590. this.texture.format = value;
  30591. }
  30592. },
  30593. type: {
  30594. get: function () {
  30595. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30596. return this.texture.type;
  30597. },
  30598. set: function ( value ) {
  30599. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30600. this.texture.type = value;
  30601. }
  30602. },
  30603. generateMipmaps: {
  30604. get: function () {
  30605. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30606. return this.texture.generateMipmaps;
  30607. },
  30608. set: function ( value ) {
  30609. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30610. this.texture.generateMipmaps = value;
  30611. }
  30612. }
  30613. } );
  30614. //
  30615. Object.defineProperties( Audio.prototype, {
  30616. load: {
  30617. value: function ( file ) {
  30618. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30619. const scope = this;
  30620. const audioLoader = new AudioLoader();
  30621. audioLoader.load( file, function ( buffer ) {
  30622. scope.setBuffer( buffer );
  30623. } );
  30624. return this;
  30625. }
  30626. },
  30627. startTime: {
  30628. set: function () {
  30629. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30630. }
  30631. }
  30632. } );
  30633. AudioAnalyser.prototype.getData = function () {
  30634. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30635. return this.getFrequencyData();
  30636. };
  30637. //
  30638. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30639. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30640. return this.update( renderer, scene );
  30641. };
  30642. //
  30643. const GeometryUtils = {
  30644. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30645. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30646. let matrix;
  30647. if ( geometry2.isMesh ) {
  30648. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30649. matrix = geometry2.matrix;
  30650. geometry2 = geometry2.geometry;
  30651. }
  30652. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30653. },
  30654. center: function ( geometry ) {
  30655. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30656. return geometry.center();
  30657. }
  30658. };
  30659. ImageUtils.crossOrigin = undefined;
  30660. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30661. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30662. const loader = new TextureLoader();
  30663. loader.setCrossOrigin( this.crossOrigin );
  30664. const texture = loader.load( url, onLoad, undefined, onError );
  30665. if ( mapping ) texture.mapping = mapping;
  30666. return texture;
  30667. };
  30668. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30669. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30670. const loader = new CubeTextureLoader();
  30671. loader.setCrossOrigin( this.crossOrigin );
  30672. const texture = loader.load( urls, onLoad, undefined, onError );
  30673. if ( mapping ) texture.mapping = mapping;
  30674. return texture;
  30675. };
  30676. ImageUtils.loadCompressedTexture = function () {
  30677. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30678. };
  30679. ImageUtils.loadCompressedTextureCube = function () {
  30680. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30681. };
  30682. //
  30683. function CanvasRenderer() {
  30684. console.error( 'THREE.CanvasRenderer has been removed' );
  30685. }
  30686. //
  30687. function JSONLoader() {
  30688. console.error( 'THREE.JSONLoader has been removed.' );
  30689. }
  30690. //
  30691. const SceneUtils = {
  30692. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30693. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30694. },
  30695. detach: function ( /* child, parent, scene */ ) {
  30696. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30697. },
  30698. attach: function ( /* child, scene, parent */ ) {
  30699. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30700. }
  30701. };
  30702. //
  30703. function LensFlare() {
  30704. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30705. }
  30706. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30707. /* eslint-disable no-undef */
  30708. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30709. revision: REVISION,
  30710. } } ) );
  30711. /* eslint-enable no-undef */
  30712. }
  30713. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DirectionalLightShadow, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontFaceDirectionCCW, FrontFaceDirectionCW, FrontSide, Frustum, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, SpotLightShadow, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };