three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '115dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  184. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  185. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  186. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  187. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  188. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  189. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  190. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  191. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  192. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  193. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  194. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  195. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  196. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  197. var LoopOnce = 2200;
  198. var LoopRepeat = 2201;
  199. var LoopPingPong = 2202;
  200. var InterpolateDiscrete = 2300;
  201. var InterpolateLinear = 2301;
  202. var InterpolateSmooth = 2302;
  203. var ZeroCurvatureEnding = 2400;
  204. var ZeroSlopeEnding = 2401;
  205. var WrapAroundEnding = 2402;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. var array = listenerArray.slice( 0 );
  284. for ( var i = 0, l = array.length; i < l; i ++ ) {
  285. array[ i ].call( this, event );
  286. }
  287. }
  288. }
  289. } );
  290. /**
  291. * @author alteredq / http://alteredqualia.com/
  292. * @author mrdoob / http://mrdoob.com/
  293. * @author WestLangley / http://github.com/WestLangley
  294. * @author thezwap
  295. */
  296. var _lut = [];
  297. for ( var i = 0; i < 256; i ++ ) {
  298. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  299. }
  300. var MathUtils = {
  301. DEG2RAD: Math.PI / 180,
  302. RAD2DEG: 180 / Math.PI,
  303. generateUUID: function () {
  304. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  305. var d0 = Math.random() * 0xffffffff | 0;
  306. var d1 = Math.random() * 0xffffffff | 0;
  307. var d2 = Math.random() * 0xffffffff | 0;
  308. var d3 = Math.random() * 0xffffffff | 0;
  309. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  310. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  311. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  312. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  313. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  314. return uuid.toUpperCase();
  315. },
  316. clamp: function ( value, min, max ) {
  317. return Math.max( min, Math.min( max, value ) );
  318. },
  319. // compute euclidian modulo of m % n
  320. // https://en.wikipedia.org/wiki/Modulo_operation
  321. euclideanModulo: function ( n, m ) {
  322. return ( ( n % m ) + m ) % m;
  323. },
  324. // Linear mapping from range <a1, a2> to range <b1, b2>
  325. mapLinear: function ( x, a1, a2, b1, b2 ) {
  326. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  327. },
  328. // https://en.wikipedia.org/wiki/Linear_interpolation
  329. lerp: function ( x, y, t ) {
  330. return ( 1 - t ) * x + t * y;
  331. },
  332. // http://en.wikipedia.org/wiki/Smoothstep
  333. smoothstep: function ( x, min, max ) {
  334. if ( x <= min ) { return 0; }
  335. if ( x >= max ) { return 1; }
  336. x = ( x - min ) / ( max - min );
  337. return x * x * ( 3 - 2 * x );
  338. },
  339. smootherstep: function ( x, min, max ) {
  340. if ( x <= min ) { return 0; }
  341. if ( x >= max ) { return 1; }
  342. x = ( x - min ) / ( max - min );
  343. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  344. },
  345. // Random integer from <low, high> interval
  346. randInt: function ( low, high ) {
  347. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  348. },
  349. // Random float from <low, high> interval
  350. randFloat: function ( low, high ) {
  351. return low + Math.random() * ( high - low );
  352. },
  353. // Random float from <-range/2, range/2> interval
  354. randFloatSpread: function ( range ) {
  355. return range * ( 0.5 - Math.random() );
  356. },
  357. degToRad: function ( degrees ) {
  358. return degrees * MathUtils.DEG2RAD;
  359. },
  360. radToDeg: function ( radians ) {
  361. return radians * MathUtils.RAD2DEG;
  362. },
  363. isPowerOfTwo: function ( value ) {
  364. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  365. },
  366. ceilPowerOfTwo: function ( value ) {
  367. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  368. },
  369. floorPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  371. },
  372. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  373. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  374. // rotations are applied to the axes in the order specified by 'order'
  375. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  376. // angles are in radians
  377. var cos = Math.cos;
  378. var sin = Math.sin;
  379. var c2 = cos( b / 2 );
  380. var s2 = sin( b / 2 );
  381. var c13 = cos( ( a + c ) / 2 );
  382. var s13 = sin( ( a + c ) / 2 );
  383. var c1_3 = cos( ( a - c ) / 2 );
  384. var s1_3 = sin( ( a - c ) / 2 );
  385. var c3_1 = cos( ( c - a ) / 2 );
  386. var s3_1 = sin( ( c - a ) / 2 );
  387. if ( order === 'XYX' ) {
  388. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  389. } else if ( order === 'YZY' ) {
  390. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  391. } else if ( order === 'ZXZ' ) {
  392. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  393. } else if ( order === 'XZX' ) {
  394. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  395. } else if ( order === 'YXY' ) {
  396. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  397. } else if ( order === 'ZYZ' ) {
  398. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  399. } else {
  400. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  401. }
  402. }
  403. };
  404. /**
  405. * @author mrdoob / http://mrdoob.com/
  406. * @author philogb / http://blog.thejit.org/
  407. * @author egraether / http://egraether.com/
  408. * @author zz85 / http://www.lab4games.net/zz85/blog
  409. */
  410. function Vector2( x, y ) {
  411. this.x = x || 0;
  412. this.y = y || 0;
  413. }
  414. Object.defineProperties( Vector2.prototype, {
  415. "width": {
  416. get: function () {
  417. return this.x;
  418. },
  419. set: function ( value ) {
  420. this.x = value;
  421. }
  422. },
  423. "height": {
  424. get: function () {
  425. return this.y;
  426. },
  427. set: function ( value ) {
  428. this.y = value;
  429. }
  430. }
  431. } );
  432. Object.assign( Vector2.prototype, {
  433. isVector2: true,
  434. set: function ( x, y ) {
  435. this.x = x;
  436. this.y = y;
  437. return this;
  438. },
  439. setScalar: function ( scalar ) {
  440. this.x = scalar;
  441. this.y = scalar;
  442. return this;
  443. },
  444. setX: function ( x ) {
  445. this.x = x;
  446. return this;
  447. },
  448. setY: function ( y ) {
  449. this.y = y;
  450. return this;
  451. },
  452. setComponent: function ( index, value ) {
  453. switch ( index ) {
  454. case 0: this.x = value; break;
  455. case 1: this.y = value; break;
  456. default: throw new Error( 'index is out of range: ' + index );
  457. }
  458. return this;
  459. },
  460. getComponent: function ( index ) {
  461. switch ( index ) {
  462. case 0: return this.x;
  463. case 1: return this.y;
  464. default: throw new Error( 'index is out of range: ' + index );
  465. }
  466. },
  467. clone: function () {
  468. return new this.constructor( this.x, this.y );
  469. },
  470. copy: function ( v ) {
  471. this.x = v.x;
  472. this.y = v.y;
  473. return this;
  474. },
  475. add: function ( v, w ) {
  476. if ( w !== undefined ) {
  477. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  478. return this.addVectors( v, w );
  479. }
  480. this.x += v.x;
  481. this.y += v.y;
  482. return this;
  483. },
  484. addScalar: function ( s ) {
  485. this.x += s;
  486. this.y += s;
  487. return this;
  488. },
  489. addVectors: function ( a, b ) {
  490. this.x = a.x + b.x;
  491. this.y = a.y + b.y;
  492. return this;
  493. },
  494. addScaledVector: function ( v, s ) {
  495. this.x += v.x * s;
  496. this.y += v.y * s;
  497. return this;
  498. },
  499. sub: function ( v, w ) {
  500. if ( w !== undefined ) {
  501. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  502. return this.subVectors( v, w );
  503. }
  504. this.x -= v.x;
  505. this.y -= v.y;
  506. return this;
  507. },
  508. subScalar: function ( s ) {
  509. this.x -= s;
  510. this.y -= s;
  511. return this;
  512. },
  513. subVectors: function ( a, b ) {
  514. this.x = a.x - b.x;
  515. this.y = a.y - b.y;
  516. return this;
  517. },
  518. multiply: function ( v ) {
  519. this.x *= v.x;
  520. this.y *= v.y;
  521. return this;
  522. },
  523. multiplyScalar: function ( scalar ) {
  524. this.x *= scalar;
  525. this.y *= scalar;
  526. return this;
  527. },
  528. divide: function ( v ) {
  529. this.x /= v.x;
  530. this.y /= v.y;
  531. return this;
  532. },
  533. divideScalar: function ( scalar ) {
  534. return this.multiplyScalar( 1 / scalar );
  535. },
  536. applyMatrix3: function ( m ) {
  537. var x = this.x, y = this.y;
  538. var e = m.elements;
  539. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  540. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  541. return this;
  542. },
  543. min: function ( v ) {
  544. this.x = Math.min( this.x, v.x );
  545. this.y = Math.min( this.y, v.y );
  546. return this;
  547. },
  548. max: function ( v ) {
  549. this.x = Math.max( this.x, v.x );
  550. this.y = Math.max( this.y, v.y );
  551. return this;
  552. },
  553. clamp: function ( min, max ) {
  554. // assumes min < max, componentwise
  555. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  556. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  557. return this;
  558. },
  559. clampScalar: function ( minVal, maxVal ) {
  560. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  561. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  562. return this;
  563. },
  564. clampLength: function ( min, max ) {
  565. var length = this.length();
  566. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  567. },
  568. floor: function () {
  569. this.x = Math.floor( this.x );
  570. this.y = Math.floor( this.y );
  571. return this;
  572. },
  573. ceil: function () {
  574. this.x = Math.ceil( this.x );
  575. this.y = Math.ceil( this.y );
  576. return this;
  577. },
  578. round: function () {
  579. this.x = Math.round( this.x );
  580. this.y = Math.round( this.y );
  581. return this;
  582. },
  583. roundToZero: function () {
  584. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  585. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  586. return this;
  587. },
  588. negate: function () {
  589. this.x = - this.x;
  590. this.y = - this.y;
  591. return this;
  592. },
  593. dot: function ( v ) {
  594. return this.x * v.x + this.y * v.y;
  595. },
  596. cross: function ( v ) {
  597. return this.x * v.y - this.y * v.x;
  598. },
  599. lengthSq: function () {
  600. return this.x * this.x + this.y * this.y;
  601. },
  602. length: function () {
  603. return Math.sqrt( this.x * this.x + this.y * this.y );
  604. },
  605. manhattanLength: function () {
  606. return Math.abs( this.x ) + Math.abs( this.y );
  607. },
  608. normalize: function () {
  609. return this.divideScalar( this.length() || 1 );
  610. },
  611. angle: function () {
  612. // computes the angle in radians with respect to the positive x-axis
  613. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  614. return angle;
  615. },
  616. distanceTo: function ( v ) {
  617. return Math.sqrt( this.distanceToSquared( v ) );
  618. },
  619. distanceToSquared: function ( v ) {
  620. var dx = this.x - v.x, dy = this.y - v.y;
  621. return dx * dx + dy * dy;
  622. },
  623. manhattanDistanceTo: function ( v ) {
  624. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  625. },
  626. setLength: function ( length ) {
  627. return this.normalize().multiplyScalar( length );
  628. },
  629. lerp: function ( v, alpha ) {
  630. this.x += ( v.x - this.x ) * alpha;
  631. this.y += ( v.y - this.y ) * alpha;
  632. return this;
  633. },
  634. lerpVectors: function ( v1, v2, alpha ) {
  635. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  636. },
  637. equals: function ( v ) {
  638. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  639. },
  640. fromArray: function ( array, offset ) {
  641. if ( offset === undefined ) { offset = 0; }
  642. this.x = array[ offset ];
  643. this.y = array[ offset + 1 ];
  644. return this;
  645. },
  646. toArray: function ( array, offset ) {
  647. if ( array === undefined ) { array = []; }
  648. if ( offset === undefined ) { offset = 0; }
  649. array[ offset ] = this.x;
  650. array[ offset + 1 ] = this.y;
  651. return array;
  652. },
  653. fromBufferAttribute: function ( attribute, index, offset ) {
  654. if ( offset !== undefined ) {
  655. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  656. }
  657. this.x = attribute.getX( index );
  658. this.y = attribute.getY( index );
  659. return this;
  660. },
  661. rotateAround: function ( center, angle ) {
  662. var c = Math.cos( angle ), s = Math.sin( angle );
  663. var x = this.x - center.x;
  664. var y = this.y - center.y;
  665. this.x = x * c - y * s + center.x;
  666. this.y = x * s + y * c + center.y;
  667. return this;
  668. }
  669. } );
  670. /**
  671. * @author alteredq / http://alteredqualia.com/
  672. * @author WestLangley / http://github.com/WestLangley
  673. * @author bhouston / http://clara.io
  674. * @author tschw
  675. */
  676. function Matrix3() {
  677. this.elements = [
  678. 1, 0, 0,
  679. 0, 1, 0,
  680. 0, 0, 1
  681. ];
  682. if ( arguments.length > 0 ) {
  683. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  684. }
  685. }
  686. Object.assign( Matrix3.prototype, {
  687. isMatrix3: true,
  688. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  689. var te = this.elements;
  690. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  691. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  692. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  693. return this;
  694. },
  695. identity: function () {
  696. this.set(
  697. 1, 0, 0,
  698. 0, 1, 0,
  699. 0, 0, 1
  700. );
  701. return this;
  702. },
  703. clone: function () {
  704. return new this.constructor().fromArray( this.elements );
  705. },
  706. copy: function ( m ) {
  707. var te = this.elements;
  708. var me = m.elements;
  709. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  710. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  711. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  712. return this;
  713. },
  714. extractBasis: function ( xAxis, yAxis, zAxis ) {
  715. xAxis.setFromMatrix3Column( this, 0 );
  716. yAxis.setFromMatrix3Column( this, 1 );
  717. zAxis.setFromMatrix3Column( this, 2 );
  718. return this;
  719. },
  720. setFromMatrix4: function ( m ) {
  721. var me = m.elements;
  722. this.set(
  723. me[ 0 ], me[ 4 ], me[ 8 ],
  724. me[ 1 ], me[ 5 ], me[ 9 ],
  725. me[ 2 ], me[ 6 ], me[ 10 ]
  726. );
  727. return this;
  728. },
  729. multiply: function ( m ) {
  730. return this.multiplyMatrices( this, m );
  731. },
  732. premultiply: function ( m ) {
  733. return this.multiplyMatrices( m, this );
  734. },
  735. multiplyMatrices: function ( a, b ) {
  736. var ae = a.elements;
  737. var be = b.elements;
  738. var te = this.elements;
  739. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  740. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  741. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  742. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  743. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  744. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  745. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  746. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  747. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  748. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  749. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  750. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  751. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  752. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  753. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  754. return this;
  755. },
  756. multiplyScalar: function ( s ) {
  757. var te = this.elements;
  758. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  759. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  760. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  761. return this;
  762. },
  763. determinant: function () {
  764. var te = this.elements;
  765. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  766. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  767. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  768. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  769. },
  770. getInverse: function ( matrix ) {
  771. var me = matrix.elements,
  772. te = this.elements,
  773. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  774. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  775. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  776. t11 = n33 * n22 - n32 * n23,
  777. t12 = n32 * n13 - n33 * n12,
  778. t13 = n23 * n12 - n22 * n13,
  779. det = n11 * t11 + n21 * t12 + n31 * t13;
  780. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  781. var detInv = 1 / det;
  782. te[ 0 ] = t11 * detInv;
  783. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  784. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  785. te[ 3 ] = t12 * detInv;
  786. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  787. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  788. te[ 6 ] = t13 * detInv;
  789. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  790. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  791. return this;
  792. },
  793. transpose: function () {
  794. var tmp, m = this.elements;
  795. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  796. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  797. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  798. return this;
  799. },
  800. getNormalMatrix: function ( matrix4 ) {
  801. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  802. },
  803. transposeIntoArray: function ( r ) {
  804. var m = this.elements;
  805. r[ 0 ] = m[ 0 ];
  806. r[ 1 ] = m[ 3 ];
  807. r[ 2 ] = m[ 6 ];
  808. r[ 3 ] = m[ 1 ];
  809. r[ 4 ] = m[ 4 ];
  810. r[ 5 ] = m[ 7 ];
  811. r[ 6 ] = m[ 2 ];
  812. r[ 7 ] = m[ 5 ];
  813. r[ 8 ] = m[ 8 ];
  814. return this;
  815. },
  816. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  817. var c = Math.cos( rotation );
  818. var s = Math.sin( rotation );
  819. this.set(
  820. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  821. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  822. 0, 0, 1
  823. );
  824. },
  825. scale: function ( sx, sy ) {
  826. var te = this.elements;
  827. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  828. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  829. return this;
  830. },
  831. rotate: function ( theta ) {
  832. var c = Math.cos( theta );
  833. var s = Math.sin( theta );
  834. var te = this.elements;
  835. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  836. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  837. te[ 0 ] = c * a11 + s * a21;
  838. te[ 3 ] = c * a12 + s * a22;
  839. te[ 6 ] = c * a13 + s * a23;
  840. te[ 1 ] = - s * a11 + c * a21;
  841. te[ 4 ] = - s * a12 + c * a22;
  842. te[ 7 ] = - s * a13 + c * a23;
  843. return this;
  844. },
  845. translate: function ( tx, ty ) {
  846. var te = this.elements;
  847. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  848. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  849. return this;
  850. },
  851. equals: function ( matrix ) {
  852. var te = this.elements;
  853. var me = matrix.elements;
  854. for ( var i = 0; i < 9; i ++ ) {
  855. if ( te[ i ] !== me[ i ] ) { return false; }
  856. }
  857. return true;
  858. },
  859. fromArray: function ( array, offset ) {
  860. if ( offset === undefined ) { offset = 0; }
  861. for ( var i = 0; i < 9; i ++ ) {
  862. this.elements[ i ] = array[ i + offset ];
  863. }
  864. return this;
  865. },
  866. toArray: function ( array, offset ) {
  867. if ( array === undefined ) { array = []; }
  868. if ( offset === undefined ) { offset = 0; }
  869. var te = this.elements;
  870. array[ offset ] = te[ 0 ];
  871. array[ offset + 1 ] = te[ 1 ];
  872. array[ offset + 2 ] = te[ 2 ];
  873. array[ offset + 3 ] = te[ 3 ];
  874. array[ offset + 4 ] = te[ 4 ];
  875. array[ offset + 5 ] = te[ 5 ];
  876. array[ offset + 6 ] = te[ 6 ];
  877. array[ offset + 7 ] = te[ 7 ];
  878. array[ offset + 8 ] = te[ 8 ];
  879. return array;
  880. }
  881. } );
  882. /**
  883. * @author mrdoob / http://mrdoob.com/
  884. * @author alteredq / http://alteredqualia.com/
  885. * @author szimek / https://github.com/szimek/
  886. */
  887. var _canvas;
  888. var ImageUtils = {
  889. getDataURL: function ( image ) {
  890. var canvas;
  891. if ( typeof HTMLCanvasElement == 'undefined' ) {
  892. return image.src;
  893. } else if ( image instanceof HTMLCanvasElement ) {
  894. canvas = image;
  895. } else {
  896. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  897. _canvas.width = image.width;
  898. _canvas.height = image.height;
  899. var context = _canvas.getContext( '2d' );
  900. if ( image instanceof ImageData ) {
  901. context.putImageData( image, 0, 0 );
  902. } else {
  903. context.drawImage( image, 0, 0, image.width, image.height );
  904. }
  905. canvas = _canvas;
  906. }
  907. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  908. return canvas.toDataURL( 'image/jpeg', 0.6 );
  909. } else {
  910. return canvas.toDataURL( 'image/png' );
  911. }
  912. }
  913. };
  914. /**
  915. * @author mrdoob / http://mrdoob.com/
  916. * @author alteredq / http://alteredqualia.com/
  917. * @author szimek / https://github.com/szimek/
  918. */
  919. var textureId = 0;
  920. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  921. Object.defineProperty( this, 'id', { value: textureId ++ } );
  922. this.uuid = MathUtils.generateUUID();
  923. this.name = '';
  924. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  925. this.mipmaps = [];
  926. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  927. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  928. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  929. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  930. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  931. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  932. this.format = format !== undefined ? format : RGBAFormat;
  933. this.internalFormat = null;
  934. this.type = type !== undefined ? type : UnsignedByteType;
  935. this.offset = new Vector2( 0, 0 );
  936. this.repeat = new Vector2( 1, 1 );
  937. this.center = new Vector2( 0, 0 );
  938. this.rotation = 0;
  939. this.matrixAutoUpdate = true;
  940. this.matrix = new Matrix3();
  941. this.generateMipmaps = true;
  942. this.premultiplyAlpha = false;
  943. this.flipY = true;
  944. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  945. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  946. //
  947. // Also changing the encoding after already used by a Material will not automatically make the Material
  948. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  949. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  950. this.version = 0;
  951. this.onUpdate = null;
  952. }
  953. Texture.DEFAULT_IMAGE = undefined;
  954. Texture.DEFAULT_MAPPING = UVMapping;
  955. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  956. constructor: Texture,
  957. isTexture: true,
  958. updateMatrix: function () {
  959. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  960. },
  961. clone: function () {
  962. return new this.constructor().copy( this );
  963. },
  964. copy: function ( source ) {
  965. this.name = source.name;
  966. this.image = source.image;
  967. this.mipmaps = source.mipmaps.slice( 0 );
  968. this.mapping = source.mapping;
  969. this.wrapS = source.wrapS;
  970. this.wrapT = source.wrapT;
  971. this.magFilter = source.magFilter;
  972. this.minFilter = source.minFilter;
  973. this.anisotropy = source.anisotropy;
  974. this.format = source.format;
  975. this.internalFormat = source.internalFormat;
  976. this.type = source.type;
  977. this.offset.copy( source.offset );
  978. this.repeat.copy( source.repeat );
  979. this.center.copy( source.center );
  980. this.rotation = source.rotation;
  981. this.matrixAutoUpdate = source.matrixAutoUpdate;
  982. this.matrix.copy( source.matrix );
  983. this.generateMipmaps = source.generateMipmaps;
  984. this.premultiplyAlpha = source.premultiplyAlpha;
  985. this.flipY = source.flipY;
  986. this.unpackAlignment = source.unpackAlignment;
  987. this.encoding = source.encoding;
  988. return this;
  989. },
  990. toJSON: function ( meta ) {
  991. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  992. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  993. return meta.textures[ this.uuid ];
  994. }
  995. var output = {
  996. metadata: {
  997. version: 4.5,
  998. type: 'Texture',
  999. generator: 'Texture.toJSON'
  1000. },
  1001. uuid: this.uuid,
  1002. name: this.name,
  1003. mapping: this.mapping,
  1004. repeat: [ this.repeat.x, this.repeat.y ],
  1005. offset: [ this.offset.x, this.offset.y ],
  1006. center: [ this.center.x, this.center.y ],
  1007. rotation: this.rotation,
  1008. wrap: [ this.wrapS, this.wrapT ],
  1009. format: this.format,
  1010. type: this.type,
  1011. encoding: this.encoding,
  1012. minFilter: this.minFilter,
  1013. magFilter: this.magFilter,
  1014. anisotropy: this.anisotropy,
  1015. flipY: this.flipY,
  1016. premultiplyAlpha: this.premultiplyAlpha,
  1017. unpackAlignment: this.unpackAlignment
  1018. };
  1019. if ( this.image !== undefined ) {
  1020. // TODO: Move to THREE.Image
  1021. var image = this.image;
  1022. if ( image.uuid === undefined ) {
  1023. image.uuid = MathUtils.generateUUID(); // UGH
  1024. }
  1025. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1026. var url;
  1027. if ( Array.isArray( image ) ) {
  1028. // process array of images e.g. CubeTexture
  1029. url = [];
  1030. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1031. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1032. }
  1033. } else {
  1034. // process single image
  1035. url = ImageUtils.getDataURL( image );
  1036. }
  1037. meta.images[ image.uuid ] = {
  1038. uuid: image.uuid,
  1039. url: url
  1040. };
  1041. }
  1042. output.image = image.uuid;
  1043. }
  1044. if ( ! isRootObject ) {
  1045. meta.textures[ this.uuid ] = output;
  1046. }
  1047. return output;
  1048. },
  1049. dispose: function () {
  1050. this.dispatchEvent( { type: 'dispose' } );
  1051. },
  1052. transformUv: function ( uv ) {
  1053. if ( this.mapping !== UVMapping ) { return uv; }
  1054. uv.applyMatrix3( this.matrix );
  1055. if ( uv.x < 0 || uv.x > 1 ) {
  1056. switch ( this.wrapS ) {
  1057. case RepeatWrapping:
  1058. uv.x = uv.x - Math.floor( uv.x );
  1059. break;
  1060. case ClampToEdgeWrapping:
  1061. uv.x = uv.x < 0 ? 0 : 1;
  1062. break;
  1063. case MirroredRepeatWrapping:
  1064. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1065. uv.x = Math.ceil( uv.x ) - uv.x;
  1066. } else {
  1067. uv.x = uv.x - Math.floor( uv.x );
  1068. }
  1069. break;
  1070. }
  1071. }
  1072. if ( uv.y < 0 || uv.y > 1 ) {
  1073. switch ( this.wrapT ) {
  1074. case RepeatWrapping:
  1075. uv.y = uv.y - Math.floor( uv.y );
  1076. break;
  1077. case ClampToEdgeWrapping:
  1078. uv.y = uv.y < 0 ? 0 : 1;
  1079. break;
  1080. case MirroredRepeatWrapping:
  1081. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1082. uv.y = Math.ceil( uv.y ) - uv.y;
  1083. } else {
  1084. uv.y = uv.y - Math.floor( uv.y );
  1085. }
  1086. break;
  1087. }
  1088. }
  1089. if ( this.flipY ) {
  1090. uv.y = 1 - uv.y;
  1091. }
  1092. return uv;
  1093. }
  1094. } );
  1095. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1096. set: function ( value ) {
  1097. if ( value === true ) { this.version ++; }
  1098. }
  1099. } );
  1100. /**
  1101. * @author supereggbert / http://www.paulbrunt.co.uk/
  1102. * @author philogb / http://blog.thejit.org/
  1103. * @author mikael emtinger / http://gomo.se/
  1104. * @author egraether / http://egraether.com/
  1105. * @author WestLangley / http://github.com/WestLangley
  1106. */
  1107. function Vector4( x, y, z, w ) {
  1108. this.x = x || 0;
  1109. this.y = y || 0;
  1110. this.z = z || 0;
  1111. this.w = ( w !== undefined ) ? w : 1;
  1112. }
  1113. Object.defineProperties( Vector4.prototype, {
  1114. "width": {
  1115. get: function () {
  1116. return this.z;
  1117. },
  1118. set: function ( value ) {
  1119. this.z = value;
  1120. }
  1121. },
  1122. "height": {
  1123. get: function () {
  1124. return this.w;
  1125. },
  1126. set: function ( value ) {
  1127. this.w = value;
  1128. }
  1129. }
  1130. } );
  1131. Object.assign( Vector4.prototype, {
  1132. isVector4: true,
  1133. set: function ( x, y, z, w ) {
  1134. this.x = x;
  1135. this.y = y;
  1136. this.z = z;
  1137. this.w = w;
  1138. return this;
  1139. },
  1140. setScalar: function ( scalar ) {
  1141. this.x = scalar;
  1142. this.y = scalar;
  1143. this.z = scalar;
  1144. this.w = scalar;
  1145. return this;
  1146. },
  1147. setX: function ( x ) {
  1148. this.x = x;
  1149. return this;
  1150. },
  1151. setY: function ( y ) {
  1152. this.y = y;
  1153. return this;
  1154. },
  1155. setZ: function ( z ) {
  1156. this.z = z;
  1157. return this;
  1158. },
  1159. setW: function ( w ) {
  1160. this.w = w;
  1161. return this;
  1162. },
  1163. setComponent: function ( index, value ) {
  1164. switch ( index ) {
  1165. case 0: this.x = value; break;
  1166. case 1: this.y = value; break;
  1167. case 2: this.z = value; break;
  1168. case 3: this.w = value; break;
  1169. default: throw new Error( 'index is out of range: ' + index );
  1170. }
  1171. return this;
  1172. },
  1173. getComponent: function ( index ) {
  1174. switch ( index ) {
  1175. case 0: return this.x;
  1176. case 1: return this.y;
  1177. case 2: return this.z;
  1178. case 3: return this.w;
  1179. default: throw new Error( 'index is out of range: ' + index );
  1180. }
  1181. },
  1182. clone: function () {
  1183. return new this.constructor( this.x, this.y, this.z, this.w );
  1184. },
  1185. copy: function ( v ) {
  1186. this.x = v.x;
  1187. this.y = v.y;
  1188. this.z = v.z;
  1189. this.w = ( v.w !== undefined ) ? v.w : 1;
  1190. return this;
  1191. },
  1192. add: function ( v, w ) {
  1193. if ( w !== undefined ) {
  1194. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1195. return this.addVectors( v, w );
  1196. }
  1197. this.x += v.x;
  1198. this.y += v.y;
  1199. this.z += v.z;
  1200. this.w += v.w;
  1201. return this;
  1202. },
  1203. addScalar: function ( s ) {
  1204. this.x += s;
  1205. this.y += s;
  1206. this.z += s;
  1207. this.w += s;
  1208. return this;
  1209. },
  1210. addVectors: function ( a, b ) {
  1211. this.x = a.x + b.x;
  1212. this.y = a.y + b.y;
  1213. this.z = a.z + b.z;
  1214. this.w = a.w + b.w;
  1215. return this;
  1216. },
  1217. addScaledVector: function ( v, s ) {
  1218. this.x += v.x * s;
  1219. this.y += v.y * s;
  1220. this.z += v.z * s;
  1221. this.w += v.w * s;
  1222. return this;
  1223. },
  1224. sub: function ( v, w ) {
  1225. if ( w !== undefined ) {
  1226. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1227. return this.subVectors( v, w );
  1228. }
  1229. this.x -= v.x;
  1230. this.y -= v.y;
  1231. this.z -= v.z;
  1232. this.w -= v.w;
  1233. return this;
  1234. },
  1235. subScalar: function ( s ) {
  1236. this.x -= s;
  1237. this.y -= s;
  1238. this.z -= s;
  1239. this.w -= s;
  1240. return this;
  1241. },
  1242. subVectors: function ( a, b ) {
  1243. this.x = a.x - b.x;
  1244. this.y = a.y - b.y;
  1245. this.z = a.z - b.z;
  1246. this.w = a.w - b.w;
  1247. return this;
  1248. },
  1249. multiplyScalar: function ( scalar ) {
  1250. this.x *= scalar;
  1251. this.y *= scalar;
  1252. this.z *= scalar;
  1253. this.w *= scalar;
  1254. return this;
  1255. },
  1256. applyMatrix4: function ( m ) {
  1257. var x = this.x, y = this.y, z = this.z, w = this.w;
  1258. var e = m.elements;
  1259. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1260. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1261. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1262. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1263. return this;
  1264. },
  1265. divideScalar: function ( scalar ) {
  1266. return this.multiplyScalar( 1 / scalar );
  1267. },
  1268. setAxisAngleFromQuaternion: function ( q ) {
  1269. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1270. // q is assumed to be normalized
  1271. this.w = 2 * Math.acos( q.w );
  1272. var s = Math.sqrt( 1 - q.w * q.w );
  1273. if ( s < 0.0001 ) {
  1274. this.x = 1;
  1275. this.y = 0;
  1276. this.z = 0;
  1277. } else {
  1278. this.x = q.x / s;
  1279. this.y = q.y / s;
  1280. this.z = q.z / s;
  1281. }
  1282. return this;
  1283. },
  1284. setAxisAngleFromRotationMatrix: function ( m ) {
  1285. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1286. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1287. var angle, x, y, z, // variables for result
  1288. epsilon = 0.01, // margin to allow for rounding errors
  1289. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1290. te = m.elements,
  1291. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1292. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1293. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1294. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1295. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1296. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1297. // singularity found
  1298. // first check for identity matrix which must have +1 for all terms
  1299. // in leading diagonal and zero in other terms
  1300. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1301. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1302. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1303. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1304. // this singularity is identity matrix so angle = 0
  1305. this.set( 1, 0, 0, 0 );
  1306. return this; // zero angle, arbitrary axis
  1307. }
  1308. // otherwise this singularity is angle = 180
  1309. angle = Math.PI;
  1310. var xx = ( m11 + 1 ) / 2;
  1311. var yy = ( m22 + 1 ) / 2;
  1312. var zz = ( m33 + 1 ) / 2;
  1313. var xy = ( m12 + m21 ) / 4;
  1314. var xz = ( m13 + m31 ) / 4;
  1315. var yz = ( m23 + m32 ) / 4;
  1316. if ( ( xx > yy ) && ( xx > zz ) ) {
  1317. // m11 is the largest diagonal term
  1318. if ( xx < epsilon ) {
  1319. x = 0;
  1320. y = 0.707106781;
  1321. z = 0.707106781;
  1322. } else {
  1323. x = Math.sqrt( xx );
  1324. y = xy / x;
  1325. z = xz / x;
  1326. }
  1327. } else if ( yy > zz ) {
  1328. // m22 is the largest diagonal term
  1329. if ( yy < epsilon ) {
  1330. x = 0.707106781;
  1331. y = 0;
  1332. z = 0.707106781;
  1333. } else {
  1334. y = Math.sqrt( yy );
  1335. x = xy / y;
  1336. z = yz / y;
  1337. }
  1338. } else {
  1339. // m33 is the largest diagonal term so base result on this
  1340. if ( zz < epsilon ) {
  1341. x = 0.707106781;
  1342. y = 0.707106781;
  1343. z = 0;
  1344. } else {
  1345. z = Math.sqrt( zz );
  1346. x = xz / z;
  1347. y = yz / z;
  1348. }
  1349. }
  1350. this.set( x, y, z, angle );
  1351. return this; // return 180 deg rotation
  1352. }
  1353. // as we have reached here there are no singularities so we can handle normally
  1354. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1355. ( m13 - m31 ) * ( m13 - m31 ) +
  1356. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1357. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1358. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1359. // caught by singularity test above, but I've left it in just in case
  1360. this.x = ( m32 - m23 ) / s;
  1361. this.y = ( m13 - m31 ) / s;
  1362. this.z = ( m21 - m12 ) / s;
  1363. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1364. return this;
  1365. },
  1366. min: function ( v ) {
  1367. this.x = Math.min( this.x, v.x );
  1368. this.y = Math.min( this.y, v.y );
  1369. this.z = Math.min( this.z, v.z );
  1370. this.w = Math.min( this.w, v.w );
  1371. return this;
  1372. },
  1373. max: function ( v ) {
  1374. this.x = Math.max( this.x, v.x );
  1375. this.y = Math.max( this.y, v.y );
  1376. this.z = Math.max( this.z, v.z );
  1377. this.w = Math.max( this.w, v.w );
  1378. return this;
  1379. },
  1380. clamp: function ( min, max ) {
  1381. // assumes min < max, componentwise
  1382. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1383. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1384. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1385. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1386. return this;
  1387. },
  1388. clampScalar: function ( minVal, maxVal ) {
  1389. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1390. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1391. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1392. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1393. return this;
  1394. },
  1395. clampLength: function ( min, max ) {
  1396. var length = this.length();
  1397. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1398. },
  1399. floor: function () {
  1400. this.x = Math.floor( this.x );
  1401. this.y = Math.floor( this.y );
  1402. this.z = Math.floor( this.z );
  1403. this.w = Math.floor( this.w );
  1404. return this;
  1405. },
  1406. ceil: function () {
  1407. this.x = Math.ceil( this.x );
  1408. this.y = Math.ceil( this.y );
  1409. this.z = Math.ceil( this.z );
  1410. this.w = Math.ceil( this.w );
  1411. return this;
  1412. },
  1413. round: function () {
  1414. this.x = Math.round( this.x );
  1415. this.y = Math.round( this.y );
  1416. this.z = Math.round( this.z );
  1417. this.w = Math.round( this.w );
  1418. return this;
  1419. },
  1420. roundToZero: function () {
  1421. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1422. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1423. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1424. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1425. return this;
  1426. },
  1427. negate: function () {
  1428. this.x = - this.x;
  1429. this.y = - this.y;
  1430. this.z = - this.z;
  1431. this.w = - this.w;
  1432. return this;
  1433. },
  1434. dot: function ( v ) {
  1435. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1436. },
  1437. lengthSq: function () {
  1438. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1439. },
  1440. length: function () {
  1441. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1442. },
  1443. manhattanLength: function () {
  1444. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1445. },
  1446. normalize: function () {
  1447. return this.divideScalar( this.length() || 1 );
  1448. },
  1449. setLength: function ( length ) {
  1450. return this.normalize().multiplyScalar( length );
  1451. },
  1452. lerp: function ( v, alpha ) {
  1453. this.x += ( v.x - this.x ) * alpha;
  1454. this.y += ( v.y - this.y ) * alpha;
  1455. this.z += ( v.z - this.z ) * alpha;
  1456. this.w += ( v.w - this.w ) * alpha;
  1457. return this;
  1458. },
  1459. lerpVectors: function ( v1, v2, alpha ) {
  1460. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1461. },
  1462. equals: function ( v ) {
  1463. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1464. },
  1465. fromArray: function ( array, offset ) {
  1466. if ( offset === undefined ) { offset = 0; }
  1467. this.x = array[ offset ];
  1468. this.y = array[ offset + 1 ];
  1469. this.z = array[ offset + 2 ];
  1470. this.w = array[ offset + 3 ];
  1471. return this;
  1472. },
  1473. toArray: function ( array, offset ) {
  1474. if ( array === undefined ) { array = []; }
  1475. if ( offset === undefined ) { offset = 0; }
  1476. array[ offset ] = this.x;
  1477. array[ offset + 1 ] = this.y;
  1478. array[ offset + 2 ] = this.z;
  1479. array[ offset + 3 ] = this.w;
  1480. return array;
  1481. },
  1482. fromBufferAttribute: function ( attribute, index, offset ) {
  1483. if ( offset !== undefined ) {
  1484. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1485. }
  1486. this.x = attribute.getX( index );
  1487. this.y = attribute.getY( index );
  1488. this.z = attribute.getZ( index );
  1489. this.w = attribute.getW( index );
  1490. return this;
  1491. }
  1492. } );
  1493. /**
  1494. * @author szimek / https://github.com/szimek/
  1495. * @author alteredq / http://alteredqualia.com/
  1496. * @author Marius Kintel / https://github.com/kintel
  1497. */
  1498. /*
  1499. In options, we can specify:
  1500. * Texture parameters for an auto-generated target texture
  1501. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1502. */
  1503. function WebGLRenderTarget( width, height, options ) {
  1504. this.width = width;
  1505. this.height = height;
  1506. this.scissor = new Vector4( 0, 0, width, height );
  1507. this.scissorTest = false;
  1508. this.viewport = new Vector4( 0, 0, width, height );
  1509. options = options || {};
  1510. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1511. this.texture.image = {};
  1512. this.texture.image.width = width;
  1513. this.texture.image.height = height;
  1514. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1515. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1516. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1517. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1518. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1519. }
  1520. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1521. constructor: WebGLRenderTarget,
  1522. isWebGLRenderTarget: true,
  1523. setSize: function ( width, height ) {
  1524. if ( this.width !== width || this.height !== height ) {
  1525. this.width = width;
  1526. this.height = height;
  1527. this.texture.image.width = width;
  1528. this.texture.image.height = height;
  1529. this.dispose();
  1530. }
  1531. this.viewport.set( 0, 0, width, height );
  1532. this.scissor.set( 0, 0, width, height );
  1533. },
  1534. clone: function () {
  1535. return new this.constructor().copy( this );
  1536. },
  1537. copy: function ( source ) {
  1538. this.width = source.width;
  1539. this.height = source.height;
  1540. this.viewport.copy( source.viewport );
  1541. this.texture = source.texture.clone();
  1542. this.depthBuffer = source.depthBuffer;
  1543. this.stencilBuffer = source.stencilBuffer;
  1544. this.depthTexture = source.depthTexture;
  1545. return this;
  1546. },
  1547. dispose: function () {
  1548. this.dispatchEvent( { type: 'dispose' } );
  1549. }
  1550. } );
  1551. /**
  1552. * @author Mugen87 / https://github.com/Mugen87
  1553. * @author Matt DesLauriers / @mattdesl
  1554. */
  1555. function WebGLMultisampleRenderTarget( width, height, options ) {
  1556. WebGLRenderTarget.call( this, width, height, options );
  1557. this.samples = 4;
  1558. }
  1559. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1560. constructor: WebGLMultisampleRenderTarget,
  1561. isWebGLMultisampleRenderTarget: true,
  1562. copy: function ( source ) {
  1563. WebGLRenderTarget.prototype.copy.call( this, source );
  1564. this.samples = source.samples;
  1565. return this;
  1566. }
  1567. } );
  1568. /**
  1569. * @author mikael emtinger / http://gomo.se/
  1570. * @author alteredq / http://alteredqualia.com/
  1571. * @author WestLangley / http://github.com/WestLangley
  1572. * @author bhouston / http://clara.io
  1573. */
  1574. function Quaternion( x, y, z, w ) {
  1575. this._x = x || 0;
  1576. this._y = y || 0;
  1577. this._z = z || 0;
  1578. this._w = ( w !== undefined ) ? w : 1;
  1579. }
  1580. Object.assign( Quaternion, {
  1581. slerp: function ( qa, qb, qm, t ) {
  1582. return qm.copy( qa ).slerp( qb, t );
  1583. },
  1584. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1585. // fuzz-free, array-based Quaternion SLERP operation
  1586. var x0 = src0[ srcOffset0 + 0 ],
  1587. y0 = src0[ srcOffset0 + 1 ],
  1588. z0 = src0[ srcOffset0 + 2 ],
  1589. w0 = src0[ srcOffset0 + 3 ],
  1590. x1 = src1[ srcOffset1 + 0 ],
  1591. y1 = src1[ srcOffset1 + 1 ],
  1592. z1 = src1[ srcOffset1 + 2 ],
  1593. w1 = src1[ srcOffset1 + 3 ];
  1594. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1595. var s = 1 - t,
  1596. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1597. dir = ( cos >= 0 ? 1 : - 1 ),
  1598. sqrSin = 1 - cos * cos;
  1599. // Skip the Slerp for tiny steps to avoid numeric problems:
  1600. if ( sqrSin > Number.EPSILON ) {
  1601. var sin = Math.sqrt( sqrSin ),
  1602. len = Math.atan2( sin, cos * dir );
  1603. s = Math.sin( s * len ) / sin;
  1604. t = Math.sin( t * len ) / sin;
  1605. }
  1606. var tDir = t * dir;
  1607. x0 = x0 * s + x1 * tDir;
  1608. y0 = y0 * s + y1 * tDir;
  1609. z0 = z0 * s + z1 * tDir;
  1610. w0 = w0 * s + w1 * tDir;
  1611. // Normalize in case we just did a lerp:
  1612. if ( s === 1 - t ) {
  1613. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1614. x0 *= f;
  1615. y0 *= f;
  1616. z0 *= f;
  1617. w0 *= f;
  1618. }
  1619. }
  1620. dst[ dstOffset ] = x0;
  1621. dst[ dstOffset + 1 ] = y0;
  1622. dst[ dstOffset + 2 ] = z0;
  1623. dst[ dstOffset + 3 ] = w0;
  1624. }
  1625. } );
  1626. Object.defineProperties( Quaternion.prototype, {
  1627. x: {
  1628. get: function () {
  1629. return this._x;
  1630. },
  1631. set: function ( value ) {
  1632. this._x = value;
  1633. this._onChangeCallback();
  1634. }
  1635. },
  1636. y: {
  1637. get: function () {
  1638. return this._y;
  1639. },
  1640. set: function ( value ) {
  1641. this._y = value;
  1642. this._onChangeCallback();
  1643. }
  1644. },
  1645. z: {
  1646. get: function () {
  1647. return this._z;
  1648. },
  1649. set: function ( value ) {
  1650. this._z = value;
  1651. this._onChangeCallback();
  1652. }
  1653. },
  1654. w: {
  1655. get: function () {
  1656. return this._w;
  1657. },
  1658. set: function ( value ) {
  1659. this._w = value;
  1660. this._onChangeCallback();
  1661. }
  1662. }
  1663. } );
  1664. Object.assign( Quaternion.prototype, {
  1665. isQuaternion: true,
  1666. set: function ( x, y, z, w ) {
  1667. this._x = x;
  1668. this._y = y;
  1669. this._z = z;
  1670. this._w = w;
  1671. this._onChangeCallback();
  1672. return this;
  1673. },
  1674. clone: function () {
  1675. return new this.constructor( this._x, this._y, this._z, this._w );
  1676. },
  1677. copy: function ( quaternion ) {
  1678. this._x = quaternion.x;
  1679. this._y = quaternion.y;
  1680. this._z = quaternion.z;
  1681. this._w = quaternion.w;
  1682. this._onChangeCallback();
  1683. return this;
  1684. },
  1685. setFromEuler: function ( euler, update ) {
  1686. if ( ! ( euler && euler.isEuler ) ) {
  1687. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1688. }
  1689. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1690. // http://www.mathworks.com/matlabcentral/fileexchange/
  1691. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1692. // content/SpinCalc.m
  1693. var cos = Math.cos;
  1694. var sin = Math.sin;
  1695. var c1 = cos( x / 2 );
  1696. var c2 = cos( y / 2 );
  1697. var c3 = cos( z / 2 );
  1698. var s1 = sin( x / 2 );
  1699. var s2 = sin( y / 2 );
  1700. var s3 = sin( z / 2 );
  1701. if ( order === 'XYZ' ) {
  1702. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1703. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1704. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1705. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1706. } else if ( order === 'YXZ' ) {
  1707. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1708. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1709. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1710. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1711. } else if ( order === 'ZXY' ) {
  1712. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1713. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1714. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1715. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1716. } else if ( order === 'ZYX' ) {
  1717. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1718. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1719. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1720. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1721. } else if ( order === 'YZX' ) {
  1722. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1723. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1724. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1725. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1726. } else if ( order === 'XZY' ) {
  1727. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1728. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1729. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1730. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1731. }
  1732. if ( update !== false ) { this._onChangeCallback(); }
  1733. return this;
  1734. },
  1735. setFromAxisAngle: function ( axis, angle ) {
  1736. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1737. // assumes axis is normalized
  1738. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1739. this._x = axis.x * s;
  1740. this._y = axis.y * s;
  1741. this._z = axis.z * s;
  1742. this._w = Math.cos( halfAngle );
  1743. this._onChangeCallback();
  1744. return this;
  1745. },
  1746. setFromRotationMatrix: function ( m ) {
  1747. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1748. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1749. var te = m.elements,
  1750. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1751. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1752. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1753. trace = m11 + m22 + m33,
  1754. s;
  1755. if ( trace > 0 ) {
  1756. s = 0.5 / Math.sqrt( trace + 1.0 );
  1757. this._w = 0.25 / s;
  1758. this._x = ( m32 - m23 ) * s;
  1759. this._y = ( m13 - m31 ) * s;
  1760. this._z = ( m21 - m12 ) * s;
  1761. } else if ( m11 > m22 && m11 > m33 ) {
  1762. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1763. this._w = ( m32 - m23 ) / s;
  1764. this._x = 0.25 * s;
  1765. this._y = ( m12 + m21 ) / s;
  1766. this._z = ( m13 + m31 ) / s;
  1767. } else if ( m22 > m33 ) {
  1768. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1769. this._w = ( m13 - m31 ) / s;
  1770. this._x = ( m12 + m21 ) / s;
  1771. this._y = 0.25 * s;
  1772. this._z = ( m23 + m32 ) / s;
  1773. } else {
  1774. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1775. this._w = ( m21 - m12 ) / s;
  1776. this._x = ( m13 + m31 ) / s;
  1777. this._y = ( m23 + m32 ) / s;
  1778. this._z = 0.25 * s;
  1779. }
  1780. this._onChangeCallback();
  1781. return this;
  1782. },
  1783. setFromUnitVectors: function ( vFrom, vTo ) {
  1784. // assumes direction vectors vFrom and vTo are normalized
  1785. var EPS = 0.000001;
  1786. var r = vFrom.dot( vTo ) + 1;
  1787. if ( r < EPS ) {
  1788. r = 0;
  1789. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1790. this._x = - vFrom.y;
  1791. this._y = vFrom.x;
  1792. this._z = 0;
  1793. this._w = r;
  1794. } else {
  1795. this._x = 0;
  1796. this._y = - vFrom.z;
  1797. this._z = vFrom.y;
  1798. this._w = r;
  1799. }
  1800. } else {
  1801. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1802. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1803. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1804. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1805. this._w = r;
  1806. }
  1807. return this.normalize();
  1808. },
  1809. angleTo: function ( q ) {
  1810. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1811. },
  1812. rotateTowards: function ( q, step ) {
  1813. var angle = this.angleTo( q );
  1814. if ( angle === 0 ) { return this; }
  1815. var t = Math.min( 1, step / angle );
  1816. this.slerp( q, t );
  1817. return this;
  1818. },
  1819. inverse: function () {
  1820. // quaternion is assumed to have unit length
  1821. return this.conjugate();
  1822. },
  1823. conjugate: function () {
  1824. this._x *= - 1;
  1825. this._y *= - 1;
  1826. this._z *= - 1;
  1827. this._onChangeCallback();
  1828. return this;
  1829. },
  1830. dot: function ( v ) {
  1831. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1832. },
  1833. lengthSq: function () {
  1834. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1835. },
  1836. length: function () {
  1837. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1838. },
  1839. normalize: function () {
  1840. var l = this.length();
  1841. if ( l === 0 ) {
  1842. this._x = 0;
  1843. this._y = 0;
  1844. this._z = 0;
  1845. this._w = 1;
  1846. } else {
  1847. l = 1 / l;
  1848. this._x = this._x * l;
  1849. this._y = this._y * l;
  1850. this._z = this._z * l;
  1851. this._w = this._w * l;
  1852. }
  1853. this._onChangeCallback();
  1854. return this;
  1855. },
  1856. multiply: function ( q, p ) {
  1857. if ( p !== undefined ) {
  1858. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1859. return this.multiplyQuaternions( q, p );
  1860. }
  1861. return this.multiplyQuaternions( this, q );
  1862. },
  1863. premultiply: function ( q ) {
  1864. return this.multiplyQuaternions( q, this );
  1865. },
  1866. multiplyQuaternions: function ( a, b ) {
  1867. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1868. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1869. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1870. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1871. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1872. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1873. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1874. this._onChangeCallback();
  1875. return this;
  1876. },
  1877. slerp: function ( qb, t ) {
  1878. if ( t === 0 ) { return this; }
  1879. if ( t === 1 ) { return this.copy( qb ); }
  1880. var x = this._x, y = this._y, z = this._z, w = this._w;
  1881. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1882. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1883. if ( cosHalfTheta < 0 ) {
  1884. this._w = - qb._w;
  1885. this._x = - qb._x;
  1886. this._y = - qb._y;
  1887. this._z = - qb._z;
  1888. cosHalfTheta = - cosHalfTheta;
  1889. } else {
  1890. this.copy( qb );
  1891. }
  1892. if ( cosHalfTheta >= 1.0 ) {
  1893. this._w = w;
  1894. this._x = x;
  1895. this._y = y;
  1896. this._z = z;
  1897. return this;
  1898. }
  1899. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1900. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1901. var s = 1 - t;
  1902. this._w = s * w + t * this._w;
  1903. this._x = s * x + t * this._x;
  1904. this._y = s * y + t * this._y;
  1905. this._z = s * z + t * this._z;
  1906. this.normalize();
  1907. this._onChangeCallback();
  1908. return this;
  1909. }
  1910. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1911. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1912. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1913. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1914. this._w = ( w * ratioA + this._w * ratioB );
  1915. this._x = ( x * ratioA + this._x * ratioB );
  1916. this._y = ( y * ratioA + this._y * ratioB );
  1917. this._z = ( z * ratioA + this._z * ratioB );
  1918. this._onChangeCallback();
  1919. return this;
  1920. },
  1921. equals: function ( quaternion ) {
  1922. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1923. },
  1924. fromArray: function ( array, offset ) {
  1925. if ( offset === undefined ) { offset = 0; }
  1926. this._x = array[ offset ];
  1927. this._y = array[ offset + 1 ];
  1928. this._z = array[ offset + 2 ];
  1929. this._w = array[ offset + 3 ];
  1930. this._onChangeCallback();
  1931. return this;
  1932. },
  1933. toArray: function ( array, offset ) {
  1934. if ( array === undefined ) { array = []; }
  1935. if ( offset === undefined ) { offset = 0; }
  1936. array[ offset ] = this._x;
  1937. array[ offset + 1 ] = this._y;
  1938. array[ offset + 2 ] = this._z;
  1939. array[ offset + 3 ] = this._w;
  1940. return array;
  1941. },
  1942. _onChange: function ( callback ) {
  1943. this._onChangeCallback = callback;
  1944. return this;
  1945. },
  1946. _onChangeCallback: function () {}
  1947. } );
  1948. /**
  1949. * @author mrdoob / http://mrdoob.com/
  1950. * @author kile / http://kile.stravaganza.org/
  1951. * @author philogb / http://blog.thejit.org/
  1952. * @author mikael emtinger / http://gomo.se/
  1953. * @author egraether / http://egraether.com/
  1954. * @author WestLangley / http://github.com/WestLangley
  1955. */
  1956. var _vector = new Vector3();
  1957. var _quaternion = new Quaternion();
  1958. function Vector3( x, y, z ) {
  1959. this.x = x || 0;
  1960. this.y = y || 0;
  1961. this.z = z || 0;
  1962. }
  1963. Object.assign( Vector3.prototype, {
  1964. isVector3: true,
  1965. set: function ( x, y, z ) {
  1966. this.x = x;
  1967. this.y = y;
  1968. this.z = z;
  1969. return this;
  1970. },
  1971. setScalar: function ( scalar ) {
  1972. this.x = scalar;
  1973. this.y = scalar;
  1974. this.z = scalar;
  1975. return this;
  1976. },
  1977. setX: function ( x ) {
  1978. this.x = x;
  1979. return this;
  1980. },
  1981. setY: function ( y ) {
  1982. this.y = y;
  1983. return this;
  1984. },
  1985. setZ: function ( z ) {
  1986. this.z = z;
  1987. return this;
  1988. },
  1989. setComponent: function ( index, value ) {
  1990. switch ( index ) {
  1991. case 0: this.x = value; break;
  1992. case 1: this.y = value; break;
  1993. case 2: this.z = value; break;
  1994. default: throw new Error( 'index is out of range: ' + index );
  1995. }
  1996. return this;
  1997. },
  1998. getComponent: function ( index ) {
  1999. switch ( index ) {
  2000. case 0: return this.x;
  2001. case 1: return this.y;
  2002. case 2: return this.z;
  2003. default: throw new Error( 'index is out of range: ' + index );
  2004. }
  2005. },
  2006. clone: function () {
  2007. return new this.constructor( this.x, this.y, this.z );
  2008. },
  2009. copy: function ( v ) {
  2010. this.x = v.x;
  2011. this.y = v.y;
  2012. this.z = v.z;
  2013. return this;
  2014. },
  2015. add: function ( v, w ) {
  2016. if ( w !== undefined ) {
  2017. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2018. return this.addVectors( v, w );
  2019. }
  2020. this.x += v.x;
  2021. this.y += v.y;
  2022. this.z += v.z;
  2023. return this;
  2024. },
  2025. addScalar: function ( s ) {
  2026. this.x += s;
  2027. this.y += s;
  2028. this.z += s;
  2029. return this;
  2030. },
  2031. addVectors: function ( a, b ) {
  2032. this.x = a.x + b.x;
  2033. this.y = a.y + b.y;
  2034. this.z = a.z + b.z;
  2035. return this;
  2036. },
  2037. addScaledVector: function ( v, s ) {
  2038. this.x += v.x * s;
  2039. this.y += v.y * s;
  2040. this.z += v.z * s;
  2041. return this;
  2042. },
  2043. sub: function ( v, w ) {
  2044. if ( w !== undefined ) {
  2045. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2046. return this.subVectors( v, w );
  2047. }
  2048. this.x -= v.x;
  2049. this.y -= v.y;
  2050. this.z -= v.z;
  2051. return this;
  2052. },
  2053. subScalar: function ( s ) {
  2054. this.x -= s;
  2055. this.y -= s;
  2056. this.z -= s;
  2057. return this;
  2058. },
  2059. subVectors: function ( a, b ) {
  2060. this.x = a.x - b.x;
  2061. this.y = a.y - b.y;
  2062. this.z = a.z - b.z;
  2063. return this;
  2064. },
  2065. multiply: function ( v, w ) {
  2066. if ( w !== undefined ) {
  2067. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2068. return this.multiplyVectors( v, w );
  2069. }
  2070. this.x *= v.x;
  2071. this.y *= v.y;
  2072. this.z *= v.z;
  2073. return this;
  2074. },
  2075. multiplyScalar: function ( scalar ) {
  2076. this.x *= scalar;
  2077. this.y *= scalar;
  2078. this.z *= scalar;
  2079. return this;
  2080. },
  2081. multiplyVectors: function ( a, b ) {
  2082. this.x = a.x * b.x;
  2083. this.y = a.y * b.y;
  2084. this.z = a.z * b.z;
  2085. return this;
  2086. },
  2087. applyEuler: function ( euler ) {
  2088. if ( ! ( euler && euler.isEuler ) ) {
  2089. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2090. }
  2091. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2092. },
  2093. applyAxisAngle: function ( axis, angle ) {
  2094. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2095. },
  2096. applyMatrix3: function ( m ) {
  2097. var x = this.x, y = this.y, z = this.z;
  2098. var e = m.elements;
  2099. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2100. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2101. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2102. return this;
  2103. },
  2104. applyNormalMatrix: function ( m ) {
  2105. return this.applyMatrix3( m ).normalize();
  2106. },
  2107. applyMatrix4: function ( m ) {
  2108. var x = this.x, y = this.y, z = this.z;
  2109. var e = m.elements;
  2110. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2111. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2112. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2113. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2114. return this;
  2115. },
  2116. applyQuaternion: function ( q ) {
  2117. var x = this.x, y = this.y, z = this.z;
  2118. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2119. // calculate quat * vector
  2120. var ix = qw * x + qy * z - qz * y;
  2121. var iy = qw * y + qz * x - qx * z;
  2122. var iz = qw * z + qx * y - qy * x;
  2123. var iw = - qx * x - qy * y - qz * z;
  2124. // calculate result * inverse quat
  2125. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2126. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2127. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2128. return this;
  2129. },
  2130. project: function ( camera ) {
  2131. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2132. },
  2133. unproject: function ( camera ) {
  2134. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2135. },
  2136. transformDirection: function ( m ) {
  2137. // input: THREE.Matrix4 affine matrix
  2138. // vector interpreted as a direction
  2139. var x = this.x, y = this.y, z = this.z;
  2140. var e = m.elements;
  2141. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2142. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2143. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2144. return this.normalize();
  2145. },
  2146. divide: function ( v ) {
  2147. this.x /= v.x;
  2148. this.y /= v.y;
  2149. this.z /= v.z;
  2150. return this;
  2151. },
  2152. divideScalar: function ( scalar ) {
  2153. return this.multiplyScalar( 1 / scalar );
  2154. },
  2155. min: function ( v ) {
  2156. this.x = Math.min( this.x, v.x );
  2157. this.y = Math.min( this.y, v.y );
  2158. this.z = Math.min( this.z, v.z );
  2159. return this;
  2160. },
  2161. max: function ( v ) {
  2162. this.x = Math.max( this.x, v.x );
  2163. this.y = Math.max( this.y, v.y );
  2164. this.z = Math.max( this.z, v.z );
  2165. return this;
  2166. },
  2167. clamp: function ( min, max ) {
  2168. // assumes min < max, componentwise
  2169. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2170. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2171. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2172. return this;
  2173. },
  2174. clampScalar: function ( minVal, maxVal ) {
  2175. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2176. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2177. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2178. return this;
  2179. },
  2180. clampLength: function ( min, max ) {
  2181. var length = this.length();
  2182. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2183. },
  2184. floor: function () {
  2185. this.x = Math.floor( this.x );
  2186. this.y = Math.floor( this.y );
  2187. this.z = Math.floor( this.z );
  2188. return this;
  2189. },
  2190. ceil: function () {
  2191. this.x = Math.ceil( this.x );
  2192. this.y = Math.ceil( this.y );
  2193. this.z = Math.ceil( this.z );
  2194. return this;
  2195. },
  2196. round: function () {
  2197. this.x = Math.round( this.x );
  2198. this.y = Math.round( this.y );
  2199. this.z = Math.round( this.z );
  2200. return this;
  2201. },
  2202. roundToZero: function () {
  2203. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2204. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2205. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2206. return this;
  2207. },
  2208. negate: function () {
  2209. this.x = - this.x;
  2210. this.y = - this.y;
  2211. this.z = - this.z;
  2212. return this;
  2213. },
  2214. dot: function ( v ) {
  2215. return this.x * v.x + this.y * v.y + this.z * v.z;
  2216. },
  2217. // TODO lengthSquared?
  2218. lengthSq: function () {
  2219. return this.x * this.x + this.y * this.y + this.z * this.z;
  2220. },
  2221. length: function () {
  2222. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2223. },
  2224. manhattanLength: function () {
  2225. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2226. },
  2227. normalize: function () {
  2228. return this.divideScalar( this.length() || 1 );
  2229. },
  2230. setLength: function ( length ) {
  2231. return this.normalize().multiplyScalar( length );
  2232. },
  2233. lerp: function ( v, alpha ) {
  2234. this.x += ( v.x - this.x ) * alpha;
  2235. this.y += ( v.y - this.y ) * alpha;
  2236. this.z += ( v.z - this.z ) * alpha;
  2237. return this;
  2238. },
  2239. lerpVectors: function ( v1, v2, alpha ) {
  2240. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2241. },
  2242. cross: function ( v, w ) {
  2243. if ( w !== undefined ) {
  2244. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2245. return this.crossVectors( v, w );
  2246. }
  2247. return this.crossVectors( this, v );
  2248. },
  2249. crossVectors: function ( a, b ) {
  2250. var ax = a.x, ay = a.y, az = a.z;
  2251. var bx = b.x, by = b.y, bz = b.z;
  2252. this.x = ay * bz - az * by;
  2253. this.y = az * bx - ax * bz;
  2254. this.z = ax * by - ay * bx;
  2255. return this;
  2256. },
  2257. projectOnVector: function ( v ) {
  2258. var denominator = v.lengthSq();
  2259. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2260. var scalar = v.dot( this ) / denominator;
  2261. return this.copy( v ).multiplyScalar( scalar );
  2262. },
  2263. projectOnPlane: function ( planeNormal ) {
  2264. _vector.copy( this ).projectOnVector( planeNormal );
  2265. return this.sub( _vector );
  2266. },
  2267. reflect: function ( normal ) {
  2268. // reflect incident vector off plane orthogonal to normal
  2269. // normal is assumed to have unit length
  2270. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2271. },
  2272. angleTo: function ( v ) {
  2273. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2274. if ( denominator === 0 ) { return Math.PI / 2; }
  2275. var theta = this.dot( v ) / denominator;
  2276. // clamp, to handle numerical problems
  2277. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2278. },
  2279. distanceTo: function ( v ) {
  2280. return Math.sqrt( this.distanceToSquared( v ) );
  2281. },
  2282. distanceToSquared: function ( v ) {
  2283. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2284. return dx * dx + dy * dy + dz * dz;
  2285. },
  2286. manhattanDistanceTo: function ( v ) {
  2287. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2288. },
  2289. setFromSpherical: function ( s ) {
  2290. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2291. },
  2292. setFromSphericalCoords: function ( radius, phi, theta ) {
  2293. var sinPhiRadius = Math.sin( phi ) * radius;
  2294. this.x = sinPhiRadius * Math.sin( theta );
  2295. this.y = Math.cos( phi ) * radius;
  2296. this.z = sinPhiRadius * Math.cos( theta );
  2297. return this;
  2298. },
  2299. setFromCylindrical: function ( c ) {
  2300. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2301. },
  2302. setFromCylindricalCoords: function ( radius, theta, y ) {
  2303. this.x = radius * Math.sin( theta );
  2304. this.y = y;
  2305. this.z = radius * Math.cos( theta );
  2306. return this;
  2307. },
  2308. setFromMatrixPosition: function ( m ) {
  2309. var e = m.elements;
  2310. this.x = e[ 12 ];
  2311. this.y = e[ 13 ];
  2312. this.z = e[ 14 ];
  2313. return this;
  2314. },
  2315. setFromMatrixScale: function ( m ) {
  2316. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2317. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2318. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2319. this.x = sx;
  2320. this.y = sy;
  2321. this.z = sz;
  2322. return this;
  2323. },
  2324. setFromMatrixColumn: function ( m, index ) {
  2325. return this.fromArray( m.elements, index * 4 );
  2326. },
  2327. setFromMatrix3Column: function ( m, index ) {
  2328. return this.fromArray( m.elements, index * 3 );
  2329. },
  2330. equals: function ( v ) {
  2331. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2332. },
  2333. fromArray: function ( array, offset ) {
  2334. if ( offset === undefined ) { offset = 0; }
  2335. this.x = array[ offset ];
  2336. this.y = array[ offset + 1 ];
  2337. this.z = array[ offset + 2 ];
  2338. return this;
  2339. },
  2340. toArray: function ( array, offset ) {
  2341. if ( array === undefined ) { array = []; }
  2342. if ( offset === undefined ) { offset = 0; }
  2343. array[ offset ] = this.x;
  2344. array[ offset + 1 ] = this.y;
  2345. array[ offset + 2 ] = this.z;
  2346. return array;
  2347. },
  2348. fromBufferAttribute: function ( attribute, index, offset ) {
  2349. if ( offset !== undefined ) {
  2350. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2351. }
  2352. this.x = attribute.getX( index );
  2353. this.y = attribute.getY( index );
  2354. this.z = attribute.getZ( index );
  2355. return this;
  2356. }
  2357. } );
  2358. var _v1 = new Vector3();
  2359. var _m1 = new Matrix4();
  2360. var _zero = new Vector3( 0, 0, 0 );
  2361. var _one = new Vector3( 1, 1, 1 );
  2362. var _x = new Vector3();
  2363. var _y = new Vector3();
  2364. var _z = new Vector3();
  2365. /**
  2366. * @author mrdoob / http://mrdoob.com/
  2367. * @author supereggbert / http://www.paulbrunt.co.uk/
  2368. * @author philogb / http://blog.thejit.org/
  2369. * @author jordi_ros / http://plattsoft.com
  2370. * @author D1plo1d / http://github.com/D1plo1d
  2371. * @author alteredq / http://alteredqualia.com/
  2372. * @author mikael emtinger / http://gomo.se/
  2373. * @author timknip / http://www.floorplanner.com/
  2374. * @author bhouston / http://clara.io
  2375. * @author WestLangley / http://github.com/WestLangley
  2376. */
  2377. function Matrix4() {
  2378. this.elements = [
  2379. 1, 0, 0, 0,
  2380. 0, 1, 0, 0,
  2381. 0, 0, 1, 0,
  2382. 0, 0, 0, 1
  2383. ];
  2384. if ( arguments.length > 0 ) {
  2385. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2386. }
  2387. }
  2388. Object.assign( Matrix4.prototype, {
  2389. isMatrix4: true,
  2390. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2391. var te = this.elements;
  2392. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2393. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2394. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2395. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2396. return this;
  2397. },
  2398. identity: function () {
  2399. this.set(
  2400. 1, 0, 0, 0,
  2401. 0, 1, 0, 0,
  2402. 0, 0, 1, 0,
  2403. 0, 0, 0, 1
  2404. );
  2405. return this;
  2406. },
  2407. clone: function () {
  2408. return new Matrix4().fromArray( this.elements );
  2409. },
  2410. copy: function ( m ) {
  2411. var te = this.elements;
  2412. var me = m.elements;
  2413. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2414. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2415. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2416. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2417. return this;
  2418. },
  2419. copyPosition: function ( m ) {
  2420. var te = this.elements, me = m.elements;
  2421. te[ 12 ] = me[ 12 ];
  2422. te[ 13 ] = me[ 13 ];
  2423. te[ 14 ] = me[ 14 ];
  2424. return this;
  2425. },
  2426. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2427. xAxis.setFromMatrixColumn( this, 0 );
  2428. yAxis.setFromMatrixColumn( this, 1 );
  2429. zAxis.setFromMatrixColumn( this, 2 );
  2430. return this;
  2431. },
  2432. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2433. this.set(
  2434. xAxis.x, yAxis.x, zAxis.x, 0,
  2435. xAxis.y, yAxis.y, zAxis.y, 0,
  2436. xAxis.z, yAxis.z, zAxis.z, 0,
  2437. 0, 0, 0, 1
  2438. );
  2439. return this;
  2440. },
  2441. extractRotation: function ( m ) {
  2442. // this method does not support reflection matrices
  2443. var te = this.elements;
  2444. var me = m.elements;
  2445. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2446. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2447. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2448. te[ 0 ] = me[ 0 ] * scaleX;
  2449. te[ 1 ] = me[ 1 ] * scaleX;
  2450. te[ 2 ] = me[ 2 ] * scaleX;
  2451. te[ 3 ] = 0;
  2452. te[ 4 ] = me[ 4 ] * scaleY;
  2453. te[ 5 ] = me[ 5 ] * scaleY;
  2454. te[ 6 ] = me[ 6 ] * scaleY;
  2455. te[ 7 ] = 0;
  2456. te[ 8 ] = me[ 8 ] * scaleZ;
  2457. te[ 9 ] = me[ 9 ] * scaleZ;
  2458. te[ 10 ] = me[ 10 ] * scaleZ;
  2459. te[ 11 ] = 0;
  2460. te[ 12 ] = 0;
  2461. te[ 13 ] = 0;
  2462. te[ 14 ] = 0;
  2463. te[ 15 ] = 1;
  2464. return this;
  2465. },
  2466. makeRotationFromEuler: function ( euler ) {
  2467. if ( ! ( euler && euler.isEuler ) ) {
  2468. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2469. }
  2470. var te = this.elements;
  2471. var x = euler.x, y = euler.y, z = euler.z;
  2472. var a = Math.cos( x ), b = Math.sin( x );
  2473. var c = Math.cos( y ), d = Math.sin( y );
  2474. var e = Math.cos( z ), f = Math.sin( z );
  2475. if ( euler.order === 'XYZ' ) {
  2476. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2477. te[ 0 ] = c * e;
  2478. te[ 4 ] = - c * f;
  2479. te[ 8 ] = d;
  2480. te[ 1 ] = af + be * d;
  2481. te[ 5 ] = ae - bf * d;
  2482. te[ 9 ] = - b * c;
  2483. te[ 2 ] = bf - ae * d;
  2484. te[ 6 ] = be + af * d;
  2485. te[ 10 ] = a * c;
  2486. } else if ( euler.order === 'YXZ' ) {
  2487. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2488. te[ 0 ] = ce + df * b;
  2489. te[ 4 ] = de * b - cf;
  2490. te[ 8 ] = a * d;
  2491. te[ 1 ] = a * f;
  2492. te[ 5 ] = a * e;
  2493. te[ 9 ] = - b;
  2494. te[ 2 ] = cf * b - de;
  2495. te[ 6 ] = df + ce * b;
  2496. te[ 10 ] = a * c;
  2497. } else if ( euler.order === 'ZXY' ) {
  2498. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2499. te[ 0 ] = ce - df * b;
  2500. te[ 4 ] = - a * f;
  2501. te[ 8 ] = de + cf * b;
  2502. te[ 1 ] = cf + de * b;
  2503. te[ 5 ] = a * e;
  2504. te[ 9 ] = df - ce * b;
  2505. te[ 2 ] = - a * d;
  2506. te[ 6 ] = b;
  2507. te[ 10 ] = a * c;
  2508. } else if ( euler.order === 'ZYX' ) {
  2509. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2510. te[ 0 ] = c * e;
  2511. te[ 4 ] = be * d - af;
  2512. te[ 8 ] = ae * d + bf;
  2513. te[ 1 ] = c * f;
  2514. te[ 5 ] = bf * d + ae;
  2515. te[ 9 ] = af * d - be;
  2516. te[ 2 ] = - d;
  2517. te[ 6 ] = b * c;
  2518. te[ 10 ] = a * c;
  2519. } else if ( euler.order === 'YZX' ) {
  2520. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2521. te[ 0 ] = c * e;
  2522. te[ 4 ] = bd - ac * f;
  2523. te[ 8 ] = bc * f + ad;
  2524. te[ 1 ] = f;
  2525. te[ 5 ] = a * e;
  2526. te[ 9 ] = - b * e;
  2527. te[ 2 ] = - d * e;
  2528. te[ 6 ] = ad * f + bc;
  2529. te[ 10 ] = ac - bd * f;
  2530. } else if ( euler.order === 'XZY' ) {
  2531. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2532. te[ 0 ] = c * e;
  2533. te[ 4 ] = - f;
  2534. te[ 8 ] = d * e;
  2535. te[ 1 ] = ac * f + bd;
  2536. te[ 5 ] = a * e;
  2537. te[ 9 ] = ad * f - bc;
  2538. te[ 2 ] = bc * f - ad;
  2539. te[ 6 ] = b * e;
  2540. te[ 10 ] = bd * f + ac;
  2541. }
  2542. // bottom row
  2543. te[ 3 ] = 0;
  2544. te[ 7 ] = 0;
  2545. te[ 11 ] = 0;
  2546. // last column
  2547. te[ 12 ] = 0;
  2548. te[ 13 ] = 0;
  2549. te[ 14 ] = 0;
  2550. te[ 15 ] = 1;
  2551. return this;
  2552. },
  2553. makeRotationFromQuaternion: function ( q ) {
  2554. return this.compose( _zero, q, _one );
  2555. },
  2556. lookAt: function ( eye, target, up ) {
  2557. var te = this.elements;
  2558. _z.subVectors( eye, target );
  2559. if ( _z.lengthSq() === 0 ) {
  2560. // eye and target are in the same position
  2561. _z.z = 1;
  2562. }
  2563. _z.normalize();
  2564. _x.crossVectors( up, _z );
  2565. if ( _x.lengthSq() === 0 ) {
  2566. // up and z are parallel
  2567. if ( Math.abs( up.z ) === 1 ) {
  2568. _z.x += 0.0001;
  2569. } else {
  2570. _z.z += 0.0001;
  2571. }
  2572. _z.normalize();
  2573. _x.crossVectors( up, _z );
  2574. }
  2575. _x.normalize();
  2576. _y.crossVectors( _z, _x );
  2577. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2578. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2579. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2580. return this;
  2581. },
  2582. multiply: function ( m, n ) {
  2583. if ( n !== undefined ) {
  2584. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2585. return this.multiplyMatrices( m, n );
  2586. }
  2587. return this.multiplyMatrices( this, m );
  2588. },
  2589. premultiply: function ( m ) {
  2590. return this.multiplyMatrices( m, this );
  2591. },
  2592. multiplyMatrices: function ( a, b ) {
  2593. var ae = a.elements;
  2594. var be = b.elements;
  2595. var te = this.elements;
  2596. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2597. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2598. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2599. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2600. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2601. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2602. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2603. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2604. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2605. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2606. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2607. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2608. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2609. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2610. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2611. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2612. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2613. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2614. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2615. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2616. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2617. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2618. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2619. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2620. return this;
  2621. },
  2622. multiplyScalar: function ( s ) {
  2623. var te = this.elements;
  2624. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2625. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2626. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2627. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2628. return this;
  2629. },
  2630. determinant: function () {
  2631. var te = this.elements;
  2632. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2633. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2634. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2635. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2636. //TODO: make this more efficient
  2637. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2638. return (
  2639. n41 * (
  2640. + n14 * n23 * n32
  2641. - n13 * n24 * n32
  2642. - n14 * n22 * n33
  2643. + n12 * n24 * n33
  2644. + n13 * n22 * n34
  2645. - n12 * n23 * n34
  2646. ) +
  2647. n42 * (
  2648. + n11 * n23 * n34
  2649. - n11 * n24 * n33
  2650. + n14 * n21 * n33
  2651. - n13 * n21 * n34
  2652. + n13 * n24 * n31
  2653. - n14 * n23 * n31
  2654. ) +
  2655. n43 * (
  2656. + n11 * n24 * n32
  2657. - n11 * n22 * n34
  2658. - n14 * n21 * n32
  2659. + n12 * n21 * n34
  2660. + n14 * n22 * n31
  2661. - n12 * n24 * n31
  2662. ) +
  2663. n44 * (
  2664. - n13 * n22 * n31
  2665. - n11 * n23 * n32
  2666. + n11 * n22 * n33
  2667. + n13 * n21 * n32
  2668. - n12 * n21 * n33
  2669. + n12 * n23 * n31
  2670. )
  2671. );
  2672. },
  2673. transpose: function () {
  2674. var te = this.elements;
  2675. var tmp;
  2676. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2677. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2678. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2679. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2680. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2681. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2682. return this;
  2683. },
  2684. setPosition: function ( x, y, z ) {
  2685. var te = this.elements;
  2686. if ( x.isVector3 ) {
  2687. te[ 12 ] = x.x;
  2688. te[ 13 ] = x.y;
  2689. te[ 14 ] = x.z;
  2690. } else {
  2691. te[ 12 ] = x;
  2692. te[ 13 ] = y;
  2693. te[ 14 ] = z;
  2694. }
  2695. return this;
  2696. },
  2697. getInverse: function ( m ) {
  2698. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2699. var te = this.elements,
  2700. me = m.elements,
  2701. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2702. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2703. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2704. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2705. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2706. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2707. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2708. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2709. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2710. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2711. var detInv = 1 / det;
  2712. te[ 0 ] = t11 * detInv;
  2713. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2714. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2715. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2716. te[ 4 ] = t12 * detInv;
  2717. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2718. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2719. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2720. te[ 8 ] = t13 * detInv;
  2721. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2722. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2723. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2724. te[ 12 ] = t14 * detInv;
  2725. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2726. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2727. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2728. return this;
  2729. },
  2730. scale: function ( v ) {
  2731. var te = this.elements;
  2732. var x = v.x, y = v.y, z = v.z;
  2733. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2734. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2735. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2736. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2737. return this;
  2738. },
  2739. getMaxScaleOnAxis: function () {
  2740. var te = this.elements;
  2741. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2742. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2743. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2744. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2745. },
  2746. makeTranslation: function ( x, y, z ) {
  2747. this.set(
  2748. 1, 0, 0, x,
  2749. 0, 1, 0, y,
  2750. 0, 0, 1, z,
  2751. 0, 0, 0, 1
  2752. );
  2753. return this;
  2754. },
  2755. makeRotationX: function ( theta ) {
  2756. var c = Math.cos( theta ), s = Math.sin( theta );
  2757. this.set(
  2758. 1, 0, 0, 0,
  2759. 0, c, - s, 0,
  2760. 0, s, c, 0,
  2761. 0, 0, 0, 1
  2762. );
  2763. return this;
  2764. },
  2765. makeRotationY: function ( theta ) {
  2766. var c = Math.cos( theta ), s = Math.sin( theta );
  2767. this.set(
  2768. c, 0, s, 0,
  2769. 0, 1, 0, 0,
  2770. - s, 0, c, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeRotationZ: function ( theta ) {
  2776. var c = Math.cos( theta ), s = Math.sin( theta );
  2777. this.set(
  2778. c, - s, 0, 0,
  2779. s, c, 0, 0,
  2780. 0, 0, 1, 0,
  2781. 0, 0, 0, 1
  2782. );
  2783. return this;
  2784. },
  2785. makeRotationAxis: function ( axis, angle ) {
  2786. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2787. var c = Math.cos( angle );
  2788. var s = Math.sin( angle );
  2789. var t = 1 - c;
  2790. var x = axis.x, y = axis.y, z = axis.z;
  2791. var tx = t * x, ty = t * y;
  2792. this.set(
  2793. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2794. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2795. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2796. 0, 0, 0, 1
  2797. );
  2798. return this;
  2799. },
  2800. makeScale: function ( x, y, z ) {
  2801. this.set(
  2802. x, 0, 0, 0,
  2803. 0, y, 0, 0,
  2804. 0, 0, z, 0,
  2805. 0, 0, 0, 1
  2806. );
  2807. return this;
  2808. },
  2809. makeShear: function ( x, y, z ) {
  2810. this.set(
  2811. 1, y, z, 0,
  2812. x, 1, z, 0,
  2813. x, y, 1, 0,
  2814. 0, 0, 0, 1
  2815. );
  2816. return this;
  2817. },
  2818. compose: function ( position, quaternion, scale ) {
  2819. var te = this.elements;
  2820. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2821. var x2 = x + x, y2 = y + y, z2 = z + z;
  2822. var xx = x * x2, xy = x * y2, xz = x * z2;
  2823. var yy = y * y2, yz = y * z2, zz = z * z2;
  2824. var wx = w * x2, wy = w * y2, wz = w * z2;
  2825. var sx = scale.x, sy = scale.y, sz = scale.z;
  2826. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2827. te[ 1 ] = ( xy + wz ) * sx;
  2828. te[ 2 ] = ( xz - wy ) * sx;
  2829. te[ 3 ] = 0;
  2830. te[ 4 ] = ( xy - wz ) * sy;
  2831. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2832. te[ 6 ] = ( yz + wx ) * sy;
  2833. te[ 7 ] = 0;
  2834. te[ 8 ] = ( xz + wy ) * sz;
  2835. te[ 9 ] = ( yz - wx ) * sz;
  2836. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2837. te[ 11 ] = 0;
  2838. te[ 12 ] = position.x;
  2839. te[ 13 ] = position.y;
  2840. te[ 14 ] = position.z;
  2841. te[ 15 ] = 1;
  2842. return this;
  2843. },
  2844. decompose: function ( position, quaternion, scale ) {
  2845. var te = this.elements;
  2846. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2847. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2848. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2849. // if determine is negative, we need to invert one scale
  2850. var det = this.determinant();
  2851. if ( det < 0 ) { sx = - sx; }
  2852. position.x = te[ 12 ];
  2853. position.y = te[ 13 ];
  2854. position.z = te[ 14 ];
  2855. // scale the rotation part
  2856. _m1.copy( this );
  2857. var invSX = 1 / sx;
  2858. var invSY = 1 / sy;
  2859. var invSZ = 1 / sz;
  2860. _m1.elements[ 0 ] *= invSX;
  2861. _m1.elements[ 1 ] *= invSX;
  2862. _m1.elements[ 2 ] *= invSX;
  2863. _m1.elements[ 4 ] *= invSY;
  2864. _m1.elements[ 5 ] *= invSY;
  2865. _m1.elements[ 6 ] *= invSY;
  2866. _m1.elements[ 8 ] *= invSZ;
  2867. _m1.elements[ 9 ] *= invSZ;
  2868. _m1.elements[ 10 ] *= invSZ;
  2869. quaternion.setFromRotationMatrix( _m1 );
  2870. scale.x = sx;
  2871. scale.y = sy;
  2872. scale.z = sz;
  2873. return this;
  2874. },
  2875. makePerspective: function ( left, right, top, bottom, near, far ) {
  2876. if ( far === undefined ) {
  2877. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2878. }
  2879. var te = this.elements;
  2880. var x = 2 * near / ( right - left );
  2881. var y = 2 * near / ( top - bottom );
  2882. var a = ( right + left ) / ( right - left );
  2883. var b = ( top + bottom ) / ( top - bottom );
  2884. var c = - ( far + near ) / ( far - near );
  2885. var d = - 2 * far * near / ( far - near );
  2886. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2887. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2888. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2889. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2890. return this;
  2891. },
  2892. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2893. var te = this.elements;
  2894. var w = 1.0 / ( right - left );
  2895. var h = 1.0 / ( top - bottom );
  2896. var p = 1.0 / ( far - near );
  2897. var x = ( right + left ) * w;
  2898. var y = ( top + bottom ) * h;
  2899. var z = ( far + near ) * p;
  2900. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2901. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2902. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2903. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2904. return this;
  2905. },
  2906. equals: function ( matrix ) {
  2907. var te = this.elements;
  2908. var me = matrix.elements;
  2909. for ( var i = 0; i < 16; i ++ ) {
  2910. if ( te[ i ] !== me[ i ] ) { return false; }
  2911. }
  2912. return true;
  2913. },
  2914. fromArray: function ( array, offset ) {
  2915. if ( offset === undefined ) { offset = 0; }
  2916. for ( var i = 0; i < 16; i ++ ) {
  2917. this.elements[ i ] = array[ i + offset ];
  2918. }
  2919. return this;
  2920. },
  2921. toArray: function ( array, offset ) {
  2922. if ( array === undefined ) { array = []; }
  2923. if ( offset === undefined ) { offset = 0; }
  2924. var te = this.elements;
  2925. array[ offset ] = te[ 0 ];
  2926. array[ offset + 1 ] = te[ 1 ];
  2927. array[ offset + 2 ] = te[ 2 ];
  2928. array[ offset + 3 ] = te[ 3 ];
  2929. array[ offset + 4 ] = te[ 4 ];
  2930. array[ offset + 5 ] = te[ 5 ];
  2931. array[ offset + 6 ] = te[ 6 ];
  2932. array[ offset + 7 ] = te[ 7 ];
  2933. array[ offset + 8 ] = te[ 8 ];
  2934. array[ offset + 9 ] = te[ 9 ];
  2935. array[ offset + 10 ] = te[ 10 ];
  2936. array[ offset + 11 ] = te[ 11 ];
  2937. array[ offset + 12 ] = te[ 12 ];
  2938. array[ offset + 13 ] = te[ 13 ];
  2939. array[ offset + 14 ] = te[ 14 ];
  2940. array[ offset + 15 ] = te[ 15 ];
  2941. return array;
  2942. }
  2943. } );
  2944. /**
  2945. * @author mrdoob / http://mrdoob.com/
  2946. * @author WestLangley / http://github.com/WestLangley
  2947. * @author bhouston / http://clara.io
  2948. */
  2949. var _matrix = new Matrix4();
  2950. var _quaternion$1 = new Quaternion();
  2951. function Euler( x, y, z, order ) {
  2952. this._x = x || 0;
  2953. this._y = y || 0;
  2954. this._z = z || 0;
  2955. this._order = order || Euler.DefaultOrder;
  2956. }
  2957. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2958. Euler.DefaultOrder = 'XYZ';
  2959. Object.defineProperties( Euler.prototype, {
  2960. x: {
  2961. get: function () {
  2962. return this._x;
  2963. },
  2964. set: function ( value ) {
  2965. this._x = value;
  2966. this._onChangeCallback();
  2967. }
  2968. },
  2969. y: {
  2970. get: function () {
  2971. return this._y;
  2972. },
  2973. set: function ( value ) {
  2974. this._y = value;
  2975. this._onChangeCallback();
  2976. }
  2977. },
  2978. z: {
  2979. get: function () {
  2980. return this._z;
  2981. },
  2982. set: function ( value ) {
  2983. this._z = value;
  2984. this._onChangeCallback();
  2985. }
  2986. },
  2987. order: {
  2988. get: function () {
  2989. return this._order;
  2990. },
  2991. set: function ( value ) {
  2992. this._order = value;
  2993. this._onChangeCallback();
  2994. }
  2995. }
  2996. } );
  2997. Object.assign( Euler.prototype, {
  2998. isEuler: true,
  2999. set: function ( x, y, z, order ) {
  3000. this._x = x;
  3001. this._y = y;
  3002. this._z = z;
  3003. this._order = order || this._order;
  3004. this._onChangeCallback();
  3005. return this;
  3006. },
  3007. clone: function () {
  3008. return new this.constructor( this._x, this._y, this._z, this._order );
  3009. },
  3010. copy: function ( euler ) {
  3011. this._x = euler._x;
  3012. this._y = euler._y;
  3013. this._z = euler._z;
  3014. this._order = euler._order;
  3015. this._onChangeCallback();
  3016. return this;
  3017. },
  3018. setFromRotationMatrix: function ( m, order, update ) {
  3019. var clamp = MathUtils.clamp;
  3020. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3021. var te = m.elements;
  3022. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3023. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3024. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3025. order = order || this._order;
  3026. if ( order === 'XYZ' ) {
  3027. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3028. if ( Math.abs( m13 ) < 0.9999999 ) {
  3029. this._x = Math.atan2( - m23, m33 );
  3030. this._z = Math.atan2( - m12, m11 );
  3031. } else {
  3032. this._x = Math.atan2( m32, m22 );
  3033. this._z = 0;
  3034. }
  3035. } else if ( order === 'YXZ' ) {
  3036. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3037. if ( Math.abs( m23 ) < 0.9999999 ) {
  3038. this._y = Math.atan2( m13, m33 );
  3039. this._z = Math.atan2( m21, m22 );
  3040. } else {
  3041. this._y = Math.atan2( - m31, m11 );
  3042. this._z = 0;
  3043. }
  3044. } else if ( order === 'ZXY' ) {
  3045. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3046. if ( Math.abs( m32 ) < 0.9999999 ) {
  3047. this._y = Math.atan2( - m31, m33 );
  3048. this._z = Math.atan2( - m12, m22 );
  3049. } else {
  3050. this._y = 0;
  3051. this._z = Math.atan2( m21, m11 );
  3052. }
  3053. } else if ( order === 'ZYX' ) {
  3054. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3055. if ( Math.abs( m31 ) < 0.9999999 ) {
  3056. this._x = Math.atan2( m32, m33 );
  3057. this._z = Math.atan2( m21, m11 );
  3058. } else {
  3059. this._x = 0;
  3060. this._z = Math.atan2( - m12, m22 );
  3061. }
  3062. } else if ( order === 'YZX' ) {
  3063. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3064. if ( Math.abs( m21 ) < 0.9999999 ) {
  3065. this._x = Math.atan2( - m23, m22 );
  3066. this._y = Math.atan2( - m31, m11 );
  3067. } else {
  3068. this._x = 0;
  3069. this._y = Math.atan2( m13, m33 );
  3070. }
  3071. } else if ( order === 'XZY' ) {
  3072. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3073. if ( Math.abs( m12 ) < 0.9999999 ) {
  3074. this._x = Math.atan2( m32, m22 );
  3075. this._y = Math.atan2( m13, m11 );
  3076. } else {
  3077. this._x = Math.atan2( - m23, m33 );
  3078. this._y = 0;
  3079. }
  3080. } else {
  3081. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3082. }
  3083. this._order = order;
  3084. if ( update !== false ) { this._onChangeCallback(); }
  3085. return this;
  3086. },
  3087. setFromQuaternion: function ( q, order, update ) {
  3088. _matrix.makeRotationFromQuaternion( q );
  3089. return this.setFromRotationMatrix( _matrix, order, update );
  3090. },
  3091. setFromVector3: function ( v, order ) {
  3092. return this.set( v.x, v.y, v.z, order || this._order );
  3093. },
  3094. reorder: function ( newOrder ) {
  3095. // WARNING: this discards revolution information -bhouston
  3096. _quaternion$1.setFromEuler( this );
  3097. return this.setFromQuaternion( _quaternion$1, newOrder );
  3098. },
  3099. equals: function ( euler ) {
  3100. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3101. },
  3102. fromArray: function ( array ) {
  3103. this._x = array[ 0 ];
  3104. this._y = array[ 1 ];
  3105. this._z = array[ 2 ];
  3106. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3107. this._onChangeCallback();
  3108. return this;
  3109. },
  3110. toArray: function ( array, offset ) {
  3111. if ( array === undefined ) { array = []; }
  3112. if ( offset === undefined ) { offset = 0; }
  3113. array[ offset ] = this._x;
  3114. array[ offset + 1 ] = this._y;
  3115. array[ offset + 2 ] = this._z;
  3116. array[ offset + 3 ] = this._order;
  3117. return array;
  3118. },
  3119. toVector3: function ( optionalResult ) {
  3120. if ( optionalResult ) {
  3121. return optionalResult.set( this._x, this._y, this._z );
  3122. } else {
  3123. return new Vector3( this._x, this._y, this._z );
  3124. }
  3125. },
  3126. _onChange: function ( callback ) {
  3127. this._onChangeCallback = callback;
  3128. return this;
  3129. },
  3130. _onChangeCallback: function () {}
  3131. } );
  3132. /**
  3133. * @author mrdoob / http://mrdoob.com/
  3134. */
  3135. function Layers() {
  3136. this.mask = 1 | 0;
  3137. }
  3138. Object.assign( Layers.prototype, {
  3139. set: function ( channel ) {
  3140. this.mask = 1 << channel | 0;
  3141. },
  3142. enable: function ( channel ) {
  3143. this.mask |= 1 << channel | 0;
  3144. },
  3145. enableAll: function () {
  3146. this.mask = 0xffffffff | 0;
  3147. },
  3148. toggle: function ( channel ) {
  3149. this.mask ^= 1 << channel | 0;
  3150. },
  3151. disable: function ( channel ) {
  3152. this.mask &= ~ ( 1 << channel | 0 );
  3153. },
  3154. disableAll: function () {
  3155. this.mask = 0;
  3156. },
  3157. test: function ( layers ) {
  3158. return ( this.mask & layers.mask ) !== 0;
  3159. }
  3160. } );
  3161. var _object3DId = 0;
  3162. var _v1$1 = new Vector3();
  3163. var _q1 = new Quaternion();
  3164. var _m1$1 = new Matrix4();
  3165. var _target = new Vector3();
  3166. var _position = new Vector3();
  3167. var _scale = new Vector3();
  3168. var _quaternion$2 = new Quaternion();
  3169. var _xAxis = new Vector3( 1, 0, 0 );
  3170. var _yAxis = new Vector3( 0, 1, 0 );
  3171. var _zAxis = new Vector3( 0, 0, 1 );
  3172. var _addedEvent = { type: 'added' };
  3173. var _removedEvent = { type: 'removed' };
  3174. /**
  3175. * @author mrdoob / http://mrdoob.com/
  3176. * @author mikael emtinger / http://gomo.se/
  3177. * @author alteredq / http://alteredqualia.com/
  3178. * @author WestLangley / http://github.com/WestLangley
  3179. * @author elephantatwork / www.elephantatwork.ch
  3180. */
  3181. function Object3D() {
  3182. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3183. this.uuid = MathUtils.generateUUID();
  3184. this.name = '';
  3185. this.type = 'Object3D';
  3186. this.parent = null;
  3187. this.children = [];
  3188. this.up = Object3D.DefaultUp.clone();
  3189. var position = new Vector3();
  3190. var rotation = new Euler();
  3191. var quaternion = new Quaternion();
  3192. var scale = new Vector3( 1, 1, 1 );
  3193. function onRotationChange() {
  3194. quaternion.setFromEuler( rotation, false );
  3195. }
  3196. function onQuaternionChange() {
  3197. rotation.setFromQuaternion( quaternion, undefined, false );
  3198. }
  3199. rotation._onChange( onRotationChange );
  3200. quaternion._onChange( onQuaternionChange );
  3201. Object.defineProperties( this, {
  3202. position: {
  3203. configurable: true,
  3204. enumerable: true,
  3205. value: position
  3206. },
  3207. rotation: {
  3208. configurable: true,
  3209. enumerable: true,
  3210. value: rotation
  3211. },
  3212. quaternion: {
  3213. configurable: true,
  3214. enumerable: true,
  3215. value: quaternion
  3216. },
  3217. scale: {
  3218. configurable: true,
  3219. enumerable: true,
  3220. value: scale
  3221. },
  3222. modelViewMatrix: {
  3223. value: new Matrix4()
  3224. },
  3225. normalMatrix: {
  3226. value: new Matrix3()
  3227. }
  3228. } );
  3229. this.matrix = new Matrix4();
  3230. this.matrixWorld = new Matrix4();
  3231. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3232. this.matrixWorldNeedsUpdate = false;
  3233. this.layers = new Layers();
  3234. this.visible = true;
  3235. this.castShadow = false;
  3236. this.receiveShadow = false;
  3237. this.frustumCulled = true;
  3238. this.renderOrder = 0;
  3239. this.userData = {};
  3240. }
  3241. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3242. Object3D.DefaultMatrixAutoUpdate = true;
  3243. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3244. constructor: Object3D,
  3245. isObject3D: true,
  3246. onBeforeRender: function () {},
  3247. onAfterRender: function () {},
  3248. applyMatrix4: function ( matrix ) {
  3249. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3250. this.matrix.premultiply( matrix );
  3251. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3252. },
  3253. applyQuaternion: function ( q ) {
  3254. this.quaternion.premultiply( q );
  3255. return this;
  3256. },
  3257. setRotationFromAxisAngle: function ( axis, angle ) {
  3258. // assumes axis is normalized
  3259. this.quaternion.setFromAxisAngle( axis, angle );
  3260. },
  3261. setRotationFromEuler: function ( euler ) {
  3262. this.quaternion.setFromEuler( euler, true );
  3263. },
  3264. setRotationFromMatrix: function ( m ) {
  3265. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3266. this.quaternion.setFromRotationMatrix( m );
  3267. },
  3268. setRotationFromQuaternion: function ( q ) {
  3269. // assumes q is normalized
  3270. this.quaternion.copy( q );
  3271. },
  3272. rotateOnAxis: function ( axis, angle ) {
  3273. // rotate object on axis in object space
  3274. // axis is assumed to be normalized
  3275. _q1.setFromAxisAngle( axis, angle );
  3276. this.quaternion.multiply( _q1 );
  3277. return this;
  3278. },
  3279. rotateOnWorldAxis: function ( axis, angle ) {
  3280. // rotate object on axis in world space
  3281. // axis is assumed to be normalized
  3282. // method assumes no rotated parent
  3283. _q1.setFromAxisAngle( axis, angle );
  3284. this.quaternion.premultiply( _q1 );
  3285. return this;
  3286. },
  3287. rotateX: function ( angle ) {
  3288. return this.rotateOnAxis( _xAxis, angle );
  3289. },
  3290. rotateY: function ( angle ) {
  3291. return this.rotateOnAxis( _yAxis, angle );
  3292. },
  3293. rotateZ: function ( angle ) {
  3294. return this.rotateOnAxis( _zAxis, angle );
  3295. },
  3296. translateOnAxis: function ( axis, distance ) {
  3297. // translate object by distance along axis in object space
  3298. // axis is assumed to be normalized
  3299. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3300. this.position.add( _v1$1.multiplyScalar( distance ) );
  3301. return this;
  3302. },
  3303. translateX: function ( distance ) {
  3304. return this.translateOnAxis( _xAxis, distance );
  3305. },
  3306. translateY: function ( distance ) {
  3307. return this.translateOnAxis( _yAxis, distance );
  3308. },
  3309. translateZ: function ( distance ) {
  3310. return this.translateOnAxis( _zAxis, distance );
  3311. },
  3312. localToWorld: function ( vector ) {
  3313. return vector.applyMatrix4( this.matrixWorld );
  3314. },
  3315. worldToLocal: function ( vector ) {
  3316. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3317. },
  3318. lookAt: function ( x, y, z ) {
  3319. // This method does not support objects having non-uniformly-scaled parent(s)
  3320. if ( x.isVector3 ) {
  3321. _target.copy( x );
  3322. } else {
  3323. _target.set( x, y, z );
  3324. }
  3325. var parent = this.parent;
  3326. this.updateWorldMatrix( true, false );
  3327. _position.setFromMatrixPosition( this.matrixWorld );
  3328. if ( this.isCamera || this.isLight ) {
  3329. _m1$1.lookAt( _position, _target, this.up );
  3330. } else {
  3331. _m1$1.lookAt( _target, _position, this.up );
  3332. }
  3333. this.quaternion.setFromRotationMatrix( _m1$1 );
  3334. if ( parent ) {
  3335. _m1$1.extractRotation( parent.matrixWorld );
  3336. _q1.setFromRotationMatrix( _m1$1 );
  3337. this.quaternion.premultiply( _q1.inverse() );
  3338. }
  3339. },
  3340. add: function ( object ) {
  3341. if ( arguments.length > 1 ) {
  3342. for ( var i = 0; i < arguments.length; i ++ ) {
  3343. this.add( arguments[ i ] );
  3344. }
  3345. return this;
  3346. }
  3347. if ( object === this ) {
  3348. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3349. return this;
  3350. }
  3351. if ( ( object && object.isObject3D ) ) {
  3352. if ( object.parent !== null ) {
  3353. object.parent.remove( object );
  3354. }
  3355. object.parent = this;
  3356. this.children.push( object );
  3357. object.dispatchEvent( _addedEvent );
  3358. } else {
  3359. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3360. }
  3361. return this;
  3362. },
  3363. remove: function ( object ) {
  3364. if ( arguments.length > 1 ) {
  3365. for ( var i = 0; i < arguments.length; i ++ ) {
  3366. this.remove( arguments[ i ] );
  3367. }
  3368. return this;
  3369. }
  3370. var index = this.children.indexOf( object );
  3371. if ( index !== - 1 ) {
  3372. object.parent = null;
  3373. this.children.splice( index, 1 );
  3374. object.dispatchEvent( _removedEvent );
  3375. }
  3376. return this;
  3377. },
  3378. attach: function ( object ) {
  3379. // adds object as a child of this, while maintaining the object's world transform
  3380. this.updateWorldMatrix( true, false );
  3381. _m1$1.getInverse( this.matrixWorld );
  3382. if ( object.parent !== null ) {
  3383. object.parent.updateWorldMatrix( true, false );
  3384. _m1$1.multiply( object.parent.matrixWorld );
  3385. }
  3386. object.applyMatrix4( _m1$1 );
  3387. object.updateWorldMatrix( false, false );
  3388. this.add( object );
  3389. return this;
  3390. },
  3391. getObjectById: function ( id ) {
  3392. return this.getObjectByProperty( 'id', id );
  3393. },
  3394. getObjectByName: function ( name ) {
  3395. return this.getObjectByProperty( 'name', name );
  3396. },
  3397. getObjectByProperty: function ( name, value ) {
  3398. if ( this[ name ] === value ) { return this; }
  3399. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3400. var child = this.children[ i ];
  3401. var object = child.getObjectByProperty( name, value );
  3402. if ( object !== undefined ) {
  3403. return object;
  3404. }
  3405. }
  3406. return undefined;
  3407. },
  3408. getWorldPosition: function ( target ) {
  3409. if ( target === undefined ) {
  3410. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3411. target = new Vector3();
  3412. }
  3413. this.updateMatrixWorld( true );
  3414. return target.setFromMatrixPosition( this.matrixWorld );
  3415. },
  3416. getWorldQuaternion: function ( target ) {
  3417. if ( target === undefined ) {
  3418. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3419. target = new Quaternion();
  3420. }
  3421. this.updateMatrixWorld( true );
  3422. this.matrixWorld.decompose( _position, target, _scale );
  3423. return target;
  3424. },
  3425. getWorldScale: function ( target ) {
  3426. if ( target === undefined ) {
  3427. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3428. target = new Vector3();
  3429. }
  3430. this.updateMatrixWorld( true );
  3431. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3432. return target;
  3433. },
  3434. getWorldDirection: function ( target ) {
  3435. if ( target === undefined ) {
  3436. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3437. target = new Vector3();
  3438. }
  3439. this.updateMatrixWorld( true );
  3440. var e = this.matrixWorld.elements;
  3441. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3442. },
  3443. raycast: function () {},
  3444. traverse: function ( callback ) {
  3445. callback( this );
  3446. var children = this.children;
  3447. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3448. children[ i ].traverse( callback );
  3449. }
  3450. },
  3451. traverseVisible: function ( callback ) {
  3452. if ( this.visible === false ) { return; }
  3453. callback( this );
  3454. var children = this.children;
  3455. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3456. children[ i ].traverseVisible( callback );
  3457. }
  3458. },
  3459. traverseAncestors: function ( callback ) {
  3460. var parent = this.parent;
  3461. if ( parent !== null ) {
  3462. callback( parent );
  3463. parent.traverseAncestors( callback );
  3464. }
  3465. },
  3466. updateMatrix: function () {
  3467. this.matrix.compose( this.position, this.quaternion, this.scale );
  3468. this.matrixWorldNeedsUpdate = true;
  3469. },
  3470. updateMatrixWorld: function ( force ) {
  3471. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3472. if ( this.matrixWorldNeedsUpdate || force ) {
  3473. if ( this.parent === null ) {
  3474. this.matrixWorld.copy( this.matrix );
  3475. } else {
  3476. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3477. }
  3478. this.matrixWorldNeedsUpdate = false;
  3479. force = true;
  3480. }
  3481. // update children
  3482. var children = this.children;
  3483. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3484. children[ i ].updateMatrixWorld( force );
  3485. }
  3486. },
  3487. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3488. var parent = this.parent;
  3489. if ( updateParents === true && parent !== null ) {
  3490. parent.updateWorldMatrix( true, false );
  3491. }
  3492. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3493. if ( this.parent === null ) {
  3494. this.matrixWorld.copy( this.matrix );
  3495. } else {
  3496. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3497. }
  3498. // update children
  3499. if ( updateChildren === true ) {
  3500. var children = this.children;
  3501. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3502. children[ i ].updateWorldMatrix( false, true );
  3503. }
  3504. }
  3505. },
  3506. toJSON: function ( meta ) {
  3507. // meta is a string when called from JSON.stringify
  3508. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3509. var output = {};
  3510. // meta is a hash used to collect geometries, materials.
  3511. // not providing it implies that this is the root object
  3512. // being serialized.
  3513. if ( isRootObject ) {
  3514. // initialize meta obj
  3515. meta = {
  3516. geometries: {},
  3517. materials: {},
  3518. textures: {},
  3519. images: {},
  3520. shapes: {}
  3521. };
  3522. output.metadata = {
  3523. version: 4.5,
  3524. type: 'Object',
  3525. generator: 'Object3D.toJSON'
  3526. };
  3527. }
  3528. // standard Object3D serialization
  3529. var object = {};
  3530. object.uuid = this.uuid;
  3531. object.type = this.type;
  3532. if ( this.name !== '' ) { object.name = this.name; }
  3533. if ( this.castShadow === true ) { object.castShadow = true; }
  3534. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3535. if ( this.visible === false ) { object.visible = false; }
  3536. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3537. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3538. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3539. object.layers = this.layers.mask;
  3540. object.matrix = this.matrix.toArray();
  3541. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3542. // object specific properties
  3543. if ( this.isInstancedMesh ) {
  3544. object.type = 'InstancedMesh';
  3545. object.count = this.count;
  3546. object.instanceMatrix = this.instanceMatrix.toJSON();
  3547. }
  3548. //
  3549. function serialize( library, element ) {
  3550. if ( library[ element.uuid ] === undefined ) {
  3551. library[ element.uuid ] = element.toJSON( meta );
  3552. }
  3553. return element.uuid;
  3554. }
  3555. if ( this.isMesh || this.isLine || this.isPoints ) {
  3556. object.geometry = serialize( meta.geometries, this.geometry );
  3557. var parameters = this.geometry.parameters;
  3558. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3559. var shapes = parameters.shapes;
  3560. if ( Array.isArray( shapes ) ) {
  3561. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3562. var shape = shapes[ i ];
  3563. serialize( meta.shapes, shape );
  3564. }
  3565. } else {
  3566. serialize( meta.shapes, shapes );
  3567. }
  3568. }
  3569. }
  3570. if ( this.material !== undefined ) {
  3571. if ( Array.isArray( this.material ) ) {
  3572. var uuids = [];
  3573. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3574. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3575. }
  3576. object.material = uuids;
  3577. } else {
  3578. object.material = serialize( meta.materials, this.material );
  3579. }
  3580. }
  3581. //
  3582. if ( this.children.length > 0 ) {
  3583. object.children = [];
  3584. for ( var i = 0; i < this.children.length; i ++ ) {
  3585. object.children.push( this.children[ i ].toJSON( meta ).object );
  3586. }
  3587. }
  3588. if ( isRootObject ) {
  3589. var geometries = extractFromCache( meta.geometries );
  3590. var materials = extractFromCache( meta.materials );
  3591. var textures = extractFromCache( meta.textures );
  3592. var images = extractFromCache( meta.images );
  3593. var shapes = extractFromCache( meta.shapes );
  3594. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3595. if ( materials.length > 0 ) { output.materials = materials; }
  3596. if ( textures.length > 0 ) { output.textures = textures; }
  3597. if ( images.length > 0 ) { output.images = images; }
  3598. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3599. }
  3600. output.object = object;
  3601. return output;
  3602. // extract data from the cache hash
  3603. // remove metadata on each item
  3604. // and return as array
  3605. function extractFromCache( cache ) {
  3606. var values = [];
  3607. for ( var key in cache ) {
  3608. var data = cache[ key ];
  3609. delete data.metadata;
  3610. values.push( data );
  3611. }
  3612. return values;
  3613. }
  3614. },
  3615. clone: function ( recursive ) {
  3616. return new this.constructor().copy( this, recursive );
  3617. },
  3618. copy: function ( source, recursive ) {
  3619. if ( recursive === undefined ) { recursive = true; }
  3620. this.name = source.name;
  3621. this.up.copy( source.up );
  3622. this.position.copy( source.position );
  3623. this.quaternion.copy( source.quaternion );
  3624. this.scale.copy( source.scale );
  3625. this.matrix.copy( source.matrix );
  3626. this.matrixWorld.copy( source.matrixWorld );
  3627. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3628. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3629. this.layers.mask = source.layers.mask;
  3630. this.visible = source.visible;
  3631. this.castShadow = source.castShadow;
  3632. this.receiveShadow = source.receiveShadow;
  3633. this.frustumCulled = source.frustumCulled;
  3634. this.renderOrder = source.renderOrder;
  3635. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3636. if ( recursive === true ) {
  3637. for ( var i = 0; i < source.children.length; i ++ ) {
  3638. var child = source.children[ i ];
  3639. this.add( child.clone() );
  3640. }
  3641. }
  3642. return this;
  3643. }
  3644. } );
  3645. /**
  3646. * @author mrdoob / http://mrdoob.com/
  3647. */
  3648. function Scene() {
  3649. Object3D.call( this );
  3650. this.type = 'Scene';
  3651. this.background = null;
  3652. this.environment = null;
  3653. this.fog = null;
  3654. this.overrideMaterial = null;
  3655. this.autoUpdate = true; // checked by the renderer
  3656. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3657. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3658. }
  3659. }
  3660. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3661. constructor: Scene,
  3662. isScene: true,
  3663. copy: function ( source, recursive ) {
  3664. Object3D.prototype.copy.call( this, source, recursive );
  3665. if ( source.background !== null ) { this.background = source.background.clone(); }
  3666. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3667. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3668. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3669. this.autoUpdate = source.autoUpdate;
  3670. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3671. return this;
  3672. },
  3673. toJSON: function ( meta ) {
  3674. var data = Object3D.prototype.toJSON.call( this, meta );
  3675. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3676. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3677. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3678. return data;
  3679. },
  3680. dispose: function () {
  3681. this.dispatchEvent( { type: 'dispose' } );
  3682. }
  3683. } );
  3684. var _points = [
  3685. new Vector3(),
  3686. new Vector3(),
  3687. new Vector3(),
  3688. new Vector3(),
  3689. new Vector3(),
  3690. new Vector3(),
  3691. new Vector3(),
  3692. new Vector3()
  3693. ];
  3694. var _vector$1 = new Vector3();
  3695. var _box = new Box3();
  3696. // triangle centered vertices
  3697. var _v0 = new Vector3();
  3698. var _v1$2 = new Vector3();
  3699. var _v2 = new Vector3();
  3700. // triangle edge vectors
  3701. var _f0 = new Vector3();
  3702. var _f1 = new Vector3();
  3703. var _f2 = new Vector3();
  3704. var _center = new Vector3();
  3705. var _extents = new Vector3();
  3706. var _triangleNormal = new Vector3();
  3707. var _testAxis = new Vector3();
  3708. /**
  3709. * @author bhouston / http://clara.io
  3710. * @author WestLangley / http://github.com/WestLangley
  3711. */
  3712. function Box3( min, max ) {
  3713. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3714. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3715. }
  3716. Object.assign( Box3.prototype, {
  3717. isBox3: true,
  3718. set: function ( min, max ) {
  3719. this.min.copy( min );
  3720. this.max.copy( max );
  3721. return this;
  3722. },
  3723. setFromArray: function ( array ) {
  3724. var minX = + Infinity;
  3725. var minY = + Infinity;
  3726. var minZ = + Infinity;
  3727. var maxX = - Infinity;
  3728. var maxY = - Infinity;
  3729. var maxZ = - Infinity;
  3730. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3731. var x = array[ i ];
  3732. var y = array[ i + 1 ];
  3733. var z = array[ i + 2 ];
  3734. if ( x < minX ) { minX = x; }
  3735. if ( y < minY ) { minY = y; }
  3736. if ( z < minZ ) { minZ = z; }
  3737. if ( x > maxX ) { maxX = x; }
  3738. if ( y > maxY ) { maxY = y; }
  3739. if ( z > maxZ ) { maxZ = z; }
  3740. }
  3741. this.min.set( minX, minY, minZ );
  3742. this.max.set( maxX, maxY, maxZ );
  3743. return this;
  3744. },
  3745. setFromBufferAttribute: function ( attribute ) {
  3746. var minX = + Infinity;
  3747. var minY = + Infinity;
  3748. var minZ = + Infinity;
  3749. var maxX = - Infinity;
  3750. var maxY = - Infinity;
  3751. var maxZ = - Infinity;
  3752. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3753. var x = attribute.getX( i );
  3754. var y = attribute.getY( i );
  3755. var z = attribute.getZ( i );
  3756. if ( x < minX ) { minX = x; }
  3757. if ( y < minY ) { minY = y; }
  3758. if ( z < minZ ) { minZ = z; }
  3759. if ( x > maxX ) { maxX = x; }
  3760. if ( y > maxY ) { maxY = y; }
  3761. if ( z > maxZ ) { maxZ = z; }
  3762. }
  3763. this.min.set( minX, minY, minZ );
  3764. this.max.set( maxX, maxY, maxZ );
  3765. return this;
  3766. },
  3767. setFromPoints: function ( points ) {
  3768. this.makeEmpty();
  3769. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3770. this.expandByPoint( points[ i ] );
  3771. }
  3772. return this;
  3773. },
  3774. setFromCenterAndSize: function ( center, size ) {
  3775. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3776. this.min.copy( center ).sub( halfSize );
  3777. this.max.copy( center ).add( halfSize );
  3778. return this;
  3779. },
  3780. setFromObject: function ( object ) {
  3781. this.makeEmpty();
  3782. return this.expandByObject( object );
  3783. },
  3784. clone: function () {
  3785. return new this.constructor().copy( this );
  3786. },
  3787. copy: function ( box ) {
  3788. this.min.copy( box.min );
  3789. this.max.copy( box.max );
  3790. return this;
  3791. },
  3792. makeEmpty: function () {
  3793. this.min.x = this.min.y = this.min.z = + Infinity;
  3794. this.max.x = this.max.y = this.max.z = - Infinity;
  3795. return this;
  3796. },
  3797. isEmpty: function () {
  3798. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3799. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3800. },
  3801. getCenter: function ( target ) {
  3802. if ( target === undefined ) {
  3803. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3804. target = new Vector3();
  3805. }
  3806. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3807. },
  3808. getSize: function ( target ) {
  3809. if ( target === undefined ) {
  3810. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3811. target = new Vector3();
  3812. }
  3813. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3814. },
  3815. expandByPoint: function ( point ) {
  3816. this.min.min( point );
  3817. this.max.max( point );
  3818. return this;
  3819. },
  3820. expandByVector: function ( vector ) {
  3821. this.min.sub( vector );
  3822. this.max.add( vector );
  3823. return this;
  3824. },
  3825. expandByScalar: function ( scalar ) {
  3826. this.min.addScalar( - scalar );
  3827. this.max.addScalar( scalar );
  3828. return this;
  3829. },
  3830. expandByObject: function ( object ) {
  3831. // Computes the world-axis-aligned bounding box of an object (including its children),
  3832. // accounting for both the object's, and children's, world transforms
  3833. object.updateWorldMatrix( false, false );
  3834. var geometry = object.geometry;
  3835. if ( geometry !== undefined ) {
  3836. if ( geometry.boundingBox === null ) {
  3837. geometry.computeBoundingBox();
  3838. }
  3839. _box.copy( geometry.boundingBox );
  3840. _box.applyMatrix4( object.matrixWorld );
  3841. this.union( _box );
  3842. }
  3843. var children = object.children;
  3844. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3845. this.expandByObject( children[ i ] );
  3846. }
  3847. return this;
  3848. },
  3849. containsPoint: function ( point ) {
  3850. return point.x < this.min.x || point.x > this.max.x ||
  3851. point.y < this.min.y || point.y > this.max.y ||
  3852. point.z < this.min.z || point.z > this.max.z ? false : true;
  3853. },
  3854. containsBox: function ( box ) {
  3855. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3856. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3857. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3858. },
  3859. getParameter: function ( point, target ) {
  3860. // This can potentially have a divide by zero if the box
  3861. // has a size dimension of 0.
  3862. if ( target === undefined ) {
  3863. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3864. target = new Vector3();
  3865. }
  3866. return target.set(
  3867. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3868. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3869. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3870. );
  3871. },
  3872. intersectsBox: function ( box ) {
  3873. // using 6 splitting planes to rule out intersections.
  3874. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3875. box.max.y < this.min.y || box.min.y > this.max.y ||
  3876. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3877. },
  3878. intersectsSphere: function ( sphere ) {
  3879. // Find the point on the AABB closest to the sphere center.
  3880. this.clampPoint( sphere.center, _vector$1 );
  3881. // If that point is inside the sphere, the AABB and sphere intersect.
  3882. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3883. },
  3884. intersectsPlane: function ( plane ) {
  3885. // We compute the minimum and maximum dot product values. If those values
  3886. // are on the same side (back or front) of the plane, then there is no intersection.
  3887. var min, max;
  3888. if ( plane.normal.x > 0 ) {
  3889. min = plane.normal.x * this.min.x;
  3890. max = plane.normal.x * this.max.x;
  3891. } else {
  3892. min = plane.normal.x * this.max.x;
  3893. max = plane.normal.x * this.min.x;
  3894. }
  3895. if ( plane.normal.y > 0 ) {
  3896. min += plane.normal.y * this.min.y;
  3897. max += plane.normal.y * this.max.y;
  3898. } else {
  3899. min += plane.normal.y * this.max.y;
  3900. max += plane.normal.y * this.min.y;
  3901. }
  3902. if ( plane.normal.z > 0 ) {
  3903. min += plane.normal.z * this.min.z;
  3904. max += plane.normal.z * this.max.z;
  3905. } else {
  3906. min += plane.normal.z * this.max.z;
  3907. max += plane.normal.z * this.min.z;
  3908. }
  3909. return ( min <= - plane.constant && max >= - plane.constant );
  3910. },
  3911. intersectsTriangle: function ( triangle ) {
  3912. if ( this.isEmpty() ) {
  3913. return false;
  3914. }
  3915. // compute box center and extents
  3916. this.getCenter( _center );
  3917. _extents.subVectors( this.max, _center );
  3918. // translate triangle to aabb origin
  3919. _v0.subVectors( triangle.a, _center );
  3920. _v1$2.subVectors( triangle.b, _center );
  3921. _v2.subVectors( triangle.c, _center );
  3922. // compute edge vectors for triangle
  3923. _f0.subVectors( _v1$2, _v0 );
  3924. _f1.subVectors( _v2, _v1$2 );
  3925. _f2.subVectors( _v0, _v2 );
  3926. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3927. // 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
  3928. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3929. var axes = [
  3930. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3931. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3932. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3933. ];
  3934. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3935. return false;
  3936. }
  3937. // test 3 face normals from the aabb
  3938. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3939. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3940. return false;
  3941. }
  3942. // finally testing the face normal of the triangle
  3943. // use already existing triangle edge vectors here
  3944. _triangleNormal.crossVectors( _f0, _f1 );
  3945. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3946. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3947. },
  3948. clampPoint: function ( point, target ) {
  3949. if ( target === undefined ) {
  3950. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3951. target = new Vector3();
  3952. }
  3953. return target.copy( point ).clamp( this.min, this.max );
  3954. },
  3955. distanceToPoint: function ( point ) {
  3956. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3957. return clampedPoint.sub( point ).length();
  3958. },
  3959. getBoundingSphere: function ( target ) {
  3960. if ( target === undefined ) {
  3961. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3962. //target = new Sphere(); // removed to avoid cyclic dependency
  3963. }
  3964. this.getCenter( target.center );
  3965. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3966. return target;
  3967. },
  3968. intersect: function ( box ) {
  3969. this.min.max( box.min );
  3970. this.max.min( box.max );
  3971. // 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.
  3972. if ( this.isEmpty() ) { this.makeEmpty(); }
  3973. return this;
  3974. },
  3975. union: function ( box ) {
  3976. this.min.min( box.min );
  3977. this.max.max( box.max );
  3978. return this;
  3979. },
  3980. applyMatrix4: function ( matrix ) {
  3981. // transform of empty box is an empty box.
  3982. if ( this.isEmpty() ) { return this; }
  3983. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3984. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3985. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3986. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3987. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3988. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3989. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3990. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3991. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3992. this.setFromPoints( _points );
  3993. return this;
  3994. },
  3995. translate: function ( offset ) {
  3996. this.min.add( offset );
  3997. this.max.add( offset );
  3998. return this;
  3999. },
  4000. equals: function ( box ) {
  4001. return box.min.equals( this.min ) && box.max.equals( this.max );
  4002. }
  4003. } );
  4004. function satForAxes( axes, v0, v1, v2, extents ) {
  4005. var i, j;
  4006. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4007. _testAxis.fromArray( axes, i );
  4008. // project the aabb onto the seperating axis
  4009. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4010. // project all 3 vertices of the triangle onto the seperating axis
  4011. var p0 = v0.dot( _testAxis );
  4012. var p1 = v1.dot( _testAxis );
  4013. var p2 = v2.dot( _testAxis );
  4014. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4015. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4016. // points of the projected triangle are outside the projected half-length of the aabb
  4017. // the axis is seperating and we can exit
  4018. return false;
  4019. }
  4020. }
  4021. return true;
  4022. }
  4023. var _box$1 = new Box3();
  4024. /**
  4025. * @author bhouston / http://clara.io
  4026. * @author mrdoob / http://mrdoob.com/
  4027. */
  4028. function Sphere( center, radius ) {
  4029. this.center = ( center !== undefined ) ? center : new Vector3();
  4030. this.radius = ( radius !== undefined ) ? radius : 0;
  4031. }
  4032. Object.assign( Sphere.prototype, {
  4033. set: function ( center, radius ) {
  4034. this.center.copy( center );
  4035. this.radius = radius;
  4036. return this;
  4037. },
  4038. setFromPoints: function ( points, optionalCenter ) {
  4039. var center = this.center;
  4040. if ( optionalCenter !== undefined ) {
  4041. center.copy( optionalCenter );
  4042. } else {
  4043. _box$1.setFromPoints( points ).getCenter( center );
  4044. }
  4045. var maxRadiusSq = 0;
  4046. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4047. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4048. }
  4049. this.radius = Math.sqrt( maxRadiusSq );
  4050. return this;
  4051. },
  4052. clone: function () {
  4053. return new this.constructor().copy( this );
  4054. },
  4055. copy: function ( sphere ) {
  4056. this.center.copy( sphere.center );
  4057. this.radius = sphere.radius;
  4058. return this;
  4059. },
  4060. empty: function () {
  4061. return ( this.radius <= 0 );
  4062. },
  4063. containsPoint: function ( point ) {
  4064. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4065. },
  4066. distanceToPoint: function ( point ) {
  4067. return ( point.distanceTo( this.center ) - this.radius );
  4068. },
  4069. intersectsSphere: function ( sphere ) {
  4070. var radiusSum = this.radius + sphere.radius;
  4071. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4072. },
  4073. intersectsBox: function ( box ) {
  4074. return box.intersectsSphere( this );
  4075. },
  4076. intersectsPlane: function ( plane ) {
  4077. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4078. },
  4079. clampPoint: function ( point, target ) {
  4080. var deltaLengthSq = this.center.distanceToSquared( point );
  4081. if ( target === undefined ) {
  4082. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4083. target = new Vector3();
  4084. }
  4085. target.copy( point );
  4086. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4087. target.sub( this.center ).normalize();
  4088. target.multiplyScalar( this.radius ).add( this.center );
  4089. }
  4090. return target;
  4091. },
  4092. getBoundingBox: function ( target ) {
  4093. if ( target === undefined ) {
  4094. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4095. target = new Box3();
  4096. }
  4097. target.set( this.center, this.center );
  4098. target.expandByScalar( this.radius );
  4099. return target;
  4100. },
  4101. applyMatrix4: function ( matrix ) {
  4102. this.center.applyMatrix4( matrix );
  4103. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4104. return this;
  4105. },
  4106. translate: function ( offset ) {
  4107. this.center.add( offset );
  4108. return this;
  4109. },
  4110. equals: function ( sphere ) {
  4111. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4112. }
  4113. } );
  4114. var _vector$2 = new Vector3();
  4115. var _segCenter = new Vector3();
  4116. var _segDir = new Vector3();
  4117. var _diff = new Vector3();
  4118. var _edge1 = new Vector3();
  4119. var _edge2 = new Vector3();
  4120. var _normal = new Vector3();
  4121. /**
  4122. * @author bhouston / http://clara.io
  4123. */
  4124. function Ray( origin, direction ) {
  4125. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4126. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4127. }
  4128. Object.assign( Ray.prototype, {
  4129. set: function ( origin, direction ) {
  4130. this.origin.copy( origin );
  4131. this.direction.copy( direction );
  4132. return this;
  4133. },
  4134. clone: function () {
  4135. return new this.constructor().copy( this );
  4136. },
  4137. copy: function ( ray ) {
  4138. this.origin.copy( ray.origin );
  4139. this.direction.copy( ray.direction );
  4140. return this;
  4141. },
  4142. at: function ( t, target ) {
  4143. if ( target === undefined ) {
  4144. console.warn( 'THREE.Ray: .at() target is now required' );
  4145. target = new Vector3();
  4146. }
  4147. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4148. },
  4149. lookAt: function ( v ) {
  4150. this.direction.copy( v ).sub( this.origin ).normalize();
  4151. return this;
  4152. },
  4153. recast: function ( t ) {
  4154. this.origin.copy( this.at( t, _vector$2 ) );
  4155. return this;
  4156. },
  4157. closestPointToPoint: function ( point, target ) {
  4158. if ( target === undefined ) {
  4159. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4160. target = new Vector3();
  4161. }
  4162. target.subVectors( point, this.origin );
  4163. var directionDistance = target.dot( this.direction );
  4164. if ( directionDistance < 0 ) {
  4165. return target.copy( this.origin );
  4166. }
  4167. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4168. },
  4169. distanceToPoint: function ( point ) {
  4170. return Math.sqrt( this.distanceSqToPoint( point ) );
  4171. },
  4172. distanceSqToPoint: function ( point ) {
  4173. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4174. // point behind the ray
  4175. if ( directionDistance < 0 ) {
  4176. return this.origin.distanceToSquared( point );
  4177. }
  4178. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4179. return _vector$2.distanceToSquared( point );
  4180. },
  4181. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4182. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4183. // It returns the min distance between the ray and the segment
  4184. // defined by v0 and v1
  4185. // It can also set two optional targets :
  4186. // - The closest point on the ray
  4187. // - The closest point on the segment
  4188. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4189. _segDir.copy( v1 ).sub( v0 ).normalize();
  4190. _diff.copy( this.origin ).sub( _segCenter );
  4191. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4192. var a01 = - this.direction.dot( _segDir );
  4193. var b0 = _diff.dot( this.direction );
  4194. var b1 = - _diff.dot( _segDir );
  4195. var c = _diff.lengthSq();
  4196. var det = Math.abs( 1 - a01 * a01 );
  4197. var s0, s1, sqrDist, extDet;
  4198. if ( det > 0 ) {
  4199. // The ray and segment are not parallel.
  4200. s0 = a01 * b1 - b0;
  4201. s1 = a01 * b0 - b1;
  4202. extDet = segExtent * det;
  4203. if ( s0 >= 0 ) {
  4204. if ( s1 >= - extDet ) {
  4205. if ( s1 <= extDet ) {
  4206. // region 0
  4207. // Minimum at interior points of ray and segment.
  4208. var invDet = 1 / det;
  4209. s0 *= invDet;
  4210. s1 *= invDet;
  4211. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4212. } else {
  4213. // region 1
  4214. s1 = segExtent;
  4215. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4216. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4217. }
  4218. } else {
  4219. // region 5
  4220. s1 = - segExtent;
  4221. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4222. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4223. }
  4224. } else {
  4225. if ( s1 <= - extDet ) {
  4226. // region 4
  4227. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4228. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4229. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4230. } else if ( s1 <= extDet ) {
  4231. // region 3
  4232. s0 = 0;
  4233. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4234. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4235. } else {
  4236. // region 2
  4237. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4238. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4239. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4240. }
  4241. }
  4242. } else {
  4243. // Ray and segment are parallel.
  4244. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4245. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4246. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4247. }
  4248. if ( optionalPointOnRay ) {
  4249. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4250. }
  4251. if ( optionalPointOnSegment ) {
  4252. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4253. }
  4254. return sqrDist;
  4255. },
  4256. intersectSphere: function ( sphere, target ) {
  4257. _vector$2.subVectors( sphere.center, this.origin );
  4258. var tca = _vector$2.dot( this.direction );
  4259. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4260. var radius2 = sphere.radius * sphere.radius;
  4261. if ( d2 > radius2 ) { return null; }
  4262. var thc = Math.sqrt( radius2 - d2 );
  4263. // t0 = first intersect point - entrance on front of sphere
  4264. var t0 = tca - thc;
  4265. // t1 = second intersect point - exit point on back of sphere
  4266. var t1 = tca + thc;
  4267. // test to see if both t0 and t1 are behind the ray - if so, return null
  4268. if ( t0 < 0 && t1 < 0 ) { return null; }
  4269. // test to see if t0 is behind the ray:
  4270. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4271. // in order to always return an intersect point that is in front of the ray.
  4272. if ( t0 < 0 ) { return this.at( t1, target ); }
  4273. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4274. return this.at( t0, target );
  4275. },
  4276. intersectsSphere: function ( sphere ) {
  4277. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4278. },
  4279. distanceToPlane: function ( plane ) {
  4280. var denominator = plane.normal.dot( this.direction );
  4281. if ( denominator === 0 ) {
  4282. // line is coplanar, return origin
  4283. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4284. return 0;
  4285. }
  4286. // Null is preferable to undefined since undefined means.... it is undefined
  4287. return null;
  4288. }
  4289. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4290. // Return if the ray never intersects the plane
  4291. return t >= 0 ? t : null;
  4292. },
  4293. intersectPlane: function ( plane, target ) {
  4294. var t = this.distanceToPlane( plane );
  4295. if ( t === null ) {
  4296. return null;
  4297. }
  4298. return this.at( t, target );
  4299. },
  4300. intersectsPlane: function ( plane ) {
  4301. // check if the ray lies on the plane first
  4302. var distToPoint = plane.distanceToPoint( this.origin );
  4303. if ( distToPoint === 0 ) {
  4304. return true;
  4305. }
  4306. var denominator = plane.normal.dot( this.direction );
  4307. if ( denominator * distToPoint < 0 ) {
  4308. return true;
  4309. }
  4310. // ray origin is behind the plane (and is pointing behind it)
  4311. return false;
  4312. },
  4313. intersectBox: function ( box, target ) {
  4314. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4315. var invdirx = 1 / this.direction.x,
  4316. invdiry = 1 / this.direction.y,
  4317. invdirz = 1 / this.direction.z;
  4318. var origin = this.origin;
  4319. if ( invdirx >= 0 ) {
  4320. tmin = ( box.min.x - origin.x ) * invdirx;
  4321. tmax = ( box.max.x - origin.x ) * invdirx;
  4322. } else {
  4323. tmin = ( box.max.x - origin.x ) * invdirx;
  4324. tmax = ( box.min.x - origin.x ) * invdirx;
  4325. }
  4326. if ( invdiry >= 0 ) {
  4327. tymin = ( box.min.y - origin.y ) * invdiry;
  4328. tymax = ( box.max.y - origin.y ) * invdiry;
  4329. } else {
  4330. tymin = ( box.max.y - origin.y ) * invdiry;
  4331. tymax = ( box.min.y - origin.y ) * invdiry;
  4332. }
  4333. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4334. // These lines also handle the case where tmin or tmax is NaN
  4335. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4336. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4337. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4338. if ( invdirz >= 0 ) {
  4339. tzmin = ( box.min.z - origin.z ) * invdirz;
  4340. tzmax = ( box.max.z - origin.z ) * invdirz;
  4341. } else {
  4342. tzmin = ( box.max.z - origin.z ) * invdirz;
  4343. tzmax = ( box.min.z - origin.z ) * invdirz;
  4344. }
  4345. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4346. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4347. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4348. //return point closest to the ray (positive side)
  4349. if ( tmax < 0 ) { return null; }
  4350. return this.at( tmin >= 0 ? tmin : tmax, target );
  4351. },
  4352. intersectsBox: function ( box ) {
  4353. return this.intersectBox( box, _vector$2 ) !== null;
  4354. },
  4355. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4356. // Compute the offset origin, edges, and normal.
  4357. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4358. _edge1.subVectors( b, a );
  4359. _edge2.subVectors( c, a );
  4360. _normal.crossVectors( _edge1, _edge2 );
  4361. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4362. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4363. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4364. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4365. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4366. var DdN = this.direction.dot( _normal );
  4367. var sign;
  4368. if ( DdN > 0 ) {
  4369. if ( backfaceCulling ) { return null; }
  4370. sign = 1;
  4371. } else if ( DdN < 0 ) {
  4372. sign = - 1;
  4373. DdN = - DdN;
  4374. } else {
  4375. return null;
  4376. }
  4377. _diff.subVectors( this.origin, a );
  4378. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4379. // b1 < 0, no intersection
  4380. if ( DdQxE2 < 0 ) {
  4381. return null;
  4382. }
  4383. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4384. // b2 < 0, no intersection
  4385. if ( DdE1xQ < 0 ) {
  4386. return null;
  4387. }
  4388. // b1+b2 > 1, no intersection
  4389. if ( DdQxE2 + DdE1xQ > DdN ) {
  4390. return null;
  4391. }
  4392. // Line intersects triangle, check if ray does.
  4393. var QdN = - sign * _diff.dot( _normal );
  4394. // t < 0, no intersection
  4395. if ( QdN < 0 ) {
  4396. return null;
  4397. }
  4398. // Ray intersects triangle.
  4399. return this.at( QdN / DdN, target );
  4400. },
  4401. applyMatrix4: function ( matrix4 ) {
  4402. this.origin.applyMatrix4( matrix4 );
  4403. this.direction.transformDirection( matrix4 );
  4404. return this;
  4405. },
  4406. equals: function ( ray ) {
  4407. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4408. }
  4409. } );
  4410. /**
  4411. * @author bhouston / http://clara.io
  4412. */
  4413. var _vector1 = new Vector3();
  4414. var _vector2 = new Vector3();
  4415. var _normalMatrix = new Matrix3();
  4416. function Plane( normal, constant ) {
  4417. // normal is assumed to be normalized
  4418. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4419. this.constant = ( constant !== undefined ) ? constant : 0;
  4420. }
  4421. Object.assign( Plane.prototype, {
  4422. isPlane: true,
  4423. set: function ( normal, constant ) {
  4424. this.normal.copy( normal );
  4425. this.constant = constant;
  4426. return this;
  4427. },
  4428. setComponents: function ( x, y, z, w ) {
  4429. this.normal.set( x, y, z );
  4430. this.constant = w;
  4431. return this;
  4432. },
  4433. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4434. this.normal.copy( normal );
  4435. this.constant = - point.dot( this.normal );
  4436. return this;
  4437. },
  4438. setFromCoplanarPoints: function ( a, b, c ) {
  4439. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4440. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4441. this.setFromNormalAndCoplanarPoint( normal, a );
  4442. return this;
  4443. },
  4444. clone: function () {
  4445. return new this.constructor().copy( this );
  4446. },
  4447. copy: function ( plane ) {
  4448. this.normal.copy( plane.normal );
  4449. this.constant = plane.constant;
  4450. return this;
  4451. },
  4452. normalize: function () {
  4453. // Note: will lead to a divide by zero if the plane is invalid.
  4454. var inverseNormalLength = 1.0 / this.normal.length();
  4455. this.normal.multiplyScalar( inverseNormalLength );
  4456. this.constant *= inverseNormalLength;
  4457. return this;
  4458. },
  4459. negate: function () {
  4460. this.constant *= - 1;
  4461. this.normal.negate();
  4462. return this;
  4463. },
  4464. distanceToPoint: function ( point ) {
  4465. return this.normal.dot( point ) + this.constant;
  4466. },
  4467. distanceToSphere: function ( sphere ) {
  4468. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4469. },
  4470. projectPoint: function ( point, target ) {
  4471. if ( target === undefined ) {
  4472. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4473. target = new Vector3();
  4474. }
  4475. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4476. },
  4477. intersectLine: function ( line, target ) {
  4478. if ( target === undefined ) {
  4479. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4480. target = new Vector3();
  4481. }
  4482. var direction = line.delta( _vector1 );
  4483. var denominator = this.normal.dot( direction );
  4484. if ( denominator === 0 ) {
  4485. // line is coplanar, return origin
  4486. if ( this.distanceToPoint( line.start ) === 0 ) {
  4487. return target.copy( line.start );
  4488. }
  4489. // Unsure if this is the correct method to handle this case.
  4490. return undefined;
  4491. }
  4492. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4493. if ( t < 0 || t > 1 ) {
  4494. return undefined;
  4495. }
  4496. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4497. },
  4498. intersectsLine: function ( line ) {
  4499. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4500. var startSign = this.distanceToPoint( line.start );
  4501. var endSign = this.distanceToPoint( line.end );
  4502. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4503. },
  4504. intersectsBox: function ( box ) {
  4505. return box.intersectsPlane( this );
  4506. },
  4507. intersectsSphere: function ( sphere ) {
  4508. return sphere.intersectsPlane( this );
  4509. },
  4510. coplanarPoint: function ( target ) {
  4511. if ( target === undefined ) {
  4512. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4513. target = new Vector3();
  4514. }
  4515. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4516. },
  4517. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4518. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4519. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4520. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4521. this.constant = - referencePoint.dot( normal );
  4522. return this;
  4523. },
  4524. translate: function ( offset ) {
  4525. this.constant -= offset.dot( this.normal );
  4526. return this;
  4527. },
  4528. equals: function ( plane ) {
  4529. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4530. }
  4531. } );
  4532. /**
  4533. * @author bhouston / http://clara.io
  4534. * @author mrdoob / http://mrdoob.com/
  4535. */
  4536. var _v0$1 = new Vector3();
  4537. var _v1$3 = new Vector3();
  4538. var _v2$1 = new Vector3();
  4539. var _v3 = new Vector3();
  4540. var _vab = new Vector3();
  4541. var _vac = new Vector3();
  4542. var _vbc = new Vector3();
  4543. var _vap = new Vector3();
  4544. var _vbp = new Vector3();
  4545. var _vcp = new Vector3();
  4546. function Triangle( a, b, c ) {
  4547. this.a = ( a !== undefined ) ? a : new Vector3();
  4548. this.b = ( b !== undefined ) ? b : new Vector3();
  4549. this.c = ( c !== undefined ) ? c : new Vector3();
  4550. }
  4551. Object.assign( Triangle, {
  4552. getNormal: function ( a, b, c, target ) {
  4553. if ( target === undefined ) {
  4554. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4555. target = new Vector3();
  4556. }
  4557. target.subVectors( c, b );
  4558. _v0$1.subVectors( a, b );
  4559. target.cross( _v0$1 );
  4560. var targetLengthSq = target.lengthSq();
  4561. if ( targetLengthSq > 0 ) {
  4562. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4563. }
  4564. return target.set( 0, 0, 0 );
  4565. },
  4566. // static/instance method to calculate barycentric coordinates
  4567. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4568. getBarycoord: function ( point, a, b, c, target ) {
  4569. _v0$1.subVectors( c, a );
  4570. _v1$3.subVectors( b, a );
  4571. _v2$1.subVectors( point, a );
  4572. var dot00 = _v0$1.dot( _v0$1 );
  4573. var dot01 = _v0$1.dot( _v1$3 );
  4574. var dot02 = _v0$1.dot( _v2$1 );
  4575. var dot11 = _v1$3.dot( _v1$3 );
  4576. var dot12 = _v1$3.dot( _v2$1 );
  4577. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4578. if ( target === undefined ) {
  4579. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4580. target = new Vector3();
  4581. }
  4582. // collinear or singular triangle
  4583. if ( denom === 0 ) {
  4584. // arbitrary location outside of triangle?
  4585. // not sure if this is the best idea, maybe should be returning undefined
  4586. return target.set( - 2, - 1, - 1 );
  4587. }
  4588. var invDenom = 1 / denom;
  4589. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4590. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4591. // barycentric coordinates must always sum to 1
  4592. return target.set( 1 - u - v, v, u );
  4593. },
  4594. containsPoint: function ( point, a, b, c ) {
  4595. Triangle.getBarycoord( point, a, b, c, _v3 );
  4596. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4597. },
  4598. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4599. this.getBarycoord( point, p1, p2, p3, _v3 );
  4600. target.set( 0, 0 );
  4601. target.addScaledVector( uv1, _v3.x );
  4602. target.addScaledVector( uv2, _v3.y );
  4603. target.addScaledVector( uv3, _v3.z );
  4604. return target;
  4605. },
  4606. isFrontFacing: function ( a, b, c, direction ) {
  4607. _v0$1.subVectors( c, b );
  4608. _v1$3.subVectors( a, b );
  4609. // strictly front facing
  4610. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4611. }
  4612. } );
  4613. Object.assign( Triangle.prototype, {
  4614. set: function ( a, b, c ) {
  4615. this.a.copy( a );
  4616. this.b.copy( b );
  4617. this.c.copy( c );
  4618. return this;
  4619. },
  4620. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4621. this.a.copy( points[ i0 ] );
  4622. this.b.copy( points[ i1 ] );
  4623. this.c.copy( points[ i2 ] );
  4624. return this;
  4625. },
  4626. clone: function () {
  4627. return new this.constructor().copy( this );
  4628. },
  4629. copy: function ( triangle ) {
  4630. this.a.copy( triangle.a );
  4631. this.b.copy( triangle.b );
  4632. this.c.copy( triangle.c );
  4633. return this;
  4634. },
  4635. getArea: function () {
  4636. _v0$1.subVectors( this.c, this.b );
  4637. _v1$3.subVectors( this.a, this.b );
  4638. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4639. },
  4640. getMidpoint: function ( target ) {
  4641. if ( target === undefined ) {
  4642. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4643. target = new Vector3();
  4644. }
  4645. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4646. },
  4647. getNormal: function ( target ) {
  4648. return Triangle.getNormal( this.a, this.b, this.c, target );
  4649. },
  4650. getPlane: function ( target ) {
  4651. if ( target === undefined ) {
  4652. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4653. target = new Plane();
  4654. }
  4655. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4656. },
  4657. getBarycoord: function ( point, target ) {
  4658. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4659. },
  4660. getUV: function ( point, uv1, uv2, uv3, target ) {
  4661. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4662. },
  4663. containsPoint: function ( point ) {
  4664. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4665. },
  4666. isFrontFacing: function ( direction ) {
  4667. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4668. },
  4669. intersectsBox: function ( box ) {
  4670. return box.intersectsTriangle( this );
  4671. },
  4672. closestPointToPoint: function ( p, target ) {
  4673. if ( target === undefined ) {
  4674. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4675. target = new Vector3();
  4676. }
  4677. var a = this.a, b = this.b, c = this.c;
  4678. var v, w;
  4679. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4680. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4681. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4682. // basically, we're distinguishing which of the voronoi regions of the triangle
  4683. // the point lies in with the minimum amount of redundant computation.
  4684. _vab.subVectors( b, a );
  4685. _vac.subVectors( c, a );
  4686. _vap.subVectors( p, a );
  4687. var d1 = _vab.dot( _vap );
  4688. var d2 = _vac.dot( _vap );
  4689. if ( d1 <= 0 && d2 <= 0 ) {
  4690. // vertex region of A; barycentric coords (1, 0, 0)
  4691. return target.copy( a );
  4692. }
  4693. _vbp.subVectors( p, b );
  4694. var d3 = _vab.dot( _vbp );
  4695. var d4 = _vac.dot( _vbp );
  4696. if ( d3 >= 0 && d4 <= d3 ) {
  4697. // vertex region of B; barycentric coords (0, 1, 0)
  4698. return target.copy( b );
  4699. }
  4700. var vc = d1 * d4 - d3 * d2;
  4701. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4702. v = d1 / ( d1 - d3 );
  4703. // edge region of AB; barycentric coords (1-v, v, 0)
  4704. return target.copy( a ).addScaledVector( _vab, v );
  4705. }
  4706. _vcp.subVectors( p, c );
  4707. var d5 = _vab.dot( _vcp );
  4708. var d6 = _vac.dot( _vcp );
  4709. if ( d6 >= 0 && d5 <= d6 ) {
  4710. // vertex region of C; barycentric coords (0, 0, 1)
  4711. return target.copy( c );
  4712. }
  4713. var vb = d5 * d2 - d1 * d6;
  4714. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4715. w = d2 / ( d2 - d6 );
  4716. // edge region of AC; barycentric coords (1-w, 0, w)
  4717. return target.copy( a ).addScaledVector( _vac, w );
  4718. }
  4719. var va = d3 * d6 - d5 * d4;
  4720. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4721. _vbc.subVectors( c, b );
  4722. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4723. // edge region of BC; barycentric coords (0, 1-w, w)
  4724. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4725. }
  4726. // face region
  4727. var denom = 1 / ( va + vb + vc );
  4728. // u = va * denom
  4729. v = vb * denom;
  4730. w = vc * denom;
  4731. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4732. },
  4733. equals: function ( triangle ) {
  4734. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4735. }
  4736. } );
  4737. /**
  4738. * @author mrdoob / http://mrdoob.com/
  4739. */
  4740. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4741. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4742. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4743. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4744. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4745. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4746. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4747. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4748. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4749. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4750. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4751. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4752. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4753. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4754. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4755. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4756. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4757. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4758. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4759. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4760. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4761. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4762. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4763. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4764. var _hslA = { h: 0, s: 0, l: 0 };
  4765. var _hslB = { h: 0, s: 0, l: 0 };
  4766. function Color( r, g, b ) {
  4767. if ( g === undefined && b === undefined ) {
  4768. // r is THREE.Color, hex or string
  4769. return this.set( r );
  4770. }
  4771. return this.setRGB( r, g, b );
  4772. }
  4773. function hue2rgb( p, q, t ) {
  4774. if ( t < 0 ) { t += 1; }
  4775. if ( t > 1 ) { t -= 1; }
  4776. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4777. if ( t < 1 / 2 ) { return q; }
  4778. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4779. return p;
  4780. }
  4781. function SRGBToLinear( c ) {
  4782. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4783. }
  4784. function LinearToSRGB( c ) {
  4785. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4786. }
  4787. Object.assign( Color.prototype, {
  4788. isColor: true,
  4789. r: 1, g: 1, b: 1,
  4790. set: function ( value ) {
  4791. if ( value && value.isColor ) {
  4792. this.copy( value );
  4793. } else if ( typeof value === 'number' ) {
  4794. this.setHex( value );
  4795. } else if ( typeof value === 'string' ) {
  4796. this.setStyle( value );
  4797. }
  4798. return this;
  4799. },
  4800. setScalar: function ( scalar ) {
  4801. this.r = scalar;
  4802. this.g = scalar;
  4803. this.b = scalar;
  4804. return this;
  4805. },
  4806. setHex: function ( hex ) {
  4807. hex = Math.floor( hex );
  4808. this.r = ( hex >> 16 & 255 ) / 255;
  4809. this.g = ( hex >> 8 & 255 ) / 255;
  4810. this.b = ( hex & 255 ) / 255;
  4811. return this;
  4812. },
  4813. setRGB: function ( r, g, b ) {
  4814. this.r = r;
  4815. this.g = g;
  4816. this.b = b;
  4817. return this;
  4818. },
  4819. setHSL: function ( h, s, l ) {
  4820. // h,s,l ranges are in 0.0 - 1.0
  4821. h = MathUtils.euclideanModulo( h, 1 );
  4822. s = MathUtils.clamp( s, 0, 1 );
  4823. l = MathUtils.clamp( l, 0, 1 );
  4824. if ( s === 0 ) {
  4825. this.r = this.g = this.b = l;
  4826. } else {
  4827. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4828. var q = ( 2 * l ) - p;
  4829. this.r = hue2rgb( q, p, h + 1 / 3 );
  4830. this.g = hue2rgb( q, p, h );
  4831. this.b = hue2rgb( q, p, h - 1 / 3 );
  4832. }
  4833. return this;
  4834. },
  4835. setStyle: function ( style ) {
  4836. function handleAlpha( string ) {
  4837. if ( string === undefined ) { return; }
  4838. if ( parseFloat( string ) < 1 ) {
  4839. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4840. }
  4841. }
  4842. var m;
  4843. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4844. // rgb / hsl
  4845. var color;
  4846. var name = m[ 1 ];
  4847. var components = m[ 2 ];
  4848. switch ( name ) {
  4849. case 'rgb':
  4850. case 'rgba':
  4851. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4852. // rgb(255,0,0) rgba(255,0,0,0.5)
  4853. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4854. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4855. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4856. handleAlpha( color[ 5 ] );
  4857. return this;
  4858. }
  4859. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4860. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4861. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4862. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4863. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4864. handleAlpha( color[ 5 ] );
  4865. return this;
  4866. }
  4867. break;
  4868. case 'hsl':
  4869. case 'hsla':
  4870. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4871. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4872. var h = parseFloat( color[ 1 ] ) / 360;
  4873. var s = parseInt( color[ 2 ], 10 ) / 100;
  4874. var l = parseInt( color[ 3 ], 10 ) / 100;
  4875. handleAlpha( color[ 5 ] );
  4876. return this.setHSL( h, s, l );
  4877. }
  4878. break;
  4879. }
  4880. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4881. // hex color
  4882. var hex = m[ 1 ];
  4883. var size = hex.length;
  4884. if ( size === 3 ) {
  4885. // #ff0
  4886. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4887. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4888. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4889. return this;
  4890. } else if ( size === 6 ) {
  4891. // #ff0000
  4892. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4893. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4894. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4895. return this;
  4896. }
  4897. }
  4898. if ( style && style.length > 0 ) {
  4899. return this.setColorName( style );
  4900. }
  4901. return this;
  4902. },
  4903. setColorName: function ( style ) {
  4904. // color keywords
  4905. var hex = _colorKeywords[ style ];
  4906. if ( hex !== undefined ) {
  4907. // red
  4908. this.setHex( hex );
  4909. } else {
  4910. // unknown color
  4911. console.warn( 'THREE.Color: Unknown color ' + style );
  4912. }
  4913. return this;
  4914. },
  4915. clone: function () {
  4916. return new this.constructor( this.r, this.g, this.b );
  4917. },
  4918. copy: function ( color ) {
  4919. this.r = color.r;
  4920. this.g = color.g;
  4921. this.b = color.b;
  4922. return this;
  4923. },
  4924. copyGammaToLinear: function ( color, gammaFactor ) {
  4925. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4926. this.r = Math.pow( color.r, gammaFactor );
  4927. this.g = Math.pow( color.g, gammaFactor );
  4928. this.b = Math.pow( color.b, gammaFactor );
  4929. return this;
  4930. },
  4931. copyLinearToGamma: function ( color, gammaFactor ) {
  4932. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4933. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4934. this.r = Math.pow( color.r, safeInverse );
  4935. this.g = Math.pow( color.g, safeInverse );
  4936. this.b = Math.pow( color.b, safeInverse );
  4937. return this;
  4938. },
  4939. convertGammaToLinear: function ( gammaFactor ) {
  4940. this.copyGammaToLinear( this, gammaFactor );
  4941. return this;
  4942. },
  4943. convertLinearToGamma: function ( gammaFactor ) {
  4944. this.copyLinearToGamma( this, gammaFactor );
  4945. return this;
  4946. },
  4947. copySRGBToLinear: function ( color ) {
  4948. this.r = SRGBToLinear( color.r );
  4949. this.g = SRGBToLinear( color.g );
  4950. this.b = SRGBToLinear( color.b );
  4951. return this;
  4952. },
  4953. copyLinearToSRGB: function ( color ) {
  4954. this.r = LinearToSRGB( color.r );
  4955. this.g = LinearToSRGB( color.g );
  4956. this.b = LinearToSRGB( color.b );
  4957. return this;
  4958. },
  4959. convertSRGBToLinear: function () {
  4960. this.copySRGBToLinear( this );
  4961. return this;
  4962. },
  4963. convertLinearToSRGB: function () {
  4964. this.copyLinearToSRGB( this );
  4965. return this;
  4966. },
  4967. getHex: function () {
  4968. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4969. },
  4970. getHexString: function () {
  4971. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4972. },
  4973. getHSL: function ( target ) {
  4974. // h,s,l ranges are in 0.0 - 1.0
  4975. if ( target === undefined ) {
  4976. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4977. target = { h: 0, s: 0, l: 0 };
  4978. }
  4979. var r = this.r, g = this.g, b = this.b;
  4980. var max = Math.max( r, g, b );
  4981. var min = Math.min( r, g, b );
  4982. var hue, saturation;
  4983. var lightness = ( min + max ) / 2.0;
  4984. if ( min === max ) {
  4985. hue = 0;
  4986. saturation = 0;
  4987. } else {
  4988. var delta = max - min;
  4989. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4990. switch ( max ) {
  4991. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4992. case g: hue = ( b - r ) / delta + 2; break;
  4993. case b: hue = ( r - g ) / delta + 4; break;
  4994. }
  4995. hue /= 6;
  4996. }
  4997. target.h = hue;
  4998. target.s = saturation;
  4999. target.l = lightness;
  5000. return target;
  5001. },
  5002. getStyle: function () {
  5003. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5004. },
  5005. offsetHSL: function ( h, s, l ) {
  5006. this.getHSL( _hslA );
  5007. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5008. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5009. return this;
  5010. },
  5011. add: function ( color ) {
  5012. this.r += color.r;
  5013. this.g += color.g;
  5014. this.b += color.b;
  5015. return this;
  5016. },
  5017. addColors: function ( color1, color2 ) {
  5018. this.r = color1.r + color2.r;
  5019. this.g = color1.g + color2.g;
  5020. this.b = color1.b + color2.b;
  5021. return this;
  5022. },
  5023. addScalar: function ( s ) {
  5024. this.r += s;
  5025. this.g += s;
  5026. this.b += s;
  5027. return this;
  5028. },
  5029. sub: function ( color ) {
  5030. this.r = Math.max( 0, this.r - color.r );
  5031. this.g = Math.max( 0, this.g - color.g );
  5032. this.b = Math.max( 0, this.b - color.b );
  5033. return this;
  5034. },
  5035. multiply: function ( color ) {
  5036. this.r *= color.r;
  5037. this.g *= color.g;
  5038. this.b *= color.b;
  5039. return this;
  5040. },
  5041. multiplyScalar: function ( s ) {
  5042. this.r *= s;
  5043. this.g *= s;
  5044. this.b *= s;
  5045. return this;
  5046. },
  5047. lerp: function ( color, alpha ) {
  5048. this.r += ( color.r - this.r ) * alpha;
  5049. this.g += ( color.g - this.g ) * alpha;
  5050. this.b += ( color.b - this.b ) * alpha;
  5051. return this;
  5052. },
  5053. lerpHSL: function ( color, alpha ) {
  5054. this.getHSL( _hslA );
  5055. color.getHSL( _hslB );
  5056. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5057. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5058. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5059. this.setHSL( h, s, l );
  5060. return this;
  5061. },
  5062. equals: function ( c ) {
  5063. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5064. },
  5065. fromArray: function ( array, offset ) {
  5066. if ( offset === undefined ) { offset = 0; }
  5067. this.r = array[ offset ];
  5068. this.g = array[ offset + 1 ];
  5069. this.b = array[ offset + 2 ];
  5070. return this;
  5071. },
  5072. toArray: function ( array, offset ) {
  5073. if ( array === undefined ) { array = []; }
  5074. if ( offset === undefined ) { offset = 0; }
  5075. array[ offset ] = this.r;
  5076. array[ offset + 1 ] = this.g;
  5077. array[ offset + 2 ] = this.b;
  5078. return array;
  5079. },
  5080. toJSON: function () {
  5081. return this.getHex();
  5082. }
  5083. } );
  5084. Color.NAMES = _colorKeywords;
  5085. /**
  5086. * @author mrdoob / http://mrdoob.com/
  5087. * @author alteredq / http://alteredqualia.com/
  5088. */
  5089. function Face3( a, b, c, normal, color, materialIndex ) {
  5090. this.a = a;
  5091. this.b = b;
  5092. this.c = c;
  5093. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5094. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5095. this.color = ( color && color.isColor ) ? color : new Color();
  5096. this.vertexColors = Array.isArray( color ) ? color : [];
  5097. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5098. }
  5099. Object.assign( Face3.prototype, {
  5100. clone: function () {
  5101. return new this.constructor().copy( this );
  5102. },
  5103. copy: function ( source ) {
  5104. this.a = source.a;
  5105. this.b = source.b;
  5106. this.c = source.c;
  5107. this.normal.copy( source.normal );
  5108. this.color.copy( source.color );
  5109. this.materialIndex = source.materialIndex;
  5110. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5111. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5112. }
  5113. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5114. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5115. }
  5116. return this;
  5117. }
  5118. } );
  5119. /**
  5120. * @author mrdoob / http://mrdoob.com/
  5121. * @author alteredq / http://alteredqualia.com/
  5122. */
  5123. var materialId = 0;
  5124. function Material() {
  5125. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5126. this.uuid = MathUtils.generateUUID();
  5127. this.name = '';
  5128. this.type = 'Material';
  5129. this.fog = true;
  5130. this.blending = NormalBlending;
  5131. this.side = FrontSide;
  5132. this.flatShading = false;
  5133. this.vertexColors = false;
  5134. this.opacity = 1;
  5135. this.transparent = false;
  5136. this.blendSrc = SrcAlphaFactor;
  5137. this.blendDst = OneMinusSrcAlphaFactor;
  5138. this.blendEquation = AddEquation;
  5139. this.blendSrcAlpha = null;
  5140. this.blendDstAlpha = null;
  5141. this.blendEquationAlpha = null;
  5142. this.depthFunc = LessEqualDepth;
  5143. this.depthTest = true;
  5144. this.depthWrite = true;
  5145. this.stencilWriteMask = 0xff;
  5146. this.stencilFunc = AlwaysStencilFunc;
  5147. this.stencilRef = 0;
  5148. this.stencilFuncMask = 0xff;
  5149. this.stencilFail = KeepStencilOp;
  5150. this.stencilZFail = KeepStencilOp;
  5151. this.stencilZPass = KeepStencilOp;
  5152. this.stencilWrite = false;
  5153. this.clippingPlanes = null;
  5154. this.clipIntersection = false;
  5155. this.clipShadows = false;
  5156. this.shadowSide = null;
  5157. this.colorWrite = true;
  5158. this.precision = null; // override the renderer's default precision for this material
  5159. this.polygonOffset = false;
  5160. this.polygonOffsetFactor = 0;
  5161. this.polygonOffsetUnits = 0;
  5162. this.dithering = false;
  5163. this.alphaTest = 0;
  5164. this.premultipliedAlpha = false;
  5165. this.visible = true;
  5166. this.toneMapped = true;
  5167. this.userData = {};
  5168. this.version = 0;
  5169. }
  5170. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5171. constructor: Material,
  5172. isMaterial: true,
  5173. onBeforeCompile: function () {},
  5174. setValues: function ( values ) {
  5175. if ( values === undefined ) { return; }
  5176. for ( var key in values ) {
  5177. var newValue = values[ key ];
  5178. if ( newValue === undefined ) {
  5179. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5180. continue;
  5181. }
  5182. // for backward compatability if shading is set in the constructor
  5183. if ( key === 'shading' ) {
  5184. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5185. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5186. continue;
  5187. }
  5188. var currentValue = this[ key ];
  5189. if ( currentValue === undefined ) {
  5190. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5191. continue;
  5192. }
  5193. if ( currentValue && currentValue.isColor ) {
  5194. currentValue.set( newValue );
  5195. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5196. currentValue.copy( newValue );
  5197. } else {
  5198. this[ key ] = newValue;
  5199. }
  5200. }
  5201. },
  5202. toJSON: function ( meta ) {
  5203. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5204. if ( isRoot ) {
  5205. meta = {
  5206. textures: {},
  5207. images: {}
  5208. };
  5209. }
  5210. var data = {
  5211. metadata: {
  5212. version: 4.5,
  5213. type: 'Material',
  5214. generator: 'Material.toJSON'
  5215. }
  5216. };
  5217. // standard Material serialization
  5218. data.uuid = this.uuid;
  5219. data.type = this.type;
  5220. if ( this.name !== '' ) { data.name = this.name; }
  5221. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5222. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5223. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5224. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5225. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5226. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5227. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5228. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5229. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5230. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5231. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5232. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5233. }
  5234. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5235. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5236. }
  5237. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5238. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5239. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5240. }
  5241. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5242. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5243. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5244. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5245. if ( this.aoMap && this.aoMap.isTexture ) {
  5246. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5247. data.aoMapIntensity = this.aoMapIntensity;
  5248. }
  5249. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5250. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5251. data.bumpScale = this.bumpScale;
  5252. }
  5253. if ( this.normalMap && this.normalMap.isTexture ) {
  5254. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5255. data.normalMapType = this.normalMapType;
  5256. data.normalScale = this.normalScale.toArray();
  5257. }
  5258. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5259. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5260. data.displacementScale = this.displacementScale;
  5261. data.displacementBias = this.displacementBias;
  5262. }
  5263. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5264. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5265. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5266. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5267. if ( this.envMap && this.envMap.isTexture ) {
  5268. data.envMap = this.envMap.toJSON( meta ).uuid;
  5269. data.reflectivity = this.reflectivity; // Scale behind envMap
  5270. data.refractionRatio = this.refractionRatio;
  5271. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5272. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5273. }
  5274. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5275. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5276. }
  5277. if ( this.size !== undefined ) { data.size = this.size; }
  5278. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5279. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5280. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5281. if ( this.side !== FrontSide ) { data.side = this.side; }
  5282. if ( this.vertexColors ) { data.vertexColors = true; }
  5283. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5284. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5285. data.depthFunc = this.depthFunc;
  5286. data.depthTest = this.depthTest;
  5287. data.depthWrite = this.depthWrite;
  5288. data.stencilWrite = this.stencilWrite;
  5289. data.stencilWriteMask = this.stencilWriteMask;
  5290. data.stencilFunc = this.stencilFunc;
  5291. data.stencilRef = this.stencilRef;
  5292. data.stencilFuncMask = this.stencilFuncMask;
  5293. data.stencilFail = this.stencilFail;
  5294. data.stencilZFail = this.stencilZFail;
  5295. data.stencilZPass = this.stencilZPass;
  5296. // rotation (SpriteMaterial)
  5297. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5298. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5299. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5300. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5301. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5302. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5303. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5304. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5305. if ( this.dithering === true ) { data.dithering = true; }
  5306. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5307. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5308. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5309. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5310. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5311. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5312. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5313. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5314. if ( this.skinning === true ) { data.skinning = true; }
  5315. if ( this.visible === false ) { data.visible = false; }
  5316. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5317. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5318. // TODO: Copied from Object3D.toJSON
  5319. function extractFromCache( cache ) {
  5320. var values = [];
  5321. for ( var key in cache ) {
  5322. var data = cache[ key ];
  5323. delete data.metadata;
  5324. values.push( data );
  5325. }
  5326. return values;
  5327. }
  5328. if ( isRoot ) {
  5329. var textures = extractFromCache( meta.textures );
  5330. var images = extractFromCache( meta.images );
  5331. if ( textures.length > 0 ) { data.textures = textures; }
  5332. if ( images.length > 0 ) { data.images = images; }
  5333. }
  5334. return data;
  5335. },
  5336. clone: function () {
  5337. return new this.constructor().copy( this );
  5338. },
  5339. copy: function ( source ) {
  5340. this.name = source.name;
  5341. this.fog = source.fog;
  5342. this.blending = source.blending;
  5343. this.side = source.side;
  5344. this.flatShading = source.flatShading;
  5345. this.vertexColors = source.vertexColors;
  5346. this.opacity = source.opacity;
  5347. this.transparent = source.transparent;
  5348. this.blendSrc = source.blendSrc;
  5349. this.blendDst = source.blendDst;
  5350. this.blendEquation = source.blendEquation;
  5351. this.blendSrcAlpha = source.blendSrcAlpha;
  5352. this.blendDstAlpha = source.blendDstAlpha;
  5353. this.blendEquationAlpha = source.blendEquationAlpha;
  5354. this.depthFunc = source.depthFunc;
  5355. this.depthTest = source.depthTest;
  5356. this.depthWrite = source.depthWrite;
  5357. this.stencilWriteMask = source.stencilWriteMask;
  5358. this.stencilFunc = source.stencilFunc;
  5359. this.stencilRef = source.stencilRef;
  5360. this.stencilFuncMask = source.stencilFuncMask;
  5361. this.stencilFail = source.stencilFail;
  5362. this.stencilZFail = source.stencilZFail;
  5363. this.stencilZPass = source.stencilZPass;
  5364. this.stencilWrite = source.stencilWrite;
  5365. var srcPlanes = source.clippingPlanes,
  5366. dstPlanes = null;
  5367. if ( srcPlanes !== null ) {
  5368. var n = srcPlanes.length;
  5369. dstPlanes = new Array( n );
  5370. for ( var i = 0; i !== n; ++ i )
  5371. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5372. }
  5373. this.clippingPlanes = dstPlanes;
  5374. this.clipIntersection = source.clipIntersection;
  5375. this.clipShadows = source.clipShadows;
  5376. this.shadowSide = source.shadowSide;
  5377. this.colorWrite = source.colorWrite;
  5378. this.precision = source.precision;
  5379. this.polygonOffset = source.polygonOffset;
  5380. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5381. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5382. this.dithering = source.dithering;
  5383. this.alphaTest = source.alphaTest;
  5384. this.premultipliedAlpha = source.premultipliedAlpha;
  5385. this.visible = source.visible;
  5386. this.toneMapped = source.toneMapped;
  5387. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5388. return this;
  5389. },
  5390. dispose: function () {
  5391. this.dispatchEvent( { type: 'dispose' } );
  5392. }
  5393. } );
  5394. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5395. set: function ( value ) {
  5396. if ( value === true ) { this.version ++; }
  5397. }
  5398. } );
  5399. /**
  5400. * @author mrdoob / http://mrdoob.com/
  5401. * @author alteredq / http://alteredqualia.com/
  5402. *
  5403. * parameters = {
  5404. * color: <hex>,
  5405. * opacity: <float>,
  5406. * map: new THREE.Texture( <Image> ),
  5407. *
  5408. * lightMap: new THREE.Texture( <Image> ),
  5409. * lightMapIntensity: <float>
  5410. *
  5411. * aoMap: new THREE.Texture( <Image> ),
  5412. * aoMapIntensity: <float>
  5413. *
  5414. * specularMap: new THREE.Texture( <Image> ),
  5415. *
  5416. * alphaMap: new THREE.Texture( <Image> ),
  5417. *
  5418. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5419. * combine: THREE.Multiply,
  5420. * reflectivity: <float>,
  5421. * refractionRatio: <float>,
  5422. *
  5423. * depthTest: <bool>,
  5424. * depthWrite: <bool>,
  5425. *
  5426. * wireframe: <boolean>,
  5427. * wireframeLinewidth: <float>,
  5428. *
  5429. * skinning: <bool>,
  5430. * morphTargets: <bool>
  5431. * }
  5432. */
  5433. function MeshBasicMaterial( parameters ) {
  5434. Material.call( this );
  5435. this.type = 'MeshBasicMaterial';
  5436. this.color = new Color( 0xffffff ); // emissive
  5437. this.map = null;
  5438. this.lightMap = null;
  5439. this.lightMapIntensity = 1.0;
  5440. this.aoMap = null;
  5441. this.aoMapIntensity = 1.0;
  5442. this.specularMap = null;
  5443. this.alphaMap = null;
  5444. this.envMap = null;
  5445. this.combine = MultiplyOperation;
  5446. this.reflectivity = 1;
  5447. this.refractionRatio = 0.98;
  5448. this.wireframe = false;
  5449. this.wireframeLinewidth = 1;
  5450. this.wireframeLinecap = 'round';
  5451. this.wireframeLinejoin = 'round';
  5452. this.skinning = false;
  5453. this.morphTargets = false;
  5454. this.setValues( parameters );
  5455. }
  5456. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5457. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5458. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5459. MeshBasicMaterial.prototype.copy = function ( source ) {
  5460. Material.prototype.copy.call( this, source );
  5461. this.color.copy( source.color );
  5462. this.map = source.map;
  5463. this.lightMap = source.lightMap;
  5464. this.lightMapIntensity = source.lightMapIntensity;
  5465. this.aoMap = source.aoMap;
  5466. this.aoMapIntensity = source.aoMapIntensity;
  5467. this.specularMap = source.specularMap;
  5468. this.alphaMap = source.alphaMap;
  5469. this.envMap = source.envMap;
  5470. this.combine = source.combine;
  5471. this.reflectivity = source.reflectivity;
  5472. this.refractionRatio = source.refractionRatio;
  5473. this.wireframe = source.wireframe;
  5474. this.wireframeLinewidth = source.wireframeLinewidth;
  5475. this.wireframeLinecap = source.wireframeLinecap;
  5476. this.wireframeLinejoin = source.wireframeLinejoin;
  5477. this.skinning = source.skinning;
  5478. this.morphTargets = source.morphTargets;
  5479. return this;
  5480. };
  5481. /**
  5482. * @author mrdoob / http://mrdoob.com/
  5483. */
  5484. var _vector$3 = new Vector3();
  5485. function BufferAttribute( array, itemSize, normalized ) {
  5486. if ( Array.isArray( array ) ) {
  5487. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5488. }
  5489. this.name = '';
  5490. this.array = array;
  5491. this.itemSize = itemSize;
  5492. this.count = array !== undefined ? array.length / itemSize : 0;
  5493. this.normalized = normalized === true;
  5494. this.usage = StaticDrawUsage;
  5495. this.updateRange = { offset: 0, count: - 1 };
  5496. this.version = 0;
  5497. }
  5498. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5499. set: function ( value ) {
  5500. if ( value === true ) { this.version ++; }
  5501. }
  5502. } );
  5503. Object.assign( BufferAttribute.prototype, {
  5504. isBufferAttribute: true,
  5505. onUploadCallback: function () {},
  5506. setUsage: function ( value ) {
  5507. this.usage = value;
  5508. return this;
  5509. },
  5510. copy: function ( source ) {
  5511. this.name = source.name;
  5512. this.array = new source.array.constructor( source.array );
  5513. this.itemSize = source.itemSize;
  5514. this.count = source.count;
  5515. this.normalized = source.normalized;
  5516. this.usage = source.usage;
  5517. return this;
  5518. },
  5519. copyAt: function ( index1, attribute, index2 ) {
  5520. index1 *= this.itemSize;
  5521. index2 *= attribute.itemSize;
  5522. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5523. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5524. }
  5525. return this;
  5526. },
  5527. copyArray: function ( array ) {
  5528. this.array.set( array );
  5529. return this;
  5530. },
  5531. copyColorsArray: function ( colors ) {
  5532. var array = this.array, offset = 0;
  5533. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5534. var color = colors[ i ];
  5535. if ( color === undefined ) {
  5536. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5537. color = new Color();
  5538. }
  5539. array[ offset ++ ] = color.r;
  5540. array[ offset ++ ] = color.g;
  5541. array[ offset ++ ] = color.b;
  5542. }
  5543. return this;
  5544. },
  5545. copyVector2sArray: function ( vectors ) {
  5546. var array = this.array, offset = 0;
  5547. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5548. var vector = vectors[ i ];
  5549. if ( vector === undefined ) {
  5550. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5551. vector = new Vector2();
  5552. }
  5553. array[ offset ++ ] = vector.x;
  5554. array[ offset ++ ] = vector.y;
  5555. }
  5556. return this;
  5557. },
  5558. copyVector3sArray: function ( vectors ) {
  5559. var array = this.array, offset = 0;
  5560. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5561. var vector = vectors[ i ];
  5562. if ( vector === undefined ) {
  5563. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5564. vector = new Vector3();
  5565. }
  5566. array[ offset ++ ] = vector.x;
  5567. array[ offset ++ ] = vector.y;
  5568. array[ offset ++ ] = vector.z;
  5569. }
  5570. return this;
  5571. },
  5572. copyVector4sArray: function ( vectors ) {
  5573. var array = this.array, offset = 0;
  5574. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5575. var vector = vectors[ i ];
  5576. if ( vector === undefined ) {
  5577. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5578. vector = new Vector4();
  5579. }
  5580. array[ offset ++ ] = vector.x;
  5581. array[ offset ++ ] = vector.y;
  5582. array[ offset ++ ] = vector.z;
  5583. array[ offset ++ ] = vector.w;
  5584. }
  5585. return this;
  5586. },
  5587. applyMatrix3: function ( m ) {
  5588. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5589. _vector$3.x = this.getX( i );
  5590. _vector$3.y = this.getY( i );
  5591. _vector$3.z = this.getZ( i );
  5592. _vector$3.applyMatrix3( m );
  5593. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5594. }
  5595. return this;
  5596. },
  5597. applyMatrix4: function ( m ) {
  5598. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5599. _vector$3.x = this.getX( i );
  5600. _vector$3.y = this.getY( i );
  5601. _vector$3.z = this.getZ( i );
  5602. _vector$3.applyMatrix4( m );
  5603. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5604. }
  5605. return this;
  5606. },
  5607. applyNormalMatrix: function ( m ) {
  5608. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5609. _vector$3.x = this.getX( i );
  5610. _vector$3.y = this.getY( i );
  5611. _vector$3.z = this.getZ( i );
  5612. _vector$3.applyNormalMatrix( m );
  5613. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5614. }
  5615. return this;
  5616. },
  5617. transformDirection: function ( m ) {
  5618. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5619. _vector$3.x = this.getX( i );
  5620. _vector$3.y = this.getY( i );
  5621. _vector$3.z = this.getZ( i );
  5622. _vector$3.transformDirection( m );
  5623. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5624. }
  5625. return this;
  5626. },
  5627. set: function ( value, offset ) {
  5628. if ( offset === undefined ) { offset = 0; }
  5629. this.array.set( value, offset );
  5630. return this;
  5631. },
  5632. getX: function ( index ) {
  5633. return this.array[ index * this.itemSize ];
  5634. },
  5635. setX: function ( index, x ) {
  5636. this.array[ index * this.itemSize ] = x;
  5637. return this;
  5638. },
  5639. getY: function ( index ) {
  5640. return this.array[ index * this.itemSize + 1 ];
  5641. },
  5642. setY: function ( index, y ) {
  5643. this.array[ index * this.itemSize + 1 ] = y;
  5644. return this;
  5645. },
  5646. getZ: function ( index ) {
  5647. return this.array[ index * this.itemSize + 2 ];
  5648. },
  5649. setZ: function ( index, z ) {
  5650. this.array[ index * this.itemSize + 2 ] = z;
  5651. return this;
  5652. },
  5653. getW: function ( index ) {
  5654. return this.array[ index * this.itemSize + 3 ];
  5655. },
  5656. setW: function ( index, w ) {
  5657. this.array[ index * this.itemSize + 3 ] = w;
  5658. return this;
  5659. },
  5660. setXY: function ( index, x, y ) {
  5661. index *= this.itemSize;
  5662. this.array[ index + 0 ] = x;
  5663. this.array[ index + 1 ] = y;
  5664. return this;
  5665. },
  5666. setXYZ: function ( index, x, y, z ) {
  5667. index *= this.itemSize;
  5668. this.array[ index + 0 ] = x;
  5669. this.array[ index + 1 ] = y;
  5670. this.array[ index + 2 ] = z;
  5671. return this;
  5672. },
  5673. setXYZW: function ( index, x, y, z, w ) {
  5674. index *= this.itemSize;
  5675. this.array[ index + 0 ] = x;
  5676. this.array[ index + 1 ] = y;
  5677. this.array[ index + 2 ] = z;
  5678. this.array[ index + 3 ] = w;
  5679. return this;
  5680. },
  5681. onUpload: function ( callback ) {
  5682. this.onUploadCallback = callback;
  5683. return this;
  5684. },
  5685. clone: function () {
  5686. return new this.constructor( this.array, this.itemSize ).copy( this );
  5687. },
  5688. toJSON: function () {
  5689. return {
  5690. itemSize: this.itemSize,
  5691. type: this.array.constructor.name,
  5692. array: Array.prototype.slice.call( this.array ),
  5693. normalized: this.normalized
  5694. };
  5695. }
  5696. } );
  5697. //
  5698. function Int8BufferAttribute( array, itemSize, normalized ) {
  5699. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5700. }
  5701. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5702. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5703. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5704. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5705. }
  5706. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5707. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5708. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5709. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5710. }
  5711. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5712. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5713. function Int16BufferAttribute( array, itemSize, normalized ) {
  5714. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5715. }
  5716. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5717. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5718. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5719. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5720. }
  5721. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5722. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5723. function Int32BufferAttribute( array, itemSize, normalized ) {
  5724. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5725. }
  5726. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5727. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5728. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5729. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5730. }
  5731. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5732. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5733. function Float32BufferAttribute( array, itemSize, normalized ) {
  5734. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5735. }
  5736. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5737. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5738. function Float64BufferAttribute( array, itemSize, normalized ) {
  5739. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5740. }
  5741. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5742. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5743. /**
  5744. * @author mrdoob / http://mrdoob.com/
  5745. */
  5746. function DirectGeometry() {
  5747. this.vertices = [];
  5748. this.normals = [];
  5749. this.colors = [];
  5750. this.uvs = [];
  5751. this.uvs2 = [];
  5752. this.groups = [];
  5753. this.morphTargets = {};
  5754. this.skinWeights = [];
  5755. this.skinIndices = [];
  5756. // this.lineDistances = [];
  5757. this.boundingBox = null;
  5758. this.boundingSphere = null;
  5759. // update flags
  5760. this.verticesNeedUpdate = false;
  5761. this.normalsNeedUpdate = false;
  5762. this.colorsNeedUpdate = false;
  5763. this.uvsNeedUpdate = false;
  5764. this.groupsNeedUpdate = false;
  5765. }
  5766. Object.assign( DirectGeometry.prototype, {
  5767. computeGroups: function ( geometry ) {
  5768. var group;
  5769. var groups = [];
  5770. var materialIndex = undefined;
  5771. var faces = geometry.faces;
  5772. for ( var i = 0; i < faces.length; i ++ ) {
  5773. var face = faces[ i ];
  5774. // materials
  5775. if ( face.materialIndex !== materialIndex ) {
  5776. materialIndex = face.materialIndex;
  5777. if ( group !== undefined ) {
  5778. group.count = ( i * 3 ) - group.start;
  5779. groups.push( group );
  5780. }
  5781. group = {
  5782. start: i * 3,
  5783. materialIndex: materialIndex
  5784. };
  5785. }
  5786. }
  5787. if ( group !== undefined ) {
  5788. group.count = ( i * 3 ) - group.start;
  5789. groups.push( group );
  5790. }
  5791. this.groups = groups;
  5792. },
  5793. fromGeometry: function ( geometry ) {
  5794. var faces = geometry.faces;
  5795. var vertices = geometry.vertices;
  5796. var faceVertexUvs = geometry.faceVertexUvs;
  5797. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5798. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5799. // morphs
  5800. var morphTargets = geometry.morphTargets;
  5801. var morphTargetsLength = morphTargets.length;
  5802. var morphTargetsPosition;
  5803. if ( morphTargetsLength > 0 ) {
  5804. morphTargetsPosition = [];
  5805. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5806. morphTargetsPosition[ i ] = {
  5807. name: morphTargets[ i ].name,
  5808. data: []
  5809. };
  5810. }
  5811. this.morphTargets.position = morphTargetsPosition;
  5812. }
  5813. var morphNormals = geometry.morphNormals;
  5814. var morphNormalsLength = morphNormals.length;
  5815. var morphTargetsNormal;
  5816. if ( morphNormalsLength > 0 ) {
  5817. morphTargetsNormal = [];
  5818. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5819. morphTargetsNormal[ i ] = {
  5820. name: morphNormals[ i ].name,
  5821. data: []
  5822. };
  5823. }
  5824. this.morphTargets.normal = morphTargetsNormal;
  5825. }
  5826. // skins
  5827. var skinIndices = geometry.skinIndices;
  5828. var skinWeights = geometry.skinWeights;
  5829. var hasSkinIndices = skinIndices.length === vertices.length;
  5830. var hasSkinWeights = skinWeights.length === vertices.length;
  5831. //
  5832. if ( vertices.length > 0 && faces.length === 0 ) {
  5833. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5834. }
  5835. for ( var i = 0; i < faces.length; i ++ ) {
  5836. var face = faces[ i ];
  5837. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5838. var vertexNormals = face.vertexNormals;
  5839. if ( vertexNormals.length === 3 ) {
  5840. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5841. } else {
  5842. var normal = face.normal;
  5843. this.normals.push( normal, normal, normal );
  5844. }
  5845. var vertexColors = face.vertexColors;
  5846. if ( vertexColors.length === 3 ) {
  5847. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5848. } else {
  5849. var color = face.color;
  5850. this.colors.push( color, color, color );
  5851. }
  5852. if ( hasFaceVertexUv === true ) {
  5853. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5854. if ( vertexUvs !== undefined ) {
  5855. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5856. } else {
  5857. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5858. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5859. }
  5860. }
  5861. if ( hasFaceVertexUv2 === true ) {
  5862. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5863. if ( vertexUvs !== undefined ) {
  5864. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5865. } else {
  5866. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5867. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5868. }
  5869. }
  5870. // morphs
  5871. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5872. var morphTarget = morphTargets[ j ].vertices;
  5873. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5874. }
  5875. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5876. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5877. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5878. }
  5879. // skins
  5880. if ( hasSkinIndices ) {
  5881. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5882. }
  5883. if ( hasSkinWeights ) {
  5884. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5885. }
  5886. }
  5887. this.computeGroups( geometry );
  5888. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5889. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5890. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5891. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5892. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5893. if ( geometry.boundingSphere !== null ) {
  5894. this.boundingSphere = geometry.boundingSphere.clone();
  5895. }
  5896. if ( geometry.boundingBox !== null ) {
  5897. this.boundingBox = geometry.boundingBox.clone();
  5898. }
  5899. return this;
  5900. }
  5901. } );
  5902. /**
  5903. * @author mrdoob / http://mrdoob.com/
  5904. */
  5905. function arrayMax( array ) {
  5906. if ( array.length === 0 ) { return - Infinity; }
  5907. var max = array[ 0 ];
  5908. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5909. if ( array[ i ] > max ) { max = array[ i ]; }
  5910. }
  5911. return max;
  5912. }
  5913. /**
  5914. * @author alteredq / http://alteredqualia.com/
  5915. * @author mrdoob / http://mrdoob.com/
  5916. */
  5917. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5918. var _m1$2 = new Matrix4();
  5919. var _obj = new Object3D();
  5920. var _offset = new Vector3();
  5921. var _box$2 = new Box3();
  5922. var _boxMorphTargets = new Box3();
  5923. var _vector$4 = new Vector3();
  5924. function BufferGeometry() {
  5925. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5926. this.uuid = MathUtils.generateUUID();
  5927. this.name = '';
  5928. this.type = 'BufferGeometry';
  5929. this.index = null;
  5930. this.attributes = {};
  5931. this.morphAttributes = {};
  5932. this.morphTargetsRelative = false;
  5933. this.groups = [];
  5934. this.boundingBox = null;
  5935. this.boundingSphere = null;
  5936. this.drawRange = { start: 0, count: Infinity };
  5937. this.userData = {};
  5938. }
  5939. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5940. constructor: BufferGeometry,
  5941. isBufferGeometry: true,
  5942. getIndex: function () {
  5943. return this.index;
  5944. },
  5945. setIndex: function ( index ) {
  5946. if ( Array.isArray( index ) ) {
  5947. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5948. } else {
  5949. this.index = index;
  5950. }
  5951. },
  5952. getAttribute: function ( name ) {
  5953. return this.attributes[ name ];
  5954. },
  5955. setAttribute: function ( name, attribute ) {
  5956. this.attributes[ name ] = attribute;
  5957. return this;
  5958. },
  5959. deleteAttribute: function ( name ) {
  5960. delete this.attributes[ name ];
  5961. return this;
  5962. },
  5963. addGroup: function ( start, count, materialIndex ) {
  5964. this.groups.push( {
  5965. start: start,
  5966. count: count,
  5967. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5968. } );
  5969. },
  5970. clearGroups: function () {
  5971. this.groups = [];
  5972. },
  5973. setDrawRange: function ( start, count ) {
  5974. this.drawRange.start = start;
  5975. this.drawRange.count = count;
  5976. },
  5977. applyMatrix4: function ( matrix ) {
  5978. var position = this.attributes.position;
  5979. if ( position !== undefined ) {
  5980. position.applyMatrix4( matrix );
  5981. position.needsUpdate = true;
  5982. }
  5983. var normal = this.attributes.normal;
  5984. if ( normal !== undefined ) {
  5985. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5986. normal.applyNormalMatrix( normalMatrix );
  5987. normal.needsUpdate = true;
  5988. }
  5989. var tangent = this.attributes.tangent;
  5990. if ( tangent !== undefined ) {
  5991. tangent.transformDirection( matrix );
  5992. tangent.needsUpdate = true;
  5993. }
  5994. if ( this.boundingBox !== null ) {
  5995. this.computeBoundingBox();
  5996. }
  5997. if ( this.boundingSphere !== null ) {
  5998. this.computeBoundingSphere();
  5999. }
  6000. return this;
  6001. },
  6002. rotateX: function ( angle ) {
  6003. // rotate geometry around world x-axis
  6004. _m1$2.makeRotationX( angle );
  6005. this.applyMatrix4( _m1$2 );
  6006. return this;
  6007. },
  6008. rotateY: function ( angle ) {
  6009. // rotate geometry around world y-axis
  6010. _m1$2.makeRotationY( angle );
  6011. this.applyMatrix4( _m1$2 );
  6012. return this;
  6013. },
  6014. rotateZ: function ( angle ) {
  6015. // rotate geometry around world z-axis
  6016. _m1$2.makeRotationZ( angle );
  6017. this.applyMatrix4( _m1$2 );
  6018. return this;
  6019. },
  6020. translate: function ( x, y, z ) {
  6021. // translate geometry
  6022. _m1$2.makeTranslation( x, y, z );
  6023. this.applyMatrix4( _m1$2 );
  6024. return this;
  6025. },
  6026. scale: function ( x, y, z ) {
  6027. // scale geometry
  6028. _m1$2.makeScale( x, y, z );
  6029. this.applyMatrix4( _m1$2 );
  6030. return this;
  6031. },
  6032. lookAt: function ( vector ) {
  6033. _obj.lookAt( vector );
  6034. _obj.updateMatrix();
  6035. this.applyMatrix4( _obj.matrix );
  6036. return this;
  6037. },
  6038. center: function () {
  6039. this.computeBoundingBox();
  6040. this.boundingBox.getCenter( _offset ).negate();
  6041. this.translate( _offset.x, _offset.y, _offset.z );
  6042. return this;
  6043. },
  6044. setFromObject: function ( object ) {
  6045. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6046. var geometry = object.geometry;
  6047. if ( object.isPoints || object.isLine ) {
  6048. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6049. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6050. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6051. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6052. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6053. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6054. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6055. }
  6056. if ( geometry.boundingSphere !== null ) {
  6057. this.boundingSphere = geometry.boundingSphere.clone();
  6058. }
  6059. if ( geometry.boundingBox !== null ) {
  6060. this.boundingBox = geometry.boundingBox.clone();
  6061. }
  6062. } else if ( object.isMesh ) {
  6063. if ( geometry && geometry.isGeometry ) {
  6064. this.fromGeometry( geometry );
  6065. }
  6066. }
  6067. return this;
  6068. },
  6069. setFromPoints: function ( points ) {
  6070. var position = [];
  6071. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6072. var point = points[ i ];
  6073. position.push( point.x, point.y, point.z || 0 );
  6074. }
  6075. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6076. return this;
  6077. },
  6078. updateFromObject: function ( object ) {
  6079. var geometry = object.geometry;
  6080. if ( object.isMesh ) {
  6081. var direct = geometry.__directGeometry;
  6082. if ( geometry.elementsNeedUpdate === true ) {
  6083. direct = undefined;
  6084. geometry.elementsNeedUpdate = false;
  6085. }
  6086. if ( direct === undefined ) {
  6087. return this.fromGeometry( geometry );
  6088. }
  6089. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6090. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6091. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6092. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6093. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6094. geometry.verticesNeedUpdate = false;
  6095. geometry.normalsNeedUpdate = false;
  6096. geometry.colorsNeedUpdate = false;
  6097. geometry.uvsNeedUpdate = false;
  6098. geometry.groupsNeedUpdate = false;
  6099. geometry = direct;
  6100. }
  6101. var attribute;
  6102. if ( geometry.verticesNeedUpdate === true ) {
  6103. attribute = this.attributes.position;
  6104. if ( attribute !== undefined ) {
  6105. attribute.copyVector3sArray( geometry.vertices );
  6106. attribute.needsUpdate = true;
  6107. }
  6108. geometry.verticesNeedUpdate = false;
  6109. }
  6110. if ( geometry.normalsNeedUpdate === true ) {
  6111. attribute = this.attributes.normal;
  6112. if ( attribute !== undefined ) {
  6113. attribute.copyVector3sArray( geometry.normals );
  6114. attribute.needsUpdate = true;
  6115. }
  6116. geometry.normalsNeedUpdate = false;
  6117. }
  6118. if ( geometry.colorsNeedUpdate === true ) {
  6119. attribute = this.attributes.color;
  6120. if ( attribute !== undefined ) {
  6121. attribute.copyColorsArray( geometry.colors );
  6122. attribute.needsUpdate = true;
  6123. }
  6124. geometry.colorsNeedUpdate = false;
  6125. }
  6126. if ( geometry.uvsNeedUpdate ) {
  6127. attribute = this.attributes.uv;
  6128. if ( attribute !== undefined ) {
  6129. attribute.copyVector2sArray( geometry.uvs );
  6130. attribute.needsUpdate = true;
  6131. }
  6132. geometry.uvsNeedUpdate = false;
  6133. }
  6134. if ( geometry.lineDistancesNeedUpdate ) {
  6135. attribute = this.attributes.lineDistance;
  6136. if ( attribute !== undefined ) {
  6137. attribute.copyArray( geometry.lineDistances );
  6138. attribute.needsUpdate = true;
  6139. }
  6140. geometry.lineDistancesNeedUpdate = false;
  6141. }
  6142. if ( geometry.groupsNeedUpdate ) {
  6143. geometry.computeGroups( object.geometry );
  6144. this.groups = geometry.groups;
  6145. geometry.groupsNeedUpdate = false;
  6146. }
  6147. return this;
  6148. },
  6149. fromGeometry: function ( geometry ) {
  6150. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6151. return this.fromDirectGeometry( geometry.__directGeometry );
  6152. },
  6153. fromDirectGeometry: function ( geometry ) {
  6154. var positions = new Float32Array( geometry.vertices.length * 3 );
  6155. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6156. if ( geometry.normals.length > 0 ) {
  6157. var normals = new Float32Array( geometry.normals.length * 3 );
  6158. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6159. }
  6160. if ( geometry.colors.length > 0 ) {
  6161. var colors = new Float32Array( geometry.colors.length * 3 );
  6162. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6163. }
  6164. if ( geometry.uvs.length > 0 ) {
  6165. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6166. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6167. }
  6168. if ( geometry.uvs2.length > 0 ) {
  6169. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6170. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6171. }
  6172. // groups
  6173. this.groups = geometry.groups;
  6174. // morphs
  6175. for ( var name in geometry.morphTargets ) {
  6176. var array = [];
  6177. var morphTargets = geometry.morphTargets[ name ];
  6178. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6179. var morphTarget = morphTargets[ i ];
  6180. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6181. attribute.name = morphTarget.name;
  6182. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6183. }
  6184. this.morphAttributes[ name ] = array;
  6185. }
  6186. // skinning
  6187. if ( geometry.skinIndices.length > 0 ) {
  6188. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6189. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6190. }
  6191. if ( geometry.skinWeights.length > 0 ) {
  6192. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6193. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6194. }
  6195. //
  6196. if ( geometry.boundingSphere !== null ) {
  6197. this.boundingSphere = geometry.boundingSphere.clone();
  6198. }
  6199. if ( geometry.boundingBox !== null ) {
  6200. this.boundingBox = geometry.boundingBox.clone();
  6201. }
  6202. return this;
  6203. },
  6204. computeBoundingBox: function () {
  6205. if ( this.boundingBox === null ) {
  6206. this.boundingBox = new Box3();
  6207. }
  6208. var position = this.attributes.position;
  6209. var morphAttributesPosition = this.morphAttributes.position;
  6210. if ( position !== undefined ) {
  6211. this.boundingBox.setFromBufferAttribute( position );
  6212. // process morph attributes if present
  6213. if ( morphAttributesPosition ) {
  6214. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6215. var morphAttribute = morphAttributesPosition[ i ];
  6216. _box$2.setFromBufferAttribute( morphAttribute );
  6217. if ( this.morphTargetsRelative ) {
  6218. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6219. this.boundingBox.expandByPoint( _vector$4 );
  6220. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6221. this.boundingBox.expandByPoint( _vector$4 );
  6222. } else {
  6223. this.boundingBox.expandByPoint( _box$2.min );
  6224. this.boundingBox.expandByPoint( _box$2.max );
  6225. }
  6226. }
  6227. }
  6228. } else {
  6229. this.boundingBox.makeEmpty();
  6230. }
  6231. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6232. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6233. }
  6234. },
  6235. computeBoundingSphere: function () {
  6236. if ( this.boundingSphere === null ) {
  6237. this.boundingSphere = new Sphere();
  6238. }
  6239. var position = this.attributes.position;
  6240. var morphAttributesPosition = this.morphAttributes.position;
  6241. if ( position ) {
  6242. // first, find the center of the bounding sphere
  6243. var center = this.boundingSphere.center;
  6244. _box$2.setFromBufferAttribute( position );
  6245. // process morph attributes if present
  6246. if ( morphAttributesPosition ) {
  6247. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6248. var morphAttribute = morphAttributesPosition[ i ];
  6249. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6250. if ( this.morphTargetsRelative ) {
  6251. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6252. _box$2.expandByPoint( _vector$4 );
  6253. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6254. _box$2.expandByPoint( _vector$4 );
  6255. } else {
  6256. _box$2.expandByPoint( _boxMorphTargets.min );
  6257. _box$2.expandByPoint( _boxMorphTargets.max );
  6258. }
  6259. }
  6260. }
  6261. _box$2.getCenter( center );
  6262. // second, try to find a boundingSphere with a radius smaller than the
  6263. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6264. var maxRadiusSq = 0;
  6265. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6266. _vector$4.fromBufferAttribute( position, i );
  6267. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6268. }
  6269. // process morph attributes if present
  6270. if ( morphAttributesPosition ) {
  6271. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6272. var morphAttribute = morphAttributesPosition[ i ];
  6273. var morphTargetsRelative = this.morphTargetsRelative;
  6274. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6275. _vector$4.fromBufferAttribute( morphAttribute, j );
  6276. if ( morphTargetsRelative ) {
  6277. _offset.fromBufferAttribute( position, j );
  6278. _vector$4.add( _offset );
  6279. }
  6280. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6281. }
  6282. }
  6283. }
  6284. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6285. if ( isNaN( this.boundingSphere.radius ) ) {
  6286. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6287. }
  6288. }
  6289. },
  6290. computeFaceNormals: function () {
  6291. // backwards compatibility
  6292. },
  6293. computeVertexNormals: function () {
  6294. var index = this.index;
  6295. var attributes = this.attributes;
  6296. if ( attributes.position ) {
  6297. var positions = attributes.position.array;
  6298. if ( attributes.normal === undefined ) {
  6299. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6300. } else {
  6301. // reset existing normals to zero
  6302. var array = attributes.normal.array;
  6303. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6304. array[ i ] = 0;
  6305. }
  6306. }
  6307. var normals = attributes.normal.array;
  6308. var vA, vB, vC;
  6309. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6310. var cb = new Vector3(), ab = new Vector3();
  6311. // indexed elements
  6312. if ( index ) {
  6313. var indices = index.array;
  6314. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6315. vA = indices[ i + 0 ] * 3;
  6316. vB = indices[ i + 1 ] * 3;
  6317. vC = indices[ i + 2 ] * 3;
  6318. pA.fromArray( positions, vA );
  6319. pB.fromArray( positions, vB );
  6320. pC.fromArray( positions, vC );
  6321. cb.subVectors( pC, pB );
  6322. ab.subVectors( pA, pB );
  6323. cb.cross( ab );
  6324. normals[ vA ] += cb.x;
  6325. normals[ vA + 1 ] += cb.y;
  6326. normals[ vA + 2 ] += cb.z;
  6327. normals[ vB ] += cb.x;
  6328. normals[ vB + 1 ] += cb.y;
  6329. normals[ vB + 2 ] += cb.z;
  6330. normals[ vC ] += cb.x;
  6331. normals[ vC + 1 ] += cb.y;
  6332. normals[ vC + 2 ] += cb.z;
  6333. }
  6334. } else {
  6335. // non-indexed elements (unconnected triangle soup)
  6336. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6337. pA.fromArray( positions, i );
  6338. pB.fromArray( positions, i + 3 );
  6339. pC.fromArray( positions, i + 6 );
  6340. cb.subVectors( pC, pB );
  6341. ab.subVectors( pA, pB );
  6342. cb.cross( ab );
  6343. normals[ i ] = cb.x;
  6344. normals[ i + 1 ] = cb.y;
  6345. normals[ i + 2 ] = cb.z;
  6346. normals[ i + 3 ] = cb.x;
  6347. normals[ i + 4 ] = cb.y;
  6348. normals[ i + 5 ] = cb.z;
  6349. normals[ i + 6 ] = cb.x;
  6350. normals[ i + 7 ] = cb.y;
  6351. normals[ i + 8 ] = cb.z;
  6352. }
  6353. }
  6354. this.normalizeNormals();
  6355. attributes.normal.needsUpdate = true;
  6356. }
  6357. },
  6358. merge: function ( geometry, offset ) {
  6359. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6360. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6361. return;
  6362. }
  6363. if ( offset === undefined ) {
  6364. offset = 0;
  6365. console.warn(
  6366. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6367. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6368. );
  6369. }
  6370. var attributes = this.attributes;
  6371. for ( var key in attributes ) {
  6372. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6373. var attribute1 = attributes[ key ];
  6374. var attributeArray1 = attribute1.array;
  6375. var attribute2 = geometry.attributes[ key ];
  6376. var attributeArray2 = attribute2.array;
  6377. var attributeOffset = attribute2.itemSize * offset;
  6378. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6379. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6380. attributeArray1[ j ] = attributeArray2[ i ];
  6381. }
  6382. }
  6383. return this;
  6384. },
  6385. normalizeNormals: function () {
  6386. var normals = this.attributes.normal;
  6387. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6388. _vector$4.x = normals.getX( i );
  6389. _vector$4.y = normals.getY( i );
  6390. _vector$4.z = normals.getZ( i );
  6391. _vector$4.normalize();
  6392. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6393. }
  6394. },
  6395. toNonIndexed: function () {
  6396. function convertBufferAttribute( attribute, indices ) {
  6397. var array = attribute.array;
  6398. var itemSize = attribute.itemSize;
  6399. var array2 = new array.constructor( indices.length * itemSize );
  6400. var index = 0, index2 = 0;
  6401. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6402. index = indices[ i ] * itemSize;
  6403. for ( var j = 0; j < itemSize; j ++ ) {
  6404. array2[ index2 ++ ] = array[ index ++ ];
  6405. }
  6406. }
  6407. return new BufferAttribute( array2, itemSize );
  6408. }
  6409. //
  6410. if ( this.index === null ) {
  6411. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6412. return this;
  6413. }
  6414. var geometry2 = new BufferGeometry();
  6415. var indices = this.index.array;
  6416. var attributes = this.attributes;
  6417. // attributes
  6418. for ( var name in attributes ) {
  6419. var attribute = attributes[ name ];
  6420. var newAttribute = convertBufferAttribute( attribute, indices );
  6421. geometry2.setAttribute( name, newAttribute );
  6422. }
  6423. // morph attributes
  6424. var morphAttributes = this.morphAttributes;
  6425. for ( name in morphAttributes ) {
  6426. var morphArray = [];
  6427. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6428. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6429. var attribute = morphAttribute[ i ];
  6430. var newAttribute = convertBufferAttribute( attribute, indices );
  6431. morphArray.push( newAttribute );
  6432. }
  6433. geometry2.morphAttributes[ name ] = morphArray;
  6434. }
  6435. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6436. // groups
  6437. var groups = this.groups;
  6438. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6439. var group = groups[ i ];
  6440. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6441. }
  6442. return geometry2;
  6443. },
  6444. toJSON: function () {
  6445. var data = {
  6446. metadata: {
  6447. version: 4.5,
  6448. type: 'BufferGeometry',
  6449. generator: 'BufferGeometry.toJSON'
  6450. }
  6451. };
  6452. // standard BufferGeometry serialization
  6453. data.uuid = this.uuid;
  6454. data.type = this.type;
  6455. if ( this.name !== '' ) { data.name = this.name; }
  6456. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6457. if ( this.parameters !== undefined ) {
  6458. var parameters = this.parameters;
  6459. for ( var key in parameters ) {
  6460. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6461. }
  6462. return data;
  6463. }
  6464. data.data = { attributes: {} };
  6465. var index = this.index;
  6466. if ( index !== null ) {
  6467. data.data.index = {
  6468. type: index.array.constructor.name,
  6469. array: Array.prototype.slice.call( index.array )
  6470. };
  6471. }
  6472. var attributes = this.attributes;
  6473. for ( var key in attributes ) {
  6474. var attribute = attributes[ key ];
  6475. var attributeData = attribute.toJSON();
  6476. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6477. data.data.attributes[ key ] = attributeData;
  6478. }
  6479. var morphAttributes = {};
  6480. var hasMorphAttributes = false;
  6481. for ( var key in this.morphAttributes ) {
  6482. var attributeArray = this.morphAttributes[ key ];
  6483. var array = [];
  6484. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6485. var attribute = attributeArray[ i ];
  6486. var attributeData = attribute.toJSON();
  6487. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6488. array.push( attributeData );
  6489. }
  6490. if ( array.length > 0 ) {
  6491. morphAttributes[ key ] = array;
  6492. hasMorphAttributes = true;
  6493. }
  6494. }
  6495. if ( hasMorphAttributes ) {
  6496. data.data.morphAttributes = morphAttributes;
  6497. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6498. }
  6499. var groups = this.groups;
  6500. if ( groups.length > 0 ) {
  6501. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6502. }
  6503. var boundingSphere = this.boundingSphere;
  6504. if ( boundingSphere !== null ) {
  6505. data.data.boundingSphere = {
  6506. center: boundingSphere.center.toArray(),
  6507. radius: boundingSphere.radius
  6508. };
  6509. }
  6510. return data;
  6511. },
  6512. clone: function () {
  6513. /*
  6514. // Handle primitives
  6515. var parameters = this.parameters;
  6516. if ( parameters !== undefined ) {
  6517. var values = [];
  6518. for ( var key in parameters ) {
  6519. values.push( parameters[ key ] );
  6520. }
  6521. var geometry = Object.create( this.constructor.prototype );
  6522. this.constructor.apply( geometry, values );
  6523. return geometry;
  6524. }
  6525. return new this.constructor().copy( this );
  6526. */
  6527. return new BufferGeometry().copy( this );
  6528. },
  6529. copy: function ( source ) {
  6530. var name, i, l;
  6531. // reset
  6532. this.index = null;
  6533. this.attributes = {};
  6534. this.morphAttributes = {};
  6535. this.groups = [];
  6536. this.boundingBox = null;
  6537. this.boundingSphere = null;
  6538. // name
  6539. this.name = source.name;
  6540. // index
  6541. var index = source.index;
  6542. if ( index !== null ) {
  6543. this.setIndex( index.clone() );
  6544. }
  6545. // attributes
  6546. var attributes = source.attributes;
  6547. for ( name in attributes ) {
  6548. var attribute = attributes[ name ];
  6549. this.setAttribute( name, attribute.clone() );
  6550. }
  6551. // morph attributes
  6552. var morphAttributes = source.morphAttributes;
  6553. for ( name in morphAttributes ) {
  6554. var array = [];
  6555. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6556. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6557. array.push( morphAttribute[ i ].clone() );
  6558. }
  6559. this.morphAttributes[ name ] = array;
  6560. }
  6561. this.morphTargetsRelative = source.morphTargetsRelative;
  6562. // groups
  6563. var groups = source.groups;
  6564. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6565. var group = groups[ i ];
  6566. this.addGroup( group.start, group.count, group.materialIndex );
  6567. }
  6568. // bounding box
  6569. var boundingBox = source.boundingBox;
  6570. if ( boundingBox !== null ) {
  6571. this.boundingBox = boundingBox.clone();
  6572. }
  6573. // bounding sphere
  6574. var boundingSphere = source.boundingSphere;
  6575. if ( boundingSphere !== null ) {
  6576. this.boundingSphere = boundingSphere.clone();
  6577. }
  6578. // draw range
  6579. this.drawRange.start = source.drawRange.start;
  6580. this.drawRange.count = source.drawRange.count;
  6581. // user data
  6582. this.userData = source.userData;
  6583. return this;
  6584. },
  6585. dispose: function () {
  6586. this.dispatchEvent( { type: 'dispose' } );
  6587. }
  6588. } );
  6589. /**
  6590. * @author mrdoob / http://mrdoob.com/
  6591. * @author alteredq / http://alteredqualia.com/
  6592. * @author mikael emtinger / http://gomo.se/
  6593. * @author jonobr1 / http://jonobr1.com/
  6594. */
  6595. var _inverseMatrix = new Matrix4();
  6596. var _ray = new Ray();
  6597. var _sphere = new Sphere();
  6598. var _vA = new Vector3();
  6599. var _vB = new Vector3();
  6600. var _vC = new Vector3();
  6601. var _tempA = new Vector3();
  6602. var _tempB = new Vector3();
  6603. var _tempC = new Vector3();
  6604. var _morphA = new Vector3();
  6605. var _morphB = new Vector3();
  6606. var _morphC = new Vector3();
  6607. var _uvA = new Vector2();
  6608. var _uvB = new Vector2();
  6609. var _uvC = new Vector2();
  6610. var _intersectionPoint = new Vector3();
  6611. var _intersectionPointWorld = new Vector3();
  6612. function Mesh( geometry, material ) {
  6613. Object3D.call( this );
  6614. this.type = 'Mesh';
  6615. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6616. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6617. this.updateMorphTargets();
  6618. }
  6619. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6620. constructor: Mesh,
  6621. isMesh: true,
  6622. copy: function ( source ) {
  6623. Object3D.prototype.copy.call( this, source );
  6624. if ( source.morphTargetInfluences !== undefined ) {
  6625. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6626. }
  6627. if ( source.morphTargetDictionary !== undefined ) {
  6628. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6629. }
  6630. return this;
  6631. },
  6632. updateMorphTargets: function () {
  6633. var geometry = this.geometry;
  6634. var m, ml, name;
  6635. if ( geometry.isBufferGeometry ) {
  6636. var morphAttributes = geometry.morphAttributes;
  6637. var keys = Object.keys( morphAttributes );
  6638. if ( keys.length > 0 ) {
  6639. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6640. if ( morphAttribute !== undefined ) {
  6641. this.morphTargetInfluences = [];
  6642. this.morphTargetDictionary = {};
  6643. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6644. name = morphAttribute[ m ].name || String( m );
  6645. this.morphTargetInfluences.push( 0 );
  6646. this.morphTargetDictionary[ name ] = m;
  6647. }
  6648. }
  6649. }
  6650. } else {
  6651. var morphTargets = geometry.morphTargets;
  6652. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6653. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6654. }
  6655. }
  6656. },
  6657. raycast: function ( raycaster, intersects ) {
  6658. var geometry = this.geometry;
  6659. var material = this.material;
  6660. var matrixWorld = this.matrixWorld;
  6661. if ( material === undefined ) { return; }
  6662. // Checking boundingSphere distance to ray
  6663. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6664. _sphere.copy( geometry.boundingSphere );
  6665. _sphere.applyMatrix4( matrixWorld );
  6666. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6667. //
  6668. _inverseMatrix.getInverse( matrixWorld );
  6669. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6670. // Check boundingBox before continuing
  6671. if ( geometry.boundingBox !== null ) {
  6672. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6673. }
  6674. var intersection;
  6675. if ( geometry.isBufferGeometry ) {
  6676. var a, b, c;
  6677. var index = geometry.index;
  6678. var position = geometry.attributes.position;
  6679. var morphPosition = geometry.morphAttributes.position;
  6680. var morphTargetsRelative = geometry.morphTargetsRelative;
  6681. var uv = geometry.attributes.uv;
  6682. var uv2 = geometry.attributes.uv2;
  6683. var groups = geometry.groups;
  6684. var drawRange = geometry.drawRange;
  6685. var i, j, il, jl;
  6686. var group, groupMaterial;
  6687. var start, end;
  6688. if ( index !== null ) {
  6689. // indexed buffer geometry
  6690. if ( Array.isArray( material ) ) {
  6691. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6692. group = groups[ i ];
  6693. groupMaterial = material[ group.materialIndex ];
  6694. start = Math.max( group.start, drawRange.start );
  6695. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6696. for ( j = start, jl = end; j < jl; j += 3 ) {
  6697. a = index.getX( j );
  6698. b = index.getX( j + 1 );
  6699. c = index.getX( j + 2 );
  6700. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6701. if ( intersection ) {
  6702. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6703. intersection.face.materialIndex = group.materialIndex;
  6704. intersects.push( intersection );
  6705. }
  6706. }
  6707. }
  6708. } else {
  6709. start = Math.max( 0, drawRange.start );
  6710. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6711. for ( i = start, il = end; i < il; i += 3 ) {
  6712. a = index.getX( i );
  6713. b = index.getX( i + 1 );
  6714. c = index.getX( i + 2 );
  6715. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6716. if ( intersection ) {
  6717. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6718. intersects.push( intersection );
  6719. }
  6720. }
  6721. }
  6722. } else if ( position !== undefined ) {
  6723. // non-indexed buffer geometry
  6724. if ( Array.isArray( material ) ) {
  6725. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6726. group = groups[ i ];
  6727. groupMaterial = material[ group.materialIndex ];
  6728. start = Math.max( group.start, drawRange.start );
  6729. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6730. for ( j = start, jl = end; j < jl; j += 3 ) {
  6731. a = j;
  6732. b = j + 1;
  6733. c = j + 2;
  6734. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6735. if ( intersection ) {
  6736. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6737. intersection.face.materialIndex = group.materialIndex;
  6738. intersects.push( intersection );
  6739. }
  6740. }
  6741. }
  6742. } else {
  6743. start = Math.max( 0, drawRange.start );
  6744. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6745. for ( i = start, il = end; i < il; i += 3 ) {
  6746. a = i;
  6747. b = i + 1;
  6748. c = i + 2;
  6749. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6750. if ( intersection ) {
  6751. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6752. intersects.push( intersection );
  6753. }
  6754. }
  6755. }
  6756. }
  6757. } else if ( geometry.isGeometry ) {
  6758. var fvA, fvB, fvC;
  6759. var isMultiMaterial = Array.isArray( material );
  6760. var vertices = geometry.vertices;
  6761. var faces = geometry.faces;
  6762. var uvs;
  6763. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6764. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6765. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6766. var face = faces[ f ];
  6767. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6768. if ( faceMaterial === undefined ) { continue; }
  6769. fvA = vertices[ face.a ];
  6770. fvB = vertices[ face.b ];
  6771. fvC = vertices[ face.c ];
  6772. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6773. if ( intersection ) {
  6774. if ( uvs && uvs[ f ] ) {
  6775. var uvs_f = uvs[ f ];
  6776. _uvA.copy( uvs_f[ 0 ] );
  6777. _uvB.copy( uvs_f[ 1 ] );
  6778. _uvC.copy( uvs_f[ 2 ] );
  6779. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6780. }
  6781. intersection.face = face;
  6782. intersection.faceIndex = f;
  6783. intersects.push( intersection );
  6784. }
  6785. }
  6786. }
  6787. },
  6788. clone: function () {
  6789. return new this.constructor( this.geometry, this.material ).copy( this );
  6790. }
  6791. } );
  6792. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6793. var intersect;
  6794. if ( material.side === BackSide ) {
  6795. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6796. } else {
  6797. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6798. }
  6799. if ( intersect === null ) { return null; }
  6800. _intersectionPointWorld.copy( point );
  6801. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6802. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6803. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6804. return {
  6805. distance: distance,
  6806. point: _intersectionPointWorld.clone(),
  6807. object: object
  6808. };
  6809. }
  6810. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6811. _vA.fromBufferAttribute( position, a );
  6812. _vB.fromBufferAttribute( position, b );
  6813. _vC.fromBufferAttribute( position, c );
  6814. var morphInfluences = object.morphTargetInfluences;
  6815. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6816. _morphA.set( 0, 0, 0 );
  6817. _morphB.set( 0, 0, 0 );
  6818. _morphC.set( 0, 0, 0 );
  6819. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6820. var influence = morphInfluences[ i ];
  6821. var morphAttribute = morphPosition[ i ];
  6822. if ( influence === 0 ) { continue; }
  6823. _tempA.fromBufferAttribute( morphAttribute, a );
  6824. _tempB.fromBufferAttribute( morphAttribute, b );
  6825. _tempC.fromBufferAttribute( morphAttribute, c );
  6826. if ( morphTargetsRelative ) {
  6827. _morphA.addScaledVector( _tempA, influence );
  6828. _morphB.addScaledVector( _tempB, influence );
  6829. _morphC.addScaledVector( _tempC, influence );
  6830. } else {
  6831. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6832. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6833. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6834. }
  6835. }
  6836. _vA.add( _morphA );
  6837. _vB.add( _morphB );
  6838. _vC.add( _morphC );
  6839. }
  6840. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6841. if ( intersection ) {
  6842. if ( uv ) {
  6843. _uvA.fromBufferAttribute( uv, a );
  6844. _uvB.fromBufferAttribute( uv, b );
  6845. _uvC.fromBufferAttribute( uv, c );
  6846. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6847. }
  6848. if ( uv2 ) {
  6849. _uvA.fromBufferAttribute( uv2, a );
  6850. _uvB.fromBufferAttribute( uv2, b );
  6851. _uvC.fromBufferAttribute( uv2, c );
  6852. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6853. }
  6854. var face = new Face3( a, b, c );
  6855. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6856. intersection.face = face;
  6857. }
  6858. return intersection;
  6859. }
  6860. /**
  6861. * @author mrdoob / http://mrdoob.com/
  6862. * @author kile / http://kile.stravaganza.org/
  6863. * @author alteredq / http://alteredqualia.com/
  6864. * @author mikael emtinger / http://gomo.se/
  6865. * @author zz85 / http://www.lab4games.net/zz85/blog
  6866. * @author bhouston / http://clara.io
  6867. */
  6868. var _geometryId = 0; // Geometry uses even numbers as Id
  6869. var _m1$3 = new Matrix4();
  6870. var _obj$1 = new Object3D();
  6871. var _offset$1 = new Vector3();
  6872. function Geometry() {
  6873. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6874. this.uuid = MathUtils.generateUUID();
  6875. this.name = '';
  6876. this.type = 'Geometry';
  6877. this.vertices = [];
  6878. this.colors = [];
  6879. this.faces = [];
  6880. this.faceVertexUvs = [[]];
  6881. this.morphTargets = [];
  6882. this.morphNormals = [];
  6883. this.skinWeights = [];
  6884. this.skinIndices = [];
  6885. this.lineDistances = [];
  6886. this.boundingBox = null;
  6887. this.boundingSphere = null;
  6888. // update flags
  6889. this.elementsNeedUpdate = false;
  6890. this.verticesNeedUpdate = false;
  6891. this.uvsNeedUpdate = false;
  6892. this.normalsNeedUpdate = false;
  6893. this.colorsNeedUpdate = false;
  6894. this.lineDistancesNeedUpdate = false;
  6895. this.groupsNeedUpdate = false;
  6896. }
  6897. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6898. constructor: Geometry,
  6899. isGeometry: true,
  6900. applyMatrix4: function ( matrix ) {
  6901. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6902. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6903. var vertex = this.vertices[ i ];
  6904. vertex.applyMatrix4( matrix );
  6905. }
  6906. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6907. var face = this.faces[ i ];
  6908. face.normal.applyMatrix3( normalMatrix ).normalize();
  6909. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6910. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6911. }
  6912. }
  6913. if ( this.boundingBox !== null ) {
  6914. this.computeBoundingBox();
  6915. }
  6916. if ( this.boundingSphere !== null ) {
  6917. this.computeBoundingSphere();
  6918. }
  6919. this.verticesNeedUpdate = true;
  6920. this.normalsNeedUpdate = true;
  6921. return this;
  6922. },
  6923. rotateX: function ( angle ) {
  6924. // rotate geometry around world x-axis
  6925. _m1$3.makeRotationX( angle );
  6926. this.applyMatrix4( _m1$3 );
  6927. return this;
  6928. },
  6929. rotateY: function ( angle ) {
  6930. // rotate geometry around world y-axis
  6931. _m1$3.makeRotationY( angle );
  6932. this.applyMatrix4( _m1$3 );
  6933. return this;
  6934. },
  6935. rotateZ: function ( angle ) {
  6936. // rotate geometry around world z-axis
  6937. _m1$3.makeRotationZ( angle );
  6938. this.applyMatrix4( _m1$3 );
  6939. return this;
  6940. },
  6941. translate: function ( x, y, z ) {
  6942. // translate geometry
  6943. _m1$3.makeTranslation( x, y, z );
  6944. this.applyMatrix4( _m1$3 );
  6945. return this;
  6946. },
  6947. scale: function ( x, y, z ) {
  6948. // scale geometry
  6949. _m1$3.makeScale( x, y, z );
  6950. this.applyMatrix4( _m1$3 );
  6951. return this;
  6952. },
  6953. lookAt: function ( vector ) {
  6954. _obj$1.lookAt( vector );
  6955. _obj$1.updateMatrix();
  6956. this.applyMatrix4( _obj$1.matrix );
  6957. return this;
  6958. },
  6959. fromBufferGeometry: function ( geometry ) {
  6960. var scope = this;
  6961. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6962. var attributes = geometry.attributes;
  6963. if ( attributes.position === undefined ) {
  6964. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6965. return this;
  6966. }
  6967. var positions = attributes.position.array;
  6968. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6969. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6970. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6971. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6972. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6973. for ( var i = 0; i < positions.length; i += 3 ) {
  6974. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6975. if ( colors !== undefined ) {
  6976. scope.colors.push( new Color().fromArray( colors, i ) );
  6977. }
  6978. }
  6979. function addFace( a, b, c, materialIndex ) {
  6980. var vertexColors = ( colors === undefined ) ? [] : [
  6981. scope.colors[ a ].clone(),
  6982. scope.colors[ b ].clone(),
  6983. scope.colors[ c ].clone() ];
  6984. var vertexNormals = ( normals === undefined ) ? [] : [
  6985. new Vector3().fromArray( normals, a * 3 ),
  6986. new Vector3().fromArray( normals, b * 3 ),
  6987. new Vector3().fromArray( normals, c * 3 )
  6988. ];
  6989. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6990. scope.faces.push( face );
  6991. if ( uvs !== undefined ) {
  6992. scope.faceVertexUvs[ 0 ].push( [
  6993. new Vector2().fromArray( uvs, a * 2 ),
  6994. new Vector2().fromArray( uvs, b * 2 ),
  6995. new Vector2().fromArray( uvs, c * 2 )
  6996. ] );
  6997. }
  6998. if ( uvs2 !== undefined ) {
  6999. scope.faceVertexUvs[ 1 ].push( [
  7000. new Vector2().fromArray( uvs2, a * 2 ),
  7001. new Vector2().fromArray( uvs2, b * 2 ),
  7002. new Vector2().fromArray( uvs2, c * 2 )
  7003. ] );
  7004. }
  7005. }
  7006. var groups = geometry.groups;
  7007. if ( groups.length > 0 ) {
  7008. for ( var i = 0; i < groups.length; i ++ ) {
  7009. var group = groups[ i ];
  7010. var start = group.start;
  7011. var count = group.count;
  7012. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7013. if ( indices !== undefined ) {
  7014. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7015. } else {
  7016. addFace( j, j + 1, j + 2, group.materialIndex );
  7017. }
  7018. }
  7019. }
  7020. } else {
  7021. if ( indices !== undefined ) {
  7022. for ( var i = 0; i < indices.length; i += 3 ) {
  7023. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7024. }
  7025. } else {
  7026. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7027. addFace( i, i + 1, i + 2 );
  7028. }
  7029. }
  7030. }
  7031. this.computeFaceNormals();
  7032. if ( geometry.boundingBox !== null ) {
  7033. this.boundingBox = geometry.boundingBox.clone();
  7034. }
  7035. if ( geometry.boundingSphere !== null ) {
  7036. this.boundingSphere = geometry.boundingSphere.clone();
  7037. }
  7038. return this;
  7039. },
  7040. center: function () {
  7041. this.computeBoundingBox();
  7042. this.boundingBox.getCenter( _offset$1 ).negate();
  7043. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7044. return this;
  7045. },
  7046. normalize: function () {
  7047. this.computeBoundingSphere();
  7048. var center = this.boundingSphere.center;
  7049. var radius = this.boundingSphere.radius;
  7050. var s = radius === 0 ? 1 : 1.0 / radius;
  7051. var matrix = new Matrix4();
  7052. matrix.set(
  7053. s, 0, 0, - s * center.x,
  7054. 0, s, 0, - s * center.y,
  7055. 0, 0, s, - s * center.z,
  7056. 0, 0, 0, 1
  7057. );
  7058. this.applyMatrix4( matrix );
  7059. return this;
  7060. },
  7061. computeFaceNormals: function () {
  7062. var cb = new Vector3(), ab = new Vector3();
  7063. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7064. var face = this.faces[ f ];
  7065. var vA = this.vertices[ face.a ];
  7066. var vB = this.vertices[ face.b ];
  7067. var vC = this.vertices[ face.c ];
  7068. cb.subVectors( vC, vB );
  7069. ab.subVectors( vA, vB );
  7070. cb.cross( ab );
  7071. cb.normalize();
  7072. face.normal.copy( cb );
  7073. }
  7074. },
  7075. computeVertexNormals: function ( areaWeighted ) {
  7076. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7077. var v, vl, f, fl, face, vertices;
  7078. vertices = new Array( this.vertices.length );
  7079. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7080. vertices[ v ] = new Vector3();
  7081. }
  7082. if ( areaWeighted ) {
  7083. // vertex normals weighted by triangle areas
  7084. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7085. var vA, vB, vC;
  7086. var cb = new Vector3(), ab = new Vector3();
  7087. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7088. face = this.faces[ f ];
  7089. vA = this.vertices[ face.a ];
  7090. vB = this.vertices[ face.b ];
  7091. vC = this.vertices[ face.c ];
  7092. cb.subVectors( vC, vB );
  7093. ab.subVectors( vA, vB );
  7094. cb.cross( ab );
  7095. vertices[ face.a ].add( cb );
  7096. vertices[ face.b ].add( cb );
  7097. vertices[ face.c ].add( cb );
  7098. }
  7099. } else {
  7100. this.computeFaceNormals();
  7101. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7102. face = this.faces[ f ];
  7103. vertices[ face.a ].add( face.normal );
  7104. vertices[ face.b ].add( face.normal );
  7105. vertices[ face.c ].add( face.normal );
  7106. }
  7107. }
  7108. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7109. vertices[ v ].normalize();
  7110. }
  7111. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7112. face = this.faces[ f ];
  7113. var vertexNormals = face.vertexNormals;
  7114. if ( vertexNormals.length === 3 ) {
  7115. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7116. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7117. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7118. } else {
  7119. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7120. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7121. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7122. }
  7123. }
  7124. if ( this.faces.length > 0 ) {
  7125. this.normalsNeedUpdate = true;
  7126. }
  7127. },
  7128. computeFlatVertexNormals: function () {
  7129. var f, fl, face;
  7130. this.computeFaceNormals();
  7131. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7132. face = this.faces[ f ];
  7133. var vertexNormals = face.vertexNormals;
  7134. if ( vertexNormals.length === 3 ) {
  7135. vertexNormals[ 0 ].copy( face.normal );
  7136. vertexNormals[ 1 ].copy( face.normal );
  7137. vertexNormals[ 2 ].copy( face.normal );
  7138. } else {
  7139. vertexNormals[ 0 ] = face.normal.clone();
  7140. vertexNormals[ 1 ] = face.normal.clone();
  7141. vertexNormals[ 2 ] = face.normal.clone();
  7142. }
  7143. }
  7144. if ( this.faces.length > 0 ) {
  7145. this.normalsNeedUpdate = true;
  7146. }
  7147. },
  7148. computeMorphNormals: function () {
  7149. var i, il, f, fl, face;
  7150. // save original normals
  7151. // - create temp variables on first access
  7152. // otherwise just copy (for faster repeated calls)
  7153. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7154. face = this.faces[ f ];
  7155. if ( ! face.__originalFaceNormal ) {
  7156. face.__originalFaceNormal = face.normal.clone();
  7157. } else {
  7158. face.__originalFaceNormal.copy( face.normal );
  7159. }
  7160. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7161. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7162. if ( ! face.__originalVertexNormals[ i ] ) {
  7163. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7164. } else {
  7165. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7166. }
  7167. }
  7168. }
  7169. // use temp geometry to compute face and vertex normals for each morph
  7170. var tmpGeo = new Geometry();
  7171. tmpGeo.faces = this.faces;
  7172. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7173. // create on first access
  7174. if ( ! this.morphNormals[ i ] ) {
  7175. this.morphNormals[ i ] = {};
  7176. this.morphNormals[ i ].faceNormals = [];
  7177. this.morphNormals[ i ].vertexNormals = [];
  7178. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7179. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7180. var faceNormal, vertexNormals;
  7181. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7182. faceNormal = new Vector3();
  7183. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7184. dstNormalsFace.push( faceNormal );
  7185. dstNormalsVertex.push( vertexNormals );
  7186. }
  7187. }
  7188. var morphNormals = this.morphNormals[ i ];
  7189. // set vertices to morph target
  7190. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7191. // compute morph normals
  7192. tmpGeo.computeFaceNormals();
  7193. tmpGeo.computeVertexNormals();
  7194. // store morph normals
  7195. var faceNormal, vertexNormals;
  7196. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7197. face = this.faces[ f ];
  7198. faceNormal = morphNormals.faceNormals[ f ];
  7199. vertexNormals = morphNormals.vertexNormals[ f ];
  7200. faceNormal.copy( face.normal );
  7201. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7202. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7203. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7204. }
  7205. }
  7206. // restore original normals
  7207. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7208. face = this.faces[ f ];
  7209. face.normal = face.__originalFaceNormal;
  7210. face.vertexNormals = face.__originalVertexNormals;
  7211. }
  7212. },
  7213. computeBoundingBox: function () {
  7214. if ( this.boundingBox === null ) {
  7215. this.boundingBox = new Box3();
  7216. }
  7217. this.boundingBox.setFromPoints( this.vertices );
  7218. },
  7219. computeBoundingSphere: function () {
  7220. if ( this.boundingSphere === null ) {
  7221. this.boundingSphere = new Sphere();
  7222. }
  7223. this.boundingSphere.setFromPoints( this.vertices );
  7224. },
  7225. merge: function ( geometry, matrix, materialIndexOffset ) {
  7226. if ( ! ( geometry && geometry.isGeometry ) ) {
  7227. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7228. return;
  7229. }
  7230. var normalMatrix,
  7231. vertexOffset = this.vertices.length,
  7232. vertices1 = this.vertices,
  7233. vertices2 = geometry.vertices,
  7234. faces1 = this.faces,
  7235. faces2 = geometry.faces,
  7236. colors1 = this.colors,
  7237. colors2 = geometry.colors;
  7238. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7239. if ( matrix !== undefined ) {
  7240. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7241. }
  7242. // vertices
  7243. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7244. var vertex = vertices2[ i ];
  7245. var vertexCopy = vertex.clone();
  7246. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7247. vertices1.push( vertexCopy );
  7248. }
  7249. // colors
  7250. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7251. colors1.push( colors2[ i ].clone() );
  7252. }
  7253. // faces
  7254. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7255. var face = faces2[ i ], faceCopy, normal, color,
  7256. faceVertexNormals = face.vertexNormals,
  7257. faceVertexColors = face.vertexColors;
  7258. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7259. faceCopy.normal.copy( face.normal );
  7260. if ( normalMatrix !== undefined ) {
  7261. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7262. }
  7263. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7264. normal = faceVertexNormals[ j ].clone();
  7265. if ( normalMatrix !== undefined ) {
  7266. normal.applyMatrix3( normalMatrix ).normalize();
  7267. }
  7268. faceCopy.vertexNormals.push( normal );
  7269. }
  7270. faceCopy.color.copy( face.color );
  7271. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7272. color = faceVertexColors[ j ];
  7273. faceCopy.vertexColors.push( color.clone() );
  7274. }
  7275. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7276. faces1.push( faceCopy );
  7277. }
  7278. // uvs
  7279. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7280. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7281. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7282. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7283. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7284. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7285. uvsCopy.push( uvs2[ k ].clone() );
  7286. }
  7287. this.faceVertexUvs[ i ].push( uvsCopy );
  7288. }
  7289. }
  7290. },
  7291. mergeMesh: function ( mesh ) {
  7292. if ( ! ( mesh && mesh.isMesh ) ) {
  7293. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7294. return;
  7295. }
  7296. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7297. this.merge( mesh.geometry, mesh.matrix );
  7298. },
  7299. /*
  7300. * Checks for duplicate vertices with hashmap.
  7301. * Duplicated vertices are removed
  7302. * and faces' vertices are updated.
  7303. */
  7304. mergeVertices: function () {
  7305. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7306. var unique = [], changes = [];
  7307. var v, key;
  7308. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7309. var precision = Math.pow( 10, precisionPoints );
  7310. var i, il, face;
  7311. var indices, j, jl;
  7312. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7313. v = this.vertices[ i ];
  7314. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7315. if ( verticesMap[ key ] === undefined ) {
  7316. verticesMap[ key ] = i;
  7317. unique.push( this.vertices[ i ] );
  7318. changes[ i ] = unique.length - 1;
  7319. } else {
  7320. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7321. changes[ i ] = changes[ verticesMap[ key ] ];
  7322. }
  7323. }
  7324. // if faces are completely degenerate after merging vertices, we
  7325. // have to remove them from the geometry.
  7326. var faceIndicesToRemove = [];
  7327. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7328. face = this.faces[ i ];
  7329. face.a = changes[ face.a ];
  7330. face.b = changes[ face.b ];
  7331. face.c = changes[ face.c ];
  7332. indices = [ face.a, face.b, face.c ];
  7333. // if any duplicate vertices are found in a Face3
  7334. // we have to remove the face as nothing can be saved
  7335. for ( var n = 0; n < 3; n ++ ) {
  7336. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7337. faceIndicesToRemove.push( i );
  7338. break;
  7339. }
  7340. }
  7341. }
  7342. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7343. var idx = faceIndicesToRemove[ i ];
  7344. this.faces.splice( idx, 1 );
  7345. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7346. this.faceVertexUvs[ j ].splice( idx, 1 );
  7347. }
  7348. }
  7349. // Use unique set of vertices
  7350. var diff = this.vertices.length - unique.length;
  7351. this.vertices = unique;
  7352. return diff;
  7353. },
  7354. setFromPoints: function ( points ) {
  7355. this.vertices = [];
  7356. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7357. var point = points[ i ];
  7358. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7359. }
  7360. return this;
  7361. },
  7362. sortFacesByMaterialIndex: function () {
  7363. var faces = this.faces;
  7364. var length = faces.length;
  7365. // tag faces
  7366. for ( var i = 0; i < length; i ++ ) {
  7367. faces[ i ]._id = i;
  7368. }
  7369. // sort faces
  7370. function materialIndexSort( a, b ) {
  7371. return a.materialIndex - b.materialIndex;
  7372. }
  7373. faces.sort( materialIndexSort );
  7374. // sort uvs
  7375. var uvs1 = this.faceVertexUvs[ 0 ];
  7376. var uvs2 = this.faceVertexUvs[ 1 ];
  7377. var newUvs1, newUvs2;
  7378. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7379. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7380. for ( var i = 0; i < length; i ++ ) {
  7381. var id = faces[ i ]._id;
  7382. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7383. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7384. }
  7385. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7386. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7387. },
  7388. toJSON: function () {
  7389. var data = {
  7390. metadata: {
  7391. version: 4.5,
  7392. type: 'Geometry',
  7393. generator: 'Geometry.toJSON'
  7394. }
  7395. };
  7396. // standard Geometry serialization
  7397. data.uuid = this.uuid;
  7398. data.type = this.type;
  7399. if ( this.name !== '' ) { data.name = this.name; }
  7400. if ( this.parameters !== undefined ) {
  7401. var parameters = this.parameters;
  7402. for ( var key in parameters ) {
  7403. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7404. }
  7405. return data;
  7406. }
  7407. var vertices = [];
  7408. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7409. var vertex = this.vertices[ i ];
  7410. vertices.push( vertex.x, vertex.y, vertex.z );
  7411. }
  7412. var faces = [];
  7413. var normals = [];
  7414. var normalsHash = {};
  7415. var colors = [];
  7416. var colorsHash = {};
  7417. var uvs = [];
  7418. var uvsHash = {};
  7419. for ( var i = 0; i < this.faces.length; i ++ ) {
  7420. var face = this.faces[ i ];
  7421. var hasMaterial = true;
  7422. var hasFaceUv = false; // deprecated
  7423. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7424. var hasFaceNormal = face.normal.length() > 0;
  7425. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7426. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7427. var hasFaceVertexColor = face.vertexColors.length > 0;
  7428. var faceType = 0;
  7429. faceType = setBit( faceType, 0, 0 ); // isQuad
  7430. faceType = setBit( faceType, 1, hasMaterial );
  7431. faceType = setBit( faceType, 2, hasFaceUv );
  7432. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7433. faceType = setBit( faceType, 4, hasFaceNormal );
  7434. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7435. faceType = setBit( faceType, 6, hasFaceColor );
  7436. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7437. faces.push( faceType );
  7438. faces.push( face.a, face.b, face.c );
  7439. faces.push( face.materialIndex );
  7440. if ( hasFaceVertexUv ) {
  7441. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7442. faces.push(
  7443. getUvIndex( faceVertexUvs[ 0 ] ),
  7444. getUvIndex( faceVertexUvs[ 1 ] ),
  7445. getUvIndex( faceVertexUvs[ 2 ] )
  7446. );
  7447. }
  7448. if ( hasFaceNormal ) {
  7449. faces.push( getNormalIndex( face.normal ) );
  7450. }
  7451. if ( hasFaceVertexNormal ) {
  7452. var vertexNormals = face.vertexNormals;
  7453. faces.push(
  7454. getNormalIndex( vertexNormals[ 0 ] ),
  7455. getNormalIndex( vertexNormals[ 1 ] ),
  7456. getNormalIndex( vertexNormals[ 2 ] )
  7457. );
  7458. }
  7459. if ( hasFaceColor ) {
  7460. faces.push( getColorIndex( face.color ) );
  7461. }
  7462. if ( hasFaceVertexColor ) {
  7463. var vertexColors = face.vertexColors;
  7464. faces.push(
  7465. getColorIndex( vertexColors[ 0 ] ),
  7466. getColorIndex( vertexColors[ 1 ] ),
  7467. getColorIndex( vertexColors[ 2 ] )
  7468. );
  7469. }
  7470. }
  7471. function setBit( value, position, enabled ) {
  7472. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7473. }
  7474. function getNormalIndex( normal ) {
  7475. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7476. if ( normalsHash[ hash ] !== undefined ) {
  7477. return normalsHash[ hash ];
  7478. }
  7479. normalsHash[ hash ] = normals.length / 3;
  7480. normals.push( normal.x, normal.y, normal.z );
  7481. return normalsHash[ hash ];
  7482. }
  7483. function getColorIndex( color ) {
  7484. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7485. if ( colorsHash[ hash ] !== undefined ) {
  7486. return colorsHash[ hash ];
  7487. }
  7488. colorsHash[ hash ] = colors.length;
  7489. colors.push( color.getHex() );
  7490. return colorsHash[ hash ];
  7491. }
  7492. function getUvIndex( uv ) {
  7493. var hash = uv.x.toString() + uv.y.toString();
  7494. if ( uvsHash[ hash ] !== undefined ) {
  7495. return uvsHash[ hash ];
  7496. }
  7497. uvsHash[ hash ] = uvs.length / 2;
  7498. uvs.push( uv.x, uv.y );
  7499. return uvsHash[ hash ];
  7500. }
  7501. data.data = {};
  7502. data.data.vertices = vertices;
  7503. data.data.normals = normals;
  7504. if ( colors.length > 0 ) { data.data.colors = colors; }
  7505. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7506. data.data.faces = faces;
  7507. return data;
  7508. },
  7509. clone: function () {
  7510. /*
  7511. // Handle primitives
  7512. var parameters = this.parameters;
  7513. if ( parameters !== undefined ) {
  7514. var values = [];
  7515. for ( var key in parameters ) {
  7516. values.push( parameters[ key ] );
  7517. }
  7518. var geometry = Object.create( this.constructor.prototype );
  7519. this.constructor.apply( geometry, values );
  7520. return geometry;
  7521. }
  7522. return new this.constructor().copy( this );
  7523. */
  7524. return new Geometry().copy( this );
  7525. },
  7526. copy: function ( source ) {
  7527. var i, il, j, jl, k, kl;
  7528. // reset
  7529. this.vertices = [];
  7530. this.colors = [];
  7531. this.faces = [];
  7532. this.faceVertexUvs = [[]];
  7533. this.morphTargets = [];
  7534. this.morphNormals = [];
  7535. this.skinWeights = [];
  7536. this.skinIndices = [];
  7537. this.lineDistances = [];
  7538. this.boundingBox = null;
  7539. this.boundingSphere = null;
  7540. // name
  7541. this.name = source.name;
  7542. // vertices
  7543. var vertices = source.vertices;
  7544. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7545. this.vertices.push( vertices[ i ].clone() );
  7546. }
  7547. // colors
  7548. var colors = source.colors;
  7549. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7550. this.colors.push( colors[ i ].clone() );
  7551. }
  7552. // faces
  7553. var faces = source.faces;
  7554. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7555. this.faces.push( faces[ i ].clone() );
  7556. }
  7557. // face vertex uvs
  7558. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7559. var faceVertexUvs = source.faceVertexUvs[ i ];
  7560. if ( this.faceVertexUvs[ i ] === undefined ) {
  7561. this.faceVertexUvs[ i ] = [];
  7562. }
  7563. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7564. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7565. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7566. var uv = uvs[ k ];
  7567. uvsCopy.push( uv.clone() );
  7568. }
  7569. this.faceVertexUvs[ i ].push( uvsCopy );
  7570. }
  7571. }
  7572. // morph targets
  7573. var morphTargets = source.morphTargets;
  7574. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7575. var morphTarget = {};
  7576. morphTarget.name = morphTargets[ i ].name;
  7577. // vertices
  7578. if ( morphTargets[ i ].vertices !== undefined ) {
  7579. morphTarget.vertices = [];
  7580. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7581. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7582. }
  7583. }
  7584. // normals
  7585. if ( morphTargets[ i ].normals !== undefined ) {
  7586. morphTarget.normals = [];
  7587. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7588. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7589. }
  7590. }
  7591. this.morphTargets.push( morphTarget );
  7592. }
  7593. // morph normals
  7594. var morphNormals = source.morphNormals;
  7595. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7596. var morphNormal = {};
  7597. // vertex normals
  7598. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7599. morphNormal.vertexNormals = [];
  7600. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7601. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7602. var destVertexNormal = {};
  7603. destVertexNormal.a = srcVertexNormal.a.clone();
  7604. destVertexNormal.b = srcVertexNormal.b.clone();
  7605. destVertexNormal.c = srcVertexNormal.c.clone();
  7606. morphNormal.vertexNormals.push( destVertexNormal );
  7607. }
  7608. }
  7609. // face normals
  7610. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7611. morphNormal.faceNormals = [];
  7612. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7613. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7614. }
  7615. }
  7616. this.morphNormals.push( morphNormal );
  7617. }
  7618. // skin weights
  7619. var skinWeights = source.skinWeights;
  7620. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7621. this.skinWeights.push( skinWeights[ i ].clone() );
  7622. }
  7623. // skin indices
  7624. var skinIndices = source.skinIndices;
  7625. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7626. this.skinIndices.push( skinIndices[ i ].clone() );
  7627. }
  7628. // line distances
  7629. var lineDistances = source.lineDistances;
  7630. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7631. this.lineDistances.push( lineDistances[ i ] );
  7632. }
  7633. // bounding box
  7634. var boundingBox = source.boundingBox;
  7635. if ( boundingBox !== null ) {
  7636. this.boundingBox = boundingBox.clone();
  7637. }
  7638. // bounding sphere
  7639. var boundingSphere = source.boundingSphere;
  7640. if ( boundingSphere !== null ) {
  7641. this.boundingSphere = boundingSphere.clone();
  7642. }
  7643. // update flags
  7644. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7645. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7646. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7647. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7648. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7649. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7650. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7651. return this;
  7652. },
  7653. dispose: function () {
  7654. this.dispatchEvent( { type: 'dispose' } );
  7655. }
  7656. } );
  7657. /**
  7658. * @author mrdoob / http://mrdoob.com/
  7659. * @author Mugen87 / https://github.com/Mugen87
  7660. */
  7661. // BoxGeometry
  7662. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7663. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7664. Geometry.call(this);
  7665. this.type = 'BoxGeometry';
  7666. this.parameters = {
  7667. width: width,
  7668. height: height,
  7669. depth: depth,
  7670. widthSegments: widthSegments,
  7671. heightSegments: heightSegments,
  7672. depthSegments: depthSegments
  7673. };
  7674. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7675. this.mergeVertices();
  7676. }
  7677. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7678. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7679. BoxGeometry.prototype.constructor = BoxGeometry;
  7680. return BoxGeometry;
  7681. }(Geometry));
  7682. // BoxBufferGeometry
  7683. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7684. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7685. BufferGeometry.call(this);
  7686. this.type = 'BoxBufferGeometry';
  7687. this.parameters = {
  7688. width: width,
  7689. height: height,
  7690. depth: depth,
  7691. widthSegments: widthSegments,
  7692. heightSegments: heightSegments,
  7693. depthSegments: depthSegments
  7694. };
  7695. var scope = this;
  7696. width = width || 1;
  7697. height = height || 1;
  7698. depth = depth || 1;
  7699. // segments
  7700. widthSegments = Math.floor( widthSegments ) || 1;
  7701. heightSegments = Math.floor( heightSegments ) || 1;
  7702. depthSegments = Math.floor( depthSegments ) || 1;
  7703. // buffers
  7704. var indices = [];
  7705. var vertices = [];
  7706. var normals = [];
  7707. var uvs = [];
  7708. // helper variables
  7709. var numberOfVertices = 0;
  7710. var groupStart = 0;
  7711. // build each side of the box geometry
  7712. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7713. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7714. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7715. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7716. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7717. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7718. // build geometry
  7719. this.setIndex( indices );
  7720. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7721. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7722. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7723. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7724. var segmentWidth = width / gridX;
  7725. var segmentHeight = height / gridY;
  7726. var widthHalf = width / 2;
  7727. var heightHalf = height / 2;
  7728. var depthHalf = depth / 2;
  7729. var gridX1 = gridX + 1;
  7730. var gridY1 = gridY + 1;
  7731. var vertexCounter = 0;
  7732. var groupCount = 0;
  7733. var ix, iy;
  7734. var vector = new Vector3();
  7735. // generate vertices, normals and uvs
  7736. for ( iy = 0; iy < gridY1; iy ++ ) {
  7737. var y = iy * segmentHeight - heightHalf;
  7738. for ( ix = 0; ix < gridX1; ix ++ ) {
  7739. var x = ix * segmentWidth - widthHalf;
  7740. // set values to correct vector component
  7741. vector[ u ] = x * udir;
  7742. vector[ v ] = y * vdir;
  7743. vector[ w ] = depthHalf;
  7744. // now apply vector to vertex buffer
  7745. vertices.push( vector.x, vector.y, vector.z );
  7746. // set values to correct vector component
  7747. vector[ u ] = 0;
  7748. vector[ v ] = 0;
  7749. vector[ w ] = depth > 0 ? 1 : - 1;
  7750. // now apply vector to normal buffer
  7751. normals.push( vector.x, vector.y, vector.z );
  7752. // uvs
  7753. uvs.push( ix / gridX );
  7754. uvs.push( 1 - ( iy / gridY ) );
  7755. // counters
  7756. vertexCounter += 1;
  7757. }
  7758. }
  7759. // indices
  7760. // 1. you need three indices to draw a single face
  7761. // 2. a single segment consists of two faces
  7762. // 3. so we need to generate six (2*3) indices per segment
  7763. for ( iy = 0; iy < gridY; iy ++ ) {
  7764. for ( ix = 0; ix < gridX; ix ++ ) {
  7765. var a = numberOfVertices + ix + gridX1 * iy;
  7766. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7767. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7768. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7769. // faces
  7770. indices.push( a, b, d );
  7771. indices.push( b, c, d );
  7772. // increase counter
  7773. groupCount += 6;
  7774. }
  7775. }
  7776. // add a group to the geometry. this will ensure multi material support
  7777. scope.addGroup( groupStart, groupCount, materialIndex );
  7778. // calculate new start value for groups
  7779. groupStart += groupCount;
  7780. // update total number of vertices
  7781. numberOfVertices += vertexCounter;
  7782. }
  7783. }
  7784. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7785. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7786. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7787. return BoxBufferGeometry;
  7788. }(BufferGeometry));
  7789. /**
  7790. * Uniform Utilities
  7791. */
  7792. function cloneUniforms( src ) {
  7793. var dst = {};
  7794. for ( var u in src ) {
  7795. dst[ u ] = {};
  7796. for ( var p in src[ u ] ) {
  7797. var property = src[ u ][ p ];
  7798. if ( property && ( property.isColor ||
  7799. property.isMatrix3 || property.isMatrix4 ||
  7800. property.isVector2 || property.isVector3 || property.isVector4 ||
  7801. property.isTexture ) ) {
  7802. dst[ u ][ p ] = property.clone();
  7803. } else if ( Array.isArray( property ) ) {
  7804. dst[ u ][ p ] = property.slice();
  7805. } else {
  7806. dst[ u ][ p ] = property;
  7807. }
  7808. }
  7809. }
  7810. return dst;
  7811. }
  7812. function mergeUniforms( uniforms ) {
  7813. var merged = {};
  7814. for ( var u = 0; u < uniforms.length; u ++ ) {
  7815. var tmp = cloneUniforms( uniforms[ u ] );
  7816. for ( var p in tmp ) {
  7817. merged[ p ] = tmp[ p ];
  7818. }
  7819. }
  7820. return merged;
  7821. }
  7822. // Legacy
  7823. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7824. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7825. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7826. /**
  7827. * @author alteredq / http://alteredqualia.com/
  7828. *
  7829. * parameters = {
  7830. * defines: { "label" : "value" },
  7831. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7832. *
  7833. * fragmentShader: <string>,
  7834. * vertexShader: <string>,
  7835. *
  7836. * wireframe: <boolean>,
  7837. * wireframeLinewidth: <float>,
  7838. *
  7839. * lights: <bool>,
  7840. *
  7841. * skinning: <bool>,
  7842. * morphTargets: <bool>,
  7843. * morphNormals: <bool>
  7844. * }
  7845. */
  7846. function ShaderMaterial( parameters ) {
  7847. Material.call( this );
  7848. this.type = 'ShaderMaterial';
  7849. this.defines = {};
  7850. this.uniforms = {};
  7851. this.vertexShader = default_vertex;
  7852. this.fragmentShader = default_fragment;
  7853. this.linewidth = 1;
  7854. this.wireframe = false;
  7855. this.wireframeLinewidth = 1;
  7856. this.fog = false; // set to use scene fog
  7857. this.lights = false; // set to use scene lights
  7858. this.clipping = false; // set to use user-defined clipping planes
  7859. this.skinning = false; // set to use skinning attribute streams
  7860. this.morphTargets = false; // set to use morph targets
  7861. this.morphNormals = false; // set to use morph normals
  7862. this.extensions = {
  7863. derivatives: false, // set to use derivatives
  7864. fragDepth: false, // set to use fragment depth values
  7865. drawBuffers: false, // set to use draw buffers
  7866. shaderTextureLOD: false // set to use shader texture LOD
  7867. };
  7868. // When rendered geometry doesn't include these attributes but the material does,
  7869. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7870. this.defaultAttributeValues = {
  7871. 'color': [ 1, 1, 1 ],
  7872. 'uv': [ 0, 0 ],
  7873. 'uv2': [ 0, 0 ]
  7874. };
  7875. this.index0AttributeName = undefined;
  7876. this.uniformsNeedUpdate = false;
  7877. if ( parameters !== undefined ) {
  7878. if ( parameters.attributes !== undefined ) {
  7879. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7880. }
  7881. this.setValues( parameters );
  7882. }
  7883. }
  7884. ShaderMaterial.prototype = Object.create( Material.prototype );
  7885. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7886. ShaderMaterial.prototype.isShaderMaterial = true;
  7887. ShaderMaterial.prototype.copy = function ( source ) {
  7888. Material.prototype.copy.call( this, source );
  7889. this.fragmentShader = source.fragmentShader;
  7890. this.vertexShader = source.vertexShader;
  7891. this.uniforms = cloneUniforms( source.uniforms );
  7892. this.defines = Object.assign( {}, source.defines );
  7893. this.wireframe = source.wireframe;
  7894. this.wireframeLinewidth = source.wireframeLinewidth;
  7895. this.lights = source.lights;
  7896. this.clipping = source.clipping;
  7897. this.skinning = source.skinning;
  7898. this.morphTargets = source.morphTargets;
  7899. this.morphNormals = source.morphNormals;
  7900. this.extensions = source.extensions;
  7901. return this;
  7902. };
  7903. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7904. var data = Material.prototype.toJSON.call( this, meta );
  7905. data.uniforms = {};
  7906. for ( var name in this.uniforms ) {
  7907. var uniform = this.uniforms[ name ];
  7908. var value = uniform.value;
  7909. if ( value && value.isTexture ) {
  7910. data.uniforms[ name ] = {
  7911. type: 't',
  7912. value: value.toJSON( meta ).uuid
  7913. };
  7914. } else if ( value && value.isColor ) {
  7915. data.uniforms[ name ] = {
  7916. type: 'c',
  7917. value: value.getHex()
  7918. };
  7919. } else if ( value && value.isVector2 ) {
  7920. data.uniforms[ name ] = {
  7921. type: 'v2',
  7922. value: value.toArray()
  7923. };
  7924. } else if ( value && value.isVector3 ) {
  7925. data.uniforms[ name ] = {
  7926. type: 'v3',
  7927. value: value.toArray()
  7928. };
  7929. } else if ( value && value.isVector4 ) {
  7930. data.uniforms[ name ] = {
  7931. type: 'v4',
  7932. value: value.toArray()
  7933. };
  7934. } else if ( value && value.isMatrix3 ) {
  7935. data.uniforms[ name ] = {
  7936. type: 'm3',
  7937. value: value.toArray()
  7938. };
  7939. } else if ( value && value.isMatrix4 ) {
  7940. data.uniforms[ name ] = {
  7941. type: 'm4',
  7942. value: value.toArray()
  7943. };
  7944. } else {
  7945. data.uniforms[ name ] = {
  7946. value: value
  7947. };
  7948. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7949. }
  7950. }
  7951. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7952. data.vertexShader = this.vertexShader;
  7953. data.fragmentShader = this.fragmentShader;
  7954. var extensions = {};
  7955. for ( var key in this.extensions ) {
  7956. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7957. }
  7958. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7959. return data;
  7960. };
  7961. /**
  7962. * @author mrdoob / http://mrdoob.com/
  7963. * @author mikael emtinger / http://gomo.se/
  7964. * @author WestLangley / http://github.com/WestLangley
  7965. */
  7966. function Camera() {
  7967. Object3D.call( this );
  7968. this.type = 'Camera';
  7969. this.matrixWorldInverse = new Matrix4();
  7970. this.projectionMatrix = new Matrix4();
  7971. this.projectionMatrixInverse = new Matrix4();
  7972. }
  7973. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7974. constructor: Camera,
  7975. isCamera: true,
  7976. copy: function ( source, recursive ) {
  7977. Object3D.prototype.copy.call( this, source, recursive );
  7978. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7979. this.projectionMatrix.copy( source.projectionMatrix );
  7980. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7981. return this;
  7982. },
  7983. getWorldDirection: function ( target ) {
  7984. if ( target === undefined ) {
  7985. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7986. target = new Vector3();
  7987. }
  7988. this.updateMatrixWorld( true );
  7989. var e = this.matrixWorld.elements;
  7990. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7991. },
  7992. updateMatrixWorld: function ( force ) {
  7993. Object3D.prototype.updateMatrixWorld.call( this, force );
  7994. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7995. },
  7996. updateWorldMatrix: function ( updateParents, updateChildren ) {
  7997. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  7998. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7999. },
  8000. clone: function () {
  8001. return new this.constructor().copy( this );
  8002. }
  8003. } );
  8004. /**
  8005. * @author mrdoob / http://mrdoob.com/
  8006. * @author greggman / http://games.greggman.com/
  8007. * @author zz85 / http://www.lab4games.net/zz85/blog
  8008. * @author tschw
  8009. */
  8010. function PerspectiveCamera( fov, aspect, near, far ) {
  8011. Camera.call( this );
  8012. this.type = 'PerspectiveCamera';
  8013. this.fov = fov !== undefined ? fov : 50;
  8014. this.zoom = 1;
  8015. this.near = near !== undefined ? near : 0.1;
  8016. this.far = far !== undefined ? far : 2000;
  8017. this.focus = 10;
  8018. this.aspect = aspect !== undefined ? aspect : 1;
  8019. this.view = null;
  8020. this.filmGauge = 35; // width of the film (default in millimeters)
  8021. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8022. this.updateProjectionMatrix();
  8023. }
  8024. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8025. constructor: PerspectiveCamera,
  8026. isPerspectiveCamera: true,
  8027. copy: function ( source, recursive ) {
  8028. Camera.prototype.copy.call( this, source, recursive );
  8029. this.fov = source.fov;
  8030. this.zoom = source.zoom;
  8031. this.near = source.near;
  8032. this.far = source.far;
  8033. this.focus = source.focus;
  8034. this.aspect = source.aspect;
  8035. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8036. this.filmGauge = source.filmGauge;
  8037. this.filmOffset = source.filmOffset;
  8038. return this;
  8039. },
  8040. /**
  8041. * Sets the FOV by focal length in respect to the current .filmGauge.
  8042. *
  8043. * The default film gauge is 35, so that the focal length can be specified for
  8044. * a 35mm (full frame) camera.
  8045. *
  8046. * Values for focal length and film gauge must have the same unit.
  8047. */
  8048. setFocalLength: function ( focalLength ) {
  8049. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8050. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8051. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8052. this.updateProjectionMatrix();
  8053. },
  8054. /**
  8055. * Calculates the focal length from the current .fov and .filmGauge.
  8056. */
  8057. getFocalLength: function () {
  8058. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8059. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8060. },
  8061. getEffectiveFOV: function () {
  8062. return MathUtils.RAD2DEG * 2 * Math.atan(
  8063. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8064. },
  8065. getFilmWidth: function () {
  8066. // film not completely covered in portrait format (aspect < 1)
  8067. return this.filmGauge * Math.min( this.aspect, 1 );
  8068. },
  8069. getFilmHeight: function () {
  8070. // film not completely covered in landscape format (aspect > 1)
  8071. return this.filmGauge / Math.max( this.aspect, 1 );
  8072. },
  8073. /**
  8074. * Sets an offset in a larger frustum. This is useful for multi-window or
  8075. * multi-monitor/multi-machine setups.
  8076. *
  8077. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8078. * the monitors are in grid like this
  8079. *
  8080. * +---+---+---+
  8081. * | A | B | C |
  8082. * +---+---+---+
  8083. * | D | E | F |
  8084. * +---+---+---+
  8085. *
  8086. * then for each monitor you would call it like this
  8087. *
  8088. * var w = 1920;
  8089. * var h = 1080;
  8090. * var fullWidth = w * 3;
  8091. * var fullHeight = h * 2;
  8092. *
  8093. * --A--
  8094. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8095. * --B--
  8096. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8097. * --C--
  8098. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8099. * --D--
  8100. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8101. * --E--
  8102. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8103. * --F--
  8104. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8105. *
  8106. * Note there is no reason monitors have to be the same size or in a grid.
  8107. */
  8108. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8109. this.aspect = fullWidth / fullHeight;
  8110. if ( this.view === null ) {
  8111. this.view = {
  8112. enabled: true,
  8113. fullWidth: 1,
  8114. fullHeight: 1,
  8115. offsetX: 0,
  8116. offsetY: 0,
  8117. width: 1,
  8118. height: 1
  8119. };
  8120. }
  8121. this.view.enabled = true;
  8122. this.view.fullWidth = fullWidth;
  8123. this.view.fullHeight = fullHeight;
  8124. this.view.offsetX = x;
  8125. this.view.offsetY = y;
  8126. this.view.width = width;
  8127. this.view.height = height;
  8128. this.updateProjectionMatrix();
  8129. },
  8130. clearViewOffset: function () {
  8131. if ( this.view !== null ) {
  8132. this.view.enabled = false;
  8133. }
  8134. this.updateProjectionMatrix();
  8135. },
  8136. updateProjectionMatrix: function () {
  8137. var near = this.near,
  8138. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8139. height = 2 * top,
  8140. width = this.aspect * height,
  8141. left = - 0.5 * width,
  8142. view = this.view;
  8143. if ( this.view !== null && this.view.enabled ) {
  8144. var fullWidth = view.fullWidth,
  8145. fullHeight = view.fullHeight;
  8146. left += view.offsetX * width / fullWidth;
  8147. top -= view.offsetY * height / fullHeight;
  8148. width *= view.width / fullWidth;
  8149. height *= view.height / fullHeight;
  8150. }
  8151. var skew = this.filmOffset;
  8152. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8153. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8154. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8155. },
  8156. toJSON: function ( meta ) {
  8157. var data = Object3D.prototype.toJSON.call( this, meta );
  8158. data.object.fov = this.fov;
  8159. data.object.zoom = this.zoom;
  8160. data.object.near = this.near;
  8161. data.object.far = this.far;
  8162. data.object.focus = this.focus;
  8163. data.object.aspect = this.aspect;
  8164. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8165. data.object.filmGauge = this.filmGauge;
  8166. data.object.filmOffset = this.filmOffset;
  8167. return data;
  8168. }
  8169. } );
  8170. /**
  8171. * Camera for rendering cube maps
  8172. * - renders scene into axis-aligned cube
  8173. *
  8174. * @author alteredq / http://alteredqualia.com/
  8175. */
  8176. var fov = 90, aspect = 1;
  8177. function CubeCamera( near, far, cubeResolution, options ) {
  8178. Object3D.call( this );
  8179. this.type = 'CubeCamera';
  8180. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8181. cameraPX.up.set( 0, - 1, 0 );
  8182. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8183. this.add( cameraPX );
  8184. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8185. cameraNX.up.set( 0, - 1, 0 );
  8186. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8187. this.add( cameraNX );
  8188. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8189. cameraPY.up.set( 0, 0, 1 );
  8190. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8191. this.add( cameraPY );
  8192. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8193. cameraNY.up.set( 0, 0, - 1 );
  8194. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8195. this.add( cameraNY );
  8196. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8197. cameraPZ.up.set( 0, - 1, 0 );
  8198. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8199. this.add( cameraPZ );
  8200. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8201. cameraNZ.up.set( 0, - 1, 0 );
  8202. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8203. this.add( cameraNZ );
  8204. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8205. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8206. this.renderTarget.texture.name = "CubeCamera";
  8207. this.update = function ( renderer, scene ) {
  8208. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8209. var currentRenderTarget = renderer.getRenderTarget();
  8210. var renderTarget = this.renderTarget;
  8211. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8212. renderTarget.texture.generateMipmaps = false;
  8213. renderer.setRenderTarget( renderTarget, 0 );
  8214. renderer.render( scene, cameraPX );
  8215. renderer.setRenderTarget( renderTarget, 1 );
  8216. renderer.render( scene, cameraNX );
  8217. renderer.setRenderTarget( renderTarget, 2 );
  8218. renderer.render( scene, cameraPY );
  8219. renderer.setRenderTarget( renderTarget, 3 );
  8220. renderer.render( scene, cameraNY );
  8221. renderer.setRenderTarget( renderTarget, 4 );
  8222. renderer.render( scene, cameraPZ );
  8223. renderTarget.texture.generateMipmaps = generateMipmaps;
  8224. renderer.setRenderTarget( renderTarget, 5 );
  8225. renderer.render( scene, cameraNZ );
  8226. renderer.setRenderTarget( currentRenderTarget );
  8227. };
  8228. this.clear = function ( renderer, color, depth, stencil ) {
  8229. var currentRenderTarget = renderer.getRenderTarget();
  8230. var renderTarget = this.renderTarget;
  8231. for ( var i = 0; i < 6; i ++ ) {
  8232. renderer.setRenderTarget( renderTarget, i );
  8233. renderer.clear( color, depth, stencil );
  8234. }
  8235. renderer.setRenderTarget( currentRenderTarget );
  8236. };
  8237. }
  8238. CubeCamera.prototype = Object.create( Object3D.prototype );
  8239. CubeCamera.prototype.constructor = CubeCamera;
  8240. /**
  8241. * @author alteredq / http://alteredqualia.com
  8242. * @author WestLangley / http://github.com/WestLangley
  8243. */
  8244. function WebGLCubeRenderTarget( size, options, dummy ) {
  8245. if ( Number.isInteger( options ) ) {
  8246. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8247. options = dummy;
  8248. }
  8249. WebGLRenderTarget.call( this, size, size, options );
  8250. }
  8251. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8252. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8253. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8254. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8255. this.texture.type = texture.type;
  8256. this.texture.format = texture.format;
  8257. this.texture.encoding = texture.encoding;
  8258. var scene = new Scene();
  8259. var shader = {
  8260. uniforms: {
  8261. tEquirect: { value: null },
  8262. },
  8263. vertexShader: [
  8264. "varying vec3 vWorldDirection;",
  8265. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8266. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8267. "}",
  8268. "void main() {",
  8269. " vWorldDirection = transformDirection( position, modelMatrix );",
  8270. " #include <begin_vertex>",
  8271. " #include <project_vertex>",
  8272. "}"
  8273. ].join( '\n' ),
  8274. fragmentShader: [
  8275. "uniform sampler2D tEquirect;",
  8276. "varying vec3 vWorldDirection;",
  8277. "#define RECIPROCAL_PI 0.31830988618",
  8278. "#define RECIPROCAL_PI2 0.15915494",
  8279. "void main() {",
  8280. " vec3 direction = normalize( vWorldDirection );",
  8281. " vec2 sampleUV;",
  8282. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8283. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8284. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8285. "}"
  8286. ].join( '\n' ),
  8287. };
  8288. var material = new ShaderMaterial( {
  8289. type: 'CubemapFromEquirect',
  8290. uniforms: cloneUniforms( shader.uniforms ),
  8291. vertexShader: shader.vertexShader,
  8292. fragmentShader: shader.fragmentShader,
  8293. side: BackSide,
  8294. blending: NoBlending
  8295. } );
  8296. material.uniforms.tEquirect.value = texture;
  8297. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8298. scene.add( mesh );
  8299. var camera = new CubeCamera( 1, 10, 1 );
  8300. camera.renderTarget = this;
  8301. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8302. camera.update( renderer, scene );
  8303. mesh.geometry.dispose();
  8304. mesh.material.dispose();
  8305. return this;
  8306. };
  8307. /**
  8308. * @author alteredq / http://alteredqualia.com/
  8309. */
  8310. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8311. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8312. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8313. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8314. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8315. this.generateMipmaps = false;
  8316. this.flipY = false;
  8317. this.unpackAlignment = 1;
  8318. this.needsUpdate = true;
  8319. }
  8320. DataTexture.prototype = Object.create( Texture.prototype );
  8321. DataTexture.prototype.constructor = DataTexture;
  8322. DataTexture.prototype.isDataTexture = true;
  8323. /**
  8324. * @author mrdoob / http://mrdoob.com/
  8325. * @author alteredq / http://alteredqualia.com/
  8326. * @author bhouston / http://clara.io
  8327. */
  8328. var _sphere$1 = new Sphere();
  8329. var _vector$5 = new Vector3();
  8330. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8331. this.planes = [
  8332. ( p0 !== undefined ) ? p0 : new Plane(),
  8333. ( p1 !== undefined ) ? p1 : new Plane(),
  8334. ( p2 !== undefined ) ? p2 : new Plane(),
  8335. ( p3 !== undefined ) ? p3 : new Plane(),
  8336. ( p4 !== undefined ) ? p4 : new Plane(),
  8337. ( p5 !== undefined ) ? p5 : new Plane()
  8338. ];
  8339. }
  8340. Object.assign( Frustum.prototype, {
  8341. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8342. var planes = this.planes;
  8343. planes[ 0 ].copy( p0 );
  8344. planes[ 1 ].copy( p1 );
  8345. planes[ 2 ].copy( p2 );
  8346. planes[ 3 ].copy( p3 );
  8347. planes[ 4 ].copy( p4 );
  8348. planes[ 5 ].copy( p5 );
  8349. return this;
  8350. },
  8351. clone: function () {
  8352. return new this.constructor().copy( this );
  8353. },
  8354. copy: function ( frustum ) {
  8355. var planes = this.planes;
  8356. for ( var i = 0; i < 6; i ++ ) {
  8357. planes[ i ].copy( frustum.planes[ i ] );
  8358. }
  8359. return this;
  8360. },
  8361. setFromProjectionMatrix: function ( m ) {
  8362. var planes = this.planes;
  8363. var me = m.elements;
  8364. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8365. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8366. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8367. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8368. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8369. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8370. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8371. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8372. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8373. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8374. return this;
  8375. },
  8376. intersectsObject: function ( object ) {
  8377. var geometry = object.geometry;
  8378. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8379. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8380. return this.intersectsSphere( _sphere$1 );
  8381. },
  8382. intersectsSprite: function ( sprite ) {
  8383. _sphere$1.center.set( 0, 0, 0 );
  8384. _sphere$1.radius = 0.7071067811865476;
  8385. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8386. return this.intersectsSphere( _sphere$1 );
  8387. },
  8388. intersectsSphere: function ( sphere ) {
  8389. var planes = this.planes;
  8390. var center = sphere.center;
  8391. var negRadius = - sphere.radius;
  8392. for ( var i = 0; i < 6; i ++ ) {
  8393. var distance = planes[ i ].distanceToPoint( center );
  8394. if ( distance < negRadius ) {
  8395. return false;
  8396. }
  8397. }
  8398. return true;
  8399. },
  8400. intersectsBox: function ( box ) {
  8401. var planes = this.planes;
  8402. for ( var i = 0; i < 6; i ++ ) {
  8403. var plane = planes[ i ];
  8404. // corner at max distance
  8405. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8406. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8407. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8408. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8409. return false;
  8410. }
  8411. }
  8412. return true;
  8413. },
  8414. containsPoint: function ( point ) {
  8415. var planes = this.planes;
  8416. for ( var i = 0; i < 6; i ++ ) {
  8417. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8418. return false;
  8419. }
  8420. }
  8421. return true;
  8422. }
  8423. } );
  8424. /**
  8425. * Uniforms library for shared webgl shaders
  8426. */
  8427. var UniformsLib = {
  8428. common: {
  8429. diffuse: { value: new Color( 0xeeeeee ) },
  8430. opacity: { value: 1.0 },
  8431. map: { value: null },
  8432. uvTransform: { value: new Matrix3() },
  8433. uv2Transform: { value: new Matrix3() },
  8434. alphaMap: { value: null },
  8435. },
  8436. specularmap: {
  8437. specularMap: { value: null },
  8438. },
  8439. envmap: {
  8440. envMap: { value: null },
  8441. flipEnvMap: { value: - 1 },
  8442. reflectivity: { value: 1.0 },
  8443. refractionRatio: { value: 0.98 },
  8444. maxMipLevel: { value: 0 }
  8445. },
  8446. aomap: {
  8447. aoMap: { value: null },
  8448. aoMapIntensity: { value: 1 }
  8449. },
  8450. lightmap: {
  8451. lightMap: { value: null },
  8452. lightMapIntensity: { value: 1 }
  8453. },
  8454. emissivemap: {
  8455. emissiveMap: { value: null }
  8456. },
  8457. bumpmap: {
  8458. bumpMap: { value: null },
  8459. bumpScale: { value: 1 }
  8460. },
  8461. normalmap: {
  8462. normalMap: { value: null },
  8463. normalScale: { value: new Vector2( 1, 1 ) }
  8464. },
  8465. displacementmap: {
  8466. displacementMap: { value: null },
  8467. displacementScale: { value: 1 },
  8468. displacementBias: { value: 0 }
  8469. },
  8470. roughnessmap: {
  8471. roughnessMap: { value: null }
  8472. },
  8473. metalnessmap: {
  8474. metalnessMap: { value: null }
  8475. },
  8476. gradientmap: {
  8477. gradientMap: { value: null }
  8478. },
  8479. fog: {
  8480. fogDensity: { value: 0.00025 },
  8481. fogNear: { value: 1 },
  8482. fogFar: { value: 2000 },
  8483. fogColor: { value: new Color( 0xffffff ) }
  8484. },
  8485. lights: {
  8486. ambientLightColor: { value: [] },
  8487. lightProbe: { value: [] },
  8488. directionalLights: { value: [], properties: {
  8489. direction: {},
  8490. color: {}
  8491. } },
  8492. directionalLightShadows: { value: [], properties: {
  8493. shadowBias: {},
  8494. shadowRadius: {},
  8495. shadowMapSize: {}
  8496. } },
  8497. directionalShadowMap: { value: [] },
  8498. directionalShadowMatrix: { value: [] },
  8499. spotLights: { value: [], properties: {
  8500. color: {},
  8501. position: {},
  8502. direction: {},
  8503. distance: {},
  8504. coneCos: {},
  8505. penumbraCos: {},
  8506. decay: {}
  8507. } },
  8508. spotLightShadows: { value: [], properties: {
  8509. shadowBias: {},
  8510. shadowRadius: {},
  8511. shadowMapSize: {}
  8512. } },
  8513. spotShadowMap: { value: [] },
  8514. spotShadowMatrix: { value: [] },
  8515. pointLights: { value: [], properties: {
  8516. color: {},
  8517. position: {},
  8518. decay: {},
  8519. distance: {}
  8520. } },
  8521. pointLightShadows: { value: [], properties: {
  8522. shadowBias: {},
  8523. shadowRadius: {},
  8524. shadowMapSize: {},
  8525. shadowCameraNear: {},
  8526. shadowCameraFar: {}
  8527. } },
  8528. pointShadowMap: { value: [] },
  8529. pointShadowMatrix: { value: [] },
  8530. hemisphereLights: { value: [], properties: {
  8531. direction: {},
  8532. skyColor: {},
  8533. groundColor: {}
  8534. } },
  8535. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8536. rectAreaLights: { value: [], properties: {
  8537. color: {},
  8538. position: {},
  8539. width: {},
  8540. height: {}
  8541. } }
  8542. },
  8543. points: {
  8544. diffuse: { value: new Color( 0xeeeeee ) },
  8545. opacity: { value: 1.0 },
  8546. size: { value: 1.0 },
  8547. scale: { value: 1.0 },
  8548. map: { value: null },
  8549. alphaMap: { value: null },
  8550. uvTransform: { value: new Matrix3() }
  8551. },
  8552. sprite: {
  8553. diffuse: { value: new Color( 0xeeeeee ) },
  8554. opacity: { value: 1.0 },
  8555. center: { value: new Vector2( 0.5, 0.5 ) },
  8556. rotation: { value: 0.0 },
  8557. map: { value: null },
  8558. alphaMap: { value: null },
  8559. uvTransform: { value: new Matrix3() }
  8560. }
  8561. };
  8562. /**
  8563. * @author mrdoob / http://mrdoob.com/
  8564. */
  8565. function WebGLAnimation() {
  8566. var context = null;
  8567. var isAnimating = false;
  8568. var animationLoop = null;
  8569. function onAnimationFrame( time, frame ) {
  8570. if ( isAnimating === false ) { return; }
  8571. animationLoop( time, frame );
  8572. context.requestAnimationFrame( onAnimationFrame );
  8573. }
  8574. return {
  8575. start: function () {
  8576. if ( isAnimating === true ) { return; }
  8577. if ( animationLoop === null ) { return; }
  8578. context.requestAnimationFrame( onAnimationFrame );
  8579. isAnimating = true;
  8580. },
  8581. stop: function () {
  8582. isAnimating = false;
  8583. },
  8584. setAnimationLoop: function ( callback ) {
  8585. animationLoop = callback;
  8586. },
  8587. setContext: function ( value ) {
  8588. context = value;
  8589. }
  8590. };
  8591. }
  8592. /**
  8593. * @author mrdoob / http://mrdoob.com/
  8594. */
  8595. function WebGLAttributes( gl, capabilities ) {
  8596. var isWebGL2 = capabilities.isWebGL2;
  8597. var buffers = new WeakMap();
  8598. function createBuffer( attribute, bufferType ) {
  8599. var array = attribute.array;
  8600. var usage = attribute.usage;
  8601. var buffer = gl.createBuffer();
  8602. gl.bindBuffer( bufferType, buffer );
  8603. gl.bufferData( bufferType, array, usage );
  8604. attribute.onUploadCallback();
  8605. var type = 5126;
  8606. if ( array instanceof Float32Array ) {
  8607. type = 5126;
  8608. } else if ( array instanceof Float64Array ) {
  8609. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8610. } else if ( array instanceof Uint16Array ) {
  8611. type = 5123;
  8612. } else if ( array instanceof Int16Array ) {
  8613. type = 5122;
  8614. } else if ( array instanceof Uint32Array ) {
  8615. type = 5125;
  8616. } else if ( array instanceof Int32Array ) {
  8617. type = 5124;
  8618. } else if ( array instanceof Int8Array ) {
  8619. type = 5120;
  8620. } else if ( array instanceof Uint8Array ) {
  8621. type = 5121;
  8622. }
  8623. return {
  8624. buffer: buffer,
  8625. type: type,
  8626. bytesPerElement: array.BYTES_PER_ELEMENT,
  8627. version: attribute.version
  8628. };
  8629. }
  8630. function updateBuffer( buffer, attribute, bufferType ) {
  8631. var array = attribute.array;
  8632. var updateRange = attribute.updateRange;
  8633. gl.bindBuffer( bufferType, buffer );
  8634. if ( updateRange.count === - 1 ) {
  8635. // Not using update ranges
  8636. gl.bufferSubData( bufferType, 0, array );
  8637. } else {
  8638. if ( isWebGL2 ) {
  8639. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8640. array, updateRange.offset, updateRange.count );
  8641. } else {
  8642. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8643. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8644. }
  8645. updateRange.count = - 1; // reset range
  8646. }
  8647. }
  8648. //
  8649. function get( attribute ) {
  8650. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8651. return buffers.get( attribute );
  8652. }
  8653. function remove( attribute ) {
  8654. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8655. var data = buffers.get( attribute );
  8656. if ( data ) {
  8657. gl.deleteBuffer( data.buffer );
  8658. buffers.delete( attribute );
  8659. }
  8660. }
  8661. function update( attribute, bufferType ) {
  8662. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8663. var data = buffers.get( attribute );
  8664. if ( data === undefined ) {
  8665. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8666. } else if ( data.version < attribute.version ) {
  8667. updateBuffer( data.buffer, attribute, bufferType );
  8668. data.version = attribute.version;
  8669. }
  8670. }
  8671. return {
  8672. get: get,
  8673. remove: remove,
  8674. update: update
  8675. };
  8676. }
  8677. /**
  8678. * @author mrdoob / http://mrdoob.com/
  8679. * @author Mugen87 / https://github.com/Mugen87
  8680. */
  8681. // PlaneGeometry
  8682. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8683. Geometry.call( this );
  8684. this.type = 'PlaneGeometry';
  8685. this.parameters = {
  8686. width: width,
  8687. height: height,
  8688. widthSegments: widthSegments,
  8689. heightSegments: heightSegments
  8690. };
  8691. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8692. this.mergeVertices();
  8693. }
  8694. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8695. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8696. // PlaneBufferGeometry
  8697. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8698. BufferGeometry.call( this );
  8699. this.type = 'PlaneBufferGeometry';
  8700. this.parameters = {
  8701. width: width,
  8702. height: height,
  8703. widthSegments: widthSegments,
  8704. heightSegments: heightSegments
  8705. };
  8706. width = width || 1;
  8707. height = height || 1;
  8708. var width_half = width / 2;
  8709. var height_half = height / 2;
  8710. var gridX = Math.floor( widthSegments ) || 1;
  8711. var gridY = Math.floor( heightSegments ) || 1;
  8712. var gridX1 = gridX + 1;
  8713. var gridY1 = gridY + 1;
  8714. var segment_width = width / gridX;
  8715. var segment_height = height / gridY;
  8716. var ix, iy;
  8717. // buffers
  8718. var indices = [];
  8719. var vertices = [];
  8720. var normals = [];
  8721. var uvs = [];
  8722. // generate vertices, normals and uvs
  8723. for ( iy = 0; iy < gridY1; iy ++ ) {
  8724. var y = iy * segment_height - height_half;
  8725. for ( ix = 0; ix < gridX1; ix ++ ) {
  8726. var x = ix * segment_width - width_half;
  8727. vertices.push( x, - y, 0 );
  8728. normals.push( 0, 0, 1 );
  8729. uvs.push( ix / gridX );
  8730. uvs.push( 1 - ( iy / gridY ) );
  8731. }
  8732. }
  8733. // indices
  8734. for ( iy = 0; iy < gridY; iy ++ ) {
  8735. for ( ix = 0; ix < gridX; ix ++ ) {
  8736. var a = ix + gridX1 * iy;
  8737. var b = ix + gridX1 * ( iy + 1 );
  8738. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8739. var d = ( ix + 1 ) + gridX1 * iy;
  8740. // faces
  8741. indices.push( a, b, d );
  8742. indices.push( b, c, d );
  8743. }
  8744. }
  8745. // build geometry
  8746. this.setIndex( indices );
  8747. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8748. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8749. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8750. }
  8751. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8752. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8753. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8754. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8755. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8756. 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";
  8757. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8758. var begin_vertex = "vec3 transformed = vec3( position );";
  8759. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8760. 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";
  8761. 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";
  8762. 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( vViewPosition, 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( vViewPosition, 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";
  8763. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8764. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\tvarying vec3 vViewPosition;\n#endif";
  8765. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8766. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8767. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8768. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8769. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8770. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8771. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8772. 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";
  8773. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8774. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8775. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8776. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8777. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8778. 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}";
  8779. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8780. 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";
  8781. 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";
  8782. 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";
  8783. 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";
  8784. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8785. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8786. 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";
  8787. 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";
  8788. 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}";
  8789. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8790. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8791. 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;\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";
  8792. 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";
  8793. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8794. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8795. 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)";
  8796. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8797. 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)";
  8798. 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";
  8799. 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}";
  8800. 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";
  8801. 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";
  8802. 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";
  8803. 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";
  8804. 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";
  8805. 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";
  8806. 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";
  8807. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8808. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8809. 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";
  8810. 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";
  8811. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8812. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8813. 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";
  8814. 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";
  8815. 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";
  8816. 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;";
  8817. 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";
  8818. 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";
  8819. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8820. 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";
  8821. 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";
  8822. 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}";
  8823. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8824. 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;";
  8825. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8826. 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";
  8827. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8828. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8829. 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";
  8830. 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";
  8831. 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";
  8832. 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}";
  8833. 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";
  8834. 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";
  8835. 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";
  8836. 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";
  8837. 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";
  8838. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8839. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8840. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8841. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8842. 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";
  8843. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8844. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8845. 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";
  8846. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8847. 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";
  8848. 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}";
  8849. 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}";
  8850. 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}";
  8851. 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}";
  8852. 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}";
  8853. 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}";
  8854. 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}";
  8855. 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}";
  8856. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8857. 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}";
  8858. 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}";
  8859. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8860. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\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}";
  8861. 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}";
  8862. 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\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\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}";
  8863. 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}";
  8864. 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 <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}";
  8865. 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}";
  8866. 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}";
  8867. 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}";
  8868. 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}";
  8869. 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}";
  8870. 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}";
  8871. 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}";
  8872. 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}";
  8873. 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}";
  8874. 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}";
  8875. 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}";
  8876. 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}";
  8877. 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}";
  8878. 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}";
  8879. 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}";
  8880. var ShaderChunk = {
  8881. alphamap_fragment: alphamap_fragment,
  8882. alphamap_pars_fragment: alphamap_pars_fragment,
  8883. alphatest_fragment: alphatest_fragment,
  8884. aomap_fragment: aomap_fragment,
  8885. aomap_pars_fragment: aomap_pars_fragment,
  8886. begin_vertex: begin_vertex,
  8887. beginnormal_vertex: beginnormal_vertex,
  8888. bsdfs: bsdfs,
  8889. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8890. clipping_planes_fragment: clipping_planes_fragment,
  8891. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8892. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8893. clipping_planes_vertex: clipping_planes_vertex,
  8894. color_fragment: color_fragment,
  8895. color_pars_fragment: color_pars_fragment,
  8896. color_pars_vertex: color_pars_vertex,
  8897. color_vertex: color_vertex,
  8898. common: common,
  8899. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8900. defaultnormal_vertex: defaultnormal_vertex,
  8901. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8902. displacementmap_vertex: displacementmap_vertex,
  8903. emissivemap_fragment: emissivemap_fragment,
  8904. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8905. encodings_fragment: encodings_fragment,
  8906. encodings_pars_fragment: encodings_pars_fragment,
  8907. envmap_fragment: envmap_fragment,
  8908. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8909. envmap_pars_fragment: envmap_pars_fragment,
  8910. envmap_pars_vertex: envmap_pars_vertex,
  8911. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8912. envmap_vertex: envmap_vertex,
  8913. fog_vertex: fog_vertex,
  8914. fog_pars_vertex: fog_pars_vertex,
  8915. fog_fragment: fog_fragment,
  8916. fog_pars_fragment: fog_pars_fragment,
  8917. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8918. lightmap_fragment: lightmap_fragment,
  8919. lightmap_pars_fragment: lightmap_pars_fragment,
  8920. lights_lambert_vertex: lights_lambert_vertex,
  8921. lights_pars_begin: lights_pars_begin,
  8922. lights_toon_fragment: lights_toon_fragment,
  8923. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8924. lights_phong_fragment: lights_phong_fragment,
  8925. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8926. lights_physical_fragment: lights_physical_fragment,
  8927. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8928. lights_fragment_begin: lights_fragment_begin,
  8929. lights_fragment_maps: lights_fragment_maps,
  8930. lights_fragment_end: lights_fragment_end,
  8931. logdepthbuf_fragment: logdepthbuf_fragment,
  8932. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8933. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8934. logdepthbuf_vertex: logdepthbuf_vertex,
  8935. map_fragment: map_fragment,
  8936. map_pars_fragment: map_pars_fragment,
  8937. map_particle_fragment: map_particle_fragment,
  8938. map_particle_pars_fragment: map_particle_pars_fragment,
  8939. metalnessmap_fragment: metalnessmap_fragment,
  8940. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8941. morphnormal_vertex: morphnormal_vertex,
  8942. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8943. morphtarget_vertex: morphtarget_vertex,
  8944. normal_fragment_begin: normal_fragment_begin,
  8945. normal_fragment_maps: normal_fragment_maps,
  8946. normalmap_pars_fragment: normalmap_pars_fragment,
  8947. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8948. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8949. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8950. packing: packing,
  8951. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8952. project_vertex: project_vertex,
  8953. dithering_fragment: dithering_fragment,
  8954. dithering_pars_fragment: dithering_pars_fragment,
  8955. roughnessmap_fragment: roughnessmap_fragment,
  8956. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8957. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8958. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8959. shadowmap_vertex: shadowmap_vertex,
  8960. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8961. skinbase_vertex: skinbase_vertex,
  8962. skinning_pars_vertex: skinning_pars_vertex,
  8963. skinning_vertex: skinning_vertex,
  8964. skinnormal_vertex: skinnormal_vertex,
  8965. specularmap_fragment: specularmap_fragment,
  8966. specularmap_pars_fragment: specularmap_pars_fragment,
  8967. tonemapping_fragment: tonemapping_fragment,
  8968. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8969. uv_pars_fragment: uv_pars_fragment,
  8970. uv_pars_vertex: uv_pars_vertex,
  8971. uv_vertex: uv_vertex,
  8972. uv2_pars_fragment: uv2_pars_fragment,
  8973. uv2_pars_vertex: uv2_pars_vertex,
  8974. uv2_vertex: uv2_vertex,
  8975. worldpos_vertex: worldpos_vertex,
  8976. background_frag: background_frag,
  8977. background_vert: background_vert,
  8978. cube_frag: cube_frag,
  8979. cube_vert: cube_vert,
  8980. depth_frag: depth_frag,
  8981. depth_vert: depth_vert,
  8982. distanceRGBA_frag: distanceRGBA_frag,
  8983. distanceRGBA_vert: distanceRGBA_vert,
  8984. equirect_frag: equirect_frag,
  8985. equirect_vert: equirect_vert,
  8986. linedashed_frag: linedashed_frag,
  8987. linedashed_vert: linedashed_vert,
  8988. meshbasic_frag: meshbasic_frag,
  8989. meshbasic_vert: meshbasic_vert,
  8990. meshlambert_frag: meshlambert_frag,
  8991. meshlambert_vert: meshlambert_vert,
  8992. meshmatcap_frag: meshmatcap_frag,
  8993. meshmatcap_vert: meshmatcap_vert,
  8994. meshtoon_frag: meshtoon_frag,
  8995. meshtoon_vert: meshtoon_vert,
  8996. meshphong_frag: meshphong_frag,
  8997. meshphong_vert: meshphong_vert,
  8998. meshphysical_frag: meshphysical_frag,
  8999. meshphysical_vert: meshphysical_vert,
  9000. normal_frag: normal_frag,
  9001. normal_vert: normal_vert,
  9002. points_frag: points_frag,
  9003. points_vert: points_vert,
  9004. shadow_frag: shadow_frag,
  9005. shadow_vert: shadow_vert,
  9006. sprite_frag: sprite_frag,
  9007. sprite_vert: sprite_vert
  9008. };
  9009. /**
  9010. * @author alteredq / http://alteredqualia.com/
  9011. * @author mrdoob / http://mrdoob.com/
  9012. * @author mikael emtinger / http://gomo.se/
  9013. */
  9014. var ShaderLib = {
  9015. basic: {
  9016. uniforms: mergeUniforms( [
  9017. UniformsLib.common,
  9018. UniformsLib.specularmap,
  9019. UniformsLib.envmap,
  9020. UniformsLib.aomap,
  9021. UniformsLib.lightmap,
  9022. UniformsLib.fog
  9023. ] ),
  9024. vertexShader: ShaderChunk.meshbasic_vert,
  9025. fragmentShader: ShaderChunk.meshbasic_frag
  9026. },
  9027. lambert: {
  9028. uniforms: mergeUniforms( [
  9029. UniformsLib.common,
  9030. UniformsLib.specularmap,
  9031. UniformsLib.envmap,
  9032. UniformsLib.aomap,
  9033. UniformsLib.lightmap,
  9034. UniformsLib.emissivemap,
  9035. UniformsLib.fog,
  9036. UniformsLib.lights,
  9037. {
  9038. emissive: { value: new Color( 0x000000 ) }
  9039. }
  9040. ] ),
  9041. vertexShader: ShaderChunk.meshlambert_vert,
  9042. fragmentShader: ShaderChunk.meshlambert_frag
  9043. },
  9044. phong: {
  9045. uniforms: mergeUniforms( [
  9046. UniformsLib.common,
  9047. UniformsLib.specularmap,
  9048. UniformsLib.envmap,
  9049. UniformsLib.aomap,
  9050. UniformsLib.lightmap,
  9051. UniformsLib.emissivemap,
  9052. UniformsLib.bumpmap,
  9053. UniformsLib.normalmap,
  9054. UniformsLib.displacementmap,
  9055. UniformsLib.fog,
  9056. UniformsLib.lights,
  9057. {
  9058. emissive: { value: new Color( 0x000000 ) },
  9059. specular: { value: new Color( 0x111111 ) },
  9060. shininess: { value: 30 }
  9061. }
  9062. ] ),
  9063. vertexShader: ShaderChunk.meshphong_vert,
  9064. fragmentShader: ShaderChunk.meshphong_frag
  9065. },
  9066. standard: {
  9067. uniforms: mergeUniforms( [
  9068. UniformsLib.common,
  9069. UniformsLib.envmap,
  9070. UniformsLib.aomap,
  9071. UniformsLib.lightmap,
  9072. UniformsLib.emissivemap,
  9073. UniformsLib.bumpmap,
  9074. UniformsLib.normalmap,
  9075. UniformsLib.displacementmap,
  9076. UniformsLib.roughnessmap,
  9077. UniformsLib.metalnessmap,
  9078. UniformsLib.fog,
  9079. UniformsLib.lights,
  9080. {
  9081. emissive: { value: new Color( 0x000000 ) },
  9082. roughness: { value: 0.5 },
  9083. metalness: { value: 0.5 },
  9084. envMapIntensity: { value: 1 } // temporary
  9085. }
  9086. ] ),
  9087. vertexShader: ShaderChunk.meshphysical_vert,
  9088. fragmentShader: ShaderChunk.meshphysical_frag
  9089. },
  9090. toon: {
  9091. uniforms: mergeUniforms( [
  9092. UniformsLib.common,
  9093. UniformsLib.specularmap,
  9094. UniformsLib.aomap,
  9095. UniformsLib.lightmap,
  9096. UniformsLib.emissivemap,
  9097. UniformsLib.bumpmap,
  9098. UniformsLib.normalmap,
  9099. UniformsLib.displacementmap,
  9100. UniformsLib.gradientmap,
  9101. UniformsLib.fog,
  9102. UniformsLib.lights,
  9103. {
  9104. emissive: { value: new Color( 0x000000 ) },
  9105. specular: { value: new Color( 0x111111 ) },
  9106. shininess: { value: 30 }
  9107. }
  9108. ] ),
  9109. vertexShader: ShaderChunk.meshtoon_vert,
  9110. fragmentShader: ShaderChunk.meshtoon_frag
  9111. },
  9112. matcap: {
  9113. uniforms: mergeUniforms( [
  9114. UniformsLib.common,
  9115. UniformsLib.bumpmap,
  9116. UniformsLib.normalmap,
  9117. UniformsLib.displacementmap,
  9118. UniformsLib.fog,
  9119. {
  9120. matcap: { value: null }
  9121. }
  9122. ] ),
  9123. vertexShader: ShaderChunk.meshmatcap_vert,
  9124. fragmentShader: ShaderChunk.meshmatcap_frag
  9125. },
  9126. points: {
  9127. uniforms: mergeUniforms( [
  9128. UniformsLib.points,
  9129. UniformsLib.fog
  9130. ] ),
  9131. vertexShader: ShaderChunk.points_vert,
  9132. fragmentShader: ShaderChunk.points_frag
  9133. },
  9134. dashed: {
  9135. uniforms: mergeUniforms( [
  9136. UniformsLib.common,
  9137. UniformsLib.fog,
  9138. {
  9139. scale: { value: 1 },
  9140. dashSize: { value: 1 },
  9141. totalSize: { value: 2 }
  9142. }
  9143. ] ),
  9144. vertexShader: ShaderChunk.linedashed_vert,
  9145. fragmentShader: ShaderChunk.linedashed_frag
  9146. },
  9147. depth: {
  9148. uniforms: mergeUniforms( [
  9149. UniformsLib.common,
  9150. UniformsLib.displacementmap
  9151. ] ),
  9152. vertexShader: ShaderChunk.depth_vert,
  9153. fragmentShader: ShaderChunk.depth_frag
  9154. },
  9155. normal: {
  9156. uniforms: mergeUniforms( [
  9157. UniformsLib.common,
  9158. UniformsLib.bumpmap,
  9159. UniformsLib.normalmap,
  9160. UniformsLib.displacementmap,
  9161. {
  9162. opacity: { value: 1.0 }
  9163. }
  9164. ] ),
  9165. vertexShader: ShaderChunk.normal_vert,
  9166. fragmentShader: ShaderChunk.normal_frag
  9167. },
  9168. sprite: {
  9169. uniforms: mergeUniforms( [
  9170. UniformsLib.sprite,
  9171. UniformsLib.fog
  9172. ] ),
  9173. vertexShader: ShaderChunk.sprite_vert,
  9174. fragmentShader: ShaderChunk.sprite_frag
  9175. },
  9176. background: {
  9177. uniforms: {
  9178. uvTransform: { value: new Matrix3() },
  9179. t2D: { value: null },
  9180. },
  9181. vertexShader: ShaderChunk.background_vert,
  9182. fragmentShader: ShaderChunk.background_frag
  9183. },
  9184. /* -------------------------------------------------------------------------
  9185. // Cube map shader
  9186. ------------------------------------------------------------------------- */
  9187. cube: {
  9188. uniforms: mergeUniforms( [
  9189. UniformsLib.envmap,
  9190. {
  9191. opacity: { value: 1.0 }
  9192. }
  9193. ] ),
  9194. vertexShader: ShaderChunk.cube_vert,
  9195. fragmentShader: ShaderChunk.cube_frag
  9196. },
  9197. equirect: {
  9198. uniforms: {
  9199. tEquirect: { value: null },
  9200. },
  9201. vertexShader: ShaderChunk.equirect_vert,
  9202. fragmentShader: ShaderChunk.equirect_frag
  9203. },
  9204. distanceRGBA: {
  9205. uniforms: mergeUniforms( [
  9206. UniformsLib.common,
  9207. UniformsLib.displacementmap,
  9208. {
  9209. referencePosition: { value: new Vector3() },
  9210. nearDistance: { value: 1 },
  9211. farDistance: { value: 1000 }
  9212. }
  9213. ] ),
  9214. vertexShader: ShaderChunk.distanceRGBA_vert,
  9215. fragmentShader: ShaderChunk.distanceRGBA_frag
  9216. },
  9217. shadow: {
  9218. uniforms: mergeUniforms( [
  9219. UniformsLib.lights,
  9220. UniformsLib.fog,
  9221. {
  9222. color: { value: new Color( 0x00000 ) },
  9223. opacity: { value: 1.0 }
  9224. } ] ),
  9225. vertexShader: ShaderChunk.shadow_vert,
  9226. fragmentShader: ShaderChunk.shadow_frag
  9227. }
  9228. };
  9229. ShaderLib.physical = {
  9230. uniforms: mergeUniforms( [
  9231. ShaderLib.standard.uniforms,
  9232. {
  9233. clearcoat: { value: 0 },
  9234. clearcoatMap: { value: null },
  9235. clearcoatRoughness: { value: 0 },
  9236. clearcoatRoughnessMap: { value: null },
  9237. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9238. clearcoatNormalMap: { value: null },
  9239. sheen: { value: new Color( 0x000000 ) },
  9240. transparency: { value: 0 },
  9241. }
  9242. ] ),
  9243. vertexShader: ShaderChunk.meshphysical_vert,
  9244. fragmentShader: ShaderChunk.meshphysical_frag
  9245. };
  9246. /**
  9247. * @author mrdoob / http://mrdoob.com/
  9248. */
  9249. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9250. var clearColor = new Color( 0x000000 );
  9251. var clearAlpha = 0;
  9252. var planeMesh;
  9253. var boxMesh;
  9254. var currentBackground = null;
  9255. var currentBackgroundVersion = 0;
  9256. var currentTonemapping = null;
  9257. function render( renderList, scene, camera, forceClear ) {
  9258. var background = scene.background;
  9259. // Ignore background in AR
  9260. // TODO: Reconsider this.
  9261. var xr = renderer.xr;
  9262. var session = xr.getSession && xr.getSession();
  9263. if ( session && session.environmentBlendMode === 'additive' ) {
  9264. background = null;
  9265. }
  9266. if ( background === null ) {
  9267. setClear( clearColor, clearAlpha );
  9268. } else if ( background && background.isColor ) {
  9269. setClear( background, 1 );
  9270. forceClear = true;
  9271. }
  9272. if ( renderer.autoClear || forceClear ) {
  9273. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9274. }
  9275. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9276. if ( boxMesh === undefined ) {
  9277. boxMesh = new Mesh(
  9278. new BoxBufferGeometry( 1, 1, 1 ),
  9279. new ShaderMaterial( {
  9280. type: 'BackgroundCubeMaterial',
  9281. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9282. vertexShader: ShaderLib.cube.vertexShader,
  9283. fragmentShader: ShaderLib.cube.fragmentShader,
  9284. side: BackSide,
  9285. depthTest: false,
  9286. depthWrite: false,
  9287. fog: false
  9288. } )
  9289. );
  9290. boxMesh.geometry.deleteAttribute( 'normal' );
  9291. boxMesh.geometry.deleteAttribute( 'uv' );
  9292. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9293. this.matrixWorld.copyPosition( camera.matrixWorld );
  9294. };
  9295. // enable code injection for non-built-in material
  9296. Object.defineProperty( boxMesh.material, 'envMap', {
  9297. get: function () {
  9298. return this.uniforms.envMap.value;
  9299. }
  9300. } );
  9301. objects.update( boxMesh );
  9302. }
  9303. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9304. boxMesh.material.uniforms.envMap.value = texture;
  9305. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9306. if ( currentBackground !== background ||
  9307. currentBackgroundVersion !== texture.version ||
  9308. currentTonemapping !== renderer.toneMapping ) {
  9309. boxMesh.material.needsUpdate = true;
  9310. currentBackground = background;
  9311. currentBackgroundVersion = texture.version;
  9312. currentTonemapping = renderer.toneMapping;
  9313. }
  9314. // push to the pre-sorted opaque render list
  9315. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9316. } else if ( background && background.isTexture ) {
  9317. if ( planeMesh === undefined ) {
  9318. planeMesh = new Mesh(
  9319. new PlaneBufferGeometry( 2, 2 ),
  9320. new ShaderMaterial( {
  9321. type: 'BackgroundMaterial',
  9322. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9323. vertexShader: ShaderLib.background.vertexShader,
  9324. fragmentShader: ShaderLib.background.fragmentShader,
  9325. side: FrontSide,
  9326. depthTest: false,
  9327. depthWrite: false,
  9328. fog: false
  9329. } )
  9330. );
  9331. planeMesh.geometry.deleteAttribute( 'normal' );
  9332. // enable code injection for non-built-in material
  9333. Object.defineProperty( planeMesh.material, 'map', {
  9334. get: function () {
  9335. return this.uniforms.t2D.value;
  9336. }
  9337. } );
  9338. objects.update( planeMesh );
  9339. }
  9340. planeMesh.material.uniforms.t2D.value = background;
  9341. if ( background.matrixAutoUpdate === true ) {
  9342. background.updateMatrix();
  9343. }
  9344. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9345. if ( currentBackground !== background ||
  9346. currentBackgroundVersion !== background.version ||
  9347. currentTonemapping !== renderer.toneMapping ) {
  9348. planeMesh.material.needsUpdate = true;
  9349. currentBackground = background;
  9350. currentBackgroundVersion = background.version;
  9351. currentTonemapping = renderer.toneMapping;
  9352. }
  9353. // push to the pre-sorted opaque render list
  9354. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9355. }
  9356. }
  9357. function setClear( color, alpha ) {
  9358. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9359. }
  9360. return {
  9361. getClearColor: function () {
  9362. return clearColor;
  9363. },
  9364. setClearColor: function ( color, alpha ) {
  9365. clearColor.set( color );
  9366. clearAlpha = alpha !== undefined ? alpha : 1;
  9367. setClear( clearColor, clearAlpha );
  9368. },
  9369. getClearAlpha: function () {
  9370. return clearAlpha;
  9371. },
  9372. setClearAlpha: function ( alpha ) {
  9373. clearAlpha = alpha;
  9374. setClear( clearColor, clearAlpha );
  9375. },
  9376. render: render
  9377. };
  9378. }
  9379. /**
  9380. * @author mrdoob / http://mrdoob.com/
  9381. */
  9382. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9383. var isWebGL2 = capabilities.isWebGL2;
  9384. var mode;
  9385. function setMode( value ) {
  9386. mode = value;
  9387. }
  9388. function render( start, count ) {
  9389. gl.drawArrays( mode, start, count );
  9390. info.update( count, mode );
  9391. }
  9392. function renderInstances( geometry, start, count, primcount ) {
  9393. if ( primcount === 0 ) { return; }
  9394. var extension, methodName;
  9395. if ( isWebGL2 ) {
  9396. extension = gl;
  9397. methodName = 'drawArraysInstanced';
  9398. } else {
  9399. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9400. methodName = 'drawArraysInstancedANGLE';
  9401. if ( extension === null ) {
  9402. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9403. return;
  9404. }
  9405. }
  9406. extension[ methodName ]( mode, start, count, primcount );
  9407. info.update( count, mode, primcount );
  9408. }
  9409. //
  9410. this.setMode = setMode;
  9411. this.render = render;
  9412. this.renderInstances = renderInstances;
  9413. }
  9414. /**
  9415. * @author mrdoob / http://mrdoob.com/
  9416. */
  9417. function WebGLCapabilities( gl, extensions, parameters ) {
  9418. var maxAnisotropy;
  9419. function getMaxAnisotropy() {
  9420. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9421. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9422. if ( extension !== null ) {
  9423. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9424. } else {
  9425. maxAnisotropy = 0;
  9426. }
  9427. return maxAnisotropy;
  9428. }
  9429. function getMaxPrecision( precision ) {
  9430. if ( precision === 'highp' ) {
  9431. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9432. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9433. return 'highp';
  9434. }
  9435. precision = 'mediump';
  9436. }
  9437. if ( precision === 'mediump' ) {
  9438. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9439. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9440. return 'mediump';
  9441. }
  9442. }
  9443. return 'lowp';
  9444. }
  9445. /* eslint-disable no-undef */
  9446. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9447. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9448. /* eslint-enable no-undef */
  9449. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9450. var maxPrecision = getMaxPrecision( precision );
  9451. if ( maxPrecision !== precision ) {
  9452. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9453. precision = maxPrecision;
  9454. }
  9455. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9456. var maxTextures = gl.getParameter( 34930 );
  9457. var maxVertexTextures = gl.getParameter( 35660 );
  9458. var maxTextureSize = gl.getParameter( 3379 );
  9459. var maxCubemapSize = gl.getParameter( 34076 );
  9460. var maxAttributes = gl.getParameter( 34921 );
  9461. var maxVertexUniforms = gl.getParameter( 36347 );
  9462. var maxVaryings = gl.getParameter( 36348 );
  9463. var maxFragmentUniforms = gl.getParameter( 36349 );
  9464. var vertexTextures = maxVertexTextures > 0;
  9465. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9466. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9467. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9468. return {
  9469. isWebGL2: isWebGL2,
  9470. getMaxAnisotropy: getMaxAnisotropy,
  9471. getMaxPrecision: getMaxPrecision,
  9472. precision: precision,
  9473. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9474. maxTextures: maxTextures,
  9475. maxVertexTextures: maxVertexTextures,
  9476. maxTextureSize: maxTextureSize,
  9477. maxCubemapSize: maxCubemapSize,
  9478. maxAttributes: maxAttributes,
  9479. maxVertexUniforms: maxVertexUniforms,
  9480. maxVaryings: maxVaryings,
  9481. maxFragmentUniforms: maxFragmentUniforms,
  9482. vertexTextures: vertexTextures,
  9483. floatFragmentTextures: floatFragmentTextures,
  9484. floatVertexTextures: floatVertexTextures,
  9485. maxSamples: maxSamples
  9486. };
  9487. }
  9488. /**
  9489. * @author tschw
  9490. */
  9491. function WebGLClipping() {
  9492. var scope = this,
  9493. globalState = null,
  9494. numGlobalPlanes = 0,
  9495. localClippingEnabled = false,
  9496. renderingShadows = false,
  9497. plane = new Plane(),
  9498. viewNormalMatrix = new Matrix3(),
  9499. uniform = { value: null, needsUpdate: false };
  9500. this.uniform = uniform;
  9501. this.numPlanes = 0;
  9502. this.numIntersection = 0;
  9503. this.init = function ( planes, enableLocalClipping, camera ) {
  9504. var enabled =
  9505. planes.length !== 0 ||
  9506. enableLocalClipping ||
  9507. // enable state of previous frame - the clipping code has to
  9508. // run another frame in order to reset the state:
  9509. numGlobalPlanes !== 0 ||
  9510. localClippingEnabled;
  9511. localClippingEnabled = enableLocalClipping;
  9512. globalState = projectPlanes( planes, camera, 0 );
  9513. numGlobalPlanes = planes.length;
  9514. return enabled;
  9515. };
  9516. this.beginShadows = function () {
  9517. renderingShadows = true;
  9518. projectPlanes( null );
  9519. };
  9520. this.endShadows = function () {
  9521. renderingShadows = false;
  9522. resetGlobalState();
  9523. };
  9524. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9525. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9526. // there's no local clipping
  9527. if ( renderingShadows ) {
  9528. // there's no global clipping
  9529. projectPlanes( null );
  9530. } else {
  9531. resetGlobalState();
  9532. }
  9533. } else {
  9534. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9535. lGlobal = nGlobal * 4,
  9536. dstArray = cache.clippingState || null;
  9537. uniform.value = dstArray; // ensure unique state
  9538. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9539. for ( var i = 0; i !== lGlobal; ++ i ) {
  9540. dstArray[ i ] = globalState[ i ];
  9541. }
  9542. cache.clippingState = dstArray;
  9543. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9544. this.numPlanes += nGlobal;
  9545. }
  9546. };
  9547. function resetGlobalState() {
  9548. if ( uniform.value !== globalState ) {
  9549. uniform.value = globalState;
  9550. uniform.needsUpdate = numGlobalPlanes > 0;
  9551. }
  9552. scope.numPlanes = numGlobalPlanes;
  9553. scope.numIntersection = 0;
  9554. }
  9555. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9556. var nPlanes = planes !== null ? planes.length : 0,
  9557. dstArray = null;
  9558. if ( nPlanes !== 0 ) {
  9559. dstArray = uniform.value;
  9560. if ( skipTransform !== true || dstArray === null ) {
  9561. var flatSize = dstOffset + nPlanes * 4,
  9562. viewMatrix = camera.matrixWorldInverse;
  9563. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9564. if ( dstArray === null || dstArray.length < flatSize ) {
  9565. dstArray = new Float32Array( flatSize );
  9566. }
  9567. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9568. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9569. plane.normal.toArray( dstArray, i4 );
  9570. dstArray[ i4 + 3 ] = plane.constant;
  9571. }
  9572. }
  9573. uniform.value = dstArray;
  9574. uniform.needsUpdate = true;
  9575. }
  9576. scope.numPlanes = nPlanes;
  9577. scope.numIntersection = 0;
  9578. return dstArray;
  9579. }
  9580. }
  9581. /**
  9582. * @author mrdoob / http://mrdoob.com/
  9583. */
  9584. function WebGLExtensions( gl ) {
  9585. var extensions = {};
  9586. return {
  9587. get: function ( name ) {
  9588. if ( extensions[ name ] !== undefined ) {
  9589. return extensions[ name ];
  9590. }
  9591. var extension;
  9592. switch ( name ) {
  9593. case 'WEBGL_depth_texture':
  9594. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9595. break;
  9596. case 'EXT_texture_filter_anisotropic':
  9597. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9598. break;
  9599. case 'WEBGL_compressed_texture_s3tc':
  9600. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9601. break;
  9602. case 'WEBGL_compressed_texture_pvrtc':
  9603. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9604. break;
  9605. default:
  9606. extension = gl.getExtension( name );
  9607. }
  9608. if ( extension === null ) {
  9609. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9610. }
  9611. extensions[ name ] = extension;
  9612. return extension;
  9613. }
  9614. };
  9615. }
  9616. /**
  9617. * @author mrdoob / http://mrdoob.com/
  9618. */
  9619. function WebGLGeometries( gl, attributes, info ) {
  9620. var geometries = new WeakMap();
  9621. var wireframeAttributes = new WeakMap();
  9622. function onGeometryDispose( event ) {
  9623. var geometry = event.target;
  9624. var buffergeometry = geometries.get( geometry );
  9625. if ( buffergeometry.index !== null ) {
  9626. attributes.remove( buffergeometry.index );
  9627. }
  9628. for ( var name in buffergeometry.attributes ) {
  9629. attributes.remove( buffergeometry.attributes[ name ] );
  9630. }
  9631. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9632. geometries.delete( geometry );
  9633. var attribute = wireframeAttributes.get( buffergeometry );
  9634. if ( attribute ) {
  9635. attributes.remove( attribute );
  9636. wireframeAttributes.delete( buffergeometry );
  9637. }
  9638. //
  9639. info.memory.geometries --;
  9640. }
  9641. function get( object, geometry ) {
  9642. var buffergeometry = geometries.get( geometry );
  9643. if ( buffergeometry ) { return buffergeometry; }
  9644. geometry.addEventListener( 'dispose', onGeometryDispose );
  9645. if ( geometry.isBufferGeometry ) {
  9646. buffergeometry = geometry;
  9647. } else if ( geometry.isGeometry ) {
  9648. if ( geometry._bufferGeometry === undefined ) {
  9649. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9650. }
  9651. buffergeometry = geometry._bufferGeometry;
  9652. }
  9653. geometries.set( geometry, buffergeometry );
  9654. info.memory.geometries ++;
  9655. return buffergeometry;
  9656. }
  9657. function update( geometry ) {
  9658. var index = geometry.index;
  9659. var geometryAttributes = geometry.attributes;
  9660. if ( index !== null ) {
  9661. attributes.update( index, 34963 );
  9662. }
  9663. for ( var name in geometryAttributes ) {
  9664. attributes.update( geometryAttributes[ name ], 34962 );
  9665. }
  9666. // morph targets
  9667. var morphAttributes = geometry.morphAttributes;
  9668. for ( var name in morphAttributes ) {
  9669. var array = morphAttributes[ name ];
  9670. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9671. attributes.update( array[ i ], 34962 );
  9672. }
  9673. }
  9674. }
  9675. function updateWireframeAttribute( geometry ) {
  9676. var indices = [];
  9677. var geometryIndex = geometry.index;
  9678. var geometryPosition = geometry.attributes.position;
  9679. var version = 0;
  9680. if ( geometryIndex !== null ) {
  9681. var array = geometryIndex.array;
  9682. version = geometryIndex.version;
  9683. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9684. var a = array[ i + 0 ];
  9685. var b = array[ i + 1 ];
  9686. var c = array[ i + 2 ];
  9687. indices.push( a, b, b, c, c, a );
  9688. }
  9689. } else {
  9690. var array = geometryPosition.array;
  9691. version = geometryPosition.version;
  9692. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9693. var a = i + 0;
  9694. var b = i + 1;
  9695. var c = i + 2;
  9696. indices.push( a, b, b, c, c, a );
  9697. }
  9698. }
  9699. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9700. attribute.version = version;
  9701. attributes.update( attribute, 34963 );
  9702. //
  9703. var previousAttribute = wireframeAttributes.get( geometry );
  9704. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9705. //
  9706. wireframeAttributes.set( geometry, attribute );
  9707. }
  9708. function getWireframeAttribute( geometry ) {
  9709. var currentAttribute = wireframeAttributes.get( geometry );
  9710. if ( currentAttribute ) {
  9711. var geometryIndex = geometry.index;
  9712. if ( geometryIndex !== null ) {
  9713. // if the attribute is obsolete, create a new one
  9714. if ( currentAttribute.version < geometryIndex.version ) {
  9715. updateWireframeAttribute( geometry );
  9716. }
  9717. }
  9718. } else {
  9719. updateWireframeAttribute( geometry );
  9720. }
  9721. return wireframeAttributes.get( geometry );
  9722. }
  9723. return {
  9724. get: get,
  9725. update: update,
  9726. getWireframeAttribute: getWireframeAttribute
  9727. };
  9728. }
  9729. /**
  9730. * @author mrdoob / http://mrdoob.com/
  9731. */
  9732. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9733. var isWebGL2 = capabilities.isWebGL2;
  9734. var mode;
  9735. function setMode( value ) {
  9736. mode = value;
  9737. }
  9738. var type, bytesPerElement;
  9739. function setIndex( value ) {
  9740. type = value.type;
  9741. bytesPerElement = value.bytesPerElement;
  9742. }
  9743. function render( start, count ) {
  9744. gl.drawElements( mode, count, type, start * bytesPerElement );
  9745. info.update( count, mode );
  9746. }
  9747. function renderInstances( geometry, start, count, primcount ) {
  9748. if ( primcount === 0 ) { return; }
  9749. var extension, methodName;
  9750. if ( isWebGL2 ) {
  9751. extension = gl;
  9752. methodName = 'drawElementsInstanced';
  9753. } else {
  9754. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9755. methodName = 'drawElementsInstancedANGLE';
  9756. if ( extension === null ) {
  9757. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9758. return;
  9759. }
  9760. }
  9761. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9762. info.update( count, mode, primcount );
  9763. }
  9764. //
  9765. this.setMode = setMode;
  9766. this.setIndex = setIndex;
  9767. this.render = render;
  9768. this.renderInstances = renderInstances;
  9769. }
  9770. /**
  9771. * @author Mugen87 / https://github.com/Mugen87
  9772. */
  9773. function WebGLInfo( gl ) {
  9774. var memory = {
  9775. geometries: 0,
  9776. textures: 0
  9777. };
  9778. var render = {
  9779. frame: 0,
  9780. calls: 0,
  9781. triangles: 0,
  9782. points: 0,
  9783. lines: 0
  9784. };
  9785. function update( count, mode, instanceCount ) {
  9786. instanceCount = instanceCount || 1;
  9787. render.calls ++;
  9788. switch ( mode ) {
  9789. case 4:
  9790. render.triangles += instanceCount * ( count / 3 );
  9791. break;
  9792. case 1:
  9793. render.lines += instanceCount * ( count / 2 );
  9794. break;
  9795. case 3:
  9796. render.lines += instanceCount * ( count - 1 );
  9797. break;
  9798. case 2:
  9799. render.lines += instanceCount * count;
  9800. break;
  9801. case 0:
  9802. render.points += instanceCount * count;
  9803. break;
  9804. default:
  9805. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9806. break;
  9807. }
  9808. }
  9809. function reset() {
  9810. render.frame ++;
  9811. render.calls = 0;
  9812. render.triangles = 0;
  9813. render.points = 0;
  9814. render.lines = 0;
  9815. }
  9816. return {
  9817. memory: memory,
  9818. render: render,
  9819. programs: null,
  9820. autoReset: true,
  9821. reset: reset,
  9822. update: update
  9823. };
  9824. }
  9825. /**
  9826. * @author mrdoob / http://mrdoob.com/
  9827. */
  9828. function absNumericalSort( a, b ) {
  9829. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9830. }
  9831. function WebGLMorphtargets( gl ) {
  9832. var influencesList = {};
  9833. var morphInfluences = new Float32Array( 8 );
  9834. function update( object, geometry, material, program ) {
  9835. var objectInfluences = object.morphTargetInfluences;
  9836. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9837. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9838. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9839. var influences = influencesList[ geometry.id ];
  9840. if ( influences === undefined ) {
  9841. // initialise list
  9842. influences = [];
  9843. for ( var i = 0; i < length; i ++ ) {
  9844. influences[ i ] = [ i, 0 ];
  9845. }
  9846. influencesList[ geometry.id ] = influences;
  9847. }
  9848. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9849. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9850. // Remove current morphAttributes
  9851. for ( var i = 0; i < length; i ++ ) {
  9852. var influence = influences[ i ];
  9853. if ( influence[ 1 ] !== 0 ) {
  9854. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9855. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9856. }
  9857. }
  9858. // Collect influences
  9859. for ( var i = 0; i < length; i ++ ) {
  9860. var influence = influences[ i ];
  9861. influence[ 0 ] = i;
  9862. influence[ 1 ] = objectInfluences[ i ];
  9863. }
  9864. influences.sort( absNumericalSort );
  9865. // Add morphAttributes
  9866. var morphInfluencesSum = 0;
  9867. for ( var i = 0; i < 8; i ++ ) {
  9868. var influence = influences[ i ];
  9869. if ( influence ) {
  9870. var index = influence[ 0 ];
  9871. var value = influence[ 1 ];
  9872. if ( value ) {
  9873. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9874. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9875. morphInfluences[ i ] = value;
  9876. morphInfluencesSum += value;
  9877. continue;
  9878. }
  9879. }
  9880. morphInfluences[ i ] = 0;
  9881. }
  9882. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9883. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9884. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9885. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9886. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9887. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9888. }
  9889. return {
  9890. update: update
  9891. };
  9892. }
  9893. /**
  9894. * @author mrdoob / http://mrdoob.com/
  9895. */
  9896. function WebGLObjects( gl, geometries, attributes, info ) {
  9897. var updateMap = new WeakMap();
  9898. function update( object ) {
  9899. var frame = info.render.frame;
  9900. var geometry = object.geometry;
  9901. var buffergeometry = geometries.get( object, geometry );
  9902. // Update once per frame
  9903. if ( updateMap.get( buffergeometry ) !== frame ) {
  9904. if ( geometry.isGeometry ) {
  9905. buffergeometry.updateFromObject( object );
  9906. }
  9907. geometries.update( buffergeometry );
  9908. updateMap.set( buffergeometry, frame );
  9909. }
  9910. if ( object.isInstancedMesh ) {
  9911. attributes.update( object.instanceMatrix, 34962 );
  9912. }
  9913. return buffergeometry;
  9914. }
  9915. function dispose() {
  9916. updateMap = new WeakMap();
  9917. }
  9918. return {
  9919. update: update,
  9920. dispose: dispose
  9921. };
  9922. }
  9923. /**
  9924. * @author mrdoob / http://mrdoob.com/
  9925. */
  9926. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9927. images = images !== undefined ? images : [];
  9928. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9929. format = format !== undefined ? format : RGBFormat;
  9930. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9931. this.flipY = false;
  9932. }
  9933. CubeTexture.prototype = Object.create( Texture.prototype );
  9934. CubeTexture.prototype.constructor = CubeTexture;
  9935. CubeTexture.prototype.isCubeTexture = true;
  9936. Object.defineProperty( CubeTexture.prototype, 'images', {
  9937. get: function () {
  9938. return this.image;
  9939. },
  9940. set: function ( value ) {
  9941. this.image = value;
  9942. }
  9943. } );
  9944. /**
  9945. * @author Takahiro https://github.com/takahirox
  9946. */
  9947. function DataTexture2DArray( data, width, height, depth ) {
  9948. Texture.call( this, null );
  9949. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9950. this.magFilter = NearestFilter;
  9951. this.minFilter = NearestFilter;
  9952. this.wrapR = ClampToEdgeWrapping;
  9953. this.generateMipmaps = false;
  9954. this.flipY = false;
  9955. this.needsUpdate = true;
  9956. }
  9957. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9958. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9959. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9960. /**
  9961. * @author Artur Trzesiok
  9962. */
  9963. function DataTexture3D( data, width, height, depth ) {
  9964. // We're going to add .setXXX() methods for setting properties later.
  9965. // Users can still set in DataTexture3D directly.
  9966. //
  9967. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9968. // texture.anisotropy = 16;
  9969. //
  9970. // See #14839
  9971. Texture.call( this, null );
  9972. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9973. this.magFilter = NearestFilter;
  9974. this.minFilter = NearestFilter;
  9975. this.wrapR = ClampToEdgeWrapping;
  9976. this.generateMipmaps = false;
  9977. this.flipY = false;
  9978. this.needsUpdate = true;
  9979. }
  9980. DataTexture3D.prototype = Object.create( Texture.prototype );
  9981. DataTexture3D.prototype.constructor = DataTexture3D;
  9982. DataTexture3D.prototype.isDataTexture3D = true;
  9983. /**
  9984. * @author tschw
  9985. * @author Mugen87 / https://github.com/Mugen87
  9986. * @author mrdoob / http://mrdoob.com/
  9987. *
  9988. * Uniforms of a program.
  9989. * Those form a tree structure with a special top-level container for the root,
  9990. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9991. *
  9992. *
  9993. * Properties of inner nodes including the top-level container:
  9994. *
  9995. * .seq - array of nested uniforms
  9996. * .map - nested uniforms by name
  9997. *
  9998. *
  9999. * Methods of all nodes except the top-level container:
  10000. *
  10001. * .setValue( gl, value, [textures] )
  10002. *
  10003. * uploads a uniform value(s)
  10004. * the 'textures' parameter is needed for sampler uniforms
  10005. *
  10006. *
  10007. * Static methods of the top-level container (textures factorizations):
  10008. *
  10009. * .upload( gl, seq, values, textures )
  10010. *
  10011. * sets uniforms in 'seq' to 'values[id].value'
  10012. *
  10013. * .seqWithValue( seq, values ) : filteredSeq
  10014. *
  10015. * filters 'seq' entries with corresponding entry in values
  10016. *
  10017. *
  10018. * Methods of the top-level container (textures factorizations):
  10019. *
  10020. * .setValue( gl, name, value, textures )
  10021. *
  10022. * sets uniform with name 'name' to 'value'
  10023. *
  10024. * .setOptional( gl, obj, prop )
  10025. *
  10026. * like .set for an optional property of the object
  10027. *
  10028. */
  10029. var emptyTexture = new Texture();
  10030. var emptyTexture2dArray = new DataTexture2DArray();
  10031. var emptyTexture3d = new DataTexture3D();
  10032. var emptyCubeTexture = new CubeTexture();
  10033. // --- Utilities ---
  10034. // Array Caches (provide typed arrays for temporary by size)
  10035. var arrayCacheF32 = [];
  10036. var arrayCacheI32 = [];
  10037. // Float32Array caches used for uploading Matrix uniforms
  10038. var mat4array = new Float32Array( 16 );
  10039. var mat3array = new Float32Array( 9 );
  10040. var mat2array = new Float32Array( 4 );
  10041. // Flattening for arrays of vectors and matrices
  10042. function flatten( array, nBlocks, blockSize ) {
  10043. var firstElem = array[ 0 ];
  10044. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10045. // unoptimized: ! isNaN( firstElem )
  10046. // see http://jacksondunstan.com/articles/983
  10047. var n = nBlocks * blockSize,
  10048. r = arrayCacheF32[ n ];
  10049. if ( r === undefined ) {
  10050. r = new Float32Array( n );
  10051. arrayCacheF32[ n ] = r;
  10052. }
  10053. if ( nBlocks !== 0 ) {
  10054. firstElem.toArray( r, 0 );
  10055. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10056. offset += blockSize;
  10057. array[ i ].toArray( r, offset );
  10058. }
  10059. }
  10060. return r;
  10061. }
  10062. function arraysEqual( a, b ) {
  10063. if ( a.length !== b.length ) { return false; }
  10064. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10065. if ( a[ i ] !== b[ i ] ) { return false; }
  10066. }
  10067. return true;
  10068. }
  10069. function copyArray( a, b ) {
  10070. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10071. a[ i ] = b[ i ];
  10072. }
  10073. }
  10074. // Texture unit allocation
  10075. function allocTexUnits( textures, n ) {
  10076. var r = arrayCacheI32[ n ];
  10077. if ( r === undefined ) {
  10078. r = new Int32Array( n );
  10079. arrayCacheI32[ n ] = r;
  10080. }
  10081. for ( var i = 0; i !== n; ++ i )
  10082. { r[ i ] = textures.allocateTextureUnit(); }
  10083. return r;
  10084. }
  10085. // --- Setters ---
  10086. // Note: Defining these methods externally, because they come in a bunch
  10087. // and this way their names minify.
  10088. // Single scalar
  10089. function setValueV1f( gl, v ) {
  10090. var cache = this.cache;
  10091. if ( cache[ 0 ] === v ) { return; }
  10092. gl.uniform1f( this.addr, v );
  10093. cache[ 0 ] = v;
  10094. }
  10095. // Single float vector (from flat array or THREE.VectorN)
  10096. function setValueV2f( gl, v ) {
  10097. var cache = this.cache;
  10098. if ( v.x !== undefined ) {
  10099. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10100. gl.uniform2f( this.addr, v.x, v.y );
  10101. cache[ 0 ] = v.x;
  10102. cache[ 1 ] = v.y;
  10103. }
  10104. } else {
  10105. if ( arraysEqual( cache, v ) ) { return; }
  10106. gl.uniform2fv( this.addr, v );
  10107. copyArray( cache, v );
  10108. }
  10109. }
  10110. function setValueV3f( gl, v ) {
  10111. var cache = this.cache;
  10112. if ( v.x !== undefined ) {
  10113. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10114. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10115. cache[ 0 ] = v.x;
  10116. cache[ 1 ] = v.y;
  10117. cache[ 2 ] = v.z;
  10118. }
  10119. } else if ( v.r !== undefined ) {
  10120. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10121. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10122. cache[ 0 ] = v.r;
  10123. cache[ 1 ] = v.g;
  10124. cache[ 2 ] = v.b;
  10125. }
  10126. } else {
  10127. if ( arraysEqual( cache, v ) ) { return; }
  10128. gl.uniform3fv( this.addr, v );
  10129. copyArray( cache, v );
  10130. }
  10131. }
  10132. function setValueV4f( gl, v ) {
  10133. var cache = this.cache;
  10134. if ( v.x !== undefined ) {
  10135. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10136. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10137. cache[ 0 ] = v.x;
  10138. cache[ 1 ] = v.y;
  10139. cache[ 2 ] = v.z;
  10140. cache[ 3 ] = v.w;
  10141. }
  10142. } else {
  10143. if ( arraysEqual( cache, v ) ) { return; }
  10144. gl.uniform4fv( this.addr, v );
  10145. copyArray( cache, v );
  10146. }
  10147. }
  10148. // Single matrix (from flat array or MatrixN)
  10149. function setValueM2( gl, v ) {
  10150. var cache = this.cache;
  10151. var elements = v.elements;
  10152. if ( elements === undefined ) {
  10153. if ( arraysEqual( cache, v ) ) { return; }
  10154. gl.uniformMatrix2fv( this.addr, false, v );
  10155. copyArray( cache, v );
  10156. } else {
  10157. if ( arraysEqual( cache, elements ) ) { return; }
  10158. mat2array.set( elements );
  10159. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10160. copyArray( cache, elements );
  10161. }
  10162. }
  10163. function setValueM3( gl, v ) {
  10164. var cache = this.cache;
  10165. var elements = v.elements;
  10166. if ( elements === undefined ) {
  10167. if ( arraysEqual( cache, v ) ) { return; }
  10168. gl.uniformMatrix3fv( this.addr, false, v );
  10169. copyArray( cache, v );
  10170. } else {
  10171. if ( arraysEqual( cache, elements ) ) { return; }
  10172. mat3array.set( elements );
  10173. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10174. copyArray( cache, elements );
  10175. }
  10176. }
  10177. function setValueM4( gl, v ) {
  10178. var cache = this.cache;
  10179. var elements = v.elements;
  10180. if ( elements === undefined ) {
  10181. if ( arraysEqual( cache, v ) ) { return; }
  10182. gl.uniformMatrix4fv( this.addr, false, v );
  10183. copyArray( cache, v );
  10184. } else {
  10185. if ( arraysEqual( cache, elements ) ) { return; }
  10186. mat4array.set( elements );
  10187. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10188. copyArray( cache, elements );
  10189. }
  10190. }
  10191. // Single texture (2D / Cube)
  10192. function setValueT1( gl, v, textures ) {
  10193. var cache = this.cache;
  10194. var unit = textures.allocateTextureUnit();
  10195. if ( cache[ 0 ] !== unit ) {
  10196. gl.uniform1i( this.addr, unit );
  10197. cache[ 0 ] = unit;
  10198. }
  10199. textures.safeSetTexture2D( v || emptyTexture, unit );
  10200. }
  10201. function setValueT2DArray1( gl, v, textures ) {
  10202. var cache = this.cache;
  10203. var unit = textures.allocateTextureUnit();
  10204. if ( cache[ 0 ] !== unit ) {
  10205. gl.uniform1i( this.addr, unit );
  10206. cache[ 0 ] = unit;
  10207. }
  10208. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10209. }
  10210. function setValueT3D1( gl, v, textures ) {
  10211. var cache = this.cache;
  10212. var unit = textures.allocateTextureUnit();
  10213. if ( cache[ 0 ] !== unit ) {
  10214. gl.uniform1i( this.addr, unit );
  10215. cache[ 0 ] = unit;
  10216. }
  10217. textures.setTexture3D( v || emptyTexture3d, unit );
  10218. }
  10219. function setValueT6( gl, v, textures ) {
  10220. var cache = this.cache;
  10221. var unit = textures.allocateTextureUnit();
  10222. if ( cache[ 0 ] !== unit ) {
  10223. gl.uniform1i( this.addr, unit );
  10224. cache[ 0 ] = unit;
  10225. }
  10226. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10227. }
  10228. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10229. function setValueV1i( gl, v ) {
  10230. var cache = this.cache;
  10231. if ( cache[ 0 ] === v ) { return; }
  10232. gl.uniform1i( this.addr, v );
  10233. cache[ 0 ] = v;
  10234. }
  10235. function setValueV2i( gl, v ) {
  10236. var cache = this.cache;
  10237. if ( arraysEqual( cache, v ) ) { return; }
  10238. gl.uniform2iv( this.addr, v );
  10239. copyArray( cache, v );
  10240. }
  10241. function setValueV3i( gl, v ) {
  10242. var cache = this.cache;
  10243. if ( arraysEqual( cache, v ) ) { return; }
  10244. gl.uniform3iv( this.addr, v );
  10245. copyArray( cache, v );
  10246. }
  10247. function setValueV4i( gl, v ) {
  10248. var cache = this.cache;
  10249. if ( arraysEqual( cache, v ) ) { return; }
  10250. gl.uniform4iv( this.addr, v );
  10251. copyArray( cache, v );
  10252. }
  10253. // uint
  10254. function setValueV1ui( gl, v ) {
  10255. var cache = this.cache;
  10256. if ( cache[ 0 ] === v ) { return; }
  10257. gl.uniform1ui( this.addr, v );
  10258. cache[ 0 ] = v;
  10259. }
  10260. // Helper to pick the right setter for the singular case
  10261. function getSingularSetter( type ) {
  10262. switch ( type ) {
  10263. case 0x1406: return setValueV1f; // FLOAT
  10264. case 0x8b50: return setValueV2f; // _VEC2
  10265. case 0x8b51: return setValueV3f; // _VEC3
  10266. case 0x8b52: return setValueV4f; // _VEC4
  10267. case 0x8b5a: return setValueM2; // _MAT2
  10268. case 0x8b5b: return setValueM3; // _MAT3
  10269. case 0x8b5c: return setValueM4; // _MAT4
  10270. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10271. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10272. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10273. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10274. case 0x1405: return setValueV1ui; // UINT
  10275. case 0x8b5e: // SAMPLER_2D
  10276. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10277. case 0x8dca: // INT_SAMPLER_2D
  10278. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10279. case 0x8b62: // SAMPLER_2D_SHADOW
  10280. return setValueT1;
  10281. case 0x8b5f: // SAMPLER_3D
  10282. case 0x8dcb: // INT_SAMPLER_3D
  10283. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10284. return setValueT3D1;
  10285. case 0x8b60: // SAMPLER_CUBE
  10286. case 0x8dcc: // INT_SAMPLER_CUBE
  10287. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10288. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10289. return setValueT6;
  10290. case 0x8dc1: // SAMPLER_2D_ARRAY
  10291. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10292. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10293. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10294. return setValueT2DArray1;
  10295. }
  10296. }
  10297. // Array of scalars
  10298. function setValueV1fArray( gl, v ) {
  10299. gl.uniform1fv( this.addr, v );
  10300. }
  10301. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10302. function setValueV1iArray( gl, v ) {
  10303. gl.uniform1iv( this.addr, v );
  10304. }
  10305. function setValueV2iArray( gl, v ) {
  10306. gl.uniform2iv( this.addr, v );
  10307. }
  10308. function setValueV3iArray( gl, v ) {
  10309. gl.uniform3iv( this.addr, v );
  10310. }
  10311. function setValueV4iArray( gl, v ) {
  10312. gl.uniform4iv( this.addr, v );
  10313. }
  10314. // Array of vectors (flat or from THREE classes)
  10315. function setValueV2fArray( gl, v ) {
  10316. var data = flatten( v, this.size, 2 );
  10317. gl.uniform2fv( this.addr, data );
  10318. }
  10319. function setValueV3fArray( gl, v ) {
  10320. var data = flatten( v, this.size, 3 );
  10321. gl.uniform3fv( this.addr, data );
  10322. }
  10323. function setValueV4fArray( gl, v ) {
  10324. var data = flatten( v, this.size, 4 );
  10325. gl.uniform4fv( this.addr, data );
  10326. }
  10327. // Array of matrices (flat or from THREE clases)
  10328. function setValueM2Array( gl, v ) {
  10329. var data = flatten( v, this.size, 4 );
  10330. gl.uniformMatrix2fv( this.addr, false, data );
  10331. }
  10332. function setValueM3Array( gl, v ) {
  10333. var data = flatten( v, this.size, 9 );
  10334. gl.uniformMatrix3fv( this.addr, false, data );
  10335. }
  10336. function setValueM4Array( gl, v ) {
  10337. var data = flatten( v, this.size, 16 );
  10338. gl.uniformMatrix4fv( this.addr, false, data );
  10339. }
  10340. // Array of textures (2D / Cube)
  10341. function setValueT1Array( gl, v, textures ) {
  10342. var n = v.length;
  10343. var units = allocTexUnits( textures, n );
  10344. gl.uniform1iv( this.addr, units );
  10345. for ( var i = 0; i !== n; ++ i ) {
  10346. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10347. }
  10348. }
  10349. function setValueT6Array( gl, v, textures ) {
  10350. var n = v.length;
  10351. var units = allocTexUnits( textures, n );
  10352. gl.uniform1iv( this.addr, units );
  10353. for ( var i = 0; i !== n; ++ i ) {
  10354. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10355. }
  10356. }
  10357. // Helper to pick the right setter for a pure (bottom-level) array
  10358. function getPureArraySetter( type ) {
  10359. switch ( type ) {
  10360. case 0x1406: return setValueV1fArray; // FLOAT
  10361. case 0x8b50: return setValueV2fArray; // _VEC2
  10362. case 0x8b51: return setValueV3fArray; // _VEC3
  10363. case 0x8b52: return setValueV4fArray; // _VEC4
  10364. case 0x8b5a: return setValueM2Array; // _MAT2
  10365. case 0x8b5b: return setValueM3Array; // _MAT3
  10366. case 0x8b5c: return setValueM4Array; // _MAT4
  10367. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10368. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10369. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10370. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10371. case 0x8b5e: // SAMPLER_2D
  10372. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10373. case 0x8dca: // INT_SAMPLER_2D
  10374. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10375. case 0x8b62: // SAMPLER_2D_SHADOW
  10376. return setValueT1Array;
  10377. case 0x8b60: // SAMPLER_CUBE
  10378. case 0x8dcc: // INT_SAMPLER_CUBE
  10379. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10380. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10381. return setValueT6Array;
  10382. }
  10383. }
  10384. // --- Uniform Classes ---
  10385. function SingleUniform( id, activeInfo, addr ) {
  10386. this.id = id;
  10387. this.addr = addr;
  10388. this.cache = [];
  10389. this.setValue = getSingularSetter( activeInfo.type );
  10390. // this.path = activeInfo.name; // DEBUG
  10391. }
  10392. function PureArrayUniform( id, activeInfo, addr ) {
  10393. this.id = id;
  10394. this.addr = addr;
  10395. this.cache = [];
  10396. this.size = activeInfo.size;
  10397. this.setValue = getPureArraySetter( activeInfo.type );
  10398. // this.path = activeInfo.name; // DEBUG
  10399. }
  10400. PureArrayUniform.prototype.updateCache = function ( data ) {
  10401. var cache = this.cache;
  10402. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10403. this.cache = new Float32Array( data.length );
  10404. }
  10405. copyArray( cache, data );
  10406. };
  10407. function StructuredUniform( id ) {
  10408. this.id = id;
  10409. this.seq = [];
  10410. this.map = {};
  10411. }
  10412. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10413. var seq = this.seq;
  10414. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10415. var u = seq[ i ];
  10416. u.setValue( gl, value[ u.id ], textures );
  10417. }
  10418. };
  10419. // --- Top-level ---
  10420. // Parser - builds up the property tree from the path strings
  10421. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10422. // extracts
  10423. // - the identifier (member name or array index)
  10424. // - followed by an optional right bracket (found when array index)
  10425. // - followed by an optional left bracket or dot (type of subscript)
  10426. //
  10427. // Note: These portions can be read in a non-overlapping fashion and
  10428. // allow straightforward parsing of the hierarchy that WebGL encodes
  10429. // in the uniform names.
  10430. function addUniform( container, uniformObject ) {
  10431. container.seq.push( uniformObject );
  10432. container.map[ uniformObject.id ] = uniformObject;
  10433. }
  10434. function parseUniform( activeInfo, addr, container ) {
  10435. var path = activeInfo.name,
  10436. pathLength = path.length;
  10437. // reset RegExp object, because of the early exit of a previous run
  10438. RePathPart.lastIndex = 0;
  10439. while ( true ) {
  10440. var match = RePathPart.exec( path ),
  10441. matchEnd = RePathPart.lastIndex,
  10442. id = match[ 1 ],
  10443. idIsIndex = match[ 2 ] === ']',
  10444. subscript = match[ 3 ];
  10445. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10446. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10447. // bare name or "pure" bottom-level array "[0]" suffix
  10448. addUniform( container, subscript === undefined ?
  10449. new SingleUniform( id, activeInfo, addr ) :
  10450. new PureArrayUniform( id, activeInfo, addr ) );
  10451. break;
  10452. } else {
  10453. // step into inner node / create it in case it doesn't exist
  10454. var map = container.map, next = map[ id ];
  10455. if ( next === undefined ) {
  10456. next = new StructuredUniform( id );
  10457. addUniform( container, next );
  10458. }
  10459. container = next;
  10460. }
  10461. }
  10462. }
  10463. // Root Container
  10464. function WebGLUniforms( gl, program ) {
  10465. this.seq = [];
  10466. this.map = {};
  10467. var n = gl.getProgramParameter( program, 35718 );
  10468. for ( var i = 0; i < n; ++ i ) {
  10469. var info = gl.getActiveUniform( program, i ),
  10470. addr = gl.getUniformLocation( program, info.name );
  10471. parseUniform( info, addr, this );
  10472. }
  10473. }
  10474. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10475. var u = this.map[ name ];
  10476. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10477. };
  10478. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10479. var v = object[ name ];
  10480. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10481. };
  10482. // Static interface
  10483. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10484. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10485. var u = seq[ i ],
  10486. v = values[ u.id ];
  10487. if ( v.needsUpdate !== false ) {
  10488. // note: always updating when .needsUpdate is undefined
  10489. u.setValue( gl, v.value, textures );
  10490. }
  10491. }
  10492. };
  10493. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10494. var r = [];
  10495. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10496. var u = seq[ i ];
  10497. if ( u.id in values ) { r.push( u ); }
  10498. }
  10499. return r;
  10500. };
  10501. /**
  10502. * @author mrdoob / http://mrdoob.com/
  10503. */
  10504. function WebGLShader( gl, type, string ) {
  10505. var shader = gl.createShader( type );
  10506. gl.shaderSource( shader, string );
  10507. gl.compileShader( shader );
  10508. return shader;
  10509. }
  10510. /**
  10511. * @author mrdoob / http://mrdoob.com/
  10512. */
  10513. var programIdCount = 0;
  10514. function addLineNumbers( string ) {
  10515. var lines = string.split( '\n' );
  10516. for ( var i = 0; i < lines.length; i ++ ) {
  10517. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10518. }
  10519. return lines.join( '\n' );
  10520. }
  10521. function getEncodingComponents( encoding ) {
  10522. switch ( encoding ) {
  10523. case LinearEncoding:
  10524. return [ 'Linear', '( value )' ];
  10525. case sRGBEncoding:
  10526. return [ 'sRGB', '( value )' ];
  10527. case RGBEEncoding:
  10528. return [ 'RGBE', '( value )' ];
  10529. case RGBM7Encoding:
  10530. return [ 'RGBM', '( value, 7.0 )' ];
  10531. case RGBM16Encoding:
  10532. return [ 'RGBM', '( value, 16.0 )' ];
  10533. case RGBDEncoding:
  10534. return [ 'RGBD', '( value, 256.0 )' ];
  10535. case GammaEncoding:
  10536. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10537. case LogLuvEncoding:
  10538. return [ 'LogLuv', '( value )' ];
  10539. default:
  10540. throw new Error( 'unsupported encoding: ' + encoding );
  10541. }
  10542. }
  10543. function getShaderErrors( gl, shader, type ) {
  10544. var status = gl.getShaderParameter( shader, 35713 );
  10545. var log = gl.getShaderInfoLog( shader ).trim();
  10546. if ( status && log === '' ) { return ''; }
  10547. // --enable-privileged-webgl-extension
  10548. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10549. var source = gl.getShaderSource( shader );
  10550. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10551. }
  10552. function getTexelDecodingFunction( functionName, encoding ) {
  10553. var components = getEncodingComponents( encoding );
  10554. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10555. }
  10556. function getTexelEncodingFunction( functionName, encoding ) {
  10557. var components = getEncodingComponents( encoding );
  10558. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10559. }
  10560. function getToneMappingFunction( functionName, toneMapping ) {
  10561. var toneMappingName;
  10562. switch ( toneMapping ) {
  10563. case LinearToneMapping:
  10564. toneMappingName = 'Linear';
  10565. break;
  10566. case ReinhardToneMapping:
  10567. toneMappingName = 'Reinhard';
  10568. break;
  10569. case Uncharted2ToneMapping:
  10570. toneMappingName = 'Uncharted2';
  10571. break;
  10572. case CineonToneMapping:
  10573. toneMappingName = 'OptimizedCineon';
  10574. break;
  10575. case ACESFilmicToneMapping:
  10576. toneMappingName = 'ACESFilmic';
  10577. break;
  10578. default:
  10579. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10580. }
  10581. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10582. }
  10583. function generateExtensions( parameters ) {
  10584. var chunks = [
  10585. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10586. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10587. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10588. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10589. ];
  10590. return chunks.filter( filterEmptyLine ).join( '\n' );
  10591. }
  10592. function generateDefines( defines ) {
  10593. var chunks = [];
  10594. for ( var name in defines ) {
  10595. var value = defines[ name ];
  10596. if ( value === false ) { continue; }
  10597. chunks.push( '#define ' + name + ' ' + value );
  10598. }
  10599. return chunks.join( '\n' );
  10600. }
  10601. function fetchAttributeLocations( gl, program ) {
  10602. var attributes = {};
  10603. var n = gl.getProgramParameter( program, 35721 );
  10604. for ( var i = 0; i < n; i ++ ) {
  10605. var info = gl.getActiveAttrib( program, i );
  10606. var name = info.name;
  10607. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10608. attributes[ name ] = gl.getAttribLocation( program, name );
  10609. }
  10610. return attributes;
  10611. }
  10612. function filterEmptyLine( string ) {
  10613. return string !== '';
  10614. }
  10615. function replaceLightNums( string, parameters ) {
  10616. return string
  10617. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10618. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10619. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10620. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10621. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10622. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10623. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10624. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10625. }
  10626. function replaceClippingPlaneNums( string, parameters ) {
  10627. return string
  10628. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10629. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10630. }
  10631. // Resolve Includes
  10632. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10633. function resolveIncludes( string ) {
  10634. return string.replace( includePattern, includeReplacer );
  10635. }
  10636. function includeReplacer( match, include ) {
  10637. var string = ShaderChunk[ include ];
  10638. if ( string === undefined ) {
  10639. throw new Error( 'Can not resolve #include <' + include + '>' );
  10640. }
  10641. return resolveIncludes( string );
  10642. }
  10643. // Unroll Loops
  10644. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10645. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10646. function unrollLoops( string ) {
  10647. return string
  10648. .replace( unrollLoopPattern, loopReplacer )
  10649. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10650. }
  10651. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10652. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10653. return loopReplacer( match, start, end, snippet );
  10654. }
  10655. function loopReplacer( match, start, end, snippet ) {
  10656. var string = '';
  10657. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10658. string += snippet
  10659. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10660. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10661. }
  10662. return string;
  10663. }
  10664. //
  10665. function generatePrecision( parameters ) {
  10666. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10667. if ( parameters.precision === "highp" ) {
  10668. precisionstring += "\n#define HIGH_PRECISION";
  10669. } else if ( parameters.precision === "mediump" ) {
  10670. precisionstring += "\n#define MEDIUM_PRECISION";
  10671. } else if ( parameters.precision === "lowp" ) {
  10672. precisionstring += "\n#define LOW_PRECISION";
  10673. }
  10674. return precisionstring;
  10675. }
  10676. function generateShadowMapTypeDefine( parameters ) {
  10677. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10678. if ( parameters.shadowMapType === PCFShadowMap ) {
  10679. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10680. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10681. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10682. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10683. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10684. }
  10685. return shadowMapTypeDefine;
  10686. }
  10687. function generateEnvMapTypeDefine( parameters ) {
  10688. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10689. if ( parameters.envMap ) {
  10690. switch ( parameters.envMapMode ) {
  10691. case CubeReflectionMapping:
  10692. case CubeRefractionMapping:
  10693. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10694. break;
  10695. case CubeUVReflectionMapping:
  10696. case CubeUVRefractionMapping:
  10697. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10698. break;
  10699. case EquirectangularReflectionMapping:
  10700. case EquirectangularRefractionMapping:
  10701. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10702. break;
  10703. case SphericalReflectionMapping:
  10704. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10705. break;
  10706. }
  10707. }
  10708. return envMapTypeDefine;
  10709. }
  10710. function generateEnvMapModeDefine( parameters ) {
  10711. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10712. if ( parameters.envMap ) {
  10713. switch ( parameters.envMapMode ) {
  10714. case CubeRefractionMapping:
  10715. case EquirectangularRefractionMapping:
  10716. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10717. break;
  10718. }
  10719. }
  10720. return envMapModeDefine;
  10721. }
  10722. function generateEnvMapBlendingDefine( parameters ) {
  10723. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10724. if ( parameters.envMap ) {
  10725. switch ( parameters.combine ) {
  10726. case MultiplyOperation:
  10727. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10728. break;
  10729. case MixOperation:
  10730. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10731. break;
  10732. case AddOperation:
  10733. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10734. break;
  10735. }
  10736. }
  10737. return envMapBlendingDefine;
  10738. }
  10739. function WebGLProgram( renderer, cacheKey, parameters ) {
  10740. var gl = renderer.getContext();
  10741. var defines = parameters.defines;
  10742. var vertexShader = parameters.vertexShader;
  10743. var fragmentShader = parameters.fragmentShader;
  10744. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10745. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10746. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10747. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10748. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10749. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10750. var customDefines = generateDefines( defines );
  10751. var program = gl.createProgram();
  10752. var prefixVertex, prefixFragment;
  10753. if ( parameters.isRawShaderMaterial ) {
  10754. prefixVertex = [
  10755. customDefines
  10756. ].filter( filterEmptyLine ).join( '\n' );
  10757. if ( prefixVertex.length > 0 ) {
  10758. prefixVertex += '\n';
  10759. }
  10760. prefixFragment = [
  10761. customExtensions,
  10762. customDefines
  10763. ].filter( filterEmptyLine ).join( '\n' );
  10764. if ( prefixFragment.length > 0 ) {
  10765. prefixFragment += '\n';
  10766. }
  10767. } else {
  10768. prefixVertex = [
  10769. generatePrecision( parameters ),
  10770. '#define SHADER_NAME ' + parameters.shaderName,
  10771. customDefines,
  10772. parameters.instancing ? '#define USE_INSTANCING' : '',
  10773. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10774. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10775. '#define MAX_BONES ' + parameters.maxBones,
  10776. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10777. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10778. parameters.map ? '#define USE_MAP' : '',
  10779. parameters.envMap ? '#define USE_ENVMAP' : '',
  10780. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10781. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10782. parameters.aoMap ? '#define USE_AOMAP' : '',
  10783. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10784. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10785. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10786. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10787. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10788. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10789. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10790. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10791. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10792. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10793. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10794. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10795. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10796. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10797. parameters.vertexColors ? '#define USE_COLOR' : '',
  10798. parameters.vertexUvs ? '#define USE_UV' : '',
  10799. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10800. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10801. parameters.skinning ? '#define USE_SKINNING' : '',
  10802. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10803. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10804. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10805. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10806. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10807. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10808. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10809. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10810. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10811. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10812. 'uniform mat4 modelMatrix;',
  10813. 'uniform mat4 modelViewMatrix;',
  10814. 'uniform mat4 projectionMatrix;',
  10815. 'uniform mat4 viewMatrix;',
  10816. 'uniform mat3 normalMatrix;',
  10817. 'uniform vec3 cameraPosition;',
  10818. 'uniform bool isOrthographic;',
  10819. '#ifdef USE_INSTANCING',
  10820. ' attribute mat4 instanceMatrix;',
  10821. '#endif',
  10822. 'attribute vec3 position;',
  10823. 'attribute vec3 normal;',
  10824. 'attribute vec2 uv;',
  10825. '#ifdef USE_TANGENT',
  10826. ' attribute vec4 tangent;',
  10827. '#endif',
  10828. '#ifdef USE_COLOR',
  10829. ' attribute vec3 color;',
  10830. '#endif',
  10831. '#ifdef USE_MORPHTARGETS',
  10832. ' attribute vec3 morphTarget0;',
  10833. ' attribute vec3 morphTarget1;',
  10834. ' attribute vec3 morphTarget2;',
  10835. ' attribute vec3 morphTarget3;',
  10836. ' #ifdef USE_MORPHNORMALS',
  10837. ' attribute vec3 morphNormal0;',
  10838. ' attribute vec3 morphNormal1;',
  10839. ' attribute vec3 morphNormal2;',
  10840. ' attribute vec3 morphNormal3;',
  10841. ' #else',
  10842. ' attribute vec3 morphTarget4;',
  10843. ' attribute vec3 morphTarget5;',
  10844. ' attribute vec3 morphTarget6;',
  10845. ' attribute vec3 morphTarget7;',
  10846. ' #endif',
  10847. '#endif',
  10848. '#ifdef USE_SKINNING',
  10849. ' attribute vec4 skinIndex;',
  10850. ' attribute vec4 skinWeight;',
  10851. '#endif',
  10852. '\n'
  10853. ].filter( filterEmptyLine ).join( '\n' );
  10854. prefixFragment = [
  10855. customExtensions,
  10856. generatePrecision( parameters ),
  10857. '#define SHADER_NAME ' + parameters.shaderName,
  10858. customDefines,
  10859. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10860. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10861. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10862. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10863. parameters.map ? '#define USE_MAP' : '',
  10864. parameters.matcap ? '#define USE_MATCAP' : '',
  10865. parameters.envMap ? '#define USE_ENVMAP' : '',
  10866. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10867. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10868. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10869. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10870. parameters.aoMap ? '#define USE_AOMAP' : '',
  10871. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10872. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10873. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10874. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10875. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10876. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10877. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10878. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10879. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10880. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10881. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10882. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10883. parameters.sheen ? '#define USE_SHEEN' : '',
  10884. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10885. parameters.vertexColors ? '#define USE_COLOR' : '',
  10886. parameters.vertexUvs ? '#define USE_UV' : '',
  10887. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10888. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10889. parameters.flatShading ? '#define FLAT_SHADED' : '',
  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.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10895. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10896. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10897. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10898. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10899. 'uniform mat4 viewMatrix;',
  10900. 'uniform vec3 cameraPosition;',
  10901. 'uniform bool isOrthographic;',
  10902. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10903. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10904. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10905. parameters.dithering ? '#define DITHERING' : '',
  10906. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10907. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10908. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10909. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10910. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10911. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10912. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10913. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10914. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10915. '\n'
  10916. ].filter( filterEmptyLine ).join( '\n' );
  10917. }
  10918. vertexShader = resolveIncludes( vertexShader );
  10919. vertexShader = replaceLightNums( vertexShader, parameters );
  10920. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10921. fragmentShader = resolveIncludes( fragmentShader );
  10922. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10923. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10924. vertexShader = unrollLoops( vertexShader );
  10925. fragmentShader = unrollLoops( fragmentShader );
  10926. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10927. var isGLSL3ShaderMaterial = false;
  10928. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10929. if ( parameters.isShaderMaterial &&
  10930. vertexShader.match( versionRegex ) !== null &&
  10931. fragmentShader.match( versionRegex ) !== null ) {
  10932. isGLSL3ShaderMaterial = true;
  10933. vertexShader = vertexShader.replace( versionRegex, '' );
  10934. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10935. }
  10936. // GLSL 3.0 conversion
  10937. prefixVertex = [
  10938. '#version 300 es\n',
  10939. '#define attribute in',
  10940. '#define varying out',
  10941. '#define texture2D texture'
  10942. ].join( '\n' ) + '\n' + prefixVertex;
  10943. prefixFragment = [
  10944. '#version 300 es\n',
  10945. '#define varying in',
  10946. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10947. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10948. '#define gl_FragDepthEXT gl_FragDepth',
  10949. '#define texture2D texture',
  10950. '#define textureCube texture',
  10951. '#define texture2DProj textureProj',
  10952. '#define texture2DLodEXT textureLod',
  10953. '#define texture2DProjLodEXT textureProjLod',
  10954. '#define textureCubeLodEXT textureLod',
  10955. '#define texture2DGradEXT textureGrad',
  10956. '#define texture2DProjGradEXT textureProjGrad',
  10957. '#define textureCubeGradEXT textureGrad'
  10958. ].join( '\n' ) + '\n' + prefixFragment;
  10959. }
  10960. var vertexGlsl = prefixVertex + vertexShader;
  10961. var fragmentGlsl = prefixFragment + fragmentShader;
  10962. // console.log( '*VERTEX*', vertexGlsl );
  10963. // console.log( '*FRAGMENT*', fragmentGlsl );
  10964. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10965. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10966. gl.attachShader( program, glVertexShader );
  10967. gl.attachShader( program, glFragmentShader );
  10968. // Force a particular attribute to index 0.
  10969. if ( parameters.index0AttributeName !== undefined ) {
  10970. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  10971. } else if ( parameters.morphTargets === true ) {
  10972. // programs with morphTargets displace position out of attribute 0
  10973. gl.bindAttribLocation( program, 0, 'position' );
  10974. }
  10975. gl.linkProgram( program );
  10976. // check for link errors
  10977. if ( renderer.debug.checkShaderErrors ) {
  10978. var programLog = gl.getProgramInfoLog( program ).trim();
  10979. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10980. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10981. var runnable = true;
  10982. var haveDiagnostics = true;
  10983. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10984. runnable = false;
  10985. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10986. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10987. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10988. } else if ( programLog !== '' ) {
  10989. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10990. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10991. haveDiagnostics = false;
  10992. }
  10993. if ( haveDiagnostics ) {
  10994. this.diagnostics = {
  10995. runnable: runnable,
  10996. programLog: programLog,
  10997. vertexShader: {
  10998. log: vertexLog,
  10999. prefix: prefixVertex
  11000. },
  11001. fragmentShader: {
  11002. log: fragmentLog,
  11003. prefix: prefixFragment
  11004. }
  11005. };
  11006. }
  11007. }
  11008. // clean up
  11009. gl.detachShader( program, glVertexShader );
  11010. gl.detachShader( program, glFragmentShader );
  11011. gl.deleteShader( glVertexShader );
  11012. gl.deleteShader( glFragmentShader );
  11013. // set up caching for uniform locations
  11014. var cachedUniforms;
  11015. this.getUniforms = function () {
  11016. if ( cachedUniforms === undefined ) {
  11017. cachedUniforms = new WebGLUniforms( gl, program );
  11018. }
  11019. return cachedUniforms;
  11020. };
  11021. // set up caching for attribute locations
  11022. var cachedAttributes;
  11023. this.getAttributes = function () {
  11024. if ( cachedAttributes === undefined ) {
  11025. cachedAttributes = fetchAttributeLocations( gl, program );
  11026. }
  11027. return cachedAttributes;
  11028. };
  11029. // free resource
  11030. this.destroy = function () {
  11031. gl.deleteProgram( program );
  11032. this.program = undefined;
  11033. };
  11034. //
  11035. this.name = parameters.shaderName;
  11036. this.id = programIdCount ++;
  11037. this.cacheKey = cacheKey;
  11038. this.usedTimes = 1;
  11039. this.program = program;
  11040. this.vertexShader = glVertexShader;
  11041. this.fragmentShader = glFragmentShader;
  11042. return this;
  11043. }
  11044. /**
  11045. * @author mrdoob / http://mrdoob.com/
  11046. */
  11047. function WebGLPrograms( renderer, extensions, capabilities ) {
  11048. var programs = [];
  11049. var isWebGL2 = capabilities.isWebGL2;
  11050. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11051. var floatVertexTextures = capabilities.floatVertexTextures;
  11052. var precision = capabilities.precision;
  11053. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11054. var vertexTextures = capabilities.vertexTextures;
  11055. var shaderIDs = {
  11056. MeshDepthMaterial: 'depth',
  11057. MeshDistanceMaterial: 'distanceRGBA',
  11058. MeshNormalMaterial: 'normal',
  11059. MeshBasicMaterial: 'basic',
  11060. MeshLambertMaterial: 'lambert',
  11061. MeshPhongMaterial: 'phong',
  11062. MeshToonMaterial: 'toon',
  11063. MeshStandardMaterial: 'physical',
  11064. MeshPhysicalMaterial: 'physical',
  11065. MeshMatcapMaterial: 'matcap',
  11066. LineBasicMaterial: 'basic',
  11067. LineDashedMaterial: 'dashed',
  11068. PointsMaterial: 'points',
  11069. ShadowMaterial: 'shadow',
  11070. SpriteMaterial: 'sprite'
  11071. };
  11072. var parameterNames = [
  11073. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11074. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11075. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11076. "roughnessMap", "metalnessMap", "gradientMap",
  11077. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11078. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11079. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11080. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11081. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11082. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11083. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11084. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11085. "sheen"
  11086. ];
  11087. function getShaderObject( material, shaderID ) {
  11088. var shaderobject;
  11089. if ( shaderID ) {
  11090. var shader = ShaderLib[ shaderID ];
  11091. shaderobject = {
  11092. name: material.type,
  11093. uniforms: UniformsUtils.clone( shader.uniforms ),
  11094. vertexShader: shader.vertexShader,
  11095. fragmentShader: shader.fragmentShader
  11096. };
  11097. } else {
  11098. shaderobject = {
  11099. name: material.type,
  11100. uniforms: material.uniforms,
  11101. vertexShader: material.vertexShader,
  11102. fragmentShader: material.fragmentShader
  11103. };
  11104. }
  11105. return shaderobject;
  11106. }
  11107. function allocateBones( object ) {
  11108. var skeleton = object.skeleton;
  11109. var bones = skeleton.bones;
  11110. if ( floatVertexTextures ) {
  11111. return 1024;
  11112. } else {
  11113. // default for when object is not specified
  11114. // ( for example when prebuilding shader to be used with multiple objects )
  11115. //
  11116. // - leave some extra space for other uniforms
  11117. // - limit here is ANGLE's 254 max uniform vectors
  11118. // (up to 54 should be safe)
  11119. var nVertexUniforms = maxVertexUniforms;
  11120. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11121. var maxBones = Math.min( nVertexMatrices, bones.length );
  11122. if ( maxBones < bones.length ) {
  11123. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11124. return 0;
  11125. }
  11126. return maxBones;
  11127. }
  11128. }
  11129. function getTextureEncodingFromMap( map ) {
  11130. var encoding;
  11131. if ( ! map ) {
  11132. encoding = LinearEncoding;
  11133. } else if ( map.isTexture ) {
  11134. encoding = map.encoding;
  11135. } else if ( map.isWebGLRenderTarget ) {
  11136. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11137. encoding = map.texture.encoding;
  11138. }
  11139. return encoding;
  11140. }
  11141. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11142. var fog = scene.fog;
  11143. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11144. var envMap = material.envMap || environment;
  11145. var shaderID = shaderIDs[ material.type ];
  11146. // heuristics to create shader parameters according to lights in the scene
  11147. // (not to blow over maxLights budget)
  11148. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11149. if ( material.precision !== null ) {
  11150. precision = capabilities.getMaxPrecision( material.precision );
  11151. if ( precision !== material.precision ) {
  11152. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11153. }
  11154. }
  11155. var shaderobject = getShaderObject( material, shaderID );
  11156. material.onBeforeCompile( shaderobject, renderer );
  11157. var currentRenderTarget = renderer.getRenderTarget();
  11158. var parameters = {
  11159. isWebGL2: isWebGL2,
  11160. shaderID: shaderID,
  11161. shaderName: shaderobject.name,
  11162. uniforms: shaderobject.uniforms,
  11163. vertexShader: shaderobject.vertexShader,
  11164. fragmentShader: shaderobject.fragmentShader,
  11165. defines: material.defines,
  11166. isRawShaderMaterial: material.isRawShaderMaterial,
  11167. isShaderMaterial: material.isShaderMaterial,
  11168. precision: precision,
  11169. instancing: object.isInstancedMesh === true,
  11170. supportsVertexTextures: vertexTextures,
  11171. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11172. map: !! material.map,
  11173. mapEncoding: getTextureEncodingFromMap( material.map ),
  11174. matcap: !! material.matcap,
  11175. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11176. envMap: !! envMap,
  11177. envMapMode: envMap && envMap.mapping,
  11178. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11179. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11180. lightMap: !! material.lightMap,
  11181. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11182. aoMap: !! material.aoMap,
  11183. emissiveMap: !! material.emissiveMap,
  11184. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11185. bumpMap: !! material.bumpMap,
  11186. normalMap: !! material.normalMap,
  11187. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11188. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11189. clearcoatMap: !! material.clearcoatMap,
  11190. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11191. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11192. displacementMap: !! material.displacementMap,
  11193. roughnessMap: !! material.roughnessMap,
  11194. metalnessMap: !! material.metalnessMap,
  11195. specularMap: !! material.specularMap,
  11196. alphaMap: !! material.alphaMap,
  11197. gradientMap: !! material.gradientMap,
  11198. sheen: !! material.sheen,
  11199. combine: material.combine,
  11200. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11201. vertexColors: material.vertexColors,
  11202. 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,
  11203. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11204. fog: !! fog,
  11205. useFog: material.fog,
  11206. fogExp2: ( fog && fog.isFogExp2 ),
  11207. flatShading: material.flatShading,
  11208. sizeAttenuation: material.sizeAttenuation,
  11209. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11210. skinning: material.skinning && maxBones > 0,
  11211. maxBones: maxBones,
  11212. useVertexTexture: floatVertexTextures,
  11213. morphTargets: material.morphTargets,
  11214. morphNormals: material.morphNormals,
  11215. maxMorphTargets: renderer.maxMorphTargets,
  11216. maxMorphNormals: renderer.maxMorphNormals,
  11217. numDirLights: lights.directional.length,
  11218. numPointLights: lights.point.length,
  11219. numSpotLights: lights.spot.length,
  11220. numRectAreaLights: lights.rectArea.length,
  11221. numHemiLights: lights.hemi.length,
  11222. numDirLightShadows: lights.directionalShadowMap.length,
  11223. numPointLightShadows: lights.pointShadowMap.length,
  11224. numSpotLightShadows: lights.spotShadowMap.length,
  11225. numClippingPlanes: nClipPlanes,
  11226. numClipIntersection: nClipIntersection,
  11227. dithering: material.dithering,
  11228. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11229. shadowMapType: renderer.shadowMap.type,
  11230. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11231. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11232. premultipliedAlpha: material.premultipliedAlpha,
  11233. alphaTest: material.alphaTest,
  11234. doubleSided: material.side === DoubleSide,
  11235. flipSided: material.side === BackSide,
  11236. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11237. index0AttributeName: material.index0AttributeName,
  11238. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11239. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11240. extensionDrawbuffers: material.extensions && material.extensions.drawBuffers,
  11241. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11242. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11243. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11244. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11245. onBeforeCompile: material.onBeforeCompile
  11246. };
  11247. return parameters;
  11248. };
  11249. this.getProgramCacheKey = function ( parameters ) {
  11250. var array = [];
  11251. if ( parameters.shaderID ) {
  11252. array.push( parameters.shaderID );
  11253. } else {
  11254. array.push( parameters.fragmentShader );
  11255. array.push( parameters.vertexShader );
  11256. }
  11257. if ( parameters.defines !== undefined ) {
  11258. for ( var name in parameters.defines ) {
  11259. array.push( name );
  11260. array.push( parameters.defines[ name ] );
  11261. }
  11262. }
  11263. if ( parameters.isRawShaderMaterial === undefined ) {
  11264. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11265. array.push( parameters[ parameterNames[ i ] ] );
  11266. }
  11267. array.push( renderer.outputEncoding );
  11268. array.push( renderer.gammaFactor );
  11269. }
  11270. array.push( parameters.onBeforeCompile.toString() );
  11271. return array.join();
  11272. };
  11273. this.acquireProgram = function ( parameters, cacheKey ) {
  11274. var program;
  11275. // Check if code has been already compiled
  11276. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11277. var preexistingProgram = programs[ p ];
  11278. if ( preexistingProgram.cacheKey === cacheKey ) {
  11279. program = preexistingProgram;
  11280. ++ program.usedTimes;
  11281. break;
  11282. }
  11283. }
  11284. if ( program === undefined ) {
  11285. program = new WebGLProgram( renderer, cacheKey, parameters );
  11286. programs.push( program );
  11287. }
  11288. return program;
  11289. };
  11290. this.releaseProgram = function ( program ) {
  11291. if ( -- program.usedTimes === 0 ) {
  11292. // Remove from unordered set
  11293. var i = programs.indexOf( program );
  11294. programs[ i ] = programs[ programs.length - 1 ];
  11295. programs.pop();
  11296. // Free WebGL resources
  11297. program.destroy();
  11298. }
  11299. };
  11300. // Exposed for resource monitoring & error feedback via renderer.info:
  11301. this.programs = programs;
  11302. }
  11303. /**
  11304. * @author fordacious / fordacious.github.io
  11305. */
  11306. function WebGLProperties() {
  11307. var properties = new WeakMap();
  11308. function get( object ) {
  11309. var map = properties.get( object );
  11310. if ( map === undefined ) {
  11311. map = {};
  11312. properties.set( object, map );
  11313. }
  11314. return map;
  11315. }
  11316. function remove( object ) {
  11317. properties.delete( object );
  11318. }
  11319. function update( object, key, value ) {
  11320. properties.get( object )[ key ] = value;
  11321. }
  11322. function dispose() {
  11323. properties = new WeakMap();
  11324. }
  11325. return {
  11326. get: get,
  11327. remove: remove,
  11328. update: update,
  11329. dispose: dispose
  11330. };
  11331. }
  11332. /**
  11333. * @author mrdoob / http://mrdoob.com/
  11334. */
  11335. function painterSortStable( a, b ) {
  11336. if ( a.groupOrder !== b.groupOrder ) {
  11337. return a.groupOrder - b.groupOrder;
  11338. } else if ( a.renderOrder !== b.renderOrder ) {
  11339. return a.renderOrder - b.renderOrder;
  11340. } else if ( a.program !== b.program ) {
  11341. return a.program.id - b.program.id;
  11342. } else if ( a.material.id !== b.material.id ) {
  11343. return a.material.id - b.material.id;
  11344. } else if ( a.z !== b.z ) {
  11345. return a.z - b.z;
  11346. } else {
  11347. return a.id - b.id;
  11348. }
  11349. }
  11350. function reversePainterSortStable( a, b ) {
  11351. if ( a.groupOrder !== b.groupOrder ) {
  11352. return a.groupOrder - b.groupOrder;
  11353. } else if ( a.renderOrder !== b.renderOrder ) {
  11354. return a.renderOrder - b.renderOrder;
  11355. } else if ( a.z !== b.z ) {
  11356. return b.z - a.z;
  11357. } else {
  11358. return a.id - b.id;
  11359. }
  11360. }
  11361. function WebGLRenderList() {
  11362. var renderItems = [];
  11363. var renderItemsIndex = 0;
  11364. var opaque = [];
  11365. var transparent = [];
  11366. var defaultProgram = { id: - 1 };
  11367. function init() {
  11368. renderItemsIndex = 0;
  11369. opaque.length = 0;
  11370. transparent.length = 0;
  11371. }
  11372. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11373. var renderItem = renderItems[ renderItemsIndex ];
  11374. if ( renderItem === undefined ) {
  11375. renderItem = {
  11376. id: object.id,
  11377. object: object,
  11378. geometry: geometry,
  11379. material: material,
  11380. program: material.program || defaultProgram,
  11381. groupOrder: groupOrder,
  11382. renderOrder: object.renderOrder,
  11383. z: z,
  11384. group: group
  11385. };
  11386. renderItems[ renderItemsIndex ] = renderItem;
  11387. } else {
  11388. renderItem.id = object.id;
  11389. renderItem.object = object;
  11390. renderItem.geometry = geometry;
  11391. renderItem.material = material;
  11392. renderItem.program = material.program || defaultProgram;
  11393. renderItem.groupOrder = groupOrder;
  11394. renderItem.renderOrder = object.renderOrder;
  11395. renderItem.z = z;
  11396. renderItem.group = group;
  11397. }
  11398. renderItemsIndex ++;
  11399. return renderItem;
  11400. }
  11401. function push( object, geometry, material, groupOrder, z, group ) {
  11402. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11403. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11404. }
  11405. function unshift( object, geometry, material, groupOrder, z, group ) {
  11406. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11407. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11408. }
  11409. function sort( customOpaqueSort, customTransparentSort ) {
  11410. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11411. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11412. }
  11413. function finish() {
  11414. // Clear references from inactive renderItems in the list
  11415. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11416. var renderItem = renderItems[ i ];
  11417. if ( renderItem.id === null ) { break; }
  11418. renderItem.id = null;
  11419. renderItem.object = null;
  11420. renderItem.geometry = null;
  11421. renderItem.material = null;
  11422. renderItem.program = null;
  11423. renderItem.group = null;
  11424. }
  11425. }
  11426. return {
  11427. opaque: opaque,
  11428. transparent: transparent,
  11429. init: init,
  11430. push: push,
  11431. unshift: unshift,
  11432. finish: finish,
  11433. sort: sort
  11434. };
  11435. }
  11436. function WebGLRenderLists() {
  11437. var lists = new WeakMap();
  11438. function onSceneDispose( event ) {
  11439. var scene = event.target;
  11440. scene.removeEventListener( 'dispose', onSceneDispose );
  11441. lists.delete( scene );
  11442. }
  11443. function get( scene, camera ) {
  11444. var cameras = lists.get( scene );
  11445. var list;
  11446. if ( cameras === undefined ) {
  11447. list = new WebGLRenderList();
  11448. lists.set( scene, new WeakMap() );
  11449. lists.get( scene ).set( camera, list );
  11450. scene.addEventListener( 'dispose', onSceneDispose );
  11451. } else {
  11452. list = cameras.get( camera );
  11453. if ( list === undefined ) {
  11454. list = new WebGLRenderList();
  11455. cameras.set( camera, list );
  11456. }
  11457. }
  11458. return list;
  11459. }
  11460. function dispose() {
  11461. lists = new WeakMap();
  11462. }
  11463. return {
  11464. get: get,
  11465. dispose: dispose
  11466. };
  11467. }
  11468. /**
  11469. * @author mrdoob / http://mrdoob.com/
  11470. */
  11471. function UniformsCache() {
  11472. var lights = {};
  11473. return {
  11474. get: function ( light ) {
  11475. if ( lights[ light.id ] !== undefined ) {
  11476. return lights[ light.id ];
  11477. }
  11478. var uniforms;
  11479. switch ( light.type ) {
  11480. case 'DirectionalLight':
  11481. uniforms = {
  11482. direction: new Vector3(),
  11483. color: new Color()
  11484. };
  11485. break;
  11486. case 'SpotLight':
  11487. uniforms = {
  11488. position: new Vector3(),
  11489. direction: new Vector3(),
  11490. color: new Color(),
  11491. distance: 0,
  11492. coneCos: 0,
  11493. penumbraCos: 0,
  11494. decay: 0
  11495. };
  11496. break;
  11497. case 'PointLight':
  11498. uniforms = {
  11499. position: new Vector3(),
  11500. color: new Color(),
  11501. distance: 0,
  11502. decay: 0
  11503. };
  11504. break;
  11505. case 'HemisphereLight':
  11506. uniforms = {
  11507. direction: new Vector3(),
  11508. skyColor: new Color(),
  11509. groundColor: new Color()
  11510. };
  11511. break;
  11512. case 'RectAreaLight':
  11513. uniforms = {
  11514. color: new Color(),
  11515. position: new Vector3(),
  11516. halfWidth: new Vector3(),
  11517. halfHeight: new Vector3()
  11518. };
  11519. break;
  11520. }
  11521. lights[ light.id ] = uniforms;
  11522. return uniforms;
  11523. }
  11524. };
  11525. }
  11526. function ShadowUniformsCache() {
  11527. var lights = {};
  11528. return {
  11529. get: function ( light ) {
  11530. if ( lights[ light.id ] !== undefined ) {
  11531. return lights[ light.id ];
  11532. }
  11533. var uniforms;
  11534. switch ( light.type ) {
  11535. case 'DirectionalLight':
  11536. uniforms = {
  11537. shadowBias: 0,
  11538. shadowRadius: 1,
  11539. shadowMapSize: new Vector2()
  11540. };
  11541. break;
  11542. case 'SpotLight':
  11543. uniforms = {
  11544. shadowBias: 0,
  11545. shadowRadius: 1,
  11546. shadowMapSize: new Vector2()
  11547. };
  11548. break;
  11549. case 'PointLight':
  11550. uniforms = {
  11551. shadowBias: 0,
  11552. shadowRadius: 1,
  11553. shadowMapSize: new Vector2(),
  11554. shadowCameraNear: 1,
  11555. shadowCameraFar: 1000
  11556. };
  11557. break;
  11558. // TODO (abelnation): set RectAreaLight shadow uniforms
  11559. }
  11560. lights[ light.id ] = uniforms;
  11561. return uniforms;
  11562. }
  11563. };
  11564. }
  11565. var nextVersion = 0;
  11566. function shadowCastingLightsFirst( lightA, lightB ) {
  11567. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11568. }
  11569. function WebGLLights() {
  11570. var cache = new UniformsCache();
  11571. var shadowCache = ShadowUniformsCache();
  11572. var state = {
  11573. version: 0,
  11574. hash: {
  11575. directionalLength: - 1,
  11576. pointLength: - 1,
  11577. spotLength: - 1,
  11578. rectAreaLength: - 1,
  11579. hemiLength: - 1,
  11580. numDirectionalShadows: - 1,
  11581. numPointShadows: - 1,
  11582. numSpotShadows: - 1
  11583. },
  11584. ambient: [ 0, 0, 0 ],
  11585. probe: [],
  11586. directional: [],
  11587. directionalShadow: [],
  11588. directionalShadowMap: [],
  11589. directionalShadowMatrix: [],
  11590. spot: [],
  11591. spotShadow: [],
  11592. spotShadowMap: [],
  11593. spotShadowMatrix: [],
  11594. rectArea: [],
  11595. point: [],
  11596. pointShadow: [],
  11597. pointShadowMap: [],
  11598. pointShadowMatrix: [],
  11599. hemi: []
  11600. };
  11601. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11602. var vector3 = new Vector3();
  11603. var matrix4 = new Matrix4();
  11604. var matrix42 = new Matrix4();
  11605. function setup( lights, shadows, camera ) {
  11606. var r = 0, g = 0, b = 0;
  11607. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11608. var directionalLength = 0;
  11609. var pointLength = 0;
  11610. var spotLength = 0;
  11611. var rectAreaLength = 0;
  11612. var hemiLength = 0;
  11613. var numDirectionalShadows = 0;
  11614. var numPointShadows = 0;
  11615. var numSpotShadows = 0;
  11616. var viewMatrix = camera.matrixWorldInverse;
  11617. lights.sort( shadowCastingLightsFirst );
  11618. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11619. var light = lights[ i ];
  11620. var color = light.color;
  11621. var intensity = light.intensity;
  11622. var distance = light.distance;
  11623. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11624. if ( light.isAmbientLight ) {
  11625. r += color.r * intensity;
  11626. g += color.g * intensity;
  11627. b += color.b * intensity;
  11628. } else if ( light.isLightProbe ) {
  11629. for ( var j = 0; j < 9; j ++ ) {
  11630. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11631. }
  11632. } else if ( light.isDirectionalLight ) {
  11633. var uniforms = cache.get( light );
  11634. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11635. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11636. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11637. uniforms.direction.sub( vector3 );
  11638. uniforms.direction.transformDirection( viewMatrix );
  11639. if ( light.castShadow ) {
  11640. var shadow = light.shadow;
  11641. var shadowUniforms = shadowCache.get( light );
  11642. shadowUniforms.shadowBias = shadow.bias;
  11643. shadowUniforms.shadowRadius = shadow.radius;
  11644. shadowUniforms.shadowMapSize = shadow.mapSize;
  11645. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11646. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11647. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11648. numDirectionalShadows ++;
  11649. }
  11650. state.directional[ directionalLength ] = uniforms;
  11651. directionalLength ++;
  11652. } else if ( light.isSpotLight ) {
  11653. var uniforms = cache.get( light );
  11654. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11655. uniforms.position.applyMatrix4( viewMatrix );
  11656. uniforms.color.copy( color ).multiplyScalar( intensity );
  11657. uniforms.distance = distance;
  11658. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11659. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11660. uniforms.direction.sub( vector3 );
  11661. uniforms.direction.transformDirection( viewMatrix );
  11662. uniforms.coneCos = Math.cos( light.angle );
  11663. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11664. uniforms.decay = light.decay;
  11665. if ( light.castShadow ) {
  11666. var shadow = light.shadow;
  11667. var shadowUniforms = shadowCache.get( light );
  11668. shadowUniforms.shadowBias = shadow.bias;
  11669. shadowUniforms.shadowRadius = shadow.radius;
  11670. shadowUniforms.shadowMapSize = shadow.mapSize;
  11671. state.spotShadow[ spotLength ] = shadowUniforms;
  11672. state.spotShadowMap[ spotLength ] = shadowMap;
  11673. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11674. numSpotShadows ++;
  11675. }
  11676. state.spot[ spotLength ] = uniforms;
  11677. spotLength ++;
  11678. } else if ( light.isRectAreaLight ) {
  11679. var uniforms = cache.get( light );
  11680. // (a) intensity is the total visible light emitted
  11681. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11682. // (b) intensity is the brightness of the light
  11683. uniforms.color.copy( color ).multiplyScalar( intensity );
  11684. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11685. uniforms.position.applyMatrix4( viewMatrix );
  11686. // extract local rotation of light to derive width/height half vectors
  11687. matrix42.identity();
  11688. matrix4.copy( light.matrixWorld );
  11689. matrix4.premultiply( viewMatrix );
  11690. matrix42.extractRotation( matrix4 );
  11691. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11692. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11693. uniforms.halfWidth.applyMatrix4( matrix42 );
  11694. uniforms.halfHeight.applyMatrix4( matrix42 );
  11695. // TODO (abelnation): RectAreaLight distance?
  11696. // uniforms.distance = distance;
  11697. state.rectArea[ rectAreaLength ] = uniforms;
  11698. rectAreaLength ++;
  11699. } else if ( light.isPointLight ) {
  11700. var uniforms = cache.get( light );
  11701. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11702. uniforms.position.applyMatrix4( viewMatrix );
  11703. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11704. uniforms.distance = light.distance;
  11705. uniforms.decay = light.decay;
  11706. if ( light.castShadow ) {
  11707. var shadow = light.shadow;
  11708. var shadowUniforms = shadowCache.get( light );
  11709. shadowUniforms.shadowBias = shadow.bias;
  11710. shadowUniforms.shadowRadius = shadow.radius;
  11711. shadowUniforms.shadowMapSize = shadow.mapSize;
  11712. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11713. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11714. state.pointShadow[ pointLength ] = shadowUniforms;
  11715. state.pointShadowMap[ pointLength ] = shadowMap;
  11716. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11717. numPointShadows ++;
  11718. }
  11719. state.point[ pointLength ] = uniforms;
  11720. pointLength ++;
  11721. } else if ( light.isHemisphereLight ) {
  11722. var uniforms = cache.get( light );
  11723. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11724. uniforms.direction.transformDirection( viewMatrix );
  11725. uniforms.direction.normalize();
  11726. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11727. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11728. state.hemi[ hemiLength ] = uniforms;
  11729. hemiLength ++;
  11730. }
  11731. }
  11732. state.ambient[ 0 ] = r;
  11733. state.ambient[ 1 ] = g;
  11734. state.ambient[ 2 ] = b;
  11735. var hash = state.hash;
  11736. if ( hash.directionalLength !== directionalLength ||
  11737. hash.pointLength !== pointLength ||
  11738. hash.spotLength !== spotLength ||
  11739. hash.rectAreaLength !== rectAreaLength ||
  11740. hash.hemiLength !== hemiLength ||
  11741. hash.numDirectionalShadows !== numDirectionalShadows ||
  11742. hash.numPointShadows !== numPointShadows ||
  11743. hash.numSpotShadows !== numSpotShadows ) {
  11744. state.directional.length = directionalLength;
  11745. state.spot.length = spotLength;
  11746. state.rectArea.length = rectAreaLength;
  11747. state.point.length = pointLength;
  11748. state.hemi.length = hemiLength;
  11749. state.directionalShadow.length = numDirectionalShadows;
  11750. state.directionalShadowMap.length = numDirectionalShadows;
  11751. state.pointShadow.length = numPointShadows;
  11752. state.pointShadowMap.length = numPointShadows;
  11753. state.spotShadow.length = numSpotShadows;
  11754. state.spotShadowMap.length = numSpotShadows;
  11755. state.directionalShadowMatrix.length = numDirectionalShadows;
  11756. state.pointShadowMatrix.length = numPointShadows;
  11757. state.spotShadowMatrix.length = numSpotShadows;
  11758. hash.directionalLength = directionalLength;
  11759. hash.pointLength = pointLength;
  11760. hash.spotLength = spotLength;
  11761. hash.rectAreaLength = rectAreaLength;
  11762. hash.hemiLength = hemiLength;
  11763. hash.numDirectionalShadows = numDirectionalShadows;
  11764. hash.numPointShadows = numPointShadows;
  11765. hash.numSpotShadows = numSpotShadows;
  11766. state.version = nextVersion ++;
  11767. }
  11768. }
  11769. return {
  11770. setup: setup,
  11771. state: state
  11772. };
  11773. }
  11774. /**
  11775. * @author Mugen87 / https://github.com/Mugen87
  11776. */
  11777. function WebGLRenderState() {
  11778. var lights = new WebGLLights();
  11779. var lightsArray = [];
  11780. var shadowsArray = [];
  11781. function init() {
  11782. lightsArray.length = 0;
  11783. shadowsArray.length = 0;
  11784. }
  11785. function pushLight( light ) {
  11786. lightsArray.push( light );
  11787. }
  11788. function pushShadow( shadowLight ) {
  11789. shadowsArray.push( shadowLight );
  11790. }
  11791. function setupLights( camera ) {
  11792. lights.setup( lightsArray, shadowsArray, camera );
  11793. }
  11794. var state = {
  11795. lightsArray: lightsArray,
  11796. shadowsArray: shadowsArray,
  11797. lights: lights
  11798. };
  11799. return {
  11800. init: init,
  11801. state: state,
  11802. setupLights: setupLights,
  11803. pushLight: pushLight,
  11804. pushShadow: pushShadow
  11805. };
  11806. }
  11807. function WebGLRenderStates() {
  11808. var renderStates = new WeakMap();
  11809. function onSceneDispose( event ) {
  11810. var scene = event.target;
  11811. scene.removeEventListener( 'dispose', onSceneDispose );
  11812. renderStates.delete( scene );
  11813. }
  11814. function get( scene, camera ) {
  11815. var renderState;
  11816. if ( renderStates.has( scene ) === false ) {
  11817. renderState = new WebGLRenderState();
  11818. renderStates.set( scene, new WeakMap() );
  11819. renderStates.get( scene ).set( camera, renderState );
  11820. scene.addEventListener( 'dispose', onSceneDispose );
  11821. } else {
  11822. if ( renderStates.get( scene ).has( camera ) === false ) {
  11823. renderState = new WebGLRenderState();
  11824. renderStates.get( scene ).set( camera, renderState );
  11825. } else {
  11826. renderState = renderStates.get( scene ).get( camera );
  11827. }
  11828. }
  11829. return renderState;
  11830. }
  11831. function dispose() {
  11832. renderStates = new WeakMap();
  11833. }
  11834. return {
  11835. get: get,
  11836. dispose: dispose
  11837. };
  11838. }
  11839. /**
  11840. * @author mrdoob / http://mrdoob.com/
  11841. * @author alteredq / http://alteredqualia.com/
  11842. * @author bhouston / https://clara.io
  11843. * @author WestLangley / http://github.com/WestLangley
  11844. *
  11845. * parameters = {
  11846. *
  11847. * opacity: <float>,
  11848. *
  11849. * map: new THREE.Texture( <Image> ),
  11850. *
  11851. * alphaMap: new THREE.Texture( <Image> ),
  11852. *
  11853. * displacementMap: new THREE.Texture( <Image> ),
  11854. * displacementScale: <float>,
  11855. * displacementBias: <float>,
  11856. *
  11857. * wireframe: <boolean>,
  11858. * wireframeLinewidth: <float>
  11859. * }
  11860. */
  11861. function MeshDepthMaterial( parameters ) {
  11862. Material.call( this );
  11863. this.type = 'MeshDepthMaterial';
  11864. this.depthPacking = BasicDepthPacking;
  11865. this.skinning = false;
  11866. this.morphTargets = false;
  11867. this.map = null;
  11868. this.alphaMap = null;
  11869. this.displacementMap = null;
  11870. this.displacementScale = 1;
  11871. this.displacementBias = 0;
  11872. this.wireframe = false;
  11873. this.wireframeLinewidth = 1;
  11874. this.fog = false;
  11875. this.setValues( parameters );
  11876. }
  11877. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11878. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11879. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11880. MeshDepthMaterial.prototype.copy = function ( source ) {
  11881. Material.prototype.copy.call( this, source );
  11882. this.depthPacking = source.depthPacking;
  11883. this.skinning = source.skinning;
  11884. this.morphTargets = source.morphTargets;
  11885. this.map = source.map;
  11886. this.alphaMap = source.alphaMap;
  11887. this.displacementMap = source.displacementMap;
  11888. this.displacementScale = source.displacementScale;
  11889. this.displacementBias = source.displacementBias;
  11890. this.wireframe = source.wireframe;
  11891. this.wireframeLinewidth = source.wireframeLinewidth;
  11892. return this;
  11893. };
  11894. /**
  11895. * @author WestLangley / http://github.com/WestLangley
  11896. *
  11897. * parameters = {
  11898. *
  11899. * referencePosition: <float>,
  11900. * nearDistance: <float>,
  11901. * farDistance: <float>,
  11902. *
  11903. * skinning: <bool>,
  11904. * morphTargets: <bool>,
  11905. *
  11906. * map: new THREE.Texture( <Image> ),
  11907. *
  11908. * alphaMap: new THREE.Texture( <Image> ),
  11909. *
  11910. * displacementMap: new THREE.Texture( <Image> ),
  11911. * displacementScale: <float>,
  11912. * displacementBias: <float>
  11913. *
  11914. * }
  11915. */
  11916. function MeshDistanceMaterial( parameters ) {
  11917. Material.call( this );
  11918. this.type = 'MeshDistanceMaterial';
  11919. this.referencePosition = new Vector3();
  11920. this.nearDistance = 1;
  11921. this.farDistance = 1000;
  11922. this.skinning = false;
  11923. this.morphTargets = false;
  11924. this.map = null;
  11925. this.alphaMap = null;
  11926. this.displacementMap = null;
  11927. this.displacementScale = 1;
  11928. this.displacementBias = 0;
  11929. this.fog = false;
  11930. this.setValues( parameters );
  11931. }
  11932. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11933. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11934. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11935. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11936. Material.prototype.copy.call( this, source );
  11937. this.referencePosition.copy( source.referencePosition );
  11938. this.nearDistance = source.nearDistance;
  11939. this.farDistance = source.farDistance;
  11940. this.skinning = source.skinning;
  11941. this.morphTargets = source.morphTargets;
  11942. this.map = source.map;
  11943. this.alphaMap = source.alphaMap;
  11944. this.displacementMap = source.displacementMap;
  11945. this.displacementScale = source.displacementScale;
  11946. this.displacementBias = source.displacementBias;
  11947. return this;
  11948. };
  11949. 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}";
  11950. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11951. /**
  11952. * @author alteredq / http://alteredqualia.com/
  11953. * @author mrdoob / http://mrdoob.com/
  11954. */
  11955. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11956. var _frustum = new Frustum(),
  11957. _shadowMapSize = new Vector2(),
  11958. _viewportSize = new Vector2(),
  11959. _viewport = new Vector4(),
  11960. _depthMaterials = [],
  11961. _distanceMaterials = [],
  11962. _materialCache = {};
  11963. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11964. var shadowMaterialVertical = new ShaderMaterial( {
  11965. defines: {
  11966. SAMPLE_RATE: 2.0 / 8.0,
  11967. HALF_SAMPLE_RATE: 1.0 / 8.0
  11968. },
  11969. uniforms: {
  11970. shadow_pass: { value: null },
  11971. resolution: { value: new Vector2() },
  11972. radius: { value: 4.0 }
  11973. },
  11974. vertexShader: vsm_vert,
  11975. fragmentShader: vsm_frag
  11976. } );
  11977. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11978. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11979. var fullScreenTri = new BufferGeometry();
  11980. fullScreenTri.setAttribute(
  11981. "position",
  11982. new BufferAttribute(
  11983. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11984. 3
  11985. )
  11986. );
  11987. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11988. var scope = this;
  11989. this.enabled = false;
  11990. this.autoUpdate = true;
  11991. this.needsUpdate = false;
  11992. this.type = PCFShadowMap;
  11993. this.render = function ( lights, scene, camera ) {
  11994. if ( scope.enabled === false ) { return; }
  11995. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11996. if ( lights.length === 0 ) { return; }
  11997. var currentRenderTarget = _renderer.getRenderTarget();
  11998. var activeCubeFace = _renderer.getActiveCubeFace();
  11999. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12000. var _state = _renderer.state;
  12001. // Set GL state for depth map.
  12002. _state.setBlending( NoBlending );
  12003. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12004. _state.buffers.depth.setTest( true );
  12005. _state.setScissorTest( false );
  12006. // render depth map
  12007. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12008. var light = lights[ i ];
  12009. var shadow = light.shadow;
  12010. if ( shadow === undefined ) {
  12011. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12012. continue;
  12013. }
  12014. _shadowMapSize.copy( shadow.mapSize );
  12015. var shadowFrameExtents = shadow.getFrameExtents();
  12016. _shadowMapSize.multiply( shadowFrameExtents );
  12017. _viewportSize.copy( shadow.mapSize );
  12018. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12019. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12020. if ( _shadowMapSize.x > maxTextureSize ) {
  12021. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12022. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12023. shadow.mapSize.x = _viewportSize.x;
  12024. }
  12025. if ( _shadowMapSize.y > maxTextureSize ) {
  12026. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12027. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12028. shadow.mapSize.y = _viewportSize.y;
  12029. }
  12030. }
  12031. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12032. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12033. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12034. shadow.map.texture.name = light.name + ".shadowMap";
  12035. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12036. shadow.camera.updateProjectionMatrix();
  12037. }
  12038. if ( shadow.map === null ) {
  12039. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12040. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12041. shadow.map.texture.name = light.name + ".shadowMap";
  12042. shadow.camera.updateProjectionMatrix();
  12043. }
  12044. _renderer.setRenderTarget( shadow.map );
  12045. _renderer.clear();
  12046. var viewportCount = shadow.getViewportCount();
  12047. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12048. var viewport = shadow.getViewport( vp );
  12049. _viewport.set(
  12050. _viewportSize.x * viewport.x,
  12051. _viewportSize.y * viewport.y,
  12052. _viewportSize.x * viewport.z,
  12053. _viewportSize.y * viewport.w
  12054. );
  12055. _state.viewport( _viewport );
  12056. shadow.updateMatrices( light, vp );
  12057. _frustum = shadow.getFrustum();
  12058. renderObject( scene, camera, shadow.camera, light, this.type );
  12059. }
  12060. // do blur pass for VSM
  12061. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12062. VSMPass( shadow, camera );
  12063. }
  12064. }
  12065. scope.needsUpdate = false;
  12066. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12067. };
  12068. function VSMPass( shadow, camera ) {
  12069. var geometry = _objects.update( fullScreenMesh );
  12070. // vertical pass
  12071. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12072. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12073. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12074. _renderer.setRenderTarget( shadow.mapPass );
  12075. _renderer.clear();
  12076. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12077. // horizonal pass
  12078. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12079. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12080. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12081. _renderer.setRenderTarget( shadow.map );
  12082. _renderer.clear();
  12083. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12084. }
  12085. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12086. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12087. var material = _depthMaterials[ index ];
  12088. if ( material === undefined ) {
  12089. material = new MeshDepthMaterial( {
  12090. depthPacking: RGBADepthPacking,
  12091. morphTargets: useMorphing,
  12092. skinning: useSkinning
  12093. } );
  12094. _depthMaterials[ index ] = material;
  12095. }
  12096. return material;
  12097. }
  12098. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12099. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12100. var material = _distanceMaterials[ index ];
  12101. if ( material === undefined ) {
  12102. material = new MeshDistanceMaterial( {
  12103. morphTargets: useMorphing,
  12104. skinning: useSkinning
  12105. } );
  12106. _distanceMaterials[ index ] = material;
  12107. }
  12108. return material;
  12109. }
  12110. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12111. var geometry = object.geometry;
  12112. var result = null;
  12113. var getMaterialVariant = getDepthMaterialVariant;
  12114. var customMaterial = object.customDepthMaterial;
  12115. if ( light.isPointLight === true ) {
  12116. getMaterialVariant = getDistanceMaterialVariant;
  12117. customMaterial = object.customDistanceMaterial;
  12118. }
  12119. if ( customMaterial === undefined ) {
  12120. var useMorphing = false;
  12121. if ( material.morphTargets === true ) {
  12122. if ( geometry.isBufferGeometry === true ) {
  12123. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12124. } else if ( geometry.isGeometry === true ) {
  12125. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12126. }
  12127. }
  12128. var useSkinning = false;
  12129. if ( object.isSkinnedMesh === true ) {
  12130. if ( material.skinning === true ) {
  12131. useSkinning = true;
  12132. } else {
  12133. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12134. }
  12135. }
  12136. var useInstancing = object.isInstancedMesh === true;
  12137. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12138. } else {
  12139. result = customMaterial;
  12140. }
  12141. if ( _renderer.localClippingEnabled &&
  12142. material.clipShadows === true &&
  12143. material.clippingPlanes.length !== 0 ) {
  12144. // in this case we need a unique material instance reflecting the
  12145. // appropriate state
  12146. var keyA = result.uuid, keyB = material.uuid;
  12147. var materialsForVariant = _materialCache[ keyA ];
  12148. if ( materialsForVariant === undefined ) {
  12149. materialsForVariant = {};
  12150. _materialCache[ keyA ] = materialsForVariant;
  12151. }
  12152. var cachedMaterial = materialsForVariant[ keyB ];
  12153. if ( cachedMaterial === undefined ) {
  12154. cachedMaterial = result.clone();
  12155. materialsForVariant[ keyB ] = cachedMaterial;
  12156. }
  12157. result = cachedMaterial;
  12158. }
  12159. result.visible = material.visible;
  12160. result.wireframe = material.wireframe;
  12161. if ( type === VSMShadowMap ) {
  12162. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12163. } else {
  12164. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12165. }
  12166. result.clipShadows = material.clipShadows;
  12167. result.clippingPlanes = material.clippingPlanes;
  12168. result.clipIntersection = material.clipIntersection;
  12169. result.wireframeLinewidth = material.wireframeLinewidth;
  12170. result.linewidth = material.linewidth;
  12171. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12172. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12173. result.nearDistance = shadowCameraNear;
  12174. result.farDistance = shadowCameraFar;
  12175. }
  12176. return result;
  12177. }
  12178. function renderObject( object, camera, shadowCamera, light, type ) {
  12179. if ( object.visible === false ) { return; }
  12180. var visible = object.layers.test( camera.layers );
  12181. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12182. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12183. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12184. var geometry = _objects.update( object );
  12185. var material = object.material;
  12186. if ( Array.isArray( material ) ) {
  12187. var groups = geometry.groups;
  12188. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12189. var group = groups[ k ];
  12190. var groupMaterial = material[ group.materialIndex ];
  12191. if ( groupMaterial && groupMaterial.visible ) {
  12192. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12193. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12194. }
  12195. }
  12196. } else if ( material.visible ) {
  12197. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12198. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12199. }
  12200. }
  12201. }
  12202. var children = object.children;
  12203. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12204. renderObject( children[ i ], camera, shadowCamera, light, type );
  12205. }
  12206. }
  12207. }
  12208. /**
  12209. * @author mrdoob / http://mrdoob.com/
  12210. */
  12211. function WebGLState( gl, extensions, capabilities ) {
  12212. var isWebGL2 = capabilities.isWebGL2;
  12213. function ColorBuffer() {
  12214. var locked = false;
  12215. var color = new Vector4();
  12216. var currentColorMask = null;
  12217. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12218. return {
  12219. setMask: function ( colorMask ) {
  12220. if ( currentColorMask !== colorMask && ! locked ) {
  12221. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12222. currentColorMask = colorMask;
  12223. }
  12224. },
  12225. setLocked: function ( lock ) {
  12226. locked = lock;
  12227. },
  12228. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12229. if ( premultipliedAlpha === true ) {
  12230. r *= a; g *= a; b *= a;
  12231. }
  12232. color.set( r, g, b, a );
  12233. if ( currentColorClear.equals( color ) === false ) {
  12234. gl.clearColor( r, g, b, a );
  12235. currentColorClear.copy( color );
  12236. }
  12237. },
  12238. reset: function () {
  12239. locked = false;
  12240. currentColorMask = null;
  12241. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12242. }
  12243. };
  12244. }
  12245. function DepthBuffer() {
  12246. var locked = false;
  12247. var currentDepthMask = null;
  12248. var currentDepthFunc = null;
  12249. var currentDepthClear = null;
  12250. return {
  12251. setTest: function ( depthTest ) {
  12252. if ( depthTest ) {
  12253. enable( 2929 );
  12254. } else {
  12255. disable( 2929 );
  12256. }
  12257. },
  12258. setMask: function ( depthMask ) {
  12259. if ( currentDepthMask !== depthMask && ! locked ) {
  12260. gl.depthMask( depthMask );
  12261. currentDepthMask = depthMask;
  12262. }
  12263. },
  12264. setFunc: function ( depthFunc ) {
  12265. if ( currentDepthFunc !== depthFunc ) {
  12266. if ( depthFunc ) {
  12267. switch ( depthFunc ) {
  12268. case NeverDepth:
  12269. gl.depthFunc( 512 );
  12270. break;
  12271. case AlwaysDepth:
  12272. gl.depthFunc( 519 );
  12273. break;
  12274. case LessDepth:
  12275. gl.depthFunc( 513 );
  12276. break;
  12277. case LessEqualDepth:
  12278. gl.depthFunc( 515 );
  12279. break;
  12280. case EqualDepth:
  12281. gl.depthFunc( 514 );
  12282. break;
  12283. case GreaterEqualDepth:
  12284. gl.depthFunc( 518 );
  12285. break;
  12286. case GreaterDepth:
  12287. gl.depthFunc( 516 );
  12288. break;
  12289. case NotEqualDepth:
  12290. gl.depthFunc( 517 );
  12291. break;
  12292. default:
  12293. gl.depthFunc( 515 );
  12294. }
  12295. } else {
  12296. gl.depthFunc( 515 );
  12297. }
  12298. currentDepthFunc = depthFunc;
  12299. }
  12300. },
  12301. setLocked: function ( lock ) {
  12302. locked = lock;
  12303. },
  12304. setClear: function ( depth ) {
  12305. if ( currentDepthClear !== depth ) {
  12306. gl.clearDepth( depth );
  12307. currentDepthClear = depth;
  12308. }
  12309. },
  12310. reset: function () {
  12311. locked = false;
  12312. currentDepthMask = null;
  12313. currentDepthFunc = null;
  12314. currentDepthClear = null;
  12315. }
  12316. };
  12317. }
  12318. function StencilBuffer() {
  12319. var locked = false;
  12320. var currentStencilMask = null;
  12321. var currentStencilFunc = null;
  12322. var currentStencilRef = null;
  12323. var currentStencilFuncMask = null;
  12324. var currentStencilFail = null;
  12325. var currentStencilZFail = null;
  12326. var currentStencilZPass = null;
  12327. var currentStencilClear = null;
  12328. return {
  12329. setTest: function ( stencilTest ) {
  12330. if ( ! locked ) {
  12331. if ( stencilTest ) {
  12332. enable( 2960 );
  12333. } else {
  12334. disable( 2960 );
  12335. }
  12336. }
  12337. },
  12338. setMask: function ( stencilMask ) {
  12339. if ( currentStencilMask !== stencilMask && ! locked ) {
  12340. gl.stencilMask( stencilMask );
  12341. currentStencilMask = stencilMask;
  12342. }
  12343. },
  12344. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12345. if ( currentStencilFunc !== stencilFunc ||
  12346. currentStencilRef !== stencilRef ||
  12347. currentStencilFuncMask !== stencilMask ) {
  12348. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12349. currentStencilFunc = stencilFunc;
  12350. currentStencilRef = stencilRef;
  12351. currentStencilFuncMask = stencilMask;
  12352. }
  12353. },
  12354. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12355. if ( currentStencilFail !== stencilFail ||
  12356. currentStencilZFail !== stencilZFail ||
  12357. currentStencilZPass !== stencilZPass ) {
  12358. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12359. currentStencilFail = stencilFail;
  12360. currentStencilZFail = stencilZFail;
  12361. currentStencilZPass = stencilZPass;
  12362. }
  12363. },
  12364. setLocked: function ( lock ) {
  12365. locked = lock;
  12366. },
  12367. setClear: function ( stencil ) {
  12368. if ( currentStencilClear !== stencil ) {
  12369. gl.clearStencil( stencil );
  12370. currentStencilClear = stencil;
  12371. }
  12372. },
  12373. reset: function () {
  12374. locked = false;
  12375. currentStencilMask = null;
  12376. currentStencilFunc = null;
  12377. currentStencilRef = null;
  12378. currentStencilFuncMask = null;
  12379. currentStencilFail = null;
  12380. currentStencilZFail = null;
  12381. currentStencilZPass = null;
  12382. currentStencilClear = null;
  12383. }
  12384. };
  12385. }
  12386. //
  12387. var colorBuffer = new ColorBuffer();
  12388. var depthBuffer = new DepthBuffer();
  12389. var stencilBuffer = new StencilBuffer();
  12390. var maxVertexAttributes = gl.getParameter( 34921 );
  12391. var newAttributes = new Uint8Array( maxVertexAttributes );
  12392. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12393. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12394. var enabledCapabilities = {};
  12395. var currentProgram = null;
  12396. var currentBlendingEnabled = null;
  12397. var currentBlending = null;
  12398. var currentBlendEquation = null;
  12399. var currentBlendSrc = null;
  12400. var currentBlendDst = null;
  12401. var currentBlendEquationAlpha = null;
  12402. var currentBlendSrcAlpha = null;
  12403. var currentBlendDstAlpha = null;
  12404. var currentPremultipledAlpha = false;
  12405. var currentFlipSided = null;
  12406. var currentCullFace = null;
  12407. var currentLineWidth = null;
  12408. var currentPolygonOffsetFactor = null;
  12409. var currentPolygonOffsetUnits = null;
  12410. var maxTextures = gl.getParameter( 35661 );
  12411. var lineWidthAvailable = false;
  12412. var version = 0;
  12413. var glVersion = gl.getParameter( 7938 );
  12414. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12415. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12416. lineWidthAvailable = ( version >= 1.0 );
  12417. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12418. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12419. lineWidthAvailable = ( version >= 2.0 );
  12420. }
  12421. var currentTextureSlot = null;
  12422. var currentBoundTextures = {};
  12423. var currentScissor = new Vector4();
  12424. var currentViewport = new Vector4();
  12425. function createTexture( type, target, count ) {
  12426. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12427. var texture = gl.createTexture();
  12428. gl.bindTexture( type, texture );
  12429. gl.texParameteri( type, 10241, 9728 );
  12430. gl.texParameteri( type, 10240, 9728 );
  12431. for ( var i = 0; i < count; i ++ ) {
  12432. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12433. }
  12434. return texture;
  12435. }
  12436. var emptyTextures = {};
  12437. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12438. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12439. // init
  12440. colorBuffer.setClear( 0, 0, 0, 1 );
  12441. depthBuffer.setClear( 1 );
  12442. stencilBuffer.setClear( 0 );
  12443. enable( 2929 );
  12444. depthBuffer.setFunc( LessEqualDepth );
  12445. setFlipSided( false );
  12446. setCullFace( CullFaceBack );
  12447. enable( 2884 );
  12448. setBlending( NoBlending );
  12449. //
  12450. function initAttributes() {
  12451. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12452. newAttributes[ i ] = 0;
  12453. }
  12454. }
  12455. function enableAttribute( attribute ) {
  12456. enableAttributeAndDivisor( attribute, 0 );
  12457. }
  12458. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12459. newAttributes[ attribute ] = 1;
  12460. if ( enabledAttributes[ attribute ] === 0 ) {
  12461. gl.enableVertexAttribArray( attribute );
  12462. enabledAttributes[ attribute ] = 1;
  12463. }
  12464. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12465. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12466. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12467. attributeDivisors[ attribute ] = meshPerAttribute;
  12468. }
  12469. }
  12470. function disableUnusedAttributes() {
  12471. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12472. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12473. gl.disableVertexAttribArray( i );
  12474. enabledAttributes[ i ] = 0;
  12475. }
  12476. }
  12477. }
  12478. function enable( id ) {
  12479. if ( enabledCapabilities[ id ] !== true ) {
  12480. gl.enable( id );
  12481. enabledCapabilities[ id ] = true;
  12482. }
  12483. }
  12484. function disable( id ) {
  12485. if ( enabledCapabilities[ id ] !== false ) {
  12486. gl.disable( id );
  12487. enabledCapabilities[ id ] = false;
  12488. }
  12489. }
  12490. function useProgram( program ) {
  12491. if ( currentProgram !== program ) {
  12492. gl.useProgram( program );
  12493. currentProgram = program;
  12494. return true;
  12495. }
  12496. return false;
  12497. }
  12498. var equationToGL = {};
  12499. equationToGL[ AddEquation ] = 32774;
  12500. equationToGL[ SubtractEquation ] = 32778;
  12501. equationToGL[ ReverseSubtractEquation ] = 32779;
  12502. if ( isWebGL2 ) {
  12503. equationToGL[ MinEquation ] = 32775;
  12504. equationToGL[ MaxEquation ] = 32776;
  12505. } else {
  12506. var extension = extensions.get( 'EXT_blend_minmax' );
  12507. if ( extension !== null ) {
  12508. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12509. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12510. }
  12511. }
  12512. var factorToGL = {};
  12513. factorToGL[ ZeroFactor ] = 0;
  12514. factorToGL[ OneFactor ] = 1;
  12515. factorToGL[ SrcColorFactor ] = 768;
  12516. factorToGL[ SrcAlphaFactor ] = 770;
  12517. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12518. factorToGL[ DstColorFactor ] = 774;
  12519. factorToGL[ DstAlphaFactor ] = 772;
  12520. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12521. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12522. factorToGL[ OneMinusDstColorFactor ] = 775;
  12523. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12524. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12525. if ( blending === NoBlending ) {
  12526. if ( currentBlendingEnabled ) {
  12527. disable( 3042 );
  12528. currentBlendingEnabled = false;
  12529. }
  12530. return;
  12531. }
  12532. if ( ! currentBlendingEnabled ) {
  12533. enable( 3042 );
  12534. currentBlendingEnabled = true;
  12535. }
  12536. if ( blending !== CustomBlending ) {
  12537. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12538. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12539. gl.blendEquation( 32774 );
  12540. currentBlendEquation = AddEquation;
  12541. currentBlendEquationAlpha = AddEquation;
  12542. }
  12543. if ( premultipliedAlpha ) {
  12544. switch ( blending ) {
  12545. case NormalBlending:
  12546. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12547. break;
  12548. case AdditiveBlending:
  12549. gl.blendFunc( 1, 1 );
  12550. break;
  12551. case SubtractiveBlending:
  12552. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12553. break;
  12554. case MultiplyBlending:
  12555. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12556. break;
  12557. default:
  12558. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12559. break;
  12560. }
  12561. } else {
  12562. switch ( blending ) {
  12563. case NormalBlending:
  12564. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12565. break;
  12566. case AdditiveBlending:
  12567. gl.blendFunc( 770, 1 );
  12568. break;
  12569. case SubtractiveBlending:
  12570. gl.blendFunc( 0, 769 );
  12571. break;
  12572. case MultiplyBlending:
  12573. gl.blendFunc( 0, 768 );
  12574. break;
  12575. default:
  12576. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12577. break;
  12578. }
  12579. }
  12580. currentBlendSrc = null;
  12581. currentBlendDst = null;
  12582. currentBlendSrcAlpha = null;
  12583. currentBlendDstAlpha = null;
  12584. currentBlending = blending;
  12585. currentPremultipledAlpha = premultipliedAlpha;
  12586. }
  12587. return;
  12588. }
  12589. // custom blending
  12590. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12591. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12592. blendDstAlpha = blendDstAlpha || blendDst;
  12593. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12594. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12595. currentBlendEquation = blendEquation;
  12596. currentBlendEquationAlpha = blendEquationAlpha;
  12597. }
  12598. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12599. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12600. currentBlendSrc = blendSrc;
  12601. currentBlendDst = blendDst;
  12602. currentBlendSrcAlpha = blendSrcAlpha;
  12603. currentBlendDstAlpha = blendDstAlpha;
  12604. }
  12605. currentBlending = blending;
  12606. currentPremultipledAlpha = null;
  12607. }
  12608. function setMaterial( material, frontFaceCW ) {
  12609. material.side === DoubleSide
  12610. ? disable( 2884 )
  12611. : enable( 2884 );
  12612. var flipSided = ( material.side === BackSide );
  12613. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12614. setFlipSided( flipSided );
  12615. ( material.blending === NormalBlending && material.transparent === false )
  12616. ? setBlending( NoBlending )
  12617. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12618. depthBuffer.setFunc( material.depthFunc );
  12619. depthBuffer.setTest( material.depthTest );
  12620. depthBuffer.setMask( material.depthWrite );
  12621. colorBuffer.setMask( material.colorWrite );
  12622. var stencilWrite = material.stencilWrite;
  12623. stencilBuffer.setTest( stencilWrite );
  12624. if ( stencilWrite ) {
  12625. stencilBuffer.setMask( material.stencilWriteMask );
  12626. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12627. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12628. }
  12629. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12630. }
  12631. //
  12632. function setFlipSided( flipSided ) {
  12633. if ( currentFlipSided !== flipSided ) {
  12634. if ( flipSided ) {
  12635. gl.frontFace( 2304 );
  12636. } else {
  12637. gl.frontFace( 2305 );
  12638. }
  12639. currentFlipSided = flipSided;
  12640. }
  12641. }
  12642. function setCullFace( cullFace ) {
  12643. if ( cullFace !== CullFaceNone ) {
  12644. enable( 2884 );
  12645. if ( cullFace !== currentCullFace ) {
  12646. if ( cullFace === CullFaceBack ) {
  12647. gl.cullFace( 1029 );
  12648. } else if ( cullFace === CullFaceFront ) {
  12649. gl.cullFace( 1028 );
  12650. } else {
  12651. gl.cullFace( 1032 );
  12652. }
  12653. }
  12654. } else {
  12655. disable( 2884 );
  12656. }
  12657. currentCullFace = cullFace;
  12658. }
  12659. function setLineWidth( width ) {
  12660. if ( width !== currentLineWidth ) {
  12661. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12662. currentLineWidth = width;
  12663. }
  12664. }
  12665. function setPolygonOffset( polygonOffset, factor, units ) {
  12666. if ( polygonOffset ) {
  12667. enable( 32823 );
  12668. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12669. gl.polygonOffset( factor, units );
  12670. currentPolygonOffsetFactor = factor;
  12671. currentPolygonOffsetUnits = units;
  12672. }
  12673. } else {
  12674. disable( 32823 );
  12675. }
  12676. }
  12677. function setScissorTest( scissorTest ) {
  12678. if ( scissorTest ) {
  12679. enable( 3089 );
  12680. } else {
  12681. disable( 3089 );
  12682. }
  12683. }
  12684. // texture
  12685. function activeTexture( webglSlot ) {
  12686. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12687. if ( currentTextureSlot !== webglSlot ) {
  12688. gl.activeTexture( webglSlot );
  12689. currentTextureSlot = webglSlot;
  12690. }
  12691. }
  12692. function bindTexture( webglType, webglTexture ) {
  12693. if ( currentTextureSlot === null ) {
  12694. activeTexture();
  12695. }
  12696. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12697. if ( boundTexture === undefined ) {
  12698. boundTexture = { type: undefined, texture: undefined };
  12699. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12700. }
  12701. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12702. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12703. boundTexture.type = webglType;
  12704. boundTexture.texture = webglTexture;
  12705. }
  12706. }
  12707. function unbindTexture() {
  12708. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12709. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12710. gl.bindTexture( boundTexture.type, null );
  12711. boundTexture.type = undefined;
  12712. boundTexture.texture = undefined;
  12713. }
  12714. }
  12715. function compressedTexImage2D() {
  12716. try {
  12717. gl.compressedTexImage2D.apply( gl, arguments );
  12718. } catch ( error ) {
  12719. console.error( 'THREE.WebGLState:', error );
  12720. }
  12721. }
  12722. function texImage2D() {
  12723. try {
  12724. gl.texImage2D.apply( gl, arguments );
  12725. } catch ( error ) {
  12726. console.error( 'THREE.WebGLState:', error );
  12727. }
  12728. }
  12729. function texImage3D() {
  12730. try {
  12731. gl.texImage3D.apply( gl, arguments );
  12732. } catch ( error ) {
  12733. console.error( 'THREE.WebGLState:', error );
  12734. }
  12735. }
  12736. //
  12737. function scissor( scissor ) {
  12738. if ( currentScissor.equals( scissor ) === false ) {
  12739. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12740. currentScissor.copy( scissor );
  12741. }
  12742. }
  12743. function viewport( viewport ) {
  12744. if ( currentViewport.equals( viewport ) === false ) {
  12745. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12746. currentViewport.copy( viewport );
  12747. }
  12748. }
  12749. //
  12750. function reset() {
  12751. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12752. if ( enabledAttributes[ i ] === 1 ) {
  12753. gl.disableVertexAttribArray( i );
  12754. enabledAttributes[ i ] = 0;
  12755. }
  12756. }
  12757. enabledCapabilities = {};
  12758. currentTextureSlot = null;
  12759. currentBoundTextures = {};
  12760. currentProgram = null;
  12761. currentBlending = null;
  12762. currentFlipSided = null;
  12763. currentCullFace = null;
  12764. colorBuffer.reset();
  12765. depthBuffer.reset();
  12766. stencilBuffer.reset();
  12767. }
  12768. return {
  12769. buffers: {
  12770. color: colorBuffer,
  12771. depth: depthBuffer,
  12772. stencil: stencilBuffer
  12773. },
  12774. initAttributes: initAttributes,
  12775. enableAttribute: enableAttribute,
  12776. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12777. disableUnusedAttributes: disableUnusedAttributes,
  12778. enable: enable,
  12779. disable: disable,
  12780. useProgram: useProgram,
  12781. setBlending: setBlending,
  12782. setMaterial: setMaterial,
  12783. setFlipSided: setFlipSided,
  12784. setCullFace: setCullFace,
  12785. setLineWidth: setLineWidth,
  12786. setPolygonOffset: setPolygonOffset,
  12787. setScissorTest: setScissorTest,
  12788. activeTexture: activeTexture,
  12789. bindTexture: bindTexture,
  12790. unbindTexture: unbindTexture,
  12791. compressedTexImage2D: compressedTexImage2D,
  12792. texImage2D: texImage2D,
  12793. texImage3D: texImage3D,
  12794. scissor: scissor,
  12795. viewport: viewport,
  12796. reset: reset
  12797. };
  12798. }
  12799. /**
  12800. * @author mrdoob / http://mrdoob.com/
  12801. */
  12802. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12803. var isWebGL2 = capabilities.isWebGL2;
  12804. var maxTextures = capabilities.maxTextures;
  12805. var maxCubemapSize = capabilities.maxCubemapSize;
  12806. var maxTextureSize = capabilities.maxTextureSize;
  12807. var maxSamples = capabilities.maxSamples;
  12808. var _videoTextures = new WeakMap();
  12809. var _canvas;
  12810. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12811. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12812. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12813. var useOffscreenCanvas = false;
  12814. try {
  12815. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12816. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12817. } catch ( err ) {
  12818. // Ignore any errors
  12819. }
  12820. function createCanvas( width, height ) {
  12821. // Use OffscreenCanvas when available. Specially needed in web workers
  12822. return useOffscreenCanvas ?
  12823. new OffscreenCanvas( width, height ) :
  12824. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12825. }
  12826. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12827. var scale = 1;
  12828. // handle case if texture exceeds max size
  12829. if ( image.width > maxSize || image.height > maxSize ) {
  12830. scale = maxSize / Math.max( image.width, image.height );
  12831. }
  12832. // only perform resize if necessary
  12833. if ( scale < 1 || needsPowerOfTwo === true ) {
  12834. // only perform resize for certain image types
  12835. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12836. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12837. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12838. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12839. var width = floor( scale * image.width );
  12840. var height = floor( scale * image.height );
  12841. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12842. // cube textures can't reuse the same canvas
  12843. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12844. canvas.width = width;
  12845. canvas.height = height;
  12846. var context = canvas.getContext( '2d' );
  12847. context.drawImage( image, 0, 0, width, height );
  12848. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12849. return canvas;
  12850. } else {
  12851. if ( 'data' in image ) {
  12852. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12853. }
  12854. return image;
  12855. }
  12856. }
  12857. return image;
  12858. }
  12859. function isPowerOfTwo( image ) {
  12860. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12861. }
  12862. function textureNeedsPowerOfTwo( texture ) {
  12863. if ( isWebGL2 ) { return false; }
  12864. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12865. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12866. }
  12867. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12868. return texture.generateMipmaps && supportsMips &&
  12869. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12870. }
  12871. function generateMipmap( target, texture, width, height ) {
  12872. _gl.generateMipmap( target );
  12873. var textureProperties = properties.get( texture );
  12874. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12875. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12876. }
  12877. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12878. if ( isWebGL2 === false ) { return glFormat; }
  12879. if ( internalFormatName !== null ) {
  12880. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12881. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12882. }
  12883. var internalFormat = glFormat;
  12884. if ( glFormat === 6403 ) {
  12885. if ( glType === 5126 ) { internalFormat = 33326; }
  12886. if ( glType === 5131 ) { internalFormat = 33325; }
  12887. if ( glType === 5121 ) { internalFormat = 33321; }
  12888. }
  12889. if ( glFormat === 6407 ) {
  12890. if ( glType === 5126 ) { internalFormat = 34837; }
  12891. if ( glType === 5131 ) { internalFormat = 34843; }
  12892. if ( glType === 5121 ) { internalFormat = 32849; }
  12893. }
  12894. if ( glFormat === 6408 ) {
  12895. if ( glType === 5126 ) { internalFormat = 34836; }
  12896. if ( glType === 5131 ) { internalFormat = 34842; }
  12897. if ( glType === 5121 ) { internalFormat = 32856; }
  12898. }
  12899. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12900. internalFormat === 34842 || internalFormat === 34836 ) {
  12901. extensions.get( 'EXT_color_buffer_float' );
  12902. }
  12903. return internalFormat;
  12904. }
  12905. // Fallback filters for non-power-of-2 textures
  12906. function filterFallback( f ) {
  12907. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12908. return 9728;
  12909. }
  12910. return 9729;
  12911. }
  12912. //
  12913. function onTextureDispose( event ) {
  12914. var texture = event.target;
  12915. texture.removeEventListener( 'dispose', onTextureDispose );
  12916. deallocateTexture( texture );
  12917. if ( texture.isVideoTexture ) {
  12918. _videoTextures.delete( texture );
  12919. }
  12920. info.memory.textures --;
  12921. }
  12922. function onRenderTargetDispose( event ) {
  12923. var renderTarget = event.target;
  12924. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12925. deallocateRenderTarget( renderTarget );
  12926. info.memory.textures --;
  12927. }
  12928. //
  12929. function deallocateTexture( texture ) {
  12930. var textureProperties = properties.get( texture );
  12931. if ( textureProperties.__webglInit === undefined ) { return; }
  12932. _gl.deleteTexture( textureProperties.__webglTexture );
  12933. properties.remove( texture );
  12934. }
  12935. function deallocateRenderTarget( renderTarget ) {
  12936. var renderTargetProperties = properties.get( renderTarget );
  12937. var textureProperties = properties.get( renderTarget.texture );
  12938. if ( ! renderTarget ) { return; }
  12939. if ( textureProperties.__webglTexture !== undefined ) {
  12940. _gl.deleteTexture( textureProperties.__webglTexture );
  12941. }
  12942. if ( renderTarget.depthTexture ) {
  12943. renderTarget.depthTexture.dispose();
  12944. }
  12945. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12946. for ( var i = 0; i < 6; i ++ ) {
  12947. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12948. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12949. }
  12950. } else {
  12951. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12952. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12953. }
  12954. properties.remove( renderTarget.texture );
  12955. properties.remove( renderTarget );
  12956. }
  12957. //
  12958. var textureUnits = 0;
  12959. function resetTextureUnits() {
  12960. textureUnits = 0;
  12961. }
  12962. function allocateTextureUnit() {
  12963. var textureUnit = textureUnits;
  12964. if ( textureUnit >= maxTextures ) {
  12965. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12966. }
  12967. textureUnits += 1;
  12968. return textureUnit;
  12969. }
  12970. //
  12971. function setTexture2D( texture, slot ) {
  12972. var textureProperties = properties.get( texture );
  12973. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12974. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12975. var image = texture.image;
  12976. if ( image === undefined ) {
  12977. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12978. } else if ( image.complete === false ) {
  12979. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12980. } else {
  12981. uploadTexture( textureProperties, texture, slot );
  12982. return;
  12983. }
  12984. }
  12985. state.activeTexture( 33984 + slot );
  12986. state.bindTexture( 3553, textureProperties.__webglTexture );
  12987. }
  12988. function setTexture2DArray( texture, slot ) {
  12989. var textureProperties = properties.get( texture );
  12990. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12991. uploadTexture( textureProperties, texture, slot );
  12992. return;
  12993. }
  12994. state.activeTexture( 33984 + slot );
  12995. state.bindTexture( 35866, textureProperties.__webglTexture );
  12996. }
  12997. function setTexture3D( texture, slot ) {
  12998. var textureProperties = properties.get( texture );
  12999. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13000. uploadTexture( textureProperties, texture, slot );
  13001. return;
  13002. }
  13003. state.activeTexture( 33984 + slot );
  13004. state.bindTexture( 32879, textureProperties.__webglTexture );
  13005. }
  13006. function setTextureCube( texture, slot ) {
  13007. if ( texture.image.length !== 6 ) { return; }
  13008. var textureProperties = properties.get( texture );
  13009. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13010. initTexture( textureProperties, texture );
  13011. state.activeTexture( 33984 + slot );
  13012. state.bindTexture( 34067, textureProperties.__webglTexture );
  13013. _gl.pixelStorei( 37440, texture.flipY );
  13014. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13015. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13016. var cubeImage = [];
  13017. for ( var i = 0; i < 6; i ++ ) {
  13018. if ( ! isCompressed && ! isDataTexture ) {
  13019. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13020. } else {
  13021. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13022. }
  13023. }
  13024. var image = cubeImage[ 0 ],
  13025. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13026. glFormat = utils.convert( texture.format ),
  13027. glType = utils.convert( texture.type ),
  13028. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13029. setTextureParameters( 34067, texture, supportsMips );
  13030. var mipmaps;
  13031. if ( isCompressed ) {
  13032. for ( var i = 0; i < 6; i ++ ) {
  13033. mipmaps = cubeImage[ i ].mipmaps;
  13034. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13035. var mipmap = mipmaps[ j ];
  13036. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13037. if ( glFormat !== null ) {
  13038. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13039. } else {
  13040. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13041. }
  13042. } else {
  13043. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13044. }
  13045. }
  13046. }
  13047. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13048. } else {
  13049. mipmaps = texture.mipmaps;
  13050. for ( var i = 0; i < 6; i ++ ) {
  13051. if ( isDataTexture ) {
  13052. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13053. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13054. var mipmap = mipmaps[ j ];
  13055. var mipmapImage = mipmap.image[ i ].image;
  13056. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13057. }
  13058. } else {
  13059. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13060. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13061. var mipmap = mipmaps[ j ];
  13062. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13063. }
  13064. }
  13065. }
  13066. textureProperties.__maxMipLevel = mipmaps.length;
  13067. }
  13068. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13069. // We assume images for cube map have the same size.
  13070. generateMipmap( 34067, texture, image.width, image.height );
  13071. }
  13072. textureProperties.__version = texture.version;
  13073. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13074. } else {
  13075. state.activeTexture( 33984 + slot );
  13076. state.bindTexture( 34067, textureProperties.__webglTexture );
  13077. }
  13078. }
  13079. function setTextureCubeDynamic( texture, slot ) {
  13080. state.activeTexture( 33984 + slot );
  13081. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13082. }
  13083. var wrappingToGL = {};
  13084. wrappingToGL[ RepeatWrapping ] = 10497;
  13085. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13086. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13087. var filterToGL = {};
  13088. filterToGL[ NearestFilter ] = 9728;
  13089. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13090. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13091. filterToGL[ LinearFilter ] = 9729;
  13092. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13093. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13094. function setTextureParameters( textureType, texture, supportsMips ) {
  13095. if ( supportsMips ) {
  13096. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13097. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13098. if ( textureType === 32879 || textureType === 35866 ) {
  13099. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13100. }
  13101. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13102. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13103. } else {
  13104. _gl.texParameteri( textureType, 10242, 33071 );
  13105. _gl.texParameteri( textureType, 10243, 33071 );
  13106. if ( textureType === 32879 || textureType === 35866 ) {
  13107. _gl.texParameteri( textureType, 32882, 33071 );
  13108. }
  13109. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13110. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13111. }
  13112. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13113. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13114. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13115. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13116. }
  13117. }
  13118. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13119. if ( extension ) {
  13120. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13121. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13122. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13123. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13124. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13125. }
  13126. }
  13127. }
  13128. function initTexture( textureProperties, texture ) {
  13129. if ( textureProperties.__webglInit === undefined ) {
  13130. textureProperties.__webglInit = true;
  13131. texture.addEventListener( 'dispose', onTextureDispose );
  13132. textureProperties.__webglTexture = _gl.createTexture();
  13133. info.memory.textures ++;
  13134. }
  13135. }
  13136. function uploadTexture( textureProperties, texture, slot ) {
  13137. var textureType = 3553;
  13138. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13139. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13140. initTexture( textureProperties, texture );
  13141. state.activeTexture( 33984 + slot );
  13142. state.bindTexture( textureType, textureProperties.__webglTexture );
  13143. _gl.pixelStorei( 37440, texture.flipY );
  13144. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13145. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13146. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13147. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13148. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13149. glFormat = utils.convert( texture.format ),
  13150. glType = utils.convert( texture.type ),
  13151. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13152. setTextureParameters( textureType, texture, supportsMips );
  13153. var mipmap, mipmaps = texture.mipmaps;
  13154. if ( texture.isDepthTexture ) {
  13155. // populate depth texture with dummy data
  13156. glInternalFormat = 6402;
  13157. if ( texture.type === FloatType ) {
  13158. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13159. glInternalFormat = 36012;
  13160. } else if ( isWebGL2 ) {
  13161. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13162. glInternalFormat = 33189;
  13163. }
  13164. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13165. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13166. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13167. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13168. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13169. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13170. texture.type = UnsignedShortType;
  13171. glType = utils.convert( texture.type );
  13172. }
  13173. }
  13174. // Depth stencil textures need the DEPTH_STENCIL internal format
  13175. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13176. if ( texture.format === DepthStencilFormat ) {
  13177. glInternalFormat = 34041;
  13178. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13179. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13180. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13181. if ( texture.type !== UnsignedInt248Type ) {
  13182. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13183. texture.type = UnsignedInt248Type;
  13184. glType = utils.convert( texture.type );
  13185. }
  13186. }
  13187. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13188. } else if ( texture.isDataTexture ) {
  13189. // use manually created mipmaps if available
  13190. // if there are no manual mipmaps
  13191. // set 0 level mipmap and then use GL to generate other mipmap levels
  13192. if ( mipmaps.length > 0 && supportsMips ) {
  13193. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13194. mipmap = mipmaps[ i ];
  13195. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13196. }
  13197. texture.generateMipmaps = false;
  13198. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13199. } else {
  13200. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13201. textureProperties.__maxMipLevel = 0;
  13202. }
  13203. } else if ( texture.isCompressedTexture ) {
  13204. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13205. mipmap = mipmaps[ i ];
  13206. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13207. if ( glFormat !== null ) {
  13208. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13209. } else {
  13210. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13211. }
  13212. } else {
  13213. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13214. }
  13215. }
  13216. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13217. } else if ( texture.isDataTexture2DArray ) {
  13218. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13219. textureProperties.__maxMipLevel = 0;
  13220. } else if ( texture.isDataTexture3D ) {
  13221. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13222. textureProperties.__maxMipLevel = 0;
  13223. } else {
  13224. // regular Texture (image, video, canvas)
  13225. // use manually created mipmaps if available
  13226. // if there are no manual mipmaps
  13227. // set 0 level mipmap and then use GL to generate other mipmap levels
  13228. if ( mipmaps.length > 0 && supportsMips ) {
  13229. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13230. mipmap = mipmaps[ i ];
  13231. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13232. }
  13233. texture.generateMipmaps = false;
  13234. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13235. } else {
  13236. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13237. textureProperties.__maxMipLevel = 0;
  13238. }
  13239. }
  13240. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13241. generateMipmap( textureType, texture, image.width, image.height );
  13242. }
  13243. textureProperties.__version = texture.version;
  13244. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13245. }
  13246. // Render targets
  13247. // Setup storage for target texture and bind it to correct framebuffer
  13248. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13249. var glFormat = utils.convert( renderTarget.texture.format );
  13250. var glType = utils.convert( renderTarget.texture.type );
  13251. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13252. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13253. _gl.bindFramebuffer( 36160, framebuffer );
  13254. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13255. _gl.bindFramebuffer( 36160, null );
  13256. }
  13257. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13258. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13259. _gl.bindRenderbuffer( 36161, renderbuffer );
  13260. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13261. if ( isMultisample ) {
  13262. var samples = getRenderTargetSamples( renderTarget );
  13263. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13264. } else {
  13265. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13266. }
  13267. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13268. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13269. if ( isMultisample ) {
  13270. var samples = getRenderTargetSamples( renderTarget );
  13271. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13272. } else {
  13273. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13274. }
  13275. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13276. } else {
  13277. var glFormat = utils.convert( renderTarget.texture.format );
  13278. var glType = utils.convert( renderTarget.texture.type );
  13279. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13280. if ( isMultisample ) {
  13281. var samples = getRenderTargetSamples( renderTarget );
  13282. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13283. } else {
  13284. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13285. }
  13286. }
  13287. _gl.bindRenderbuffer( 36161, null );
  13288. }
  13289. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13290. function setupDepthTexture( framebuffer, renderTarget ) {
  13291. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13292. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13293. _gl.bindFramebuffer( 36160, framebuffer );
  13294. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13295. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13296. }
  13297. // upload an empty depth texture with framebuffer size
  13298. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13299. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13300. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13301. renderTarget.depthTexture.image.width = renderTarget.width;
  13302. renderTarget.depthTexture.image.height = renderTarget.height;
  13303. renderTarget.depthTexture.needsUpdate = true;
  13304. }
  13305. setTexture2D( renderTarget.depthTexture, 0 );
  13306. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13307. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13308. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13309. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13310. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13311. } else {
  13312. throw new Error( 'Unknown depthTexture format' );
  13313. }
  13314. }
  13315. // Setup GL resources for a non-texture depth buffer
  13316. function setupDepthRenderbuffer( renderTarget ) {
  13317. var renderTargetProperties = properties.get( renderTarget );
  13318. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13319. if ( renderTarget.depthTexture ) {
  13320. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13321. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13322. } else {
  13323. if ( isCube ) {
  13324. renderTargetProperties.__webglDepthbuffer = [];
  13325. for ( var i = 0; i < 6; i ++ ) {
  13326. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13327. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13328. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13329. }
  13330. } else {
  13331. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13332. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13333. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13334. }
  13335. }
  13336. _gl.bindFramebuffer( 36160, null );
  13337. }
  13338. // Set up GL resources for the render target
  13339. function setupRenderTarget( renderTarget ) {
  13340. var renderTargetProperties = properties.get( renderTarget );
  13341. var textureProperties = properties.get( renderTarget.texture );
  13342. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13343. textureProperties.__webglTexture = _gl.createTexture();
  13344. info.memory.textures ++;
  13345. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13346. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13347. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13348. // Handles WebGL2 RGBFormat fallback - #18858
  13349. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13350. renderTarget.texture.format = RGBAFormat;
  13351. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13352. }
  13353. // Setup framebuffer
  13354. if ( isCube ) {
  13355. renderTargetProperties.__webglFramebuffer = [];
  13356. for ( var i = 0; i < 6; i ++ ) {
  13357. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13358. }
  13359. } else {
  13360. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13361. if ( isMultisample ) {
  13362. if ( isWebGL2 ) {
  13363. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13364. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13365. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13366. var glFormat = utils.convert( renderTarget.texture.format );
  13367. var glType = utils.convert( renderTarget.texture.type );
  13368. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13369. var samples = getRenderTargetSamples( renderTarget );
  13370. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13371. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13372. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13373. _gl.bindRenderbuffer( 36161, null );
  13374. if ( renderTarget.depthBuffer ) {
  13375. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13376. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13377. }
  13378. _gl.bindFramebuffer( 36160, null );
  13379. } else {
  13380. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13381. }
  13382. }
  13383. }
  13384. // Setup color buffer
  13385. if ( isCube ) {
  13386. state.bindTexture( 34067, textureProperties.__webglTexture );
  13387. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13388. for ( var i = 0; i < 6; i ++ ) {
  13389. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13390. }
  13391. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13392. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13393. }
  13394. state.bindTexture( 34067, null );
  13395. } else {
  13396. state.bindTexture( 3553, textureProperties.__webglTexture );
  13397. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13398. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13399. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13400. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13401. }
  13402. state.bindTexture( 3553, null );
  13403. }
  13404. // Setup depth and stencil buffers
  13405. if ( renderTarget.depthBuffer ) {
  13406. setupDepthRenderbuffer( renderTarget );
  13407. }
  13408. }
  13409. function updateRenderTargetMipmap( renderTarget ) {
  13410. var texture = renderTarget.texture;
  13411. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13412. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13413. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13414. var webglTexture = properties.get( texture ).__webglTexture;
  13415. state.bindTexture( target, webglTexture );
  13416. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13417. state.bindTexture( target, null );
  13418. }
  13419. }
  13420. function updateMultisampleRenderTarget( renderTarget ) {
  13421. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13422. if ( isWebGL2 ) {
  13423. var renderTargetProperties = properties.get( renderTarget );
  13424. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13425. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13426. var width = renderTarget.width;
  13427. var height = renderTarget.height;
  13428. var mask = 16384;
  13429. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13430. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13431. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13432. } else {
  13433. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13434. }
  13435. }
  13436. }
  13437. function getRenderTargetSamples( renderTarget ) {
  13438. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13439. Math.min( maxSamples, renderTarget.samples ) : 0;
  13440. }
  13441. function updateVideoTexture( texture ) {
  13442. var frame = info.render.frame;
  13443. // Check the last frame we updated the VideoTexture
  13444. if ( _videoTextures.get( texture ) !== frame ) {
  13445. _videoTextures.set( texture, frame );
  13446. texture.update();
  13447. }
  13448. }
  13449. // backwards compatibility
  13450. var warnedTexture2D = false;
  13451. var warnedTextureCube = false;
  13452. function safeSetTexture2D( texture, slot ) {
  13453. if ( texture && texture.isWebGLRenderTarget ) {
  13454. if ( warnedTexture2D === false ) {
  13455. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13456. warnedTexture2D = true;
  13457. }
  13458. texture = texture.texture;
  13459. }
  13460. setTexture2D( texture, slot );
  13461. }
  13462. function safeSetTextureCube( texture, slot ) {
  13463. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13464. if ( warnedTextureCube === false ) {
  13465. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13466. warnedTextureCube = true;
  13467. }
  13468. texture = texture.texture;
  13469. }
  13470. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13471. // TODO: unify these code paths
  13472. if ( ( texture && texture.isCubeTexture ) ||
  13473. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13474. // CompressedTexture can have Array in image :/
  13475. // this function alone should take care of cube textures
  13476. setTextureCube( texture, slot );
  13477. } else {
  13478. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13479. setTextureCubeDynamic( texture, slot );
  13480. }
  13481. }
  13482. //
  13483. this.allocateTextureUnit = allocateTextureUnit;
  13484. this.resetTextureUnits = resetTextureUnits;
  13485. this.setTexture2D = setTexture2D;
  13486. this.setTexture2DArray = setTexture2DArray;
  13487. this.setTexture3D = setTexture3D;
  13488. this.setTextureCube = setTextureCube;
  13489. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13490. this.setupRenderTarget = setupRenderTarget;
  13491. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13492. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13493. this.safeSetTexture2D = safeSetTexture2D;
  13494. this.safeSetTextureCube = safeSetTextureCube;
  13495. }
  13496. /**
  13497. * @author thespite / http://www.twitter.com/thespite
  13498. */
  13499. function WebGLUtils( gl, extensions, capabilities ) {
  13500. var isWebGL2 = capabilities.isWebGL2;
  13501. function convert( p ) {
  13502. var extension;
  13503. if ( p === UnsignedByteType ) { return 5121; }
  13504. if ( p === UnsignedShort4444Type ) { return 32819; }
  13505. if ( p === UnsignedShort5551Type ) { return 32820; }
  13506. if ( p === UnsignedShort565Type ) { return 33635; }
  13507. if ( p === ByteType ) { return 5120; }
  13508. if ( p === ShortType ) { return 5122; }
  13509. if ( p === UnsignedShortType ) { return 5123; }
  13510. if ( p === IntType ) { return 5124; }
  13511. if ( p === UnsignedIntType ) { return 5125; }
  13512. if ( p === FloatType ) { return 5126; }
  13513. if ( p === HalfFloatType ) {
  13514. if ( isWebGL2 ) { return 5131; }
  13515. extension = extensions.get( 'OES_texture_half_float' );
  13516. if ( extension !== null ) {
  13517. return extension.HALF_FLOAT_OES;
  13518. } else {
  13519. return null;
  13520. }
  13521. }
  13522. if ( p === AlphaFormat ) { return 6406; }
  13523. if ( p === RGBFormat ) { return 6407; }
  13524. if ( p === RGBAFormat ) { return 6408; }
  13525. if ( p === LuminanceFormat ) { return 6409; }
  13526. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13527. if ( p === DepthFormat ) { return 6402; }
  13528. if ( p === DepthStencilFormat ) { return 34041; }
  13529. if ( p === RedFormat ) { return 6403; }
  13530. // WebGL2 formats.
  13531. if ( p === RedIntegerFormat ) { return 36244; }
  13532. if ( p === RGFormat ) { return 33319; }
  13533. if ( p === RGIntegerFormat ) { return 33320; }
  13534. if ( p === RGBIntegerFormat ) { return 36248; }
  13535. if ( p === RGBAIntegerFormat ) { return 36249; }
  13536. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13537. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13538. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13539. if ( extension !== null ) {
  13540. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13541. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13542. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13543. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13544. } else {
  13545. return null;
  13546. }
  13547. }
  13548. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13549. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13550. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13551. if ( extension !== null ) {
  13552. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13553. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13554. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13555. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13556. } else {
  13557. return null;
  13558. }
  13559. }
  13560. if ( p === RGB_ETC1_Format ) {
  13561. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13562. if ( extension !== null ) {
  13563. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13564. } else {
  13565. return null;
  13566. }
  13567. }
  13568. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13569. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13570. if ( extension !== null ) {
  13571. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13572. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13573. }
  13574. }
  13575. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13576. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13577. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13578. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13579. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13580. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13581. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13582. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13583. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13584. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13585. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13586. if ( extension !== null ) {
  13587. // TODO Complete?
  13588. return p;
  13589. } else {
  13590. return null;
  13591. }
  13592. }
  13593. if ( p === UnsignedInt248Type ) {
  13594. if ( isWebGL2 ) { return 34042; }
  13595. extension = extensions.get( 'WEBGL_depth_texture' );
  13596. if ( extension !== null ) {
  13597. return extension.UNSIGNED_INT_24_8_WEBGL;
  13598. } else {
  13599. return null;
  13600. }
  13601. }
  13602. }
  13603. return { convert: convert };
  13604. }
  13605. /**
  13606. * @author mrdoob / http://mrdoob.com/
  13607. */
  13608. function ArrayCamera( array ) {
  13609. PerspectiveCamera.call( this );
  13610. this.cameras = array || [];
  13611. }
  13612. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13613. constructor: ArrayCamera,
  13614. isArrayCamera: true
  13615. } );
  13616. /**
  13617. * @author mrdoob / http://mrdoob.com/
  13618. */
  13619. function Group() {
  13620. Object3D.call( this );
  13621. this.type = 'Group';
  13622. }
  13623. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13624. constructor: Group,
  13625. isGroup: true
  13626. } );
  13627. /**
  13628. * @author mrdoob / http://mrdoob.com/
  13629. */
  13630. function WebXRManager( renderer, gl ) {
  13631. var scope = this;
  13632. var session = null;
  13633. var framebufferScaleFactor = 1.0;
  13634. var referenceSpace = null;
  13635. var referenceSpaceType = 'local-floor';
  13636. var pose = null;
  13637. var controllers = [];
  13638. var inputSourcesMap = new Map();
  13639. //
  13640. var cameraL = new PerspectiveCamera();
  13641. cameraL.layers.enable( 1 );
  13642. cameraL.viewport = new Vector4();
  13643. var cameraR = new PerspectiveCamera();
  13644. cameraR.layers.enable( 2 );
  13645. cameraR.viewport = new Vector4();
  13646. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13647. cameraVR.layers.enable( 1 );
  13648. cameraVR.layers.enable( 2 );
  13649. var _currentDepthNear = null;
  13650. var _currentDepthFar = null;
  13651. //
  13652. this.enabled = false;
  13653. this.isPresenting = false;
  13654. this.getController = function ( id ) {
  13655. var controller = controllers[ id ];
  13656. if ( controller === undefined ) {
  13657. controller = {};
  13658. controllers[ id ] = controller;
  13659. }
  13660. if ( controller.targetRay === undefined ) {
  13661. controller.targetRay = new Group();
  13662. controller.targetRay.matrixAutoUpdate = false;
  13663. controller.targetRay.visible = false;
  13664. }
  13665. return controller.targetRay;
  13666. };
  13667. this.getControllerGrip = function ( id ) {
  13668. var controller = controllers[ id ];
  13669. if ( controller === undefined ) {
  13670. controller = {};
  13671. controllers[ id ] = controller;
  13672. }
  13673. if ( controller.grip === undefined ) {
  13674. controller.grip = new Group();
  13675. controller.grip.matrixAutoUpdate = false;
  13676. controller.grip.visible = false;
  13677. }
  13678. return controller.grip;
  13679. };
  13680. //
  13681. function onSessionEvent( event ) {
  13682. var controller = inputSourcesMap.get( event.inputSource );
  13683. if ( controller ) {
  13684. if ( controller.targetRay ) {
  13685. controller.targetRay.dispatchEvent( { type: event.type } );
  13686. }
  13687. if ( controller.grip ) {
  13688. controller.grip.dispatchEvent( { type: event.type } );
  13689. }
  13690. }
  13691. }
  13692. function onSessionEnd() {
  13693. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13694. if ( controller.targetRay ) {
  13695. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13696. controller.targetRay.visible = false;
  13697. }
  13698. if ( controller.grip ) {
  13699. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13700. controller.grip.visible = false;
  13701. }
  13702. } );
  13703. inputSourcesMap.clear();
  13704. //
  13705. renderer.setFramebuffer( null );
  13706. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13707. animation.stop();
  13708. scope.isPresenting = false;
  13709. scope.dispatchEvent( { type: 'sessionend' } );
  13710. }
  13711. function onRequestReferenceSpace( value ) {
  13712. referenceSpace = value;
  13713. animation.setContext( session );
  13714. animation.start();
  13715. scope.isPresenting = true;
  13716. scope.dispatchEvent( { type: 'sessionstart' } );
  13717. }
  13718. this.setFramebufferScaleFactor = function ( value ) {
  13719. framebufferScaleFactor = value;
  13720. // Warn if function is used while presenting
  13721. if ( scope.isPresenting == true ) {
  13722. console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );
  13723. }
  13724. };
  13725. this.setReferenceSpaceType = function ( value ) {
  13726. referenceSpaceType = value;
  13727. };
  13728. this.getReferenceSpace = function () {
  13729. return referenceSpace;
  13730. };
  13731. this.getSession = function () {
  13732. return session;
  13733. };
  13734. this.setSession = function ( value ) {
  13735. session = value;
  13736. if ( session !== null ) {
  13737. session.addEventListener( 'select', onSessionEvent );
  13738. session.addEventListener( 'selectstart', onSessionEvent );
  13739. session.addEventListener( 'selectend', onSessionEvent );
  13740. session.addEventListener( 'squeeze', onSessionEvent );
  13741. session.addEventListener( 'squeezestart', onSessionEvent );
  13742. session.addEventListener( 'squeezeend', onSessionEvent );
  13743. session.addEventListener( 'end', onSessionEnd );
  13744. var attributes = gl.getContextAttributes();
  13745. var layerInit = {
  13746. antialias: attributes.antialias,
  13747. alpha: attributes.alpha,
  13748. depth: attributes.depth,
  13749. stencil: attributes.stencil,
  13750. framebufferScaleFactor: framebufferScaleFactor
  13751. };
  13752. // eslint-disable-next-line no-undef
  13753. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13754. session.updateRenderState( { baseLayer: baseLayer } );
  13755. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13756. //
  13757. session.addEventListener( 'inputsourceschange', updateInputSources );
  13758. }
  13759. };
  13760. function updateInputSources( event ) {
  13761. var inputSources = session.inputSources;
  13762. // Assign inputSources to available controllers
  13763. for ( var i = 0; i < controllers.length; i ++ ) {
  13764. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13765. }
  13766. // Notify disconnected
  13767. for ( var i = 0; i < event.removed.length; i ++ ) {
  13768. var inputSource = event.removed[ i ];
  13769. var controller = inputSourcesMap.get( inputSource );
  13770. if ( controller ) {
  13771. if ( controller.targetRay ) {
  13772. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13773. }
  13774. if ( controller.grip ) {
  13775. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13776. }
  13777. inputSourcesMap.delete( inputSource );
  13778. }
  13779. }
  13780. // Notify connected
  13781. for ( var i = 0; i < event.added.length; i ++ ) {
  13782. var inputSource = event.added[ i ];
  13783. var controller = inputSourcesMap.get( inputSource );
  13784. if ( controller ) {
  13785. if ( controller.targetRay ) {
  13786. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  13787. }
  13788. if ( controller.grip ) {
  13789. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  13790. }
  13791. }
  13792. }
  13793. }
  13794. //
  13795. var cameraLPos = new Vector3();
  13796. var cameraRPos = new Vector3();
  13797. /**
  13798. * @author jsantell / https://www.jsantell.com/
  13799. *
  13800. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13801. * the cameras' projection and world matrices have already been set.
  13802. * And that near and far planes are identical for both cameras.
  13803. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13804. */
  13805. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13806. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13807. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13808. var ipd = cameraLPos.distanceTo( cameraRPos );
  13809. var projL = cameraL.projectionMatrix.elements;
  13810. var projR = cameraR.projectionMatrix.elements;
  13811. // VR systems will have identical far and near planes, and
  13812. // most likely identical top and bottom frustum extents.
  13813. // Use the left camera for these values.
  13814. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13815. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13816. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13817. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13818. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13819. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13820. var left = near * leftFov;
  13821. var right = near * rightFov;
  13822. // Calculate the new camera's position offset from the
  13823. // left camera. xOffset should be roughly half `ipd`.
  13824. var zOffset = ipd / ( - leftFov + rightFov );
  13825. var xOffset = zOffset * - leftFov;
  13826. // TODO: Better way to apply this offset?
  13827. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13828. camera.translateX( xOffset );
  13829. camera.translateZ( zOffset );
  13830. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13831. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13832. // Find the union of the frustum values of the cameras and scale
  13833. // the values so that the near plane's position does not change in world space,
  13834. // although must now be relative to the new union camera.
  13835. var near2 = near + zOffset;
  13836. var far2 = far + zOffset;
  13837. var left2 = left - xOffset;
  13838. var right2 = right + ( ipd - xOffset );
  13839. var top2 = topFov * far / far2 * near2;
  13840. var bottom2 = bottomFov * far / far2 * near2;
  13841. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13842. }
  13843. function updateCamera( camera, parent ) {
  13844. if ( parent === null ) {
  13845. camera.matrixWorld.copy( camera.matrix );
  13846. } else {
  13847. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13848. }
  13849. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13850. }
  13851. this.getCamera = function ( camera ) {
  13852. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13853. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13854. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  13855. // Note that the new renderState won't apply until the next frame. See #18320
  13856. session.updateRenderState( {
  13857. depthNear: cameraVR.near,
  13858. depthFar: cameraVR.far
  13859. } );
  13860. _currentDepthNear = cameraVR.near;
  13861. _currentDepthFar = cameraVR.far;
  13862. }
  13863. var parent = camera.parent;
  13864. var cameras = cameraVR.cameras;
  13865. updateCamera( cameraVR, parent );
  13866. for ( var i = 0; i < cameras.length; i ++ ) {
  13867. updateCamera( cameras[ i ], parent );
  13868. }
  13869. // update camera and its children
  13870. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13871. var children = camera.children;
  13872. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13873. children[ i ].updateMatrixWorld( true );
  13874. }
  13875. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13876. return cameraVR;
  13877. };
  13878. // Animation Loop
  13879. var onAnimationFrameCallback = null;
  13880. function onAnimationFrame( time, frame ) {
  13881. pose = frame.getViewerPose( referenceSpace );
  13882. if ( pose !== null ) {
  13883. var views = pose.views;
  13884. var baseLayer = session.renderState.baseLayer;
  13885. renderer.setFramebuffer( baseLayer.framebuffer );
  13886. for ( var i = 0; i < views.length; i ++ ) {
  13887. var view = views[ i ];
  13888. var viewport = baseLayer.getViewport( view );
  13889. var camera = cameraVR.cameras[ i ];
  13890. camera.matrix.fromArray( view.transform.matrix );
  13891. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13892. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13893. if ( i === 0 ) {
  13894. cameraVR.matrix.copy( camera.matrix );
  13895. }
  13896. }
  13897. }
  13898. //
  13899. var inputSources = session.inputSources;
  13900. for ( var i = 0; i < controllers.length; i ++ ) {
  13901. var controller = controllers[ i ];
  13902. var inputSource = inputSources[ i ];
  13903. var inputPose = null;
  13904. var gripPose = null;
  13905. if ( inputSource ) {
  13906. if ( controller.targetRay ) {
  13907. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13908. if ( inputPose !== null ) {
  13909. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  13910. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  13911. }
  13912. }
  13913. if ( controller.grip && inputSource.gripSpace ) {
  13914. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13915. if ( gripPose !== null ) {
  13916. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  13917. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  13918. }
  13919. }
  13920. }
  13921. if ( controller.targetRay ) {
  13922. controller.targetRay.visible = inputPose !== null;
  13923. }
  13924. if ( controller.grip ) {
  13925. controller.grip.visible = gripPose !== null;
  13926. }
  13927. }
  13928. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  13929. }
  13930. var animation = new WebGLAnimation();
  13931. animation.setAnimationLoop( onAnimationFrame );
  13932. this.setAnimationLoop = function ( callback ) {
  13933. onAnimationFrameCallback = callback;
  13934. };
  13935. this.dispose = function () {};
  13936. }
  13937. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13938. /**
  13939. * @author supereggbert / http://www.paulbrunt.co.uk/
  13940. * @author mrdoob / http://mrdoob.com/
  13941. * @author alteredq / http://alteredqualia.com/
  13942. * @author szimek / https://github.com/szimek/
  13943. * @author tschw
  13944. */
  13945. function WebGLRenderer( parameters ) {
  13946. parameters = parameters || {};
  13947. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13948. _context = parameters.context !== undefined ? parameters.context : null,
  13949. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13950. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13951. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13952. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13953. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13954. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13955. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13956. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13957. var currentRenderList = null;
  13958. var currentRenderState = null;
  13959. // public properties
  13960. this.domElement = _canvas;
  13961. // Debug configuration container
  13962. this.debug = {
  13963. /**
  13964. * Enables error checking and reporting when shader programs are being compiled
  13965. * @type {boolean}
  13966. */
  13967. checkShaderErrors: true
  13968. };
  13969. // clearing
  13970. this.autoClear = true;
  13971. this.autoClearColor = true;
  13972. this.autoClearDepth = true;
  13973. this.autoClearStencil = true;
  13974. // scene graph
  13975. this.sortObjects = true;
  13976. // user-defined clipping
  13977. this.clippingPlanes = [];
  13978. this.localClippingEnabled = false;
  13979. // physically based shading
  13980. this.gammaFactor = 2.0; // for backwards compatibility
  13981. this.outputEncoding = LinearEncoding;
  13982. // physical lights
  13983. this.physicallyCorrectLights = false;
  13984. // tone mapping
  13985. this.toneMapping = LinearToneMapping;
  13986. this.toneMappingExposure = 1.0;
  13987. this.toneMappingWhitePoint = 1.0;
  13988. // morphs
  13989. this.maxMorphTargets = 8;
  13990. this.maxMorphNormals = 4;
  13991. // internal properties
  13992. var _this = this,
  13993. _isContextLost = false,
  13994. // internal state cache
  13995. _framebuffer = null,
  13996. _currentActiveCubeFace = 0,
  13997. _currentActiveMipmapLevel = 0,
  13998. _currentRenderTarget = null,
  13999. _currentFramebuffer = null,
  14000. _currentMaterialId = - 1,
  14001. // geometry and program caching
  14002. _currentGeometryProgram = {
  14003. geometry: null,
  14004. program: null,
  14005. wireframe: false
  14006. },
  14007. _currentCamera = null,
  14008. _currentArrayCamera = null,
  14009. _currentViewport = new Vector4(),
  14010. _currentScissor = new Vector4(),
  14011. _currentScissorTest = null,
  14012. //
  14013. _width = _canvas.width,
  14014. _height = _canvas.height,
  14015. _pixelRatio = 1,
  14016. _opaqueSort = null,
  14017. _transparentSort = null,
  14018. _viewport = new Vector4( 0, 0, _width, _height ),
  14019. _scissor = new Vector4( 0, 0, _width, _height ),
  14020. _scissorTest = false,
  14021. // frustum
  14022. _frustum = new Frustum(),
  14023. // clipping
  14024. _clipping = new WebGLClipping(),
  14025. _clippingEnabled = false,
  14026. _localClippingEnabled = false,
  14027. // camera matrices cache
  14028. _projScreenMatrix = new Matrix4(),
  14029. _vector3 = new Vector3();
  14030. function getTargetPixelRatio() {
  14031. return _currentRenderTarget === null ? _pixelRatio : 1;
  14032. }
  14033. // initialize
  14034. var _gl;
  14035. try {
  14036. var contextAttributes = {
  14037. alpha: _alpha,
  14038. depth: _depth,
  14039. stencil: _stencil,
  14040. antialias: _antialias,
  14041. premultipliedAlpha: _premultipliedAlpha,
  14042. preserveDrawingBuffer: _preserveDrawingBuffer,
  14043. powerPreference: _powerPreference,
  14044. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14045. xrCompatible: true
  14046. };
  14047. // event listeners must be registered before WebGL context is created, see #12753
  14048. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14049. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14050. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14051. if ( _gl === null ) {
  14052. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14053. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14054. } else {
  14055. throw new Error( 'Error creating WebGL context.' );
  14056. }
  14057. }
  14058. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14059. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14060. _gl.getShaderPrecisionFormat = function () {
  14061. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14062. };
  14063. }
  14064. } catch ( error ) {
  14065. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14066. throw error;
  14067. }
  14068. var extensions, capabilities, state, info;
  14069. var properties, textures, attributes, geometries, objects;
  14070. var programCache, renderLists, renderStates;
  14071. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14072. var utils;
  14073. function initGLContext() {
  14074. extensions = new WebGLExtensions( _gl );
  14075. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14076. if ( capabilities.isWebGL2 === false ) {
  14077. extensions.get( 'WEBGL_depth_texture' );
  14078. extensions.get( 'OES_texture_float' );
  14079. extensions.get( 'OES_texture_half_float' );
  14080. extensions.get( 'OES_texture_half_float_linear' );
  14081. extensions.get( 'OES_standard_derivatives' );
  14082. extensions.get( 'OES_element_index_uint' );
  14083. extensions.get( 'ANGLE_instanced_arrays' );
  14084. }
  14085. extensions.get( 'OES_texture_float_linear' );
  14086. utils = new WebGLUtils( _gl, extensions, capabilities );
  14087. state = new WebGLState( _gl, extensions, capabilities );
  14088. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14089. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14090. info = new WebGLInfo( _gl );
  14091. properties = new WebGLProperties();
  14092. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14093. attributes = new WebGLAttributes( _gl, capabilities );
  14094. geometries = new WebGLGeometries( _gl, attributes, info );
  14095. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14096. morphtargets = new WebGLMorphtargets( _gl );
  14097. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14098. renderLists = new WebGLRenderLists();
  14099. renderStates = new WebGLRenderStates();
  14100. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14101. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14102. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14103. info.programs = programCache.programs;
  14104. _this.capabilities = capabilities;
  14105. _this.extensions = extensions;
  14106. _this.properties = properties;
  14107. _this.renderLists = renderLists;
  14108. _this.state = state;
  14109. _this.info = info;
  14110. }
  14111. initGLContext();
  14112. // xr
  14113. var xr = new WebXRManager( _this, _gl );
  14114. this.xr = xr;
  14115. // shadow map
  14116. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14117. this.shadowMap = shadowMap;
  14118. // API
  14119. this.getContext = function () {
  14120. return _gl;
  14121. };
  14122. this.getContextAttributes = function () {
  14123. return _gl.getContextAttributes();
  14124. };
  14125. this.forceContextLoss = function () {
  14126. var extension = extensions.get( 'WEBGL_lose_context' );
  14127. if ( extension ) { extension.loseContext(); }
  14128. };
  14129. this.forceContextRestore = function () {
  14130. var extension = extensions.get( 'WEBGL_lose_context' );
  14131. if ( extension ) { extension.restoreContext(); }
  14132. };
  14133. this.getPixelRatio = function () {
  14134. return _pixelRatio;
  14135. };
  14136. this.setPixelRatio = function ( value ) {
  14137. if ( value === undefined ) { return; }
  14138. _pixelRatio = value;
  14139. this.setSize( _width, _height, false );
  14140. };
  14141. this.getSize = function ( target ) {
  14142. if ( target === undefined ) {
  14143. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14144. target = new Vector2();
  14145. }
  14146. return target.set( _width, _height );
  14147. };
  14148. this.setSize = function ( width, height, updateStyle ) {
  14149. if ( xr.isPresenting ) {
  14150. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14151. return;
  14152. }
  14153. _width = width;
  14154. _height = height;
  14155. _canvas.width = Math.floor( width * _pixelRatio );
  14156. _canvas.height = Math.floor( height * _pixelRatio );
  14157. if ( updateStyle !== false ) {
  14158. _canvas.style.width = width + 'px';
  14159. _canvas.style.height = height + 'px';
  14160. }
  14161. this.setViewport( 0, 0, width, height );
  14162. };
  14163. this.getDrawingBufferSize = function ( target ) {
  14164. if ( target === undefined ) {
  14165. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14166. target = new Vector2();
  14167. }
  14168. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14169. };
  14170. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14171. _width = width;
  14172. _height = height;
  14173. _pixelRatio = pixelRatio;
  14174. _canvas.width = Math.floor( width * pixelRatio );
  14175. _canvas.height = Math.floor( height * pixelRatio );
  14176. this.setViewport( 0, 0, width, height );
  14177. };
  14178. this.getCurrentViewport = function ( target ) {
  14179. if ( target === undefined ) {
  14180. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14181. target = new Vector4();
  14182. }
  14183. return target.copy( _currentViewport );
  14184. };
  14185. this.getViewport = function ( target ) {
  14186. return target.copy( _viewport );
  14187. };
  14188. this.setViewport = function ( x, y, width, height ) {
  14189. if ( x.isVector4 ) {
  14190. _viewport.set( x.x, x.y, x.z, x.w );
  14191. } else {
  14192. _viewport.set( x, y, width, height );
  14193. }
  14194. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14195. };
  14196. this.getScissor = function ( target ) {
  14197. return target.copy( _scissor );
  14198. };
  14199. this.setScissor = function ( x, y, width, height ) {
  14200. if ( x.isVector4 ) {
  14201. _scissor.set( x.x, x.y, x.z, x.w );
  14202. } else {
  14203. _scissor.set( x, y, width, height );
  14204. }
  14205. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14206. };
  14207. this.getScissorTest = function () {
  14208. return _scissorTest;
  14209. };
  14210. this.setScissorTest = function ( boolean ) {
  14211. state.setScissorTest( _scissorTest = boolean );
  14212. };
  14213. this.setOpaqueSort = function ( method ) {
  14214. _opaqueSort = method;
  14215. };
  14216. this.setTransparentSort = function ( method ) {
  14217. _transparentSort = method;
  14218. };
  14219. // Clearing
  14220. this.getClearColor = function () {
  14221. return background.getClearColor();
  14222. };
  14223. this.setClearColor = function () {
  14224. background.setClearColor.apply( background, arguments );
  14225. };
  14226. this.getClearAlpha = function () {
  14227. return background.getClearAlpha();
  14228. };
  14229. this.setClearAlpha = function () {
  14230. background.setClearAlpha.apply( background, arguments );
  14231. };
  14232. this.clear = function ( color, depth, stencil ) {
  14233. var bits = 0;
  14234. if ( color === undefined || color ) { bits |= 16384; }
  14235. if ( depth === undefined || depth ) { bits |= 256; }
  14236. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14237. _gl.clear( bits );
  14238. };
  14239. this.clearColor = function () {
  14240. this.clear( true, false, false );
  14241. };
  14242. this.clearDepth = function () {
  14243. this.clear( false, true, false );
  14244. };
  14245. this.clearStencil = function () {
  14246. this.clear( false, false, true );
  14247. };
  14248. //
  14249. this.dispose = function () {
  14250. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14251. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14252. renderLists.dispose();
  14253. renderStates.dispose();
  14254. properties.dispose();
  14255. objects.dispose();
  14256. xr.dispose();
  14257. animation.stop();
  14258. this.forceContextLoss();
  14259. };
  14260. // Events
  14261. function onContextLost( event ) {
  14262. event.preventDefault();
  14263. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14264. _isContextLost = true;
  14265. }
  14266. function onContextRestore( /* event */ ) {
  14267. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14268. _isContextLost = false;
  14269. initGLContext();
  14270. }
  14271. function onMaterialDispose( event ) {
  14272. var material = event.target;
  14273. material.removeEventListener( 'dispose', onMaterialDispose );
  14274. deallocateMaterial( material );
  14275. }
  14276. // Buffer deallocation
  14277. function deallocateMaterial( material ) {
  14278. releaseMaterialProgramReference( material );
  14279. properties.remove( material );
  14280. }
  14281. function releaseMaterialProgramReference( material ) {
  14282. var programInfo = properties.get( material ).program;
  14283. material.program = undefined;
  14284. if ( programInfo !== undefined ) {
  14285. programCache.releaseProgram( programInfo );
  14286. }
  14287. }
  14288. // Buffer rendering
  14289. function renderObjectImmediate( object, program ) {
  14290. object.render( function ( object ) {
  14291. _this.renderBufferImmediate( object, program );
  14292. } );
  14293. }
  14294. this.renderBufferImmediate = function ( object, program ) {
  14295. state.initAttributes();
  14296. var buffers = properties.get( object );
  14297. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14298. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14299. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14300. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14301. var programAttributes = program.getAttributes();
  14302. if ( object.hasPositions ) {
  14303. _gl.bindBuffer( 34962, buffers.position );
  14304. _gl.bufferData( 34962, object.positionArray, 35048 );
  14305. state.enableAttribute( programAttributes.position );
  14306. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14307. }
  14308. if ( object.hasNormals ) {
  14309. _gl.bindBuffer( 34962, buffers.normal );
  14310. _gl.bufferData( 34962, object.normalArray, 35048 );
  14311. state.enableAttribute( programAttributes.normal );
  14312. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14313. }
  14314. if ( object.hasUvs ) {
  14315. _gl.bindBuffer( 34962, buffers.uv );
  14316. _gl.bufferData( 34962, object.uvArray, 35048 );
  14317. state.enableAttribute( programAttributes.uv );
  14318. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14319. }
  14320. if ( object.hasColors ) {
  14321. _gl.bindBuffer( 34962, buffers.color );
  14322. _gl.bufferData( 34962, object.colorArray, 35048 );
  14323. state.enableAttribute( programAttributes.color );
  14324. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14325. }
  14326. state.disableUnusedAttributes();
  14327. _gl.drawArrays( 4, 0, object.count );
  14328. object.count = 0;
  14329. };
  14330. var tempScene = new Scene();
  14331. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14332. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14333. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14334. var program = setProgram( camera, scene, material, object );
  14335. state.setMaterial( material, frontFaceCW );
  14336. var updateBuffers = false;
  14337. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14338. _currentGeometryProgram.program !== program.id ||
  14339. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14340. _currentGeometryProgram.geometry = geometry.id;
  14341. _currentGeometryProgram.program = program.id;
  14342. _currentGeometryProgram.wireframe = material.wireframe === true;
  14343. updateBuffers = true;
  14344. }
  14345. if ( material.morphTargets || material.morphNormals ) {
  14346. morphtargets.update( object, geometry, material, program );
  14347. updateBuffers = true;
  14348. }
  14349. //
  14350. var index = geometry.index;
  14351. var position = geometry.attributes.position;
  14352. //
  14353. if ( index === null ) {
  14354. if ( position === undefined || position.count === 0 ) { return; }
  14355. } else if ( index.count === 0 ) {
  14356. return;
  14357. }
  14358. //
  14359. var rangeFactor = 1;
  14360. if ( material.wireframe === true ) {
  14361. index = geometries.getWireframeAttribute( geometry );
  14362. rangeFactor = 2;
  14363. }
  14364. var attribute;
  14365. var renderer = bufferRenderer;
  14366. if ( index !== null ) {
  14367. attribute = attributes.get( index );
  14368. renderer = indexedBufferRenderer;
  14369. renderer.setIndex( attribute );
  14370. }
  14371. if ( updateBuffers ) {
  14372. setupVertexAttributes( object, geometry, material, program );
  14373. if ( index !== null ) {
  14374. _gl.bindBuffer( 34963, attribute.buffer );
  14375. }
  14376. }
  14377. //
  14378. var dataCount = ( index !== null ) ? index.count : position.count;
  14379. var rangeStart = geometry.drawRange.start * rangeFactor;
  14380. var rangeCount = geometry.drawRange.count * rangeFactor;
  14381. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14382. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14383. var drawStart = Math.max( rangeStart, groupStart );
  14384. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14385. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14386. if ( drawCount === 0 ) { return; }
  14387. //
  14388. if ( object.isMesh ) {
  14389. if ( material.wireframe === true ) {
  14390. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14391. renderer.setMode( 1 );
  14392. } else {
  14393. renderer.setMode( 4 );
  14394. }
  14395. } else if ( object.isLine ) {
  14396. var lineWidth = material.linewidth;
  14397. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14398. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14399. if ( object.isLineSegments ) {
  14400. renderer.setMode( 1 );
  14401. } else if ( object.isLineLoop ) {
  14402. renderer.setMode( 2 );
  14403. } else {
  14404. renderer.setMode( 3 );
  14405. }
  14406. } else if ( object.isPoints ) {
  14407. renderer.setMode( 0 );
  14408. } else if ( object.isSprite ) {
  14409. renderer.setMode( 4 );
  14410. }
  14411. if ( object.isInstancedMesh ) {
  14412. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14413. } else if ( geometry.isInstancedBufferGeometry ) {
  14414. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14415. } else {
  14416. renderer.render( drawStart, drawCount );
  14417. }
  14418. };
  14419. function setupVertexAttributes( object, geometry, material, program ) {
  14420. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14421. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14422. }
  14423. state.initAttributes();
  14424. var geometryAttributes = geometry.attributes;
  14425. var programAttributes = program.getAttributes();
  14426. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14427. for ( var name in programAttributes ) {
  14428. var programAttribute = programAttributes[ name ];
  14429. if ( programAttribute >= 0 ) {
  14430. var geometryAttribute = geometryAttributes[ name ];
  14431. if ( geometryAttribute !== undefined ) {
  14432. var normalized = geometryAttribute.normalized;
  14433. var size = geometryAttribute.itemSize;
  14434. var attribute = attributes.get( geometryAttribute );
  14435. // TODO Attribute may not be available on context restore
  14436. if ( attribute === undefined ) { continue; }
  14437. var buffer = attribute.buffer;
  14438. var type = attribute.type;
  14439. var bytesPerElement = attribute.bytesPerElement;
  14440. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14441. var data = geometryAttribute.data;
  14442. var stride = data.stride;
  14443. var offset = geometryAttribute.offset;
  14444. if ( data && data.isInstancedInterleavedBuffer ) {
  14445. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14446. if ( geometry.maxInstancedCount === undefined ) {
  14447. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14448. }
  14449. } else {
  14450. state.enableAttribute( programAttribute );
  14451. }
  14452. _gl.bindBuffer( 34962, buffer );
  14453. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14454. } else {
  14455. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14456. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14457. if ( geometry.maxInstancedCount === undefined ) {
  14458. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14459. }
  14460. } else {
  14461. state.enableAttribute( programAttribute );
  14462. }
  14463. _gl.bindBuffer( 34962, buffer );
  14464. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14465. }
  14466. } else if ( name === 'instanceMatrix' ) {
  14467. var attribute = attributes.get( object.instanceMatrix );
  14468. // TODO Attribute may not be available on context restore
  14469. if ( attribute === undefined ) { continue; }
  14470. var buffer = attribute.buffer;
  14471. var type = attribute.type;
  14472. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14473. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14474. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14475. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14476. _gl.bindBuffer( 34962, buffer );
  14477. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14478. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14479. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14480. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14481. } else if ( materialDefaultAttributeValues !== undefined ) {
  14482. var value = materialDefaultAttributeValues[ name ];
  14483. if ( value !== undefined ) {
  14484. switch ( value.length ) {
  14485. case 2:
  14486. _gl.vertexAttrib2fv( programAttribute, value );
  14487. break;
  14488. case 3:
  14489. _gl.vertexAttrib3fv( programAttribute, value );
  14490. break;
  14491. case 4:
  14492. _gl.vertexAttrib4fv( programAttribute, value );
  14493. break;
  14494. default:
  14495. _gl.vertexAttrib1fv( programAttribute, value );
  14496. }
  14497. }
  14498. }
  14499. }
  14500. }
  14501. state.disableUnusedAttributes();
  14502. }
  14503. // Compile
  14504. this.compile = function ( scene, camera ) {
  14505. currentRenderState = renderStates.get( scene, camera );
  14506. currentRenderState.init();
  14507. scene.traverse( function ( object ) {
  14508. if ( object.isLight ) {
  14509. currentRenderState.pushLight( object );
  14510. if ( object.castShadow ) {
  14511. currentRenderState.pushShadow( object );
  14512. }
  14513. }
  14514. } );
  14515. currentRenderState.setupLights( camera );
  14516. var compiled = {};
  14517. scene.traverse( function ( object ) {
  14518. if ( object.material ) {
  14519. if ( Array.isArray( object.material ) ) {
  14520. for ( var i = 0; i < object.material.length; i ++ ) {
  14521. if ( object.material[ i ].uuid in compiled === false ) {
  14522. initMaterial( object.material[ i ], scene, object );
  14523. compiled[ object.material[ i ].uuid ] = true;
  14524. }
  14525. }
  14526. } else if ( object.material.uuid in compiled === false ) {
  14527. initMaterial( object.material, scene, object );
  14528. compiled[ object.material.uuid ] = true;
  14529. }
  14530. }
  14531. } );
  14532. };
  14533. // Animation Loop
  14534. var onAnimationFrameCallback = null;
  14535. function onAnimationFrame( time ) {
  14536. if ( xr.isPresenting ) { return; }
  14537. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14538. }
  14539. var animation = new WebGLAnimation();
  14540. animation.setAnimationLoop( onAnimationFrame );
  14541. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14542. this.setAnimationLoop = function ( callback ) {
  14543. onAnimationFrameCallback = callback;
  14544. xr.setAnimationLoop( callback );
  14545. animation.start();
  14546. };
  14547. // Rendering
  14548. this.render = function ( scene, camera ) {
  14549. var renderTarget, forceClear;
  14550. if ( arguments[ 2 ] !== undefined ) {
  14551. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14552. renderTarget = arguments[ 2 ];
  14553. }
  14554. if ( arguments[ 3 ] !== undefined ) {
  14555. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14556. forceClear = arguments[ 3 ];
  14557. }
  14558. if ( ! ( camera && camera.isCamera ) ) {
  14559. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14560. return;
  14561. }
  14562. if ( _isContextLost ) { return; }
  14563. // reset caching for this frame
  14564. _currentGeometryProgram.geometry = null;
  14565. _currentGeometryProgram.program = null;
  14566. _currentGeometryProgram.wireframe = false;
  14567. _currentMaterialId = - 1;
  14568. _currentCamera = null;
  14569. // update scene graph
  14570. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14571. // update camera matrices and frustum
  14572. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14573. if ( xr.enabled && xr.isPresenting ) {
  14574. camera = xr.getCamera( camera );
  14575. }
  14576. //
  14577. currentRenderState = renderStates.get( scene, camera );
  14578. currentRenderState.init();
  14579. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14580. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14581. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14582. _localClippingEnabled = this.localClippingEnabled;
  14583. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14584. currentRenderList = renderLists.get( scene, camera );
  14585. currentRenderList.init();
  14586. projectObject( scene, camera, 0, _this.sortObjects );
  14587. currentRenderList.finish();
  14588. if ( _this.sortObjects === true ) {
  14589. currentRenderList.sort( _opaqueSort, _transparentSort );
  14590. }
  14591. //
  14592. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14593. var shadowsArray = currentRenderState.state.shadowsArray;
  14594. shadowMap.render( shadowsArray, scene, camera );
  14595. currentRenderState.setupLights( camera );
  14596. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14597. //
  14598. if ( this.info.autoReset ) { this.info.reset(); }
  14599. if ( renderTarget !== undefined ) {
  14600. this.setRenderTarget( renderTarget );
  14601. }
  14602. //
  14603. background.render( currentRenderList, scene, camera, forceClear );
  14604. // render scene
  14605. var opaqueObjects = currentRenderList.opaque;
  14606. var transparentObjects = currentRenderList.transparent;
  14607. if ( scene.overrideMaterial ) {
  14608. var overrideMaterial = scene.overrideMaterial;
  14609. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14610. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14611. } else {
  14612. // opaque pass (front-to-back order)
  14613. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14614. // transparent pass (back-to-front order)
  14615. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14616. }
  14617. //
  14618. scene.onAfterRender( _this, scene, camera );
  14619. //
  14620. if ( _currentRenderTarget !== null ) {
  14621. // Generate mipmap if we're using any kind of mipmap filtering
  14622. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14623. // resolve multisample renderbuffers to a single-sample texture if necessary
  14624. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14625. }
  14626. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14627. state.buffers.depth.setTest( true );
  14628. state.buffers.depth.setMask( true );
  14629. state.buffers.color.setMask( true );
  14630. state.setPolygonOffset( false );
  14631. // _gl.finish();
  14632. currentRenderList = null;
  14633. currentRenderState = null;
  14634. };
  14635. function projectObject( object, camera, groupOrder, sortObjects ) {
  14636. if ( object.visible === false ) { return; }
  14637. var visible = object.layers.test( camera.layers );
  14638. if ( visible ) {
  14639. if ( object.isGroup ) {
  14640. groupOrder = object.renderOrder;
  14641. } else if ( object.isLOD ) {
  14642. if ( object.autoUpdate === true ) { object.update( camera ); }
  14643. } else if ( object.isLight ) {
  14644. currentRenderState.pushLight( object );
  14645. if ( object.castShadow ) {
  14646. currentRenderState.pushShadow( object );
  14647. }
  14648. } else if ( object.isSprite ) {
  14649. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14650. if ( sortObjects ) {
  14651. _vector3.setFromMatrixPosition( object.matrixWorld )
  14652. .applyMatrix4( _projScreenMatrix );
  14653. }
  14654. var geometry = objects.update( object );
  14655. var material = object.material;
  14656. if ( material.visible ) {
  14657. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14658. }
  14659. }
  14660. } else if ( object.isImmediateRenderObject ) {
  14661. if ( sortObjects ) {
  14662. _vector3.setFromMatrixPosition( object.matrixWorld )
  14663. .applyMatrix4( _projScreenMatrix );
  14664. }
  14665. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14666. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14667. if ( object.isSkinnedMesh ) {
  14668. // update skeleton only once in a frame
  14669. if ( object.skeleton.frame !== info.render.frame ) {
  14670. object.skeleton.update();
  14671. object.skeleton.frame = info.render.frame;
  14672. }
  14673. }
  14674. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14675. if ( sortObjects ) {
  14676. _vector3.setFromMatrixPosition( object.matrixWorld )
  14677. .applyMatrix4( _projScreenMatrix );
  14678. }
  14679. var geometry = objects.update( object );
  14680. var material = object.material;
  14681. if ( Array.isArray( material ) ) {
  14682. var groups = geometry.groups;
  14683. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14684. var group = groups[ i ];
  14685. var groupMaterial = material[ group.materialIndex ];
  14686. if ( groupMaterial && groupMaterial.visible ) {
  14687. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14688. }
  14689. }
  14690. } else if ( material.visible ) {
  14691. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14692. }
  14693. }
  14694. }
  14695. }
  14696. var children = object.children;
  14697. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14698. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14699. }
  14700. }
  14701. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14702. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14703. var renderItem = renderList[ i ];
  14704. var object = renderItem.object;
  14705. var geometry = renderItem.geometry;
  14706. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14707. var group = renderItem.group;
  14708. if ( camera.isArrayCamera ) {
  14709. _currentArrayCamera = camera;
  14710. var cameras = camera.cameras;
  14711. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14712. var camera2 = cameras[ j ];
  14713. if ( object.layers.test( camera2.layers ) ) {
  14714. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14715. currentRenderState.setupLights( camera2 );
  14716. renderObject( object, scene, camera2, geometry, material, group );
  14717. }
  14718. }
  14719. } else {
  14720. _currentArrayCamera = null;
  14721. renderObject( object, scene, camera, geometry, material, group );
  14722. }
  14723. }
  14724. }
  14725. function renderObject( object, scene, camera, geometry, material, group ) {
  14726. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14727. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14728. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14729. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14730. if ( object.isImmediateRenderObject ) {
  14731. var program = setProgram( camera, scene, material, object );
  14732. state.setMaterial( material );
  14733. _currentGeometryProgram.geometry = null;
  14734. _currentGeometryProgram.program = null;
  14735. _currentGeometryProgram.wireframe = false;
  14736. renderObjectImmediate( object, program );
  14737. } else {
  14738. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14739. }
  14740. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14741. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14742. }
  14743. function initMaterial( material, scene, object ) {
  14744. var materialProperties = properties.get( material );
  14745. var lights = currentRenderState.state.lights;
  14746. var shadowsArray = currentRenderState.state.shadowsArray;
  14747. var lightsStateVersion = lights.state.version;
  14748. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14749. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14750. var program = materialProperties.program;
  14751. var programChange = true;
  14752. if ( program === undefined ) {
  14753. // new material
  14754. material.addEventListener( 'dispose', onMaterialDispose );
  14755. } else if ( program.cacheKey !== programCacheKey ) {
  14756. // changed glsl or parameters
  14757. releaseMaterialProgramReference( material );
  14758. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14759. materialProperties.lightsStateVersion = lightsStateVersion;
  14760. programChange = false;
  14761. } else if ( parameters.shaderID !== undefined ) {
  14762. // same glsl and uniform list
  14763. return;
  14764. } else {
  14765. // only rebuild uniform list
  14766. programChange = false;
  14767. }
  14768. if ( programChange ) {
  14769. program = programCache.acquireProgram( parameters, programCacheKey );
  14770. materialProperties.program = program;
  14771. materialProperties.uniforms = parameters.uniforms;
  14772. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14773. materialProperties.outputEncoding = _this.outputEncoding;
  14774. material.program = program;
  14775. }
  14776. var programAttributes = program.getAttributes();
  14777. if ( material.morphTargets ) {
  14778. material.numSupportedMorphTargets = 0;
  14779. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14780. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14781. material.numSupportedMorphTargets ++;
  14782. }
  14783. }
  14784. }
  14785. if ( material.morphNormals ) {
  14786. material.numSupportedMorphNormals = 0;
  14787. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14788. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14789. material.numSupportedMorphNormals ++;
  14790. }
  14791. }
  14792. }
  14793. var uniforms = materialProperties.uniforms;
  14794. if ( ! material.isShaderMaterial &&
  14795. ! material.isRawShaderMaterial ||
  14796. material.clipping === true ) {
  14797. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14798. materialProperties.numIntersection = _clipping.numIntersection;
  14799. uniforms.clippingPlanes = _clipping.uniform;
  14800. }
  14801. materialProperties.fog = scene.fog;
  14802. // store the light setup it was created for
  14803. materialProperties.needsLights = materialNeedsLights( material );
  14804. materialProperties.lightsStateVersion = lightsStateVersion;
  14805. if ( materialProperties.needsLights ) {
  14806. // wire up the material to this renderer's lighting state
  14807. uniforms.ambientLightColor.value = lights.state.ambient;
  14808. uniforms.lightProbe.value = lights.state.probe;
  14809. uniforms.directionalLights.value = lights.state.directional;
  14810. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14811. uniforms.spotLights.value = lights.state.spot;
  14812. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14813. uniforms.rectAreaLights.value = lights.state.rectArea;
  14814. uniforms.pointLights.value = lights.state.point;
  14815. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14816. uniforms.hemisphereLights.value = lights.state.hemi;
  14817. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14818. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14819. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14820. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14821. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14822. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14823. // TODO (abelnation): add area lights shadow info to uniforms
  14824. }
  14825. var progUniforms = materialProperties.program.getUniforms(),
  14826. uniformsList =
  14827. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14828. materialProperties.uniformsList = uniformsList;
  14829. }
  14830. function setProgram( camera, scene, material, object ) {
  14831. textures.resetTextureUnits();
  14832. var fog = scene.fog;
  14833. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14834. var materialProperties = properties.get( material );
  14835. var lights = currentRenderState.state.lights;
  14836. if ( _clippingEnabled ) {
  14837. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14838. var useCache =
  14839. camera === _currentCamera &&
  14840. material.id === _currentMaterialId;
  14841. // we might want to call this function with some ClippingGroup
  14842. // object instead of the material, once it becomes feasible
  14843. // (#8465, #8379)
  14844. _clipping.setState(
  14845. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14846. camera, materialProperties, useCache );
  14847. }
  14848. }
  14849. if ( material.version === materialProperties.__version ) {
  14850. if ( materialProperties.program === undefined ) {
  14851. initMaterial( material, scene, object );
  14852. } else if ( material.fog && materialProperties.fog !== fog ) {
  14853. initMaterial( material, scene, object );
  14854. } else if ( materialProperties.environment !== environment ) {
  14855. initMaterial( material, scene, object );
  14856. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14857. initMaterial( material, scene, object );
  14858. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14859. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14860. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14861. initMaterial( material, scene, object );
  14862. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14863. initMaterial( material, scene, object );
  14864. }
  14865. } else {
  14866. initMaterial( material, scene, object );
  14867. materialProperties.__version = material.version;
  14868. }
  14869. var refreshProgram = false;
  14870. var refreshMaterial = false;
  14871. var refreshLights = false;
  14872. var program = materialProperties.program,
  14873. p_uniforms = program.getUniforms(),
  14874. m_uniforms = materialProperties.uniforms;
  14875. if ( state.useProgram( program.program ) ) {
  14876. refreshProgram = true;
  14877. refreshMaterial = true;
  14878. refreshLights = true;
  14879. }
  14880. if ( material.id !== _currentMaterialId ) {
  14881. _currentMaterialId = material.id;
  14882. refreshMaterial = true;
  14883. }
  14884. if ( refreshProgram || _currentCamera !== camera ) {
  14885. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14886. if ( capabilities.logarithmicDepthBuffer ) {
  14887. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14888. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14889. }
  14890. if ( _currentCamera !== camera ) {
  14891. _currentCamera = camera;
  14892. // lighting uniforms depend on the camera so enforce an update
  14893. // now, in case this material supports lights - or later, when
  14894. // the next material that does gets activated:
  14895. refreshMaterial = true; // set to true on material change
  14896. refreshLights = true; // remains set until update done
  14897. }
  14898. // load material specific uniforms
  14899. // (shader material also gets them for the sake of genericity)
  14900. if ( material.isShaderMaterial ||
  14901. material.isMeshPhongMaterial ||
  14902. material.isMeshToonMaterial ||
  14903. material.isMeshStandardMaterial ||
  14904. material.envMap ) {
  14905. var uCamPos = p_uniforms.map.cameraPosition;
  14906. if ( uCamPos !== undefined ) {
  14907. uCamPos.setValue( _gl,
  14908. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14909. }
  14910. }
  14911. if ( material.isMeshPhongMaterial ||
  14912. material.isMeshToonMaterial ||
  14913. material.isMeshLambertMaterial ||
  14914. material.isMeshBasicMaterial ||
  14915. material.isMeshStandardMaterial ||
  14916. material.isShaderMaterial ) {
  14917. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14918. }
  14919. if ( material.isMeshPhongMaterial ||
  14920. material.isMeshToonMaterial ||
  14921. material.isMeshLambertMaterial ||
  14922. material.isMeshBasicMaterial ||
  14923. material.isMeshStandardMaterial ||
  14924. material.isShaderMaterial ||
  14925. material.skinning ) {
  14926. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14927. }
  14928. }
  14929. // skinning uniforms must be set even if material didn't change
  14930. // auto-setting of texture unit for bone texture must go before other textures
  14931. // otherwise textures used for skinning can take over texture units reserved for other material textures
  14932. if ( material.skinning ) {
  14933. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14934. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14935. var skeleton = object.skeleton;
  14936. if ( skeleton ) {
  14937. var bones = skeleton.bones;
  14938. if ( capabilities.floatVertexTextures ) {
  14939. if ( skeleton.boneTexture === undefined ) {
  14940. // layout (1 matrix = 4 pixels)
  14941. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14942. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14943. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14944. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14945. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14946. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14947. size = MathUtils.ceilPowerOfTwo( size );
  14948. size = Math.max( size, 4 );
  14949. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14950. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14951. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14952. skeleton.boneMatrices = boneMatrices;
  14953. skeleton.boneTexture = boneTexture;
  14954. skeleton.boneTextureSize = size;
  14955. }
  14956. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14957. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14958. } else {
  14959. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14960. }
  14961. }
  14962. }
  14963. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14964. materialProperties.receiveShadow = object.receiveShadow;
  14965. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14966. }
  14967. if ( refreshMaterial ) {
  14968. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14969. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14970. if ( materialProperties.needsLights ) {
  14971. // the current material requires lighting info
  14972. // note: all lighting uniforms are always set correctly
  14973. // they simply reference the renderer's state for their
  14974. // values
  14975. //
  14976. // use the current material's .needsUpdate flags to set
  14977. // the GL state when required
  14978. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14979. }
  14980. // refresh uniforms common to several materials
  14981. if ( fog && material.fog ) {
  14982. refreshUniformsFog( m_uniforms, fog );
  14983. }
  14984. if ( material.isMeshBasicMaterial ) {
  14985. refreshUniformsCommon( m_uniforms, material );
  14986. } else if ( material.isMeshLambertMaterial ) {
  14987. refreshUniformsCommon( m_uniforms, material );
  14988. refreshUniformsLambert( m_uniforms, material );
  14989. } else if ( material.isMeshToonMaterial ) {
  14990. refreshUniformsCommon( m_uniforms, material );
  14991. refreshUniformsToon( m_uniforms, material );
  14992. } else if ( material.isMeshPhongMaterial ) {
  14993. refreshUniformsCommon( m_uniforms, material );
  14994. refreshUniformsPhong( m_uniforms, material );
  14995. } else if ( material.isMeshStandardMaterial ) {
  14996. refreshUniformsCommon( m_uniforms, material, environment );
  14997. if ( material.isMeshPhysicalMaterial ) {
  14998. refreshUniformsPhysical( m_uniforms, material, environment );
  14999. } else {
  15000. refreshUniformsStandard( m_uniforms, material, environment );
  15001. }
  15002. } else if ( material.isMeshMatcapMaterial ) {
  15003. refreshUniformsCommon( m_uniforms, material );
  15004. refreshUniformsMatcap( m_uniforms, material );
  15005. } else if ( material.isMeshDepthMaterial ) {
  15006. refreshUniformsCommon( m_uniforms, material );
  15007. refreshUniformsDepth( m_uniforms, material );
  15008. } else if ( material.isMeshDistanceMaterial ) {
  15009. refreshUniformsCommon( m_uniforms, material );
  15010. refreshUniformsDistance( m_uniforms, material );
  15011. } else if ( material.isMeshNormalMaterial ) {
  15012. refreshUniformsCommon( m_uniforms, material );
  15013. refreshUniformsNormal( m_uniforms, material );
  15014. } else if ( material.isLineBasicMaterial ) {
  15015. refreshUniformsLine( m_uniforms, material );
  15016. if ( material.isLineDashedMaterial ) {
  15017. refreshUniformsDash( m_uniforms, material );
  15018. }
  15019. } else if ( material.isPointsMaterial ) {
  15020. refreshUniformsPoints( m_uniforms, material );
  15021. } else if ( material.isSpriteMaterial ) {
  15022. refreshUniformsSprites( m_uniforms, material );
  15023. } else if ( material.isShadowMaterial ) {
  15024. m_uniforms.color.value.copy( material.color );
  15025. m_uniforms.opacity.value = material.opacity;
  15026. }
  15027. // RectAreaLight Texture
  15028. // TODO (mrdoob): Find a nicer implementation
  15029. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15030. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15031. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15032. if ( material.isShaderMaterial ) {
  15033. material.uniformsNeedUpdate = false; // #15581
  15034. }
  15035. }
  15036. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15037. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15038. material.uniformsNeedUpdate = false;
  15039. }
  15040. if ( material.isSpriteMaterial ) {
  15041. p_uniforms.setValue( _gl, 'center', object.center );
  15042. }
  15043. // common matrices
  15044. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15045. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15046. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15047. return program;
  15048. }
  15049. // Uniforms (refresh uniforms objects)
  15050. function refreshUniformsCommon( uniforms, material, environment ) {
  15051. uniforms.opacity.value = material.opacity;
  15052. if ( material.color ) {
  15053. uniforms.diffuse.value.copy( material.color );
  15054. }
  15055. if ( material.emissive ) {
  15056. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15057. }
  15058. if ( material.map ) {
  15059. uniforms.map.value = material.map;
  15060. }
  15061. if ( material.alphaMap ) {
  15062. uniforms.alphaMap.value = material.alphaMap;
  15063. }
  15064. if ( material.specularMap ) {
  15065. uniforms.specularMap.value = material.specularMap;
  15066. }
  15067. var envMap = material.envMap || environment;
  15068. if ( envMap ) {
  15069. uniforms.envMap.value = envMap;
  15070. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15071. uniforms.reflectivity.value = material.reflectivity;
  15072. uniforms.refractionRatio.value = material.refractionRatio;
  15073. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15074. }
  15075. if ( material.lightMap ) {
  15076. uniforms.lightMap.value = material.lightMap;
  15077. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15078. }
  15079. if ( material.aoMap ) {
  15080. uniforms.aoMap.value = material.aoMap;
  15081. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15082. }
  15083. // uv repeat and offset setting priorities
  15084. // 1. color map
  15085. // 2. specular map
  15086. // 3. normal map
  15087. // 4. bump map
  15088. // 5. alpha map
  15089. // 6. emissive map
  15090. var uvScaleMap;
  15091. if ( material.map ) {
  15092. uvScaleMap = material.map;
  15093. } else if ( material.specularMap ) {
  15094. uvScaleMap = material.specularMap;
  15095. } else if ( material.displacementMap ) {
  15096. uvScaleMap = material.displacementMap;
  15097. } else if ( material.normalMap ) {
  15098. uvScaleMap = material.normalMap;
  15099. } else if ( material.bumpMap ) {
  15100. uvScaleMap = material.bumpMap;
  15101. } else if ( material.roughnessMap ) {
  15102. uvScaleMap = material.roughnessMap;
  15103. } else if ( material.metalnessMap ) {
  15104. uvScaleMap = material.metalnessMap;
  15105. } else if ( material.alphaMap ) {
  15106. uvScaleMap = material.alphaMap;
  15107. } else if ( material.emissiveMap ) {
  15108. uvScaleMap = material.emissiveMap;
  15109. }
  15110. if ( uvScaleMap !== undefined ) {
  15111. // backwards compatibility
  15112. if ( uvScaleMap.isWebGLRenderTarget ) {
  15113. uvScaleMap = uvScaleMap.texture;
  15114. }
  15115. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15116. uvScaleMap.updateMatrix();
  15117. }
  15118. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15119. }
  15120. // uv repeat and offset setting priorities for uv2
  15121. // 1. ao map
  15122. // 2. light map
  15123. var uv2ScaleMap;
  15124. if ( material.aoMap ) {
  15125. uv2ScaleMap = material.aoMap;
  15126. } else if ( material.lightMap ) {
  15127. uv2ScaleMap = material.lightMap;
  15128. }
  15129. if ( uv2ScaleMap !== undefined ) {
  15130. // backwards compatibility
  15131. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15132. uv2ScaleMap = uv2ScaleMap.texture;
  15133. }
  15134. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15135. uv2ScaleMap.updateMatrix();
  15136. }
  15137. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15138. }
  15139. }
  15140. function refreshUniformsLine( uniforms, material ) {
  15141. uniforms.diffuse.value.copy( material.color );
  15142. uniforms.opacity.value = material.opacity;
  15143. }
  15144. function refreshUniformsDash( uniforms, material ) {
  15145. uniforms.dashSize.value = material.dashSize;
  15146. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15147. uniforms.scale.value = material.scale;
  15148. }
  15149. function refreshUniformsPoints( uniforms, material ) {
  15150. uniforms.diffuse.value.copy( material.color );
  15151. uniforms.opacity.value = material.opacity;
  15152. uniforms.size.value = material.size * _pixelRatio;
  15153. uniforms.scale.value = _height * 0.5;
  15154. if ( material.map ) {
  15155. uniforms.map.value = material.map;
  15156. }
  15157. if ( material.alphaMap ) {
  15158. uniforms.alphaMap.value = material.alphaMap;
  15159. }
  15160. // uv repeat and offset setting priorities
  15161. // 1. color map
  15162. // 2. alpha map
  15163. var uvScaleMap;
  15164. if ( material.map ) {
  15165. uvScaleMap = material.map;
  15166. } else if ( material.alphaMap ) {
  15167. uvScaleMap = material.alphaMap;
  15168. }
  15169. if ( uvScaleMap !== undefined ) {
  15170. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15171. uvScaleMap.updateMatrix();
  15172. }
  15173. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15174. }
  15175. }
  15176. function refreshUniformsSprites( uniforms, material ) {
  15177. uniforms.diffuse.value.copy( material.color );
  15178. uniforms.opacity.value = material.opacity;
  15179. uniforms.rotation.value = material.rotation;
  15180. if ( material.map ) {
  15181. uniforms.map.value = material.map;
  15182. }
  15183. if ( material.alphaMap ) {
  15184. uniforms.alphaMap.value = material.alphaMap;
  15185. }
  15186. // uv repeat and offset setting priorities
  15187. // 1. color map
  15188. // 2. alpha map
  15189. var uvScaleMap;
  15190. if ( material.map ) {
  15191. uvScaleMap = material.map;
  15192. } else if ( material.alphaMap ) {
  15193. uvScaleMap = material.alphaMap;
  15194. }
  15195. if ( uvScaleMap !== undefined ) {
  15196. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15197. uvScaleMap.updateMatrix();
  15198. }
  15199. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15200. }
  15201. }
  15202. function refreshUniformsFog( uniforms, fog ) {
  15203. uniforms.fogColor.value.copy( fog.color );
  15204. if ( fog.isFog ) {
  15205. uniforms.fogNear.value = fog.near;
  15206. uniforms.fogFar.value = fog.far;
  15207. } else if ( fog.isFogExp2 ) {
  15208. uniforms.fogDensity.value = fog.density;
  15209. }
  15210. }
  15211. function refreshUniformsLambert( uniforms, material ) {
  15212. if ( material.emissiveMap ) {
  15213. uniforms.emissiveMap.value = material.emissiveMap;
  15214. }
  15215. }
  15216. function refreshUniformsPhong( uniforms, material ) {
  15217. uniforms.specular.value.copy( material.specular );
  15218. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15219. if ( material.emissiveMap ) {
  15220. uniforms.emissiveMap.value = material.emissiveMap;
  15221. }
  15222. if ( material.bumpMap ) {
  15223. uniforms.bumpMap.value = material.bumpMap;
  15224. uniforms.bumpScale.value = material.bumpScale;
  15225. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15226. }
  15227. if ( material.normalMap ) {
  15228. uniforms.normalMap.value = material.normalMap;
  15229. uniforms.normalScale.value.copy( material.normalScale );
  15230. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15231. }
  15232. if ( material.displacementMap ) {
  15233. uniforms.displacementMap.value = material.displacementMap;
  15234. uniforms.displacementScale.value = material.displacementScale;
  15235. uniforms.displacementBias.value = material.displacementBias;
  15236. }
  15237. }
  15238. function refreshUniformsToon( uniforms, material ) {
  15239. uniforms.specular.value.copy( material.specular );
  15240. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15241. if ( material.gradientMap ) {
  15242. uniforms.gradientMap.value = material.gradientMap;
  15243. }
  15244. if ( material.emissiveMap ) {
  15245. uniforms.emissiveMap.value = material.emissiveMap;
  15246. }
  15247. if ( material.bumpMap ) {
  15248. uniforms.bumpMap.value = material.bumpMap;
  15249. uniforms.bumpScale.value = material.bumpScale;
  15250. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15251. }
  15252. if ( material.normalMap ) {
  15253. uniforms.normalMap.value = material.normalMap;
  15254. uniforms.normalScale.value.copy( material.normalScale );
  15255. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15256. }
  15257. if ( material.displacementMap ) {
  15258. uniforms.displacementMap.value = material.displacementMap;
  15259. uniforms.displacementScale.value = material.displacementScale;
  15260. uniforms.displacementBias.value = material.displacementBias;
  15261. }
  15262. }
  15263. function refreshUniformsStandard( uniforms, material, environment ) {
  15264. uniforms.roughness.value = material.roughness;
  15265. uniforms.metalness.value = material.metalness;
  15266. if ( material.roughnessMap ) {
  15267. uniforms.roughnessMap.value = material.roughnessMap;
  15268. }
  15269. if ( material.metalnessMap ) {
  15270. uniforms.metalnessMap.value = material.metalnessMap;
  15271. }
  15272. if ( material.emissiveMap ) {
  15273. uniforms.emissiveMap.value = material.emissiveMap;
  15274. }
  15275. if ( material.bumpMap ) {
  15276. uniforms.bumpMap.value = material.bumpMap;
  15277. uniforms.bumpScale.value = material.bumpScale;
  15278. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15279. }
  15280. if ( material.normalMap ) {
  15281. uniforms.normalMap.value = material.normalMap;
  15282. uniforms.normalScale.value.copy( material.normalScale );
  15283. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15284. }
  15285. if ( material.displacementMap ) {
  15286. uniforms.displacementMap.value = material.displacementMap;
  15287. uniforms.displacementScale.value = material.displacementScale;
  15288. uniforms.displacementBias.value = material.displacementBias;
  15289. }
  15290. if ( material.envMap || environment ) {
  15291. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15292. uniforms.envMapIntensity.value = material.envMapIntensity;
  15293. }
  15294. }
  15295. function refreshUniformsPhysical( uniforms, material, environment ) {
  15296. refreshUniformsStandard( uniforms, material, environment );
  15297. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15298. uniforms.clearcoat.value = material.clearcoat;
  15299. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15300. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15301. if ( material.clearcoatMap ) {
  15302. uniforms.clearcoatMap.value = material.clearcoatMap;
  15303. }
  15304. if ( material.clearcoatRoughnessMap ) {
  15305. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15306. }
  15307. if ( material.clearcoatNormalMap ) {
  15308. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15309. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15310. if ( material.side === BackSide ) {
  15311. uniforms.clearcoatNormalScale.value.negate();
  15312. }
  15313. }
  15314. uniforms.transparency.value = material.transparency;
  15315. }
  15316. function refreshUniformsMatcap( uniforms, material ) {
  15317. if ( material.matcap ) {
  15318. uniforms.matcap.value = material.matcap;
  15319. }
  15320. if ( material.bumpMap ) {
  15321. uniforms.bumpMap.value = material.bumpMap;
  15322. uniforms.bumpScale.value = material.bumpScale;
  15323. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15324. }
  15325. if ( material.normalMap ) {
  15326. uniforms.normalMap.value = material.normalMap;
  15327. uniforms.normalScale.value.copy( material.normalScale );
  15328. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15329. }
  15330. if ( material.displacementMap ) {
  15331. uniforms.displacementMap.value = material.displacementMap;
  15332. uniforms.displacementScale.value = material.displacementScale;
  15333. uniforms.displacementBias.value = material.displacementBias;
  15334. }
  15335. }
  15336. function refreshUniformsDepth( uniforms, material ) {
  15337. if ( material.displacementMap ) {
  15338. uniforms.displacementMap.value = material.displacementMap;
  15339. uniforms.displacementScale.value = material.displacementScale;
  15340. uniforms.displacementBias.value = material.displacementBias;
  15341. }
  15342. }
  15343. function refreshUniformsDistance( uniforms, material ) {
  15344. if ( material.displacementMap ) {
  15345. uniforms.displacementMap.value = material.displacementMap;
  15346. uniforms.displacementScale.value = material.displacementScale;
  15347. uniforms.displacementBias.value = material.displacementBias;
  15348. }
  15349. uniforms.referencePosition.value.copy( material.referencePosition );
  15350. uniforms.nearDistance.value = material.nearDistance;
  15351. uniforms.farDistance.value = material.farDistance;
  15352. }
  15353. function refreshUniformsNormal( uniforms, material ) {
  15354. if ( material.bumpMap ) {
  15355. uniforms.bumpMap.value = material.bumpMap;
  15356. uniforms.bumpScale.value = material.bumpScale;
  15357. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15358. }
  15359. if ( material.normalMap ) {
  15360. uniforms.normalMap.value = material.normalMap;
  15361. uniforms.normalScale.value.copy( material.normalScale );
  15362. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15363. }
  15364. if ( material.displacementMap ) {
  15365. uniforms.displacementMap.value = material.displacementMap;
  15366. uniforms.displacementScale.value = material.displacementScale;
  15367. uniforms.displacementBias.value = material.displacementBias;
  15368. }
  15369. }
  15370. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15371. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15372. uniforms.ambientLightColor.needsUpdate = value;
  15373. uniforms.lightProbe.needsUpdate = value;
  15374. uniforms.directionalLights.needsUpdate = value;
  15375. uniforms.directionalLightShadows.needsUpdate = value;
  15376. uniforms.pointLights.needsUpdate = value;
  15377. uniforms.pointLightShadows.needsUpdate = value;
  15378. uniforms.spotLights.needsUpdate = value;
  15379. uniforms.spotLightShadows.needsUpdate = value;
  15380. uniforms.rectAreaLights.needsUpdate = value;
  15381. uniforms.hemisphereLights.needsUpdate = value;
  15382. }
  15383. function materialNeedsLights( material ) {
  15384. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15385. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15386. ( material.isShaderMaterial && material.lights === true );
  15387. }
  15388. //
  15389. this.setFramebuffer = function ( value ) {
  15390. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15391. _framebuffer = value;
  15392. };
  15393. this.getActiveCubeFace = function () {
  15394. return _currentActiveCubeFace;
  15395. };
  15396. this.getActiveMipmapLevel = function () {
  15397. return _currentActiveMipmapLevel;
  15398. };
  15399. this.getRenderTarget = function () {
  15400. return _currentRenderTarget;
  15401. };
  15402. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15403. _currentRenderTarget = renderTarget;
  15404. _currentActiveCubeFace = activeCubeFace;
  15405. _currentActiveMipmapLevel = activeMipmapLevel;
  15406. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15407. textures.setupRenderTarget( renderTarget );
  15408. }
  15409. var framebuffer = _framebuffer;
  15410. var isCube = false;
  15411. if ( renderTarget ) {
  15412. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15413. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15414. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15415. isCube = true;
  15416. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15417. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15418. } else {
  15419. framebuffer = __webglFramebuffer;
  15420. }
  15421. _currentViewport.copy( renderTarget.viewport );
  15422. _currentScissor.copy( renderTarget.scissor );
  15423. _currentScissorTest = renderTarget.scissorTest;
  15424. } else {
  15425. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15426. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15427. _currentScissorTest = _scissorTest;
  15428. }
  15429. if ( _currentFramebuffer !== framebuffer ) {
  15430. _gl.bindFramebuffer( 36160, framebuffer );
  15431. _currentFramebuffer = framebuffer;
  15432. }
  15433. state.viewport( _currentViewport );
  15434. state.scissor( _currentScissor );
  15435. state.setScissorTest( _currentScissorTest );
  15436. if ( isCube ) {
  15437. var textureProperties = properties.get( renderTarget.texture );
  15438. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15439. }
  15440. };
  15441. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15442. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15443. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15444. return;
  15445. }
  15446. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15447. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15448. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15449. }
  15450. if ( framebuffer ) {
  15451. var restore = false;
  15452. if ( framebuffer !== _currentFramebuffer ) {
  15453. _gl.bindFramebuffer( 36160, framebuffer );
  15454. restore = true;
  15455. }
  15456. try {
  15457. var texture = renderTarget.texture;
  15458. var textureFormat = texture.format;
  15459. var textureType = texture.type;
  15460. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15461. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15462. return;
  15463. }
  15464. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15465. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15466. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15467. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15468. return;
  15469. }
  15470. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15471. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15472. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15473. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15474. }
  15475. } else {
  15476. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15477. }
  15478. } finally {
  15479. if ( restore ) {
  15480. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15481. }
  15482. }
  15483. }
  15484. };
  15485. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15486. if ( level === undefined ) { level = 0; }
  15487. var levelScale = Math.pow( 2, - level );
  15488. var width = Math.floor( texture.image.width * levelScale );
  15489. var height = Math.floor( texture.image.height * levelScale );
  15490. var glFormat = utils.convert( texture.format );
  15491. textures.setTexture2D( texture, 0 );
  15492. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15493. state.unbindTexture();
  15494. };
  15495. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15496. var width = srcTexture.image.width;
  15497. var height = srcTexture.image.height;
  15498. var glFormat = utils.convert( dstTexture.format );
  15499. var glType = utils.convert( dstTexture.type );
  15500. textures.setTexture2D( dstTexture, 0 );
  15501. if ( srcTexture.isDataTexture ) {
  15502. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15503. } else {
  15504. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15505. }
  15506. state.unbindTexture();
  15507. };
  15508. this.initTexture = function ( texture ) {
  15509. textures.setTexture2D( texture, 0 );
  15510. state.unbindTexture();
  15511. };
  15512. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15513. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15514. }
  15515. }
  15516. /**
  15517. * @author mrdoob / http://mrdoob.com/
  15518. * @author alteredq / http://alteredqualia.com/
  15519. */
  15520. function FogExp2( color, density ) {
  15521. this.name = '';
  15522. this.color = new Color( color );
  15523. this.density = ( density !== undefined ) ? density : 0.00025;
  15524. }
  15525. Object.assign( FogExp2.prototype, {
  15526. isFogExp2: true,
  15527. clone: function () {
  15528. return new FogExp2( this.color, this.density );
  15529. },
  15530. toJSON: function ( /* meta */ ) {
  15531. return {
  15532. type: 'FogExp2',
  15533. color: this.color.getHex(),
  15534. density: this.density
  15535. };
  15536. }
  15537. } );
  15538. /**
  15539. * @author mrdoob / http://mrdoob.com/
  15540. * @author alteredq / http://alteredqualia.com/
  15541. */
  15542. function Fog( color, near, far ) {
  15543. this.name = '';
  15544. this.color = new Color( color );
  15545. this.near = ( near !== undefined ) ? near : 1;
  15546. this.far = ( far !== undefined ) ? far : 1000;
  15547. }
  15548. Object.assign( Fog.prototype, {
  15549. isFog: true,
  15550. clone: function () {
  15551. return new Fog( this.color, this.near, this.far );
  15552. },
  15553. toJSON: function ( /* meta */ ) {
  15554. return {
  15555. type: 'Fog',
  15556. color: this.color.getHex(),
  15557. near: this.near,
  15558. far: this.far
  15559. };
  15560. }
  15561. } );
  15562. /**
  15563. * @author benaadams / https://twitter.com/ben_a_adams
  15564. */
  15565. function InterleavedBuffer( array, stride ) {
  15566. this.array = array;
  15567. this.stride = stride;
  15568. this.count = array !== undefined ? array.length / stride : 0;
  15569. this.usage = StaticDrawUsage;
  15570. this.updateRange = { offset: 0, count: - 1 };
  15571. this.version = 0;
  15572. }
  15573. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15574. set: function ( value ) {
  15575. if ( value === true ) { this.version ++; }
  15576. }
  15577. } );
  15578. Object.assign( InterleavedBuffer.prototype, {
  15579. isInterleavedBuffer: true,
  15580. onUploadCallback: function () {},
  15581. setUsage: function ( value ) {
  15582. this.usage = value;
  15583. return this;
  15584. },
  15585. copy: function ( source ) {
  15586. this.array = new source.array.constructor( source.array );
  15587. this.count = source.count;
  15588. this.stride = source.stride;
  15589. this.usage = source.usage;
  15590. return this;
  15591. },
  15592. copyAt: function ( index1, attribute, index2 ) {
  15593. index1 *= this.stride;
  15594. index2 *= attribute.stride;
  15595. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15596. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15597. }
  15598. return this;
  15599. },
  15600. set: function ( value, offset ) {
  15601. if ( offset === undefined ) { offset = 0; }
  15602. this.array.set( value, offset );
  15603. return this;
  15604. },
  15605. clone: function () {
  15606. return new this.constructor().copy( this );
  15607. },
  15608. onUpload: function ( callback ) {
  15609. this.onUploadCallback = callback;
  15610. return this;
  15611. }
  15612. } );
  15613. /**
  15614. * @author benaadams / https://twitter.com/ben_a_adams
  15615. */
  15616. var _vector$6 = new Vector3();
  15617. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15618. this.data = interleavedBuffer;
  15619. this.itemSize = itemSize;
  15620. this.offset = offset;
  15621. this.normalized = normalized === true;
  15622. }
  15623. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15624. count: {
  15625. get: function () {
  15626. return this.data.count;
  15627. }
  15628. },
  15629. array: {
  15630. get: function () {
  15631. return this.data.array;
  15632. }
  15633. }
  15634. } );
  15635. Object.assign( InterleavedBufferAttribute.prototype, {
  15636. isInterleavedBufferAttribute: true,
  15637. applyMatrix4: function ( m ) {
  15638. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15639. _vector$6.x = this.getX( i );
  15640. _vector$6.y = this.getY( i );
  15641. _vector$6.z = this.getZ( i );
  15642. _vector$6.applyMatrix4( m );
  15643. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15644. }
  15645. return this;
  15646. },
  15647. setX: function ( index, x ) {
  15648. this.data.array[ index * this.data.stride + this.offset ] = x;
  15649. return this;
  15650. },
  15651. setY: function ( index, y ) {
  15652. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15653. return this;
  15654. },
  15655. setZ: function ( index, z ) {
  15656. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15657. return this;
  15658. },
  15659. setW: function ( index, w ) {
  15660. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15661. return this;
  15662. },
  15663. getX: function ( index ) {
  15664. return this.data.array[ index * this.data.stride + this.offset ];
  15665. },
  15666. getY: function ( index ) {
  15667. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15668. },
  15669. getZ: function ( index ) {
  15670. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15671. },
  15672. getW: function ( index ) {
  15673. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15674. },
  15675. setXY: function ( index, x, y ) {
  15676. index = index * this.data.stride + this.offset;
  15677. this.data.array[ index + 0 ] = x;
  15678. this.data.array[ index + 1 ] = y;
  15679. return this;
  15680. },
  15681. setXYZ: function ( index, x, y, z ) {
  15682. index = index * this.data.stride + this.offset;
  15683. this.data.array[ index + 0 ] = x;
  15684. this.data.array[ index + 1 ] = y;
  15685. this.data.array[ index + 2 ] = z;
  15686. return this;
  15687. },
  15688. setXYZW: function ( index, x, y, z, w ) {
  15689. index = index * this.data.stride + this.offset;
  15690. this.data.array[ index + 0 ] = x;
  15691. this.data.array[ index + 1 ] = y;
  15692. this.data.array[ index + 2 ] = z;
  15693. this.data.array[ index + 3 ] = w;
  15694. return this;
  15695. }
  15696. } );
  15697. /**
  15698. * @author alteredq / http://alteredqualia.com/
  15699. *
  15700. * parameters = {
  15701. * color: <hex>,
  15702. * map: new THREE.Texture( <Image> ),
  15703. * alphaMap: new THREE.Texture( <Image> ),
  15704. * rotation: <float>,
  15705. * sizeAttenuation: <bool>
  15706. * }
  15707. */
  15708. function SpriteMaterial( parameters ) {
  15709. Material.call( this );
  15710. this.type = 'SpriteMaterial';
  15711. this.color = new Color( 0xffffff );
  15712. this.map = null;
  15713. this.alphaMap = null;
  15714. this.rotation = 0;
  15715. this.sizeAttenuation = true;
  15716. this.transparent = true;
  15717. this.setValues( parameters );
  15718. }
  15719. SpriteMaterial.prototype = Object.create( Material.prototype );
  15720. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15721. SpriteMaterial.prototype.isSpriteMaterial = true;
  15722. SpriteMaterial.prototype.copy = function ( source ) {
  15723. Material.prototype.copy.call( this, source );
  15724. this.color.copy( source.color );
  15725. this.map = source.map;
  15726. this.alphaMap = source.alphaMap;
  15727. this.rotation = source.rotation;
  15728. this.sizeAttenuation = source.sizeAttenuation;
  15729. return this;
  15730. };
  15731. /**
  15732. * @author mikael emtinger / http://gomo.se/
  15733. * @author alteredq / http://alteredqualia.com/
  15734. */
  15735. var _geometry;
  15736. var _intersectPoint = new Vector3();
  15737. var _worldScale = new Vector3();
  15738. var _mvPosition = new Vector3();
  15739. var _alignedPosition = new Vector2();
  15740. var _rotatedPosition = new Vector2();
  15741. var _viewWorldMatrix = new Matrix4();
  15742. var _vA$1 = new Vector3();
  15743. var _vB$1 = new Vector3();
  15744. var _vC$1 = new Vector3();
  15745. var _uvA$1 = new Vector2();
  15746. var _uvB$1 = new Vector2();
  15747. var _uvC$1 = new Vector2();
  15748. function Sprite( material ) {
  15749. Object3D.call( this );
  15750. this.type = 'Sprite';
  15751. if ( _geometry === undefined ) {
  15752. _geometry = new BufferGeometry();
  15753. var float32Array = new Float32Array( [
  15754. - 0.5, - 0.5, 0, 0, 0,
  15755. 0.5, - 0.5, 0, 1, 0,
  15756. 0.5, 0.5, 0, 1, 1,
  15757. - 0.5, 0.5, 0, 0, 1
  15758. ] );
  15759. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15760. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15761. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15762. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15763. }
  15764. this.geometry = _geometry;
  15765. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15766. this.center = new Vector2( 0.5, 0.5 );
  15767. }
  15768. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15769. constructor: Sprite,
  15770. isSprite: true,
  15771. raycast: function ( raycaster, intersects ) {
  15772. if ( raycaster.camera === null ) {
  15773. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15774. }
  15775. _worldScale.setFromMatrixScale( this.matrixWorld );
  15776. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15777. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15778. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15779. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15780. _worldScale.multiplyScalar( - _mvPosition.z );
  15781. }
  15782. var rotation = this.material.rotation;
  15783. var sin, cos;
  15784. if ( rotation !== 0 ) {
  15785. cos = Math.cos( rotation );
  15786. sin = Math.sin( rotation );
  15787. }
  15788. var center = this.center;
  15789. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15790. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15791. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15792. _uvA$1.set( 0, 0 );
  15793. _uvB$1.set( 1, 0 );
  15794. _uvC$1.set( 1, 1 );
  15795. // check first triangle
  15796. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15797. if ( intersect === null ) {
  15798. // check second triangle
  15799. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15800. _uvB$1.set( 0, 1 );
  15801. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15802. if ( intersect === null ) {
  15803. return;
  15804. }
  15805. }
  15806. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15807. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15808. intersects.push( {
  15809. distance: distance,
  15810. point: _intersectPoint.clone(),
  15811. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15812. face: null,
  15813. object: this
  15814. } );
  15815. },
  15816. clone: function () {
  15817. return new this.constructor( this.material ).copy( this );
  15818. },
  15819. copy: function ( source ) {
  15820. Object3D.prototype.copy.call( this, source );
  15821. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15822. return this;
  15823. }
  15824. } );
  15825. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15826. // compute position in camera space
  15827. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15828. // to check if rotation is not zero
  15829. if ( sin !== undefined ) {
  15830. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15831. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15832. } else {
  15833. _rotatedPosition.copy( _alignedPosition );
  15834. }
  15835. vertexPosition.copy( mvPosition );
  15836. vertexPosition.x += _rotatedPosition.x;
  15837. vertexPosition.y += _rotatedPosition.y;
  15838. // transform to world space
  15839. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15840. }
  15841. /**
  15842. * @author mikael emtinger / http://gomo.se/
  15843. * @author alteredq / http://alteredqualia.com/
  15844. * @author mrdoob / http://mrdoob.com/
  15845. */
  15846. var _v1$4 = new Vector3();
  15847. var _v2$2 = new Vector3();
  15848. function LOD() {
  15849. Object3D.call( this );
  15850. this._currentLevel = 0;
  15851. this.type = 'LOD';
  15852. Object.defineProperties( this, {
  15853. levels: {
  15854. enumerable: true,
  15855. value: []
  15856. }
  15857. } );
  15858. this.autoUpdate = true;
  15859. }
  15860. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15861. constructor: LOD,
  15862. isLOD: true,
  15863. copy: function ( source ) {
  15864. Object3D.prototype.copy.call( this, source, false );
  15865. var levels = source.levels;
  15866. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15867. var level = levels[ i ];
  15868. this.addLevel( level.object.clone(), level.distance );
  15869. }
  15870. this.autoUpdate = source.autoUpdate;
  15871. return this;
  15872. },
  15873. addLevel: function ( object, distance ) {
  15874. if ( distance === undefined ) { distance = 0; }
  15875. distance = Math.abs( distance );
  15876. var levels = this.levels;
  15877. for ( var l = 0; l < levels.length; l ++ ) {
  15878. if ( distance < levels[ l ].distance ) {
  15879. break;
  15880. }
  15881. }
  15882. levels.splice( l, 0, { distance: distance, object: object } );
  15883. this.add( object );
  15884. return this;
  15885. },
  15886. getCurrentLevel: function () {
  15887. return this._currentLevel;
  15888. },
  15889. getObjectForDistance: function ( distance ) {
  15890. var levels = this.levels;
  15891. if ( levels.length > 0 ) {
  15892. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15893. if ( distance < levels[ i ].distance ) {
  15894. break;
  15895. }
  15896. }
  15897. return levels[ i - 1 ].object;
  15898. }
  15899. return null;
  15900. },
  15901. raycast: function ( raycaster, intersects ) {
  15902. var levels = this.levels;
  15903. if ( levels.length > 0 ) {
  15904. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15905. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15906. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15907. }
  15908. },
  15909. update: function ( camera ) {
  15910. var levels = this.levels;
  15911. if ( levels.length > 1 ) {
  15912. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15913. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15914. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  15915. levels[ 0 ].object.visible = true;
  15916. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15917. if ( distance >= levels[ i ].distance ) {
  15918. levels[ i - 1 ].object.visible = false;
  15919. levels[ i ].object.visible = true;
  15920. } else {
  15921. break;
  15922. }
  15923. }
  15924. this._currentLevel = i - 1;
  15925. for ( ; i < l; i ++ ) {
  15926. levels[ i ].object.visible = false;
  15927. }
  15928. }
  15929. },
  15930. toJSON: function ( meta ) {
  15931. var data = Object3D.prototype.toJSON.call( this, meta );
  15932. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15933. data.object.levels = [];
  15934. var levels = this.levels;
  15935. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15936. var level = levels[ i ];
  15937. data.object.levels.push( {
  15938. object: level.object.uuid,
  15939. distance: level.distance
  15940. } );
  15941. }
  15942. return data;
  15943. }
  15944. } );
  15945. /**
  15946. * @author mikael emtinger / http://gomo.se/
  15947. * @author alteredq / http://alteredqualia.com/
  15948. * @author ikerr / http://verold.com
  15949. */
  15950. function SkinnedMesh( geometry, material ) {
  15951. if ( geometry && geometry.isGeometry ) {
  15952. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15953. }
  15954. Mesh.call( this, geometry, material );
  15955. this.type = 'SkinnedMesh';
  15956. this.bindMode = 'attached';
  15957. this.bindMatrix = new Matrix4();
  15958. this.bindMatrixInverse = new Matrix4();
  15959. }
  15960. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15961. constructor: SkinnedMesh,
  15962. isSkinnedMesh: true,
  15963. bind: function ( skeleton, bindMatrix ) {
  15964. this.skeleton = skeleton;
  15965. if ( bindMatrix === undefined ) {
  15966. this.updateMatrixWorld( true );
  15967. this.skeleton.calculateInverses();
  15968. bindMatrix = this.matrixWorld;
  15969. }
  15970. this.bindMatrix.copy( bindMatrix );
  15971. this.bindMatrixInverse.getInverse( bindMatrix );
  15972. },
  15973. pose: function () {
  15974. this.skeleton.pose();
  15975. },
  15976. normalizeSkinWeights: function () {
  15977. var vector = new Vector4();
  15978. var skinWeight = this.geometry.attributes.skinWeight;
  15979. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15980. vector.x = skinWeight.getX( i );
  15981. vector.y = skinWeight.getY( i );
  15982. vector.z = skinWeight.getZ( i );
  15983. vector.w = skinWeight.getW( i );
  15984. var scale = 1.0 / vector.manhattanLength();
  15985. if ( scale !== Infinity ) {
  15986. vector.multiplyScalar( scale );
  15987. } else {
  15988. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15989. }
  15990. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15991. }
  15992. },
  15993. updateMatrixWorld: function ( force ) {
  15994. Mesh.prototype.updateMatrixWorld.call( this, force );
  15995. if ( this.bindMode === 'attached' ) {
  15996. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15997. } else if ( this.bindMode === 'detached' ) {
  15998. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15999. } else {
  16000. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16001. }
  16002. },
  16003. clone: function () {
  16004. return new this.constructor( this.geometry, this.material ).copy( this );
  16005. }
  16006. } );
  16007. /**
  16008. * @author mikael emtinger / http://gomo.se/
  16009. * @author alteredq / http://alteredqualia.com/
  16010. * @author michael guerrero / http://realitymeltdown.com
  16011. * @author ikerr / http://verold.com
  16012. */
  16013. var _offsetMatrix = new Matrix4();
  16014. var _identityMatrix = new Matrix4();
  16015. function Skeleton( bones, boneInverses ) {
  16016. // copy the bone array
  16017. bones = bones || [];
  16018. this.bones = bones.slice( 0 );
  16019. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16020. this.frame = - 1;
  16021. // use the supplied bone inverses or calculate the inverses
  16022. if ( boneInverses === undefined ) {
  16023. this.calculateInverses();
  16024. } else {
  16025. if ( this.bones.length === boneInverses.length ) {
  16026. this.boneInverses = boneInverses.slice( 0 );
  16027. } else {
  16028. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16029. this.boneInverses = [];
  16030. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16031. this.boneInverses.push( new Matrix4() );
  16032. }
  16033. }
  16034. }
  16035. }
  16036. Object.assign( Skeleton.prototype, {
  16037. calculateInverses: function () {
  16038. this.boneInverses = [];
  16039. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16040. var inverse = new Matrix4();
  16041. if ( this.bones[ i ] ) {
  16042. inverse.getInverse( this.bones[ i ].matrixWorld );
  16043. }
  16044. this.boneInverses.push( inverse );
  16045. }
  16046. },
  16047. pose: function () {
  16048. var bone, i, il;
  16049. // recover the bind-time world matrices
  16050. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16051. bone = this.bones[ i ];
  16052. if ( bone ) {
  16053. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16054. }
  16055. }
  16056. // compute the local matrices, positions, rotations and scales
  16057. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16058. bone = this.bones[ i ];
  16059. if ( bone ) {
  16060. if ( bone.parent && bone.parent.isBone ) {
  16061. bone.matrix.getInverse( bone.parent.matrixWorld );
  16062. bone.matrix.multiply( bone.matrixWorld );
  16063. } else {
  16064. bone.matrix.copy( bone.matrixWorld );
  16065. }
  16066. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16067. }
  16068. }
  16069. },
  16070. update: function () {
  16071. var bones = this.bones;
  16072. var boneInverses = this.boneInverses;
  16073. var boneMatrices = this.boneMatrices;
  16074. var boneTexture = this.boneTexture;
  16075. // flatten bone matrices to array
  16076. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16077. // compute the offset between the current and the original transform
  16078. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16079. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16080. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16081. }
  16082. if ( boneTexture !== undefined ) {
  16083. boneTexture.needsUpdate = true;
  16084. }
  16085. },
  16086. clone: function () {
  16087. return new Skeleton( this.bones, this.boneInverses );
  16088. },
  16089. getBoneByName: function ( name ) {
  16090. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16091. var bone = this.bones[ i ];
  16092. if ( bone.name === name ) {
  16093. return bone;
  16094. }
  16095. }
  16096. return undefined;
  16097. },
  16098. dispose: function ( ) {
  16099. if ( this.boneTexture ) {
  16100. this.boneTexture.dispose();
  16101. this.boneTexture = undefined;
  16102. }
  16103. }
  16104. } );
  16105. /**
  16106. * @author mikael emtinger / http://gomo.se/
  16107. * @author alteredq / http://alteredqualia.com/
  16108. * @author ikerr / http://verold.com
  16109. */
  16110. function Bone() {
  16111. Object3D.call( this );
  16112. this.type = 'Bone';
  16113. }
  16114. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16115. constructor: Bone,
  16116. isBone: true
  16117. } );
  16118. /**
  16119. * @author mrdoob / http://mrdoob.com/
  16120. */
  16121. var _instanceLocalMatrix = new Matrix4();
  16122. var _instanceWorldMatrix = new Matrix4();
  16123. var _instanceIntersects = [];
  16124. var _mesh = new Mesh();
  16125. function InstancedMesh( geometry, material, count ) {
  16126. Mesh.call( this, geometry, material );
  16127. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16128. this.count = count;
  16129. this.frustumCulled = false;
  16130. }
  16131. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16132. constructor: InstancedMesh,
  16133. isInstancedMesh: true,
  16134. getMatrixAt: function ( index, matrix ) {
  16135. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16136. },
  16137. raycast: function ( raycaster, intersects ) {
  16138. var matrixWorld = this.matrixWorld;
  16139. var raycastTimes = this.count;
  16140. _mesh.geometry = this.geometry;
  16141. _mesh.material = this.material;
  16142. if ( _mesh.material === undefined ) { return; }
  16143. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16144. // calculate the world matrix for each instance
  16145. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16146. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16147. // the mesh represents this single instance
  16148. _mesh.matrixWorld = _instanceWorldMatrix;
  16149. _mesh.raycast( raycaster, _instanceIntersects );
  16150. // process the result of raycast
  16151. if ( _instanceIntersects.length > 0 ) {
  16152. _instanceIntersects[ 0 ].instanceId = instanceId;
  16153. _instanceIntersects[ 0 ].object = this;
  16154. intersects.push( _instanceIntersects[ 0 ] );
  16155. _instanceIntersects.length = 0;
  16156. }
  16157. }
  16158. },
  16159. setMatrixAt: function ( index, matrix ) {
  16160. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16161. },
  16162. updateMorphTargets: function () {
  16163. }
  16164. } );
  16165. /**
  16166. * @author mrdoob / http://mrdoob.com/
  16167. * @author alteredq / http://alteredqualia.com/
  16168. *
  16169. * parameters = {
  16170. * color: <hex>,
  16171. * opacity: <float>,
  16172. *
  16173. * linewidth: <float>,
  16174. * linecap: "round",
  16175. * linejoin: "round"
  16176. * }
  16177. */
  16178. function LineBasicMaterial( parameters ) {
  16179. Material.call( this );
  16180. this.type = 'LineBasicMaterial';
  16181. this.color = new Color( 0xffffff );
  16182. this.linewidth = 1;
  16183. this.linecap = 'round';
  16184. this.linejoin = 'round';
  16185. this.setValues( parameters );
  16186. }
  16187. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16188. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16189. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16190. LineBasicMaterial.prototype.copy = function ( source ) {
  16191. Material.prototype.copy.call( this, source );
  16192. this.color.copy( source.color );
  16193. this.linewidth = source.linewidth;
  16194. this.linecap = source.linecap;
  16195. this.linejoin = source.linejoin;
  16196. return this;
  16197. };
  16198. /**
  16199. * @author mrdoob / http://mrdoob.com/
  16200. */
  16201. var _start = new Vector3();
  16202. var _end = new Vector3();
  16203. var _inverseMatrix$1 = new Matrix4();
  16204. var _ray$1 = new Ray();
  16205. var _sphere$2 = new Sphere();
  16206. function Line( geometry, material, mode ) {
  16207. if ( mode === 1 ) {
  16208. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16209. }
  16210. Object3D.call( this );
  16211. this.type = 'Line';
  16212. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16213. this.material = material !== undefined ? material : new LineBasicMaterial();
  16214. }
  16215. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16216. constructor: Line,
  16217. isLine: true,
  16218. computeLineDistances: function () {
  16219. var geometry = this.geometry;
  16220. if ( geometry.isBufferGeometry ) {
  16221. // we assume non-indexed geometry
  16222. if ( geometry.index === null ) {
  16223. var positionAttribute = geometry.attributes.position;
  16224. var lineDistances = [ 0 ];
  16225. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16226. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16227. _end.fromBufferAttribute( positionAttribute, i );
  16228. lineDistances[ i ] = lineDistances[ i - 1 ];
  16229. lineDistances[ i ] += _start.distanceTo( _end );
  16230. }
  16231. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16232. } else {
  16233. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16234. }
  16235. } else if ( geometry.isGeometry ) {
  16236. var vertices = geometry.vertices;
  16237. var lineDistances = geometry.lineDistances;
  16238. lineDistances[ 0 ] = 0;
  16239. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16240. lineDistances[ i ] = lineDistances[ i - 1 ];
  16241. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16242. }
  16243. }
  16244. return this;
  16245. },
  16246. raycast: function ( raycaster, intersects ) {
  16247. var geometry = this.geometry;
  16248. var matrixWorld = this.matrixWorld;
  16249. var threshold = raycaster.params.Line.threshold;
  16250. // Checking boundingSphere distance to ray
  16251. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16252. _sphere$2.copy( geometry.boundingSphere );
  16253. _sphere$2.applyMatrix4( matrixWorld );
  16254. _sphere$2.radius += threshold;
  16255. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16256. //
  16257. _inverseMatrix$1.getInverse( matrixWorld );
  16258. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16259. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16260. var localThresholdSq = localThreshold * localThreshold;
  16261. var vStart = new Vector3();
  16262. var vEnd = new Vector3();
  16263. var interSegment = new Vector3();
  16264. var interRay = new Vector3();
  16265. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16266. if ( geometry.isBufferGeometry ) {
  16267. var index = geometry.index;
  16268. var attributes = geometry.attributes;
  16269. var positions = attributes.position.array;
  16270. if ( index !== null ) {
  16271. var indices = index.array;
  16272. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16273. var a = indices[ i ];
  16274. var b = indices[ i + 1 ];
  16275. vStart.fromArray( positions, a * 3 );
  16276. vEnd.fromArray( positions, b * 3 );
  16277. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16278. if ( distSq > localThresholdSq ) { continue; }
  16279. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16280. var distance = raycaster.ray.origin.distanceTo( interRay );
  16281. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16282. intersects.push( {
  16283. distance: distance,
  16284. // What do we want? intersection point on the ray or on the segment??
  16285. // point: raycaster.ray.at( distance ),
  16286. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16287. index: i,
  16288. face: null,
  16289. faceIndex: null,
  16290. object: this
  16291. } );
  16292. }
  16293. } else {
  16294. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16295. vStart.fromArray( positions, 3 * i );
  16296. vEnd.fromArray( positions, 3 * i + 3 );
  16297. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16298. if ( distSq > localThresholdSq ) { continue; }
  16299. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16300. var distance = raycaster.ray.origin.distanceTo( interRay );
  16301. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16302. intersects.push( {
  16303. distance: distance,
  16304. // What do we want? intersection point on the ray or on the segment??
  16305. // point: raycaster.ray.at( distance ),
  16306. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16307. index: i,
  16308. face: null,
  16309. faceIndex: null,
  16310. object: this
  16311. } );
  16312. }
  16313. }
  16314. } else if ( geometry.isGeometry ) {
  16315. var vertices = geometry.vertices;
  16316. var nbVertices = vertices.length;
  16317. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16318. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16319. if ( distSq > localThresholdSq ) { continue; }
  16320. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16321. var distance = raycaster.ray.origin.distanceTo( interRay );
  16322. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16323. intersects.push( {
  16324. distance: distance,
  16325. // What do we want? intersection point on the ray or on the segment??
  16326. // point: raycaster.ray.at( distance ),
  16327. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16328. index: i,
  16329. face: null,
  16330. faceIndex: null,
  16331. object: this
  16332. } );
  16333. }
  16334. }
  16335. },
  16336. clone: function () {
  16337. return new this.constructor( this.geometry, this.material ).copy( this );
  16338. }
  16339. } );
  16340. /**
  16341. * @author mrdoob / http://mrdoob.com/
  16342. */
  16343. var _start$1 = new Vector3();
  16344. var _end$1 = new Vector3();
  16345. function LineSegments( geometry, material ) {
  16346. Line.call( this, geometry, material );
  16347. this.type = 'LineSegments';
  16348. }
  16349. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16350. constructor: LineSegments,
  16351. isLineSegments: true,
  16352. computeLineDistances: function () {
  16353. var geometry = this.geometry;
  16354. if ( geometry.isBufferGeometry ) {
  16355. // we assume non-indexed geometry
  16356. if ( geometry.index === null ) {
  16357. var positionAttribute = geometry.attributes.position;
  16358. var lineDistances = [];
  16359. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16360. _start$1.fromBufferAttribute( positionAttribute, i );
  16361. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16362. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16363. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16364. }
  16365. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16366. } else {
  16367. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16368. }
  16369. } else if ( geometry.isGeometry ) {
  16370. var vertices = geometry.vertices;
  16371. var lineDistances = geometry.lineDistances;
  16372. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16373. _start$1.copy( vertices[ i ] );
  16374. _end$1.copy( vertices[ i + 1 ] );
  16375. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16376. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16377. }
  16378. }
  16379. return this;
  16380. }
  16381. } );
  16382. /**
  16383. * @author mgreter / http://github.com/mgreter
  16384. */
  16385. function LineLoop( geometry, material ) {
  16386. Line.call( this, geometry, material );
  16387. this.type = 'LineLoop';
  16388. }
  16389. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16390. constructor: LineLoop,
  16391. isLineLoop: true,
  16392. } );
  16393. /**
  16394. * @author mrdoob / http://mrdoob.com/
  16395. * @author alteredq / http://alteredqualia.com/
  16396. *
  16397. * parameters = {
  16398. * color: <hex>,
  16399. * opacity: <float>,
  16400. * map: new THREE.Texture( <Image> ),
  16401. * alphaMap: new THREE.Texture( <Image> ),
  16402. *
  16403. * size: <float>,
  16404. * sizeAttenuation: <bool>
  16405. *
  16406. * morphTargets: <bool>
  16407. * }
  16408. */
  16409. function PointsMaterial( parameters ) {
  16410. Material.call( this );
  16411. this.type = 'PointsMaterial';
  16412. this.color = new Color( 0xffffff );
  16413. this.map = null;
  16414. this.alphaMap = null;
  16415. this.size = 1;
  16416. this.sizeAttenuation = true;
  16417. this.morphTargets = false;
  16418. this.setValues( parameters );
  16419. }
  16420. PointsMaterial.prototype = Object.create( Material.prototype );
  16421. PointsMaterial.prototype.constructor = PointsMaterial;
  16422. PointsMaterial.prototype.isPointsMaterial = true;
  16423. PointsMaterial.prototype.copy = function ( source ) {
  16424. Material.prototype.copy.call( this, source );
  16425. this.color.copy( source.color );
  16426. this.map = source.map;
  16427. this.alphaMap = source.alphaMap;
  16428. this.size = source.size;
  16429. this.sizeAttenuation = source.sizeAttenuation;
  16430. this.morphTargets = source.morphTargets;
  16431. return this;
  16432. };
  16433. /**
  16434. * @author alteredq / http://alteredqualia.com/
  16435. */
  16436. var _inverseMatrix$2 = new Matrix4();
  16437. var _ray$2 = new Ray();
  16438. var _sphere$3 = new Sphere();
  16439. var _position$1 = new Vector3();
  16440. function Points( geometry, material ) {
  16441. Object3D.call( this );
  16442. this.type = 'Points';
  16443. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16444. this.material = material !== undefined ? material : new PointsMaterial();
  16445. this.updateMorphTargets();
  16446. }
  16447. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16448. constructor: Points,
  16449. isPoints: true,
  16450. raycast: function ( raycaster, intersects ) {
  16451. var geometry = this.geometry;
  16452. var matrixWorld = this.matrixWorld;
  16453. var threshold = raycaster.params.Points.threshold;
  16454. // Checking boundingSphere distance to ray
  16455. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16456. _sphere$3.copy( geometry.boundingSphere );
  16457. _sphere$3.applyMatrix4( matrixWorld );
  16458. _sphere$3.radius += threshold;
  16459. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16460. //
  16461. _inverseMatrix$2.getInverse( matrixWorld );
  16462. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16463. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16464. var localThresholdSq = localThreshold * localThreshold;
  16465. if ( geometry.isBufferGeometry ) {
  16466. var index = geometry.index;
  16467. var attributes = geometry.attributes;
  16468. var positions = attributes.position.array;
  16469. if ( index !== null ) {
  16470. var indices = index.array;
  16471. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16472. var a = indices[ i ];
  16473. _position$1.fromArray( positions, a * 3 );
  16474. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16475. }
  16476. } else {
  16477. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16478. _position$1.fromArray( positions, i * 3 );
  16479. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16480. }
  16481. }
  16482. } else {
  16483. var vertices = geometry.vertices;
  16484. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16485. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16486. }
  16487. }
  16488. },
  16489. updateMorphTargets: function () {
  16490. var geometry = this.geometry;
  16491. var m, ml, name;
  16492. if ( geometry.isBufferGeometry ) {
  16493. var morphAttributes = geometry.morphAttributes;
  16494. var keys = Object.keys( morphAttributes );
  16495. if ( keys.length > 0 ) {
  16496. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16497. if ( morphAttribute !== undefined ) {
  16498. this.morphTargetInfluences = [];
  16499. this.morphTargetDictionary = {};
  16500. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16501. name = morphAttribute[ m ].name || String( m );
  16502. this.morphTargetInfluences.push( 0 );
  16503. this.morphTargetDictionary[ name ] = m;
  16504. }
  16505. }
  16506. }
  16507. } else {
  16508. var morphTargets = geometry.morphTargets;
  16509. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16510. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16511. }
  16512. }
  16513. },
  16514. clone: function () {
  16515. return new this.constructor( this.geometry, this.material ).copy( this );
  16516. }
  16517. } );
  16518. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16519. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16520. if ( rayPointDistanceSq < localThresholdSq ) {
  16521. var intersectPoint = new Vector3();
  16522. _ray$2.closestPointToPoint( point, intersectPoint );
  16523. intersectPoint.applyMatrix4( matrixWorld );
  16524. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16525. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16526. intersects.push( {
  16527. distance: distance,
  16528. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16529. point: intersectPoint,
  16530. index: index,
  16531. face: null,
  16532. object: object
  16533. } );
  16534. }
  16535. }
  16536. /**
  16537. * @author mrdoob / http://mrdoob.com/
  16538. */
  16539. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16540. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16541. this.format = format !== undefined ? format : RGBFormat;
  16542. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16543. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16544. this.generateMipmaps = false;
  16545. }
  16546. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16547. constructor: VideoTexture,
  16548. isVideoTexture: true,
  16549. update: function () {
  16550. var video = this.image;
  16551. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16552. this.needsUpdate = true;
  16553. }
  16554. }
  16555. } );
  16556. /**
  16557. * @author alteredq / http://alteredqualia.com/
  16558. */
  16559. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16560. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16561. this.image = { width: width, height: height };
  16562. this.mipmaps = mipmaps;
  16563. // no flipping for cube textures
  16564. // (also flipping doesn't work for compressed textures )
  16565. this.flipY = false;
  16566. // can't generate mipmaps for compressed textures
  16567. // mips must be embedded in DDS files
  16568. this.generateMipmaps = false;
  16569. }
  16570. CompressedTexture.prototype = Object.create( Texture.prototype );
  16571. CompressedTexture.prototype.constructor = CompressedTexture;
  16572. CompressedTexture.prototype.isCompressedTexture = true;
  16573. /**
  16574. * @author mrdoob / http://mrdoob.com/
  16575. */
  16576. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16577. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16578. this.needsUpdate = true;
  16579. }
  16580. CanvasTexture.prototype = Object.create( Texture.prototype );
  16581. CanvasTexture.prototype.constructor = CanvasTexture;
  16582. CanvasTexture.prototype.isCanvasTexture = true;
  16583. /**
  16584. * @author Matt DesLauriers / @mattdesl
  16585. * @author atix / arthursilber.de
  16586. */
  16587. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16588. format = format !== undefined ? format : DepthFormat;
  16589. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16590. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16591. }
  16592. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16593. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16594. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16595. this.image = { width: width, height: height };
  16596. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16597. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16598. this.flipY = false;
  16599. this.generateMipmaps = false;
  16600. }
  16601. DepthTexture.prototype = Object.create( Texture.prototype );
  16602. DepthTexture.prototype.constructor = DepthTexture;
  16603. DepthTexture.prototype.isDepthTexture = true;
  16604. /**
  16605. * @author mrdoob / http://mrdoob.com/
  16606. * @author Mugen87 / https://github.com/Mugen87
  16607. */
  16608. function WireframeGeometry( geometry ) {
  16609. BufferGeometry.call( this );
  16610. this.type = 'WireframeGeometry';
  16611. // buffer
  16612. var vertices = [];
  16613. // helper variables
  16614. var i, j, l, o, ol;
  16615. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16616. var key, keys = [ 'a', 'b', 'c' ];
  16617. var vertex;
  16618. // different logic for Geometry and BufferGeometry
  16619. if ( geometry && geometry.isGeometry ) {
  16620. // create a data structure that contains all edges without duplicates
  16621. var faces = geometry.faces;
  16622. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16623. var face = faces[ i ];
  16624. for ( j = 0; j < 3; j ++ ) {
  16625. edge1 = face[ keys[ j ] ];
  16626. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16627. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16628. edge[ 1 ] = Math.max( edge1, edge2 );
  16629. key = edge[ 0 ] + ',' + edge[ 1 ];
  16630. if ( edges[ key ] === undefined ) {
  16631. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16632. }
  16633. }
  16634. }
  16635. // generate vertices
  16636. for ( key in edges ) {
  16637. e = edges[ key ];
  16638. vertex = geometry.vertices[ e.index1 ];
  16639. vertices.push( vertex.x, vertex.y, vertex.z );
  16640. vertex = geometry.vertices[ e.index2 ];
  16641. vertices.push( vertex.x, vertex.y, vertex.z );
  16642. }
  16643. } else if ( geometry && geometry.isBufferGeometry ) {
  16644. var position, indices, groups;
  16645. var group, start, count;
  16646. var index1, index2;
  16647. vertex = new Vector3();
  16648. if ( geometry.index !== null ) {
  16649. // indexed BufferGeometry
  16650. position = geometry.attributes.position;
  16651. indices = geometry.index;
  16652. groups = geometry.groups;
  16653. if ( groups.length === 0 ) {
  16654. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16655. }
  16656. // create a data structure that contains all eges without duplicates
  16657. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16658. group = groups[ o ];
  16659. start = group.start;
  16660. count = group.count;
  16661. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16662. for ( j = 0; j < 3; j ++ ) {
  16663. edge1 = indices.getX( i + j );
  16664. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16665. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16666. edge[ 1 ] = Math.max( edge1, edge2 );
  16667. key = edge[ 0 ] + ',' + edge[ 1 ];
  16668. if ( edges[ key ] === undefined ) {
  16669. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16670. }
  16671. }
  16672. }
  16673. }
  16674. // generate vertices
  16675. for ( key in edges ) {
  16676. e = edges[ key ];
  16677. vertex.fromBufferAttribute( position, e.index1 );
  16678. vertices.push( vertex.x, vertex.y, vertex.z );
  16679. vertex.fromBufferAttribute( position, e.index2 );
  16680. vertices.push( vertex.x, vertex.y, vertex.z );
  16681. }
  16682. } else {
  16683. // non-indexed BufferGeometry
  16684. position = geometry.attributes.position;
  16685. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16686. for ( j = 0; j < 3; j ++ ) {
  16687. // three edges per triangle, an edge is represented as (index1, index2)
  16688. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16689. index1 = 3 * i + j;
  16690. vertex.fromBufferAttribute( position, index1 );
  16691. vertices.push( vertex.x, vertex.y, vertex.z );
  16692. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16693. vertex.fromBufferAttribute( position, index2 );
  16694. vertices.push( vertex.x, vertex.y, vertex.z );
  16695. }
  16696. }
  16697. }
  16698. }
  16699. // build geometry
  16700. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16701. }
  16702. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16703. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16704. /**
  16705. * @author zz85 / https://github.com/zz85
  16706. * @author Mugen87 / https://github.com/Mugen87
  16707. *
  16708. * Parametric Surfaces Geometry
  16709. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16710. */
  16711. // ParametricGeometry
  16712. function ParametricGeometry( func, slices, stacks ) {
  16713. Geometry.call( this );
  16714. this.type = 'ParametricGeometry';
  16715. this.parameters = {
  16716. func: func,
  16717. slices: slices,
  16718. stacks: stacks
  16719. };
  16720. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16721. this.mergeVertices();
  16722. }
  16723. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16724. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16725. // ParametricBufferGeometry
  16726. function ParametricBufferGeometry( func, slices, stacks ) {
  16727. BufferGeometry.call( this );
  16728. this.type = 'ParametricBufferGeometry';
  16729. this.parameters = {
  16730. func: func,
  16731. slices: slices,
  16732. stacks: stacks
  16733. };
  16734. // buffers
  16735. var indices = [];
  16736. var vertices = [];
  16737. var normals = [];
  16738. var uvs = [];
  16739. var EPS = 0.00001;
  16740. var normal = new Vector3();
  16741. var p0 = new Vector3(), p1 = new Vector3();
  16742. var pu = new Vector3(), pv = new Vector3();
  16743. var i, j;
  16744. if ( func.length < 3 ) {
  16745. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16746. }
  16747. // generate vertices, normals and uvs
  16748. var sliceCount = slices + 1;
  16749. for ( i = 0; i <= stacks; i ++ ) {
  16750. var v = i / stacks;
  16751. for ( j = 0; j <= slices; j ++ ) {
  16752. var u = j / slices;
  16753. // vertex
  16754. func( u, v, p0 );
  16755. vertices.push( p0.x, p0.y, p0.z );
  16756. // normal
  16757. // approximate tangent vectors via finite differences
  16758. if ( u - EPS >= 0 ) {
  16759. func( u - EPS, v, p1 );
  16760. pu.subVectors( p0, p1 );
  16761. } else {
  16762. func( u + EPS, v, p1 );
  16763. pu.subVectors( p1, p0 );
  16764. }
  16765. if ( v - EPS >= 0 ) {
  16766. func( u, v - EPS, p1 );
  16767. pv.subVectors( p0, p1 );
  16768. } else {
  16769. func( u, v + EPS, p1 );
  16770. pv.subVectors( p1, p0 );
  16771. }
  16772. // cross product of tangent vectors returns surface normal
  16773. normal.crossVectors( pu, pv ).normalize();
  16774. normals.push( normal.x, normal.y, normal.z );
  16775. // uv
  16776. uvs.push( u, v );
  16777. }
  16778. }
  16779. // generate indices
  16780. for ( i = 0; i < stacks; i ++ ) {
  16781. for ( j = 0; j < slices; j ++ ) {
  16782. var a = i * sliceCount + j;
  16783. var b = i * sliceCount + j + 1;
  16784. var c = ( i + 1 ) * sliceCount + j + 1;
  16785. var d = ( i + 1 ) * sliceCount + j;
  16786. // faces one and two
  16787. indices.push( a, b, d );
  16788. indices.push( b, c, d );
  16789. }
  16790. }
  16791. // build geometry
  16792. this.setIndex( indices );
  16793. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16794. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16795. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16796. }
  16797. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16798. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16799. /**
  16800. * @author clockworkgeek / https://github.com/clockworkgeek
  16801. * @author timothypratley / https://github.com/timothypratley
  16802. * @author WestLangley / http://github.com/WestLangley
  16803. * @author Mugen87 / https://github.com/Mugen87
  16804. */
  16805. // PolyhedronGeometry
  16806. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16807. Geometry.call( this );
  16808. this.type = 'PolyhedronGeometry';
  16809. this.parameters = {
  16810. vertices: vertices,
  16811. indices: indices,
  16812. radius: radius,
  16813. detail: detail
  16814. };
  16815. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16816. this.mergeVertices();
  16817. }
  16818. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16819. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16820. // PolyhedronBufferGeometry
  16821. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16822. BufferGeometry.call( this );
  16823. this.type = 'PolyhedronBufferGeometry';
  16824. this.parameters = {
  16825. vertices: vertices,
  16826. indices: indices,
  16827. radius: radius,
  16828. detail: detail
  16829. };
  16830. radius = radius || 1;
  16831. detail = detail || 0;
  16832. // default buffer data
  16833. var vertexBuffer = [];
  16834. var uvBuffer = [];
  16835. // the subdivision creates the vertex buffer data
  16836. subdivide( detail );
  16837. // all vertices should lie on a conceptual sphere with a given radius
  16838. applyRadius( radius );
  16839. // finally, create the uv data
  16840. generateUVs();
  16841. // build non-indexed geometry
  16842. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16843. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16844. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16845. if ( detail === 0 ) {
  16846. this.computeVertexNormals(); // flat normals
  16847. } else {
  16848. this.normalizeNormals(); // smooth normals
  16849. }
  16850. // helper functions
  16851. function subdivide( detail ) {
  16852. var a = new Vector3();
  16853. var b = new Vector3();
  16854. var c = new Vector3();
  16855. // iterate over all faces and apply a subdivison with the given detail value
  16856. for ( var i = 0; i < indices.length; i += 3 ) {
  16857. // get the vertices of the face
  16858. getVertexByIndex( indices[ i + 0 ], a );
  16859. getVertexByIndex( indices[ i + 1 ], b );
  16860. getVertexByIndex( indices[ i + 2 ], c );
  16861. // perform subdivision
  16862. subdivideFace( a, b, c, detail );
  16863. }
  16864. }
  16865. function subdivideFace( a, b, c, detail ) {
  16866. var cols = Math.pow( 2, detail );
  16867. // we use this multidimensional array as a data structure for creating the subdivision
  16868. var v = [];
  16869. var i, j;
  16870. // construct all of the vertices for this subdivision
  16871. for ( i = 0; i <= cols; i ++ ) {
  16872. v[ i ] = [];
  16873. var aj = a.clone().lerp( c, i / cols );
  16874. var bj = b.clone().lerp( c, i / cols );
  16875. var rows = cols - i;
  16876. for ( j = 0; j <= rows; j ++ ) {
  16877. if ( j === 0 && i === cols ) {
  16878. v[ i ][ j ] = aj;
  16879. } else {
  16880. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16881. }
  16882. }
  16883. }
  16884. // construct all of the faces
  16885. for ( i = 0; i < cols; i ++ ) {
  16886. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16887. var k = Math.floor( j / 2 );
  16888. if ( j % 2 === 0 ) {
  16889. pushVertex( v[ i ][ k + 1 ] );
  16890. pushVertex( v[ i + 1 ][ k ] );
  16891. pushVertex( v[ i ][ k ] );
  16892. } else {
  16893. pushVertex( v[ i ][ k + 1 ] );
  16894. pushVertex( v[ i + 1 ][ k + 1 ] );
  16895. pushVertex( v[ i + 1 ][ k ] );
  16896. }
  16897. }
  16898. }
  16899. }
  16900. function applyRadius( radius ) {
  16901. var vertex = new Vector3();
  16902. // iterate over the entire buffer and apply the radius to each vertex
  16903. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16904. vertex.x = vertexBuffer[ i + 0 ];
  16905. vertex.y = vertexBuffer[ i + 1 ];
  16906. vertex.z = vertexBuffer[ i + 2 ];
  16907. vertex.normalize().multiplyScalar( radius );
  16908. vertexBuffer[ i + 0 ] = vertex.x;
  16909. vertexBuffer[ i + 1 ] = vertex.y;
  16910. vertexBuffer[ i + 2 ] = vertex.z;
  16911. }
  16912. }
  16913. function generateUVs() {
  16914. var vertex = new Vector3();
  16915. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16916. vertex.x = vertexBuffer[ i + 0 ];
  16917. vertex.y = vertexBuffer[ i + 1 ];
  16918. vertex.z = vertexBuffer[ i + 2 ];
  16919. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16920. var v = inclination( vertex ) / Math.PI + 0.5;
  16921. uvBuffer.push( u, 1 - v );
  16922. }
  16923. correctUVs();
  16924. correctSeam();
  16925. }
  16926. function correctSeam() {
  16927. // handle case when face straddles the seam, see #3269
  16928. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16929. // uv data of a single face
  16930. var x0 = uvBuffer[ i + 0 ];
  16931. var x1 = uvBuffer[ i + 2 ];
  16932. var x2 = uvBuffer[ i + 4 ];
  16933. var max = Math.max( x0, x1, x2 );
  16934. var min = Math.min( x0, x1, x2 );
  16935. // 0.9 is somewhat arbitrary
  16936. if ( max > 0.9 && min < 0.1 ) {
  16937. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16938. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16939. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16940. }
  16941. }
  16942. }
  16943. function pushVertex( vertex ) {
  16944. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16945. }
  16946. function getVertexByIndex( index, vertex ) {
  16947. var stride = index * 3;
  16948. vertex.x = vertices[ stride + 0 ];
  16949. vertex.y = vertices[ stride + 1 ];
  16950. vertex.z = vertices[ stride + 2 ];
  16951. }
  16952. function correctUVs() {
  16953. var a = new Vector3();
  16954. var b = new Vector3();
  16955. var c = new Vector3();
  16956. var centroid = new Vector3();
  16957. var uvA = new Vector2();
  16958. var uvB = new Vector2();
  16959. var uvC = new Vector2();
  16960. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16961. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16962. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16963. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16964. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16965. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16966. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16967. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16968. var azi = azimuth( centroid );
  16969. correctUV( uvA, j + 0, a, azi );
  16970. correctUV( uvB, j + 2, b, azi );
  16971. correctUV( uvC, j + 4, c, azi );
  16972. }
  16973. }
  16974. function correctUV( uv, stride, vector, azimuth ) {
  16975. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16976. uvBuffer[ stride ] = uv.x - 1;
  16977. }
  16978. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16979. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16980. }
  16981. }
  16982. // Angle around the Y axis, counter-clockwise when looking from above.
  16983. function azimuth( vector ) {
  16984. return Math.atan2( vector.z, - vector.x );
  16985. }
  16986. // Angle above the XZ plane.
  16987. function inclination( vector ) {
  16988. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16989. }
  16990. }
  16991. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16992. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16993. /**
  16994. * @author timothypratley / https://github.com/timothypratley
  16995. * @author Mugen87 / https://github.com/Mugen87
  16996. */
  16997. // TetrahedronGeometry
  16998. function TetrahedronGeometry( radius, detail ) {
  16999. Geometry.call( this );
  17000. this.type = 'TetrahedronGeometry';
  17001. this.parameters = {
  17002. radius: radius,
  17003. detail: detail
  17004. };
  17005. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17006. this.mergeVertices();
  17007. }
  17008. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17009. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17010. // TetrahedronBufferGeometry
  17011. function TetrahedronBufferGeometry( radius, detail ) {
  17012. var vertices = [
  17013. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17014. ];
  17015. var indices = [
  17016. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17017. ];
  17018. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17019. this.type = 'TetrahedronBufferGeometry';
  17020. this.parameters = {
  17021. radius: radius,
  17022. detail: detail
  17023. };
  17024. }
  17025. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17026. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17027. /**
  17028. * @author timothypratley / https://github.com/timothypratley
  17029. * @author Mugen87 / https://github.com/Mugen87
  17030. */
  17031. // OctahedronGeometry
  17032. function OctahedronGeometry( radius, detail ) {
  17033. Geometry.call( this );
  17034. this.type = 'OctahedronGeometry';
  17035. this.parameters = {
  17036. radius: radius,
  17037. detail: detail
  17038. };
  17039. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17040. this.mergeVertices();
  17041. }
  17042. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17043. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17044. // OctahedronBufferGeometry
  17045. function OctahedronBufferGeometry( radius, detail ) {
  17046. var vertices = [
  17047. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17048. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17049. ];
  17050. var indices = [
  17051. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17052. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17053. 1, 3, 4, 1, 4, 2
  17054. ];
  17055. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17056. this.type = 'OctahedronBufferGeometry';
  17057. this.parameters = {
  17058. radius: radius,
  17059. detail: detail
  17060. };
  17061. }
  17062. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17063. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17064. /**
  17065. * @author timothypratley / https://github.com/timothypratley
  17066. * @author Mugen87 / https://github.com/Mugen87
  17067. */
  17068. // IcosahedronGeometry
  17069. function IcosahedronGeometry( radius, detail ) {
  17070. Geometry.call( this );
  17071. this.type = 'IcosahedronGeometry';
  17072. this.parameters = {
  17073. radius: radius,
  17074. detail: detail
  17075. };
  17076. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17077. this.mergeVertices();
  17078. }
  17079. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17080. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17081. // IcosahedronBufferGeometry
  17082. function IcosahedronBufferGeometry( radius, detail ) {
  17083. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17084. var vertices = [
  17085. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17086. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17087. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17088. ];
  17089. var indices = [
  17090. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17091. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17092. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17093. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17094. ];
  17095. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17096. this.type = 'IcosahedronBufferGeometry';
  17097. this.parameters = {
  17098. radius: radius,
  17099. detail: detail
  17100. };
  17101. }
  17102. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17103. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17104. /**
  17105. * @author Abe Pazos / https://hamoid.com
  17106. * @author Mugen87 / https://github.com/Mugen87
  17107. */
  17108. // DodecahedronGeometry
  17109. function DodecahedronGeometry( radius, detail ) {
  17110. Geometry.call( this );
  17111. this.type = 'DodecahedronGeometry';
  17112. this.parameters = {
  17113. radius: radius,
  17114. detail: detail
  17115. };
  17116. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17117. this.mergeVertices();
  17118. }
  17119. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17120. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17121. // DodecahedronBufferGeometry
  17122. function DodecahedronBufferGeometry( radius, detail ) {
  17123. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17124. var r = 1 / t;
  17125. var vertices = [
  17126. // (±1, ±1, ±1)
  17127. - 1, - 1, - 1, - 1, - 1, 1,
  17128. - 1, 1, - 1, - 1, 1, 1,
  17129. 1, - 1, - 1, 1, - 1, 1,
  17130. 1, 1, - 1, 1, 1, 1,
  17131. // (0, ±1/φ, ±φ)
  17132. 0, - r, - t, 0, - r, t,
  17133. 0, r, - t, 0, r, t,
  17134. // (±1/φ, ±φ, 0)
  17135. - r, - t, 0, - r, t, 0,
  17136. r, - t, 0, r, t, 0,
  17137. // (±φ, 0, ±1/φ)
  17138. - t, 0, - r, t, 0, - r,
  17139. - t, 0, r, t, 0, r
  17140. ];
  17141. var indices = [
  17142. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17143. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17144. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17145. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17146. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17147. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17148. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17149. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17150. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17151. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17152. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17153. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17154. ];
  17155. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17156. this.type = 'DodecahedronBufferGeometry';
  17157. this.parameters = {
  17158. radius: radius,
  17159. detail: detail
  17160. };
  17161. }
  17162. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17163. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17164. /**
  17165. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17166. * @author WestLangley / https://github.com/WestLangley
  17167. * @author zz85 / https://github.com/zz85
  17168. * @author miningold / https://github.com/miningold
  17169. * @author jonobr1 / https://github.com/jonobr1
  17170. * @author Mugen87 / https://github.com/Mugen87
  17171. *
  17172. */
  17173. // TubeGeometry
  17174. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17175. Geometry.call( this );
  17176. this.type = 'TubeGeometry';
  17177. this.parameters = {
  17178. path: path,
  17179. tubularSegments: tubularSegments,
  17180. radius: radius,
  17181. radialSegments: radialSegments,
  17182. closed: closed
  17183. };
  17184. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17185. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17186. // expose internals
  17187. this.tangents = bufferGeometry.tangents;
  17188. this.normals = bufferGeometry.normals;
  17189. this.binormals = bufferGeometry.binormals;
  17190. // create geometry
  17191. this.fromBufferGeometry( bufferGeometry );
  17192. this.mergeVertices();
  17193. }
  17194. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17195. TubeGeometry.prototype.constructor = TubeGeometry;
  17196. // TubeBufferGeometry
  17197. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17198. BufferGeometry.call( this );
  17199. this.type = 'TubeBufferGeometry';
  17200. this.parameters = {
  17201. path: path,
  17202. tubularSegments: tubularSegments,
  17203. radius: radius,
  17204. radialSegments: radialSegments,
  17205. closed: closed
  17206. };
  17207. tubularSegments = tubularSegments || 64;
  17208. radius = radius || 1;
  17209. radialSegments = radialSegments || 8;
  17210. closed = closed || false;
  17211. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17212. // expose internals
  17213. this.tangents = frames.tangents;
  17214. this.normals = frames.normals;
  17215. this.binormals = frames.binormals;
  17216. // helper variables
  17217. var vertex = new Vector3();
  17218. var normal = new Vector3();
  17219. var uv = new Vector2();
  17220. var P = new Vector3();
  17221. var i, j;
  17222. // buffer
  17223. var vertices = [];
  17224. var normals = [];
  17225. var uvs = [];
  17226. var indices = [];
  17227. // create buffer data
  17228. generateBufferData();
  17229. // build geometry
  17230. this.setIndex( indices );
  17231. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17232. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17233. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17234. // functions
  17235. function generateBufferData() {
  17236. for ( i = 0; i < tubularSegments; i ++ ) {
  17237. generateSegment( i );
  17238. }
  17239. // if the geometry is not closed, generate the last row of vertices and normals
  17240. // at the regular position on the given path
  17241. //
  17242. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17243. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17244. // uvs are generated in a separate function.
  17245. // this makes it easy compute correct values for closed geometries
  17246. generateUVs();
  17247. // finally create faces
  17248. generateIndices();
  17249. }
  17250. function generateSegment( i ) {
  17251. // we use getPointAt to sample evenly distributed points from the given path
  17252. P = path.getPointAt( i / tubularSegments, P );
  17253. // retrieve corresponding normal and binormal
  17254. var N = frames.normals[ i ];
  17255. var B = frames.binormals[ i ];
  17256. // generate normals and vertices for the current segment
  17257. for ( j = 0; j <= radialSegments; j ++ ) {
  17258. var v = j / radialSegments * Math.PI * 2;
  17259. var sin = Math.sin( v );
  17260. var cos = - Math.cos( v );
  17261. // normal
  17262. normal.x = ( cos * N.x + sin * B.x );
  17263. normal.y = ( cos * N.y + sin * B.y );
  17264. normal.z = ( cos * N.z + sin * B.z );
  17265. normal.normalize();
  17266. normals.push( normal.x, normal.y, normal.z );
  17267. // vertex
  17268. vertex.x = P.x + radius * normal.x;
  17269. vertex.y = P.y + radius * normal.y;
  17270. vertex.z = P.z + radius * normal.z;
  17271. vertices.push( vertex.x, vertex.y, vertex.z );
  17272. }
  17273. }
  17274. function generateIndices() {
  17275. for ( j = 1; j <= tubularSegments; j ++ ) {
  17276. for ( i = 1; i <= radialSegments; i ++ ) {
  17277. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17278. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17279. var c = ( radialSegments + 1 ) * j + i;
  17280. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17281. // faces
  17282. indices.push( a, b, d );
  17283. indices.push( b, c, d );
  17284. }
  17285. }
  17286. }
  17287. function generateUVs() {
  17288. for ( i = 0; i <= tubularSegments; i ++ ) {
  17289. for ( j = 0; j <= radialSegments; j ++ ) {
  17290. uv.x = i / tubularSegments;
  17291. uv.y = j / radialSegments;
  17292. uvs.push( uv.x, uv.y );
  17293. }
  17294. }
  17295. }
  17296. }
  17297. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17298. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17299. TubeBufferGeometry.prototype.toJSON = function () {
  17300. var data = BufferGeometry.prototype.toJSON.call( this );
  17301. data.path = this.parameters.path.toJSON();
  17302. return data;
  17303. };
  17304. /**
  17305. * @author oosmoxiecode
  17306. * @author Mugen87 / https://github.com/Mugen87
  17307. *
  17308. * based on http://www.blackpawn.com/texts/pqtorus/
  17309. */
  17310. // TorusKnotGeometry
  17311. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17312. Geometry.call( this );
  17313. this.type = 'TorusKnotGeometry';
  17314. this.parameters = {
  17315. radius: radius,
  17316. tube: tube,
  17317. tubularSegments: tubularSegments,
  17318. radialSegments: radialSegments,
  17319. p: p,
  17320. q: q
  17321. };
  17322. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17323. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17324. this.mergeVertices();
  17325. }
  17326. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17327. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17328. // TorusKnotBufferGeometry
  17329. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17330. BufferGeometry.call( this );
  17331. this.type = 'TorusKnotBufferGeometry';
  17332. this.parameters = {
  17333. radius: radius,
  17334. tube: tube,
  17335. tubularSegments: tubularSegments,
  17336. radialSegments: radialSegments,
  17337. p: p,
  17338. q: q
  17339. };
  17340. radius = radius || 1;
  17341. tube = tube || 0.4;
  17342. tubularSegments = Math.floor( tubularSegments ) || 64;
  17343. radialSegments = Math.floor( radialSegments ) || 8;
  17344. p = p || 2;
  17345. q = q || 3;
  17346. // buffers
  17347. var indices = [];
  17348. var vertices = [];
  17349. var normals = [];
  17350. var uvs = [];
  17351. // helper variables
  17352. var i, j;
  17353. var vertex = new Vector3();
  17354. var normal = new Vector3();
  17355. var P1 = new Vector3();
  17356. var P2 = new Vector3();
  17357. var B = new Vector3();
  17358. var T = new Vector3();
  17359. var N = new Vector3();
  17360. // generate vertices, normals and uvs
  17361. for ( i = 0; i <= tubularSegments; ++ i ) {
  17362. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17363. var u = i / tubularSegments * p * Math.PI * 2;
  17364. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17365. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17366. calculatePositionOnCurve( u, p, q, radius, P1 );
  17367. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17368. // calculate orthonormal basis
  17369. T.subVectors( P2, P1 );
  17370. N.addVectors( P2, P1 );
  17371. B.crossVectors( T, N );
  17372. N.crossVectors( B, T );
  17373. // normalize B, N. T can be ignored, we don't use it
  17374. B.normalize();
  17375. N.normalize();
  17376. for ( j = 0; j <= radialSegments; ++ j ) {
  17377. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17378. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17379. var v = j / radialSegments * Math.PI * 2;
  17380. var cx = - tube * Math.cos( v );
  17381. var cy = tube * Math.sin( v );
  17382. // now calculate the final vertex position.
  17383. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17384. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17385. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17386. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17387. vertices.push( vertex.x, vertex.y, vertex.z );
  17388. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17389. normal.subVectors( vertex, P1 ).normalize();
  17390. normals.push( normal.x, normal.y, normal.z );
  17391. // uv
  17392. uvs.push( i / tubularSegments );
  17393. uvs.push( j / radialSegments );
  17394. }
  17395. }
  17396. // generate indices
  17397. for ( j = 1; j <= tubularSegments; j ++ ) {
  17398. for ( i = 1; i <= radialSegments; i ++ ) {
  17399. // indices
  17400. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17401. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17402. var c = ( radialSegments + 1 ) * j + i;
  17403. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17404. // faces
  17405. indices.push( a, b, d );
  17406. indices.push( b, c, d );
  17407. }
  17408. }
  17409. // build geometry
  17410. this.setIndex( indices );
  17411. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17412. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17413. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17414. // this function calculates the current position on the torus curve
  17415. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17416. var cu = Math.cos( u );
  17417. var su = Math.sin( u );
  17418. var quOverP = q / p * u;
  17419. var cs = Math.cos( quOverP );
  17420. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17421. position.y = radius * ( 2 + cs ) * su * 0.5;
  17422. position.z = radius * Math.sin( quOverP ) * 0.5;
  17423. }
  17424. }
  17425. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17426. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17427. /**
  17428. * @author oosmoxiecode
  17429. * @author mrdoob / http://mrdoob.com/
  17430. * @author Mugen87 / https://github.com/Mugen87
  17431. */
  17432. // TorusGeometry
  17433. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17434. Geometry.call( this );
  17435. this.type = 'TorusGeometry';
  17436. this.parameters = {
  17437. radius: radius,
  17438. tube: tube,
  17439. radialSegments: radialSegments,
  17440. tubularSegments: tubularSegments,
  17441. arc: arc
  17442. };
  17443. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17444. this.mergeVertices();
  17445. }
  17446. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17447. TorusGeometry.prototype.constructor = TorusGeometry;
  17448. // TorusBufferGeometry
  17449. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17450. BufferGeometry.call( this );
  17451. this.type = 'TorusBufferGeometry';
  17452. this.parameters = {
  17453. radius: radius,
  17454. tube: tube,
  17455. radialSegments: radialSegments,
  17456. tubularSegments: tubularSegments,
  17457. arc: arc
  17458. };
  17459. radius = radius || 1;
  17460. tube = tube || 0.4;
  17461. radialSegments = Math.floor( radialSegments ) || 8;
  17462. tubularSegments = Math.floor( tubularSegments ) || 6;
  17463. arc = arc || Math.PI * 2;
  17464. // buffers
  17465. var indices = [];
  17466. var vertices = [];
  17467. var normals = [];
  17468. var uvs = [];
  17469. // helper variables
  17470. var center = new Vector3();
  17471. var vertex = new Vector3();
  17472. var normal = new Vector3();
  17473. var j, i;
  17474. // generate vertices, normals and uvs
  17475. for ( j = 0; j <= radialSegments; j ++ ) {
  17476. for ( i = 0; i <= tubularSegments; i ++ ) {
  17477. var u = i / tubularSegments * arc;
  17478. var v = j / radialSegments * Math.PI * 2;
  17479. // vertex
  17480. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17481. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17482. vertex.z = tube * Math.sin( v );
  17483. vertices.push( vertex.x, vertex.y, vertex.z );
  17484. // normal
  17485. center.x = radius * Math.cos( u );
  17486. center.y = radius * Math.sin( u );
  17487. normal.subVectors( vertex, center ).normalize();
  17488. normals.push( normal.x, normal.y, normal.z );
  17489. // uv
  17490. uvs.push( i / tubularSegments );
  17491. uvs.push( j / radialSegments );
  17492. }
  17493. }
  17494. // generate indices
  17495. for ( j = 1; j <= radialSegments; j ++ ) {
  17496. for ( i = 1; i <= tubularSegments; i ++ ) {
  17497. // indices
  17498. var a = ( tubularSegments + 1 ) * j + i - 1;
  17499. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17500. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17501. var d = ( tubularSegments + 1 ) * j + i;
  17502. // faces
  17503. indices.push( a, b, d );
  17504. indices.push( b, c, d );
  17505. }
  17506. }
  17507. // build geometry
  17508. this.setIndex( indices );
  17509. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17510. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17511. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17512. }
  17513. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17514. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17515. /**
  17516. * @author Mugen87 / https://github.com/Mugen87
  17517. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17518. */
  17519. var Earcut = {
  17520. triangulate: function ( data, holeIndices, dim ) {
  17521. dim = dim || 2;
  17522. var hasHoles = holeIndices && holeIndices.length,
  17523. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17524. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17525. triangles = [];
  17526. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17527. var minX, minY, maxX, maxY, x, y, invSize;
  17528. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17529. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17530. if ( data.length > 80 * dim ) {
  17531. minX = maxX = data[ 0 ];
  17532. minY = maxY = data[ 1 ];
  17533. for ( var i = dim; i < outerLen; i += dim ) {
  17534. x = data[ i ];
  17535. y = data[ i + 1 ];
  17536. if ( x < minX ) { minX = x; }
  17537. if ( y < minY ) { minY = y; }
  17538. if ( x > maxX ) { maxX = x; }
  17539. if ( y > maxY ) { maxY = y; }
  17540. }
  17541. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17542. invSize = Math.max( maxX - minX, maxY - minY );
  17543. invSize = invSize !== 0 ? 1 / invSize : 0;
  17544. }
  17545. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17546. return triangles;
  17547. }
  17548. };
  17549. // create a circular doubly linked list from polygon points in the specified winding order
  17550. function linkedList( data, start, end, dim, clockwise ) {
  17551. var i, last;
  17552. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17553. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17554. } else {
  17555. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17556. }
  17557. if ( last && equals( last, last.next ) ) {
  17558. removeNode( last );
  17559. last = last.next;
  17560. }
  17561. return last;
  17562. }
  17563. // eliminate colinear or duplicate points
  17564. function filterPoints( start, end ) {
  17565. if ( ! start ) { return start; }
  17566. if ( ! end ) { end = start; }
  17567. var p = start,
  17568. again;
  17569. do {
  17570. again = false;
  17571. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17572. removeNode( p );
  17573. p = end = p.prev;
  17574. if ( p === p.next ) { break; }
  17575. again = true;
  17576. } else {
  17577. p = p.next;
  17578. }
  17579. } while ( again || p !== end );
  17580. return end;
  17581. }
  17582. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17583. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17584. if ( ! ear ) { return; }
  17585. // interlink polygon nodes in z-order
  17586. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17587. var stop = ear,
  17588. prev, next;
  17589. // iterate through ears, slicing them one by one
  17590. while ( ear.prev !== ear.next ) {
  17591. prev = ear.prev;
  17592. next = ear.next;
  17593. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17594. // cut off the triangle
  17595. triangles.push( prev.i / dim );
  17596. triangles.push( ear.i / dim );
  17597. triangles.push( next.i / dim );
  17598. removeNode( ear );
  17599. // skipping the next vertex leads to less sliver triangles
  17600. ear = next.next;
  17601. stop = next.next;
  17602. continue;
  17603. }
  17604. ear = next;
  17605. // if we looped through the whole remaining polygon and can't find any more ears
  17606. if ( ear === stop ) {
  17607. // try filtering points and slicing again
  17608. if ( ! pass ) {
  17609. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17610. // if this didn't work, try curing all small self-intersections locally
  17611. } else if ( pass === 1 ) {
  17612. ear = cureLocalIntersections( ear, triangles, dim );
  17613. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17614. // as a last resort, try splitting the remaining polygon into two
  17615. } else if ( pass === 2 ) {
  17616. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17617. }
  17618. break;
  17619. }
  17620. }
  17621. }
  17622. // check whether a polygon node forms a valid ear with adjacent nodes
  17623. function isEar( ear ) {
  17624. var a = ear.prev,
  17625. b = ear,
  17626. c = ear.next;
  17627. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17628. // now make sure we don't have other points inside the potential ear
  17629. var p = ear.next.next;
  17630. while ( p !== ear.prev ) {
  17631. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17632. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17633. p = p.next;
  17634. }
  17635. return true;
  17636. }
  17637. function isEarHashed( ear, minX, minY, invSize ) {
  17638. var a = ear.prev,
  17639. b = ear,
  17640. c = ear.next;
  17641. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17642. // triangle bbox; min & max are calculated like this for speed
  17643. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17644. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17645. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17646. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17647. // z-order range for the current triangle bbox;
  17648. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17649. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17650. var p = ear.prevZ,
  17651. n = ear.nextZ;
  17652. // look for points inside the triangle in both directions
  17653. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17654. if ( p !== ear.prev && p !== ear.next &&
  17655. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17656. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17657. p = p.prevZ;
  17658. if ( n !== ear.prev && n !== ear.next &&
  17659. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17660. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17661. n = n.nextZ;
  17662. }
  17663. // look for remaining points in decreasing z-order
  17664. while ( p && p.z >= minZ ) {
  17665. if ( p !== ear.prev && p !== ear.next &&
  17666. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17667. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17668. p = p.prevZ;
  17669. }
  17670. // look for remaining points in increasing z-order
  17671. while ( n && n.z <= maxZ ) {
  17672. if ( n !== ear.prev && n !== ear.next &&
  17673. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17674. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17675. n = n.nextZ;
  17676. }
  17677. return true;
  17678. }
  17679. // go through all polygon nodes and cure small local self-intersections
  17680. function cureLocalIntersections( start, triangles, dim ) {
  17681. var p = start;
  17682. do {
  17683. var a = p.prev,
  17684. b = p.next.next;
  17685. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17686. triangles.push( a.i / dim );
  17687. triangles.push( p.i / dim );
  17688. triangles.push( b.i / dim );
  17689. // remove two nodes involved
  17690. removeNode( p );
  17691. removeNode( p.next );
  17692. p = start = b;
  17693. }
  17694. p = p.next;
  17695. } while ( p !== start );
  17696. return p;
  17697. }
  17698. // try splitting polygon into two and triangulate them independently
  17699. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17700. // look for a valid diagonal that divides the polygon into two
  17701. var a = start;
  17702. do {
  17703. var b = a.next.next;
  17704. while ( b !== a.prev ) {
  17705. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17706. // split the polygon in two by the diagonal
  17707. var c = splitPolygon( a, b );
  17708. // filter colinear points around the cuts
  17709. a = filterPoints( a, a.next );
  17710. c = filterPoints( c, c.next );
  17711. // run earcut on each half
  17712. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17713. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17714. return;
  17715. }
  17716. b = b.next;
  17717. }
  17718. a = a.next;
  17719. } while ( a !== start );
  17720. }
  17721. // link every hole into the outer loop, producing a single-ring polygon without holes
  17722. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17723. var queue = [],
  17724. i, len, start, end, list;
  17725. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17726. start = holeIndices[ i ] * dim;
  17727. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17728. list = linkedList( data, start, end, dim, false );
  17729. if ( list === list.next ) { list.steiner = true; }
  17730. queue.push( getLeftmost( list ) );
  17731. }
  17732. queue.sort( compareX );
  17733. // process holes from left to right
  17734. for ( i = 0; i < queue.length; i ++ ) {
  17735. eliminateHole( queue[ i ], outerNode );
  17736. outerNode = filterPoints( outerNode, outerNode.next );
  17737. }
  17738. return outerNode;
  17739. }
  17740. function compareX( a, b ) {
  17741. return a.x - b.x;
  17742. }
  17743. // find a bridge between vertices that connects hole with an outer ring and and link it
  17744. function eliminateHole( hole, outerNode ) {
  17745. outerNode = findHoleBridge( hole, outerNode );
  17746. if ( outerNode ) {
  17747. var b = splitPolygon( outerNode, hole );
  17748. filterPoints( b, b.next );
  17749. }
  17750. }
  17751. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17752. function findHoleBridge( hole, outerNode ) {
  17753. var p = outerNode,
  17754. hx = hole.x,
  17755. hy = hole.y,
  17756. qx = - Infinity,
  17757. m;
  17758. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17759. // segment's endpoint with lesser x will be potential connection point
  17760. do {
  17761. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17762. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17763. if ( x <= hx && x > qx ) {
  17764. qx = x;
  17765. if ( x === hx ) {
  17766. if ( hy === p.y ) { return p; }
  17767. if ( hy === p.next.y ) { return p.next; }
  17768. }
  17769. m = p.x < p.next.x ? p : p.next;
  17770. }
  17771. }
  17772. p = p.next;
  17773. } while ( p !== outerNode );
  17774. if ( ! m ) { return null; }
  17775. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17776. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17777. // if there are no points found, we have a valid connection;
  17778. // otherwise choose the point of the minimum angle with the ray as connection point
  17779. var stop = m,
  17780. mx = m.x,
  17781. my = m.y,
  17782. tanMin = Infinity,
  17783. tan;
  17784. p = m.next;
  17785. while ( p !== stop ) {
  17786. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17787. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17788. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17789. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17790. m = p;
  17791. tanMin = tan;
  17792. }
  17793. }
  17794. p = p.next;
  17795. }
  17796. return m;
  17797. }
  17798. // interlink polygon nodes in z-order
  17799. function indexCurve( start, minX, minY, invSize ) {
  17800. var p = start;
  17801. do {
  17802. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17803. p.prevZ = p.prev;
  17804. p.nextZ = p.next;
  17805. p = p.next;
  17806. } while ( p !== start );
  17807. p.prevZ.nextZ = null;
  17808. p.prevZ = null;
  17809. sortLinked( p );
  17810. }
  17811. // Simon Tatham's linked list merge sort algorithm
  17812. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17813. function sortLinked( list ) {
  17814. var i, p, q, e, tail, numMerges, pSize, qSize,
  17815. inSize = 1;
  17816. do {
  17817. p = list;
  17818. list = null;
  17819. tail = null;
  17820. numMerges = 0;
  17821. while ( p ) {
  17822. numMerges ++;
  17823. q = p;
  17824. pSize = 0;
  17825. for ( i = 0; i < inSize; i ++ ) {
  17826. pSize ++;
  17827. q = q.nextZ;
  17828. if ( ! q ) { break; }
  17829. }
  17830. qSize = inSize;
  17831. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17832. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17833. e = p;
  17834. p = p.nextZ;
  17835. pSize --;
  17836. } else {
  17837. e = q;
  17838. q = q.nextZ;
  17839. qSize --;
  17840. }
  17841. if ( tail ) { tail.nextZ = e; }
  17842. else { list = e; }
  17843. e.prevZ = tail;
  17844. tail = e;
  17845. }
  17846. p = q;
  17847. }
  17848. tail.nextZ = null;
  17849. inSize *= 2;
  17850. } while ( numMerges > 1 );
  17851. return list;
  17852. }
  17853. // z-order of a point given coords and inverse of the longer side of data bbox
  17854. function zOrder( x, y, minX, minY, invSize ) {
  17855. // coords are transformed into non-negative 15-bit integer range
  17856. x = 32767 * ( x - minX ) * invSize;
  17857. y = 32767 * ( y - minY ) * invSize;
  17858. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17859. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17860. x = ( x | ( x << 2 ) ) & 0x33333333;
  17861. x = ( x | ( x << 1 ) ) & 0x55555555;
  17862. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17863. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17864. y = ( y | ( y << 2 ) ) & 0x33333333;
  17865. y = ( y | ( y << 1 ) ) & 0x55555555;
  17866. return x | ( y << 1 );
  17867. }
  17868. // find the leftmost node of a polygon ring
  17869. function getLeftmost( start ) {
  17870. var p = start,
  17871. leftmost = start;
  17872. do {
  17873. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17874. p = p.next;
  17875. } while ( p !== start );
  17876. return leftmost;
  17877. }
  17878. // check if a point lies within a convex triangle
  17879. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17880. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17881. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17882. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17883. }
  17884. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17885. function isValidDiagonal( a, b ) {
  17886. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17887. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17888. }
  17889. // signed area of a triangle
  17890. function area( p, q, r ) {
  17891. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17892. }
  17893. // check if two points are equal
  17894. function equals( p1, p2 ) {
  17895. return p1.x === p2.x && p1.y === p2.y;
  17896. }
  17897. // check if two segments intersect
  17898. function intersects( p1, q1, p2, q2 ) {
  17899. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17900. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17901. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17902. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17903. }
  17904. // check if a polygon diagonal intersects any polygon segments
  17905. function intersectsPolygon( a, b ) {
  17906. var p = a;
  17907. do {
  17908. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17909. intersects( p, p.next, a, b ) ) { return true; }
  17910. p = p.next;
  17911. } while ( p !== a );
  17912. return false;
  17913. }
  17914. // check if a polygon diagonal is locally inside the polygon
  17915. function locallyInside( a, b ) {
  17916. return area( a.prev, a, a.next ) < 0 ?
  17917. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17918. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17919. }
  17920. // check if the middle point of a polygon diagonal is inside the polygon
  17921. function middleInside( a, b ) {
  17922. var p = a,
  17923. inside = false,
  17924. px = ( a.x + b.x ) / 2,
  17925. py = ( a.y + b.y ) / 2;
  17926. do {
  17927. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17928. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17929. { inside = ! inside; }
  17930. p = p.next;
  17931. } while ( p !== a );
  17932. return inside;
  17933. }
  17934. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17935. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17936. function splitPolygon( a, b ) {
  17937. var a2 = new Node( a.i, a.x, a.y ),
  17938. b2 = new Node( b.i, b.x, b.y ),
  17939. an = a.next,
  17940. bp = b.prev;
  17941. a.next = b;
  17942. b.prev = a;
  17943. a2.next = an;
  17944. an.prev = a2;
  17945. b2.next = a2;
  17946. a2.prev = b2;
  17947. bp.next = b2;
  17948. b2.prev = bp;
  17949. return b2;
  17950. }
  17951. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17952. function insertNode( i, x, y, last ) {
  17953. var p = new Node( i, x, y );
  17954. if ( ! last ) {
  17955. p.prev = p;
  17956. p.next = p;
  17957. } else {
  17958. p.next = last.next;
  17959. p.prev = last;
  17960. last.next.prev = p;
  17961. last.next = p;
  17962. }
  17963. return p;
  17964. }
  17965. function removeNode( p ) {
  17966. p.next.prev = p.prev;
  17967. p.prev.next = p.next;
  17968. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17969. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17970. }
  17971. function Node( i, x, y ) {
  17972. // vertex index in coordinates array
  17973. this.i = i;
  17974. // vertex coordinates
  17975. this.x = x;
  17976. this.y = y;
  17977. // previous and next vertex nodes in a polygon ring
  17978. this.prev = null;
  17979. this.next = null;
  17980. // z-order curve value
  17981. this.z = null;
  17982. // previous and next nodes in z-order
  17983. this.prevZ = null;
  17984. this.nextZ = null;
  17985. // indicates whether this is a steiner point
  17986. this.steiner = false;
  17987. }
  17988. function signedArea( data, start, end, dim ) {
  17989. var sum = 0;
  17990. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17991. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17992. j = i;
  17993. }
  17994. return sum;
  17995. }
  17996. /**
  17997. * @author zz85 / http://www.lab4games.net/zz85/blog
  17998. */
  17999. var ShapeUtils = {
  18000. // calculate area of the contour polygon
  18001. area: function ( contour ) {
  18002. var n = contour.length;
  18003. var a = 0.0;
  18004. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18005. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18006. }
  18007. return a * 0.5;
  18008. },
  18009. isClockWise: function ( pts ) {
  18010. return ShapeUtils.area( pts ) < 0;
  18011. },
  18012. triangulateShape: function ( contour, holes ) {
  18013. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18014. var holeIndices = []; // array of hole indices
  18015. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18016. removeDupEndPts( contour );
  18017. addContour( vertices, contour );
  18018. //
  18019. var holeIndex = contour.length;
  18020. holes.forEach( removeDupEndPts );
  18021. for ( var i = 0; i < holes.length; i ++ ) {
  18022. holeIndices.push( holeIndex );
  18023. holeIndex += holes[ i ].length;
  18024. addContour( vertices, holes[ i ] );
  18025. }
  18026. //
  18027. var triangles = Earcut.triangulate( vertices, holeIndices );
  18028. //
  18029. for ( var i = 0; i < triangles.length; i += 3 ) {
  18030. faces.push( triangles.slice( i, i + 3 ) );
  18031. }
  18032. return faces;
  18033. }
  18034. };
  18035. function removeDupEndPts( points ) {
  18036. var l = points.length;
  18037. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18038. points.pop();
  18039. }
  18040. }
  18041. function addContour( vertices, contour ) {
  18042. for ( var i = 0; i < contour.length; i ++ ) {
  18043. vertices.push( contour[ i ].x );
  18044. vertices.push( contour[ i ].y );
  18045. }
  18046. }
  18047. /**
  18048. * @author zz85 / http://www.lab4games.net/zz85/blog
  18049. *
  18050. * Creates extruded geometry from a path shape.
  18051. *
  18052. * parameters = {
  18053. *
  18054. * curveSegments: <int>, // number of points on the curves
  18055. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18056. * depth: <float>, // Depth to extrude the shape
  18057. *
  18058. * bevelEnabled: <bool>, // turn on bevel
  18059. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18060. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18061. * bevelOffset: <float>, // how far from shape outline does bevel start
  18062. * bevelSegments: <int>, // number of bevel layers
  18063. *
  18064. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18065. *
  18066. * UVGenerator: <Object> // object that provides UV generator functions
  18067. *
  18068. * }
  18069. */
  18070. // ExtrudeGeometry
  18071. function ExtrudeGeometry( shapes, options ) {
  18072. Geometry.call( this );
  18073. this.type = 'ExtrudeGeometry';
  18074. this.parameters = {
  18075. shapes: shapes,
  18076. options: options
  18077. };
  18078. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18079. this.mergeVertices();
  18080. }
  18081. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18082. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18083. ExtrudeGeometry.prototype.toJSON = function () {
  18084. var data = Geometry.prototype.toJSON.call( this );
  18085. var shapes = this.parameters.shapes;
  18086. var options = this.parameters.options;
  18087. return toJSON( shapes, options, data );
  18088. };
  18089. // ExtrudeBufferGeometry
  18090. function ExtrudeBufferGeometry( shapes, options ) {
  18091. BufferGeometry.call( this );
  18092. this.type = 'ExtrudeBufferGeometry';
  18093. this.parameters = {
  18094. shapes: shapes,
  18095. options: options
  18096. };
  18097. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18098. var scope = this;
  18099. var verticesArray = [];
  18100. var uvArray = [];
  18101. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18102. var shape = shapes[ i ];
  18103. addShape( shape );
  18104. }
  18105. // build geometry
  18106. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18107. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18108. this.computeVertexNormals();
  18109. // functions
  18110. function addShape( shape ) {
  18111. var placeholder = [];
  18112. // options
  18113. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18114. var steps = options.steps !== undefined ? options.steps : 1;
  18115. var depth = options.depth !== undefined ? options.depth : 100;
  18116. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18117. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18118. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18119. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18120. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18121. var extrudePath = options.extrudePath;
  18122. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18123. // deprecated options
  18124. if ( options.amount !== undefined ) {
  18125. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18126. depth = options.amount;
  18127. }
  18128. //
  18129. var extrudePts, extrudeByPath = false;
  18130. var splineTube, binormal, normal, position2;
  18131. if ( extrudePath ) {
  18132. extrudePts = extrudePath.getSpacedPoints( steps );
  18133. extrudeByPath = true;
  18134. bevelEnabled = false; // bevels not supported for path extrusion
  18135. // SETUP TNB variables
  18136. // TODO1 - have a .isClosed in spline?
  18137. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18138. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18139. binormal = new Vector3();
  18140. normal = new Vector3();
  18141. position2 = new Vector3();
  18142. }
  18143. // Safeguards if bevels are not enabled
  18144. if ( ! bevelEnabled ) {
  18145. bevelSegments = 0;
  18146. bevelThickness = 0;
  18147. bevelSize = 0;
  18148. bevelOffset = 0;
  18149. }
  18150. // Variables initialization
  18151. var ahole, h, hl; // looping of holes
  18152. var shapePoints = shape.extractPoints( curveSegments );
  18153. var vertices = shapePoints.shape;
  18154. var holes = shapePoints.holes;
  18155. var reverse = ! ShapeUtils.isClockWise( vertices );
  18156. if ( reverse ) {
  18157. vertices = vertices.reverse();
  18158. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18159. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18160. ahole = holes[ h ];
  18161. if ( ShapeUtils.isClockWise( ahole ) ) {
  18162. holes[ h ] = ahole.reverse();
  18163. }
  18164. }
  18165. }
  18166. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18167. /* Vertices */
  18168. var contour = vertices; // vertices has all points but contour has only points of circumference
  18169. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18170. ahole = holes[ h ];
  18171. vertices = vertices.concat( ahole );
  18172. }
  18173. function scalePt2( pt, vec, size ) {
  18174. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18175. return vec.clone().multiplyScalar( size ).add( pt );
  18176. }
  18177. var b, bs, t, z,
  18178. vert, vlen = vertices.length,
  18179. face, flen = faces.length;
  18180. // Find directions for point movement
  18181. function getBevelVec( inPt, inPrev, inNext ) {
  18182. // computes for inPt the corresponding point inPt' on a new contour
  18183. // shifted by 1 unit (length of normalized vector) to the left
  18184. // if we walk along contour clockwise, this new contour is outside the old one
  18185. //
  18186. // inPt' is the intersection of the two lines parallel to the two
  18187. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18188. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18189. // good reading for geometry algorithms (here: line-line intersection)
  18190. // http://geomalgorithms.com/a05-_intersect-1.html
  18191. var v_prev_x = inPt.x - inPrev.x,
  18192. v_prev_y = inPt.y - inPrev.y;
  18193. var v_next_x = inNext.x - inPt.x,
  18194. v_next_y = inNext.y - inPt.y;
  18195. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18196. // check for collinear edges
  18197. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18198. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18199. // not collinear
  18200. // length of vectors for normalizing
  18201. var v_prev_len = Math.sqrt( v_prev_lensq );
  18202. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18203. // shift adjacent points by unit vectors to the left
  18204. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18205. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18206. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18207. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18208. // scaling factor for v_prev to intersection point
  18209. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18210. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18211. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18212. // vector from inPt to intersection point
  18213. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18214. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18215. // Don't normalize!, otherwise sharp corners become ugly
  18216. // but prevent crazy spikes
  18217. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18218. if ( v_trans_lensq <= 2 ) {
  18219. return new Vector2( v_trans_x, v_trans_y );
  18220. } else {
  18221. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18222. }
  18223. } else {
  18224. // handle special case of collinear edges
  18225. var direction_eq = false; // assumes: opposite
  18226. if ( v_prev_x > Number.EPSILON ) {
  18227. if ( v_next_x > Number.EPSILON ) {
  18228. direction_eq = true;
  18229. }
  18230. } else {
  18231. if ( v_prev_x < - Number.EPSILON ) {
  18232. if ( v_next_x < - Number.EPSILON ) {
  18233. direction_eq = true;
  18234. }
  18235. } else {
  18236. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18237. direction_eq = true;
  18238. }
  18239. }
  18240. }
  18241. if ( direction_eq ) {
  18242. // console.log("Warning: lines are a straight sequence");
  18243. v_trans_x = - v_prev_y;
  18244. v_trans_y = v_prev_x;
  18245. shrink_by = Math.sqrt( v_prev_lensq );
  18246. } else {
  18247. // console.log("Warning: lines are a straight spike");
  18248. v_trans_x = v_prev_x;
  18249. v_trans_y = v_prev_y;
  18250. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18251. }
  18252. }
  18253. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18254. }
  18255. var contourMovements = [];
  18256. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18257. if ( j === il ) { j = 0; }
  18258. if ( k === il ) { k = 0; }
  18259. // (j)---(i)---(k)
  18260. // console.log('i,j,k', i, j , k)
  18261. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18262. }
  18263. var holesMovements = [],
  18264. oneHoleMovements, verticesMovements = contourMovements.concat();
  18265. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18266. ahole = holes[ h ];
  18267. oneHoleMovements = [];
  18268. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18269. if ( j === il ) { j = 0; }
  18270. if ( k === il ) { k = 0; }
  18271. // (j)---(i)---(k)
  18272. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18273. }
  18274. holesMovements.push( oneHoleMovements );
  18275. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18276. }
  18277. // Loop bevelSegments, 1 for the front, 1 for the back
  18278. for ( b = 0; b < bevelSegments; b ++ ) {
  18279. //for ( b = bevelSegments; b > 0; b -- ) {
  18280. t = b / bevelSegments;
  18281. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18282. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18283. // contract shape
  18284. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18285. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18286. v( vert.x, vert.y, - z );
  18287. }
  18288. // expand holes
  18289. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18290. ahole = holes[ h ];
  18291. oneHoleMovements = holesMovements[ h ];
  18292. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18293. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18294. v( vert.x, vert.y, - z );
  18295. }
  18296. }
  18297. }
  18298. bs = bevelSize + bevelOffset;
  18299. // Back facing vertices
  18300. for ( i = 0; i < vlen; i ++ ) {
  18301. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18302. if ( ! extrudeByPath ) {
  18303. v( vert.x, vert.y, 0 );
  18304. } else {
  18305. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18306. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18307. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18308. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18309. v( position2.x, position2.y, position2.z );
  18310. }
  18311. }
  18312. // Add stepped vertices...
  18313. // Including front facing vertices
  18314. var s;
  18315. for ( s = 1; s <= steps; s ++ ) {
  18316. for ( i = 0; i < vlen; i ++ ) {
  18317. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18318. if ( ! extrudeByPath ) {
  18319. v( vert.x, vert.y, depth / steps * s );
  18320. } else {
  18321. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18322. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18323. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18324. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18325. v( position2.x, position2.y, position2.z );
  18326. }
  18327. }
  18328. }
  18329. // Add bevel segments planes
  18330. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18331. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18332. t = b / bevelSegments;
  18333. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18334. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18335. // contract shape
  18336. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18337. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18338. v( vert.x, vert.y, depth + z );
  18339. }
  18340. // expand holes
  18341. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18342. ahole = holes[ h ];
  18343. oneHoleMovements = holesMovements[ h ];
  18344. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18345. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18346. if ( ! extrudeByPath ) {
  18347. v( vert.x, vert.y, depth + z );
  18348. } else {
  18349. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18350. }
  18351. }
  18352. }
  18353. }
  18354. /* Faces */
  18355. // Top and bottom faces
  18356. buildLidFaces();
  18357. // Sides faces
  18358. buildSideFaces();
  18359. ///// Internal functions
  18360. function buildLidFaces() {
  18361. var start = verticesArray.length / 3;
  18362. if ( bevelEnabled ) {
  18363. var layer = 0; // steps + 1
  18364. var offset = vlen * layer;
  18365. // Bottom faces
  18366. for ( i = 0; i < flen; i ++ ) {
  18367. face = faces[ i ];
  18368. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18369. }
  18370. layer = steps + bevelSegments * 2;
  18371. offset = vlen * layer;
  18372. // Top faces
  18373. for ( i = 0; i < flen; i ++ ) {
  18374. face = faces[ i ];
  18375. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18376. }
  18377. } else {
  18378. // Bottom faces
  18379. for ( i = 0; i < flen; i ++ ) {
  18380. face = faces[ i ];
  18381. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18382. }
  18383. // Top faces
  18384. for ( i = 0; i < flen; i ++ ) {
  18385. face = faces[ i ];
  18386. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18387. }
  18388. }
  18389. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18390. }
  18391. // Create faces for the z-sides of the shape
  18392. function buildSideFaces() {
  18393. var start = verticesArray.length / 3;
  18394. var layeroffset = 0;
  18395. sidewalls( contour, layeroffset );
  18396. layeroffset += contour.length;
  18397. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18398. ahole = holes[ h ];
  18399. sidewalls( ahole, layeroffset );
  18400. //, true
  18401. layeroffset += ahole.length;
  18402. }
  18403. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18404. }
  18405. function sidewalls( contour, layeroffset ) {
  18406. var j, k;
  18407. i = contour.length;
  18408. while ( -- i >= 0 ) {
  18409. j = i;
  18410. k = i - 1;
  18411. if ( k < 0 ) { k = contour.length - 1; }
  18412. //console.log('b', i,j, i-1, k,vertices.length);
  18413. var s = 0,
  18414. sl = steps + bevelSegments * 2;
  18415. for ( s = 0; s < sl; s ++ ) {
  18416. var slen1 = vlen * s;
  18417. var slen2 = vlen * ( s + 1 );
  18418. var a = layeroffset + j + slen1,
  18419. b = layeroffset + k + slen1,
  18420. c = layeroffset + k + slen2,
  18421. d = layeroffset + j + slen2;
  18422. f4( a, b, c, d );
  18423. }
  18424. }
  18425. }
  18426. function v( x, y, z ) {
  18427. placeholder.push( x );
  18428. placeholder.push( y );
  18429. placeholder.push( z );
  18430. }
  18431. function f3( a, b, c ) {
  18432. addVertex( a );
  18433. addVertex( b );
  18434. addVertex( c );
  18435. var nextIndex = verticesArray.length / 3;
  18436. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18437. addUV( uvs[ 0 ] );
  18438. addUV( uvs[ 1 ] );
  18439. addUV( uvs[ 2 ] );
  18440. }
  18441. function f4( a, b, c, d ) {
  18442. addVertex( a );
  18443. addVertex( b );
  18444. addVertex( d );
  18445. addVertex( b );
  18446. addVertex( c );
  18447. addVertex( d );
  18448. var nextIndex = verticesArray.length / 3;
  18449. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18450. addUV( uvs[ 0 ] );
  18451. addUV( uvs[ 1 ] );
  18452. addUV( uvs[ 3 ] );
  18453. addUV( uvs[ 1 ] );
  18454. addUV( uvs[ 2 ] );
  18455. addUV( uvs[ 3 ] );
  18456. }
  18457. function addVertex( index ) {
  18458. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18459. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18460. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18461. }
  18462. function addUV( vector2 ) {
  18463. uvArray.push( vector2.x );
  18464. uvArray.push( vector2.y );
  18465. }
  18466. }
  18467. }
  18468. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18469. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18470. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18471. var data = BufferGeometry.prototype.toJSON.call( this );
  18472. var shapes = this.parameters.shapes;
  18473. var options = this.parameters.options;
  18474. return toJSON( shapes, options, data );
  18475. };
  18476. //
  18477. var WorldUVGenerator = {
  18478. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18479. var a_x = vertices[ indexA * 3 ];
  18480. var a_y = vertices[ indexA * 3 + 1 ];
  18481. var b_x = vertices[ indexB * 3 ];
  18482. var b_y = vertices[ indexB * 3 + 1 ];
  18483. var c_x = vertices[ indexC * 3 ];
  18484. var c_y = vertices[ indexC * 3 + 1 ];
  18485. return [
  18486. new Vector2( a_x, a_y ),
  18487. new Vector2( b_x, b_y ),
  18488. new Vector2( c_x, c_y )
  18489. ];
  18490. },
  18491. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18492. var a_x = vertices[ indexA * 3 ];
  18493. var a_y = vertices[ indexA * 3 + 1 ];
  18494. var a_z = vertices[ indexA * 3 + 2 ];
  18495. var b_x = vertices[ indexB * 3 ];
  18496. var b_y = vertices[ indexB * 3 + 1 ];
  18497. var b_z = vertices[ indexB * 3 + 2 ];
  18498. var c_x = vertices[ indexC * 3 ];
  18499. var c_y = vertices[ indexC * 3 + 1 ];
  18500. var c_z = vertices[ indexC * 3 + 2 ];
  18501. var d_x = vertices[ indexD * 3 ];
  18502. var d_y = vertices[ indexD * 3 + 1 ];
  18503. var d_z = vertices[ indexD * 3 + 2 ];
  18504. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18505. return [
  18506. new Vector2( a_x, 1 - a_z ),
  18507. new Vector2( b_x, 1 - b_z ),
  18508. new Vector2( c_x, 1 - c_z ),
  18509. new Vector2( d_x, 1 - d_z )
  18510. ];
  18511. } else {
  18512. return [
  18513. new Vector2( a_y, 1 - a_z ),
  18514. new Vector2( b_y, 1 - b_z ),
  18515. new Vector2( c_y, 1 - c_z ),
  18516. new Vector2( d_y, 1 - d_z )
  18517. ];
  18518. }
  18519. }
  18520. };
  18521. function toJSON( shapes, options, data ) {
  18522. //
  18523. data.shapes = [];
  18524. if ( Array.isArray( shapes ) ) {
  18525. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18526. var shape = shapes[ i ];
  18527. data.shapes.push( shape.uuid );
  18528. }
  18529. } else {
  18530. data.shapes.push( shapes.uuid );
  18531. }
  18532. //
  18533. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18534. return data;
  18535. }
  18536. /**
  18537. * @author zz85 / http://www.lab4games.net/zz85/blog
  18538. * @author alteredq / http://alteredqualia.com/
  18539. *
  18540. * Text = 3D Text
  18541. *
  18542. * parameters = {
  18543. * font: <THREE.Font>, // font
  18544. *
  18545. * size: <float>, // size of the text
  18546. * height: <float>, // thickness to extrude text
  18547. * curveSegments: <int>, // number of points on the curves
  18548. *
  18549. * bevelEnabled: <bool>, // turn on bevel
  18550. * bevelThickness: <float>, // how deep into text bevel goes
  18551. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18552. * bevelOffset: <float> // how far from text outline does bevel start
  18553. * }
  18554. */
  18555. // TextGeometry
  18556. function TextGeometry( text, parameters ) {
  18557. Geometry.call( this );
  18558. this.type = 'TextGeometry';
  18559. this.parameters = {
  18560. text: text,
  18561. parameters: parameters
  18562. };
  18563. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18564. this.mergeVertices();
  18565. }
  18566. TextGeometry.prototype = Object.create( Geometry.prototype );
  18567. TextGeometry.prototype.constructor = TextGeometry;
  18568. // TextBufferGeometry
  18569. function TextBufferGeometry( text, parameters ) {
  18570. parameters = parameters || {};
  18571. var font = parameters.font;
  18572. if ( ! ( font && font.isFont ) ) {
  18573. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18574. return new Geometry();
  18575. }
  18576. var shapes = font.generateShapes( text, parameters.size );
  18577. // translate parameters to ExtrudeGeometry API
  18578. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18579. // defaults
  18580. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18581. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18582. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18583. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18584. this.type = 'TextBufferGeometry';
  18585. }
  18586. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18587. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18588. /**
  18589. * @author mrdoob / http://mrdoob.com/
  18590. * @author benaadams / https://twitter.com/ben_a_adams
  18591. * @author Mugen87 / https://github.com/Mugen87
  18592. */
  18593. // SphereGeometry
  18594. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18595. Geometry.call( this );
  18596. this.type = 'SphereGeometry';
  18597. this.parameters = {
  18598. radius: radius,
  18599. widthSegments: widthSegments,
  18600. heightSegments: heightSegments,
  18601. phiStart: phiStart,
  18602. phiLength: phiLength,
  18603. thetaStart: thetaStart,
  18604. thetaLength: thetaLength
  18605. };
  18606. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18607. this.mergeVertices();
  18608. }
  18609. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18610. SphereGeometry.prototype.constructor = SphereGeometry;
  18611. // SphereBufferGeometry
  18612. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18613. BufferGeometry.call( this );
  18614. this.type = 'SphereBufferGeometry';
  18615. this.parameters = {
  18616. radius: radius,
  18617. widthSegments: widthSegments,
  18618. heightSegments: heightSegments,
  18619. phiStart: phiStart,
  18620. phiLength: phiLength,
  18621. thetaStart: thetaStart,
  18622. thetaLength: thetaLength
  18623. };
  18624. radius = radius || 1;
  18625. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18626. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18627. phiStart = phiStart !== undefined ? phiStart : 0;
  18628. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18629. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18630. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18631. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18632. var ix, iy;
  18633. var index = 0;
  18634. var grid = [];
  18635. var vertex = new Vector3();
  18636. var normal = new Vector3();
  18637. // buffers
  18638. var indices = [];
  18639. var vertices = [];
  18640. var normals = [];
  18641. var uvs = [];
  18642. // generate vertices, normals and uvs
  18643. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18644. var verticesRow = [];
  18645. var v = iy / heightSegments;
  18646. // special case for the poles
  18647. var uOffset = 0;
  18648. if ( iy == 0 && thetaStart == 0 ) {
  18649. uOffset = 0.5 / widthSegments;
  18650. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18651. uOffset = - 0.5 / widthSegments;
  18652. }
  18653. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18654. var u = ix / widthSegments;
  18655. // vertex
  18656. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18657. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18658. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18659. vertices.push( vertex.x, vertex.y, vertex.z );
  18660. // normal
  18661. normal.copy( vertex ).normalize();
  18662. normals.push( normal.x, normal.y, normal.z );
  18663. // uv
  18664. uvs.push( u + uOffset, 1 - v );
  18665. verticesRow.push( index ++ );
  18666. }
  18667. grid.push( verticesRow );
  18668. }
  18669. // indices
  18670. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18671. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18672. var a = grid[ iy ][ ix + 1 ];
  18673. var b = grid[ iy ][ ix ];
  18674. var c = grid[ iy + 1 ][ ix ];
  18675. var d = grid[ iy + 1 ][ ix + 1 ];
  18676. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18677. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18678. }
  18679. }
  18680. // build geometry
  18681. this.setIndex( indices );
  18682. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18683. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18684. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18685. }
  18686. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18687. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18688. /**
  18689. * @author Kaleb Murphy
  18690. * @author Mugen87 / https://github.com/Mugen87
  18691. */
  18692. // RingGeometry
  18693. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18694. Geometry.call( this );
  18695. this.type = 'RingGeometry';
  18696. this.parameters = {
  18697. innerRadius: innerRadius,
  18698. outerRadius: outerRadius,
  18699. thetaSegments: thetaSegments,
  18700. phiSegments: phiSegments,
  18701. thetaStart: thetaStart,
  18702. thetaLength: thetaLength
  18703. };
  18704. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18705. this.mergeVertices();
  18706. }
  18707. RingGeometry.prototype = Object.create( Geometry.prototype );
  18708. RingGeometry.prototype.constructor = RingGeometry;
  18709. // RingBufferGeometry
  18710. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18711. BufferGeometry.call( this );
  18712. this.type = 'RingBufferGeometry';
  18713. this.parameters = {
  18714. innerRadius: innerRadius,
  18715. outerRadius: outerRadius,
  18716. thetaSegments: thetaSegments,
  18717. phiSegments: phiSegments,
  18718. thetaStart: thetaStart,
  18719. thetaLength: thetaLength
  18720. };
  18721. innerRadius = innerRadius || 0.5;
  18722. outerRadius = outerRadius || 1;
  18723. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18724. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18725. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18726. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18727. // buffers
  18728. var indices = [];
  18729. var vertices = [];
  18730. var normals = [];
  18731. var uvs = [];
  18732. // some helper variables
  18733. var segment;
  18734. var radius = innerRadius;
  18735. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18736. var vertex = new Vector3();
  18737. var uv = new Vector2();
  18738. var j, i;
  18739. // generate vertices, normals and uvs
  18740. for ( j = 0; j <= phiSegments; j ++ ) {
  18741. for ( i = 0; i <= thetaSegments; i ++ ) {
  18742. // values are generate from the inside of the ring to the outside
  18743. segment = thetaStart + i / thetaSegments * thetaLength;
  18744. // vertex
  18745. vertex.x = radius * Math.cos( segment );
  18746. vertex.y = radius * Math.sin( segment );
  18747. vertices.push( vertex.x, vertex.y, vertex.z );
  18748. // normal
  18749. normals.push( 0, 0, 1 );
  18750. // uv
  18751. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18752. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18753. uvs.push( uv.x, uv.y );
  18754. }
  18755. // increase the radius for next row of vertices
  18756. radius += radiusStep;
  18757. }
  18758. // indices
  18759. for ( j = 0; j < phiSegments; j ++ ) {
  18760. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18761. for ( i = 0; i < thetaSegments; i ++ ) {
  18762. segment = i + thetaSegmentLevel;
  18763. var a = segment;
  18764. var b = segment + thetaSegments + 1;
  18765. var c = segment + thetaSegments + 2;
  18766. var d = segment + 1;
  18767. // faces
  18768. indices.push( a, b, d );
  18769. indices.push( b, c, d );
  18770. }
  18771. }
  18772. // build geometry
  18773. this.setIndex( indices );
  18774. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18775. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18776. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18777. }
  18778. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18779. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18780. /**
  18781. * @author zz85 / https://github.com/zz85
  18782. * @author bhouston / http://clara.io
  18783. * @author Mugen87 / https://github.com/Mugen87
  18784. */
  18785. // LatheGeometry
  18786. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18787. Geometry.call( this );
  18788. this.type = 'LatheGeometry';
  18789. this.parameters = {
  18790. points: points,
  18791. segments: segments,
  18792. phiStart: phiStart,
  18793. phiLength: phiLength
  18794. };
  18795. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18796. this.mergeVertices();
  18797. }
  18798. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18799. LatheGeometry.prototype.constructor = LatheGeometry;
  18800. // LatheBufferGeometry
  18801. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18802. BufferGeometry.call( this );
  18803. this.type = 'LatheBufferGeometry';
  18804. this.parameters = {
  18805. points: points,
  18806. segments: segments,
  18807. phiStart: phiStart,
  18808. phiLength: phiLength
  18809. };
  18810. segments = Math.floor( segments ) || 12;
  18811. phiStart = phiStart || 0;
  18812. phiLength = phiLength || Math.PI * 2;
  18813. // clamp phiLength so it's in range of [ 0, 2PI ]
  18814. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18815. // buffers
  18816. var indices = [];
  18817. var vertices = [];
  18818. var uvs = [];
  18819. // helper variables
  18820. var base;
  18821. var inverseSegments = 1.0 / segments;
  18822. var vertex = new Vector3();
  18823. var uv = new Vector2();
  18824. var i, j;
  18825. // generate vertices and uvs
  18826. for ( i = 0; i <= segments; i ++ ) {
  18827. var phi = phiStart + i * inverseSegments * phiLength;
  18828. var sin = Math.sin( phi );
  18829. var cos = Math.cos( phi );
  18830. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18831. // vertex
  18832. vertex.x = points[ j ].x * sin;
  18833. vertex.y = points[ j ].y;
  18834. vertex.z = points[ j ].x * cos;
  18835. vertices.push( vertex.x, vertex.y, vertex.z );
  18836. // uv
  18837. uv.x = i / segments;
  18838. uv.y = j / ( points.length - 1 );
  18839. uvs.push( uv.x, uv.y );
  18840. }
  18841. }
  18842. // indices
  18843. for ( i = 0; i < segments; i ++ ) {
  18844. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18845. base = j + i * points.length;
  18846. var a = base;
  18847. var b = base + points.length;
  18848. var c = base + points.length + 1;
  18849. var d = base + 1;
  18850. // faces
  18851. indices.push( a, b, d );
  18852. indices.push( b, c, d );
  18853. }
  18854. }
  18855. // build geometry
  18856. this.setIndex( indices );
  18857. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18858. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18859. // generate normals
  18860. this.computeVertexNormals();
  18861. // if the geometry is closed, we need to average the normals along the seam.
  18862. // because the corresponding vertices are identical (but still have different UVs).
  18863. if ( phiLength === Math.PI * 2 ) {
  18864. var normals = this.attributes.normal.array;
  18865. var n1 = new Vector3();
  18866. var n2 = new Vector3();
  18867. var n = new Vector3();
  18868. // this is the buffer offset for the last line of vertices
  18869. base = segments * points.length * 3;
  18870. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18871. // select the normal of the vertex in the first line
  18872. n1.x = normals[ j + 0 ];
  18873. n1.y = normals[ j + 1 ];
  18874. n1.z = normals[ j + 2 ];
  18875. // select the normal of the vertex in the last line
  18876. n2.x = normals[ base + j + 0 ];
  18877. n2.y = normals[ base + j + 1 ];
  18878. n2.z = normals[ base + j + 2 ];
  18879. // average normals
  18880. n.addVectors( n1, n2 ).normalize();
  18881. // assign the new values to both normals
  18882. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18883. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18884. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18885. }
  18886. }
  18887. }
  18888. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18889. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18890. /**
  18891. * @author jonobr1 / http://jonobr1.com
  18892. * @author Mugen87 / https://github.com/Mugen87
  18893. */
  18894. // ShapeGeometry
  18895. function ShapeGeometry( shapes, curveSegments ) {
  18896. Geometry.call( this );
  18897. this.type = 'ShapeGeometry';
  18898. if ( typeof curveSegments === 'object' ) {
  18899. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18900. curveSegments = curveSegments.curveSegments;
  18901. }
  18902. this.parameters = {
  18903. shapes: shapes,
  18904. curveSegments: curveSegments
  18905. };
  18906. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18907. this.mergeVertices();
  18908. }
  18909. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18910. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18911. ShapeGeometry.prototype.toJSON = function () {
  18912. var data = Geometry.prototype.toJSON.call( this );
  18913. var shapes = this.parameters.shapes;
  18914. return toJSON$1( shapes, data );
  18915. };
  18916. // ShapeBufferGeometry
  18917. function ShapeBufferGeometry( shapes, curveSegments ) {
  18918. BufferGeometry.call( this );
  18919. this.type = 'ShapeBufferGeometry';
  18920. this.parameters = {
  18921. shapes: shapes,
  18922. curveSegments: curveSegments
  18923. };
  18924. curveSegments = curveSegments || 12;
  18925. // buffers
  18926. var indices = [];
  18927. var vertices = [];
  18928. var normals = [];
  18929. var uvs = [];
  18930. // helper variables
  18931. var groupStart = 0;
  18932. var groupCount = 0;
  18933. // allow single and array values for "shapes" parameter
  18934. if ( Array.isArray( shapes ) === false ) {
  18935. addShape( shapes );
  18936. } else {
  18937. for ( var i = 0; i < shapes.length; i ++ ) {
  18938. addShape( shapes[ i ] );
  18939. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18940. groupStart += groupCount;
  18941. groupCount = 0;
  18942. }
  18943. }
  18944. // build geometry
  18945. this.setIndex( indices );
  18946. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18947. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18948. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18949. // helper functions
  18950. function addShape( shape ) {
  18951. var i, l, shapeHole;
  18952. var indexOffset = vertices.length / 3;
  18953. var points = shape.extractPoints( curveSegments );
  18954. var shapeVertices = points.shape;
  18955. var shapeHoles = points.holes;
  18956. // check direction of vertices
  18957. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18958. shapeVertices = shapeVertices.reverse();
  18959. }
  18960. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18961. shapeHole = shapeHoles[ i ];
  18962. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18963. shapeHoles[ i ] = shapeHole.reverse();
  18964. }
  18965. }
  18966. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18967. // join vertices of inner and outer paths to a single array
  18968. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18969. shapeHole = shapeHoles[ i ];
  18970. shapeVertices = shapeVertices.concat( shapeHole );
  18971. }
  18972. // vertices, normals, uvs
  18973. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18974. var vertex = shapeVertices[ i ];
  18975. vertices.push( vertex.x, vertex.y, 0 );
  18976. normals.push( 0, 0, 1 );
  18977. uvs.push( vertex.x, vertex.y ); // world uvs
  18978. }
  18979. // incides
  18980. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18981. var face = faces[ i ];
  18982. var a = face[ 0 ] + indexOffset;
  18983. var b = face[ 1 ] + indexOffset;
  18984. var c = face[ 2 ] + indexOffset;
  18985. indices.push( a, b, c );
  18986. groupCount += 3;
  18987. }
  18988. }
  18989. }
  18990. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18991. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18992. ShapeBufferGeometry.prototype.toJSON = function () {
  18993. var data = BufferGeometry.prototype.toJSON.call( this );
  18994. var shapes = this.parameters.shapes;
  18995. return toJSON$1( shapes, data );
  18996. };
  18997. //
  18998. function toJSON$1( shapes, data ) {
  18999. data.shapes = [];
  19000. if ( Array.isArray( shapes ) ) {
  19001. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19002. var shape = shapes[ i ];
  19003. data.shapes.push( shape.uuid );
  19004. }
  19005. } else {
  19006. data.shapes.push( shapes.uuid );
  19007. }
  19008. return data;
  19009. }
  19010. /**
  19011. * @author WestLangley / http://github.com/WestLangley
  19012. * @author Mugen87 / https://github.com/Mugen87
  19013. */
  19014. function EdgesGeometry( geometry, thresholdAngle ) {
  19015. BufferGeometry.call( this );
  19016. this.type = 'EdgesGeometry';
  19017. this.parameters = {
  19018. thresholdAngle: thresholdAngle
  19019. };
  19020. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19021. // buffer
  19022. var vertices = [];
  19023. // helper variables
  19024. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19025. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19026. var key, keys = [ 'a', 'b', 'c' ];
  19027. // prepare source geometry
  19028. var geometry2;
  19029. if ( geometry.isBufferGeometry ) {
  19030. geometry2 = new Geometry();
  19031. geometry2.fromBufferGeometry( geometry );
  19032. } else {
  19033. geometry2 = geometry.clone();
  19034. }
  19035. geometry2.mergeVertices();
  19036. geometry2.computeFaceNormals();
  19037. var sourceVertices = geometry2.vertices;
  19038. var faces = geometry2.faces;
  19039. // now create a data structure where each entry represents an edge with its adjoining faces
  19040. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19041. var face = faces[ i ];
  19042. for ( var j = 0; j < 3; j ++ ) {
  19043. edge1 = face[ keys[ j ] ];
  19044. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19045. edge[ 0 ] = Math.min( edge1, edge2 );
  19046. edge[ 1 ] = Math.max( edge1, edge2 );
  19047. key = edge[ 0 ] + ',' + edge[ 1 ];
  19048. if ( edges[ key ] === undefined ) {
  19049. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19050. } else {
  19051. edges[ key ].face2 = i;
  19052. }
  19053. }
  19054. }
  19055. // generate vertices
  19056. for ( key in edges ) {
  19057. var e = edges[ key ];
  19058. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19059. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19060. var vertex = sourceVertices[ e.index1 ];
  19061. vertices.push( vertex.x, vertex.y, vertex.z );
  19062. vertex = sourceVertices[ e.index2 ];
  19063. vertices.push( vertex.x, vertex.y, vertex.z );
  19064. }
  19065. }
  19066. // build geometry
  19067. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19068. }
  19069. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19070. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19071. /**
  19072. * @author mrdoob / http://mrdoob.com/
  19073. * @author Mugen87 / https://github.com/Mugen87
  19074. */
  19075. // CylinderGeometry
  19076. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19077. Geometry.call( this );
  19078. this.type = 'CylinderGeometry';
  19079. this.parameters = {
  19080. radiusTop: radiusTop,
  19081. radiusBottom: radiusBottom,
  19082. height: height,
  19083. radialSegments: radialSegments,
  19084. heightSegments: heightSegments,
  19085. openEnded: openEnded,
  19086. thetaStart: thetaStart,
  19087. thetaLength: thetaLength
  19088. };
  19089. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19090. this.mergeVertices();
  19091. }
  19092. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19093. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19094. // CylinderBufferGeometry
  19095. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19096. BufferGeometry.call( this );
  19097. this.type = 'CylinderBufferGeometry';
  19098. this.parameters = {
  19099. radiusTop: radiusTop,
  19100. radiusBottom: radiusBottom,
  19101. height: height,
  19102. radialSegments: radialSegments,
  19103. heightSegments: heightSegments,
  19104. openEnded: openEnded,
  19105. thetaStart: thetaStart,
  19106. thetaLength: thetaLength
  19107. };
  19108. var scope = this;
  19109. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19110. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19111. height = height || 1;
  19112. radialSegments = Math.floor( radialSegments ) || 8;
  19113. heightSegments = Math.floor( heightSegments ) || 1;
  19114. openEnded = openEnded !== undefined ? openEnded : false;
  19115. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19116. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19117. // buffers
  19118. var indices = [];
  19119. var vertices = [];
  19120. var normals = [];
  19121. var uvs = [];
  19122. // helper variables
  19123. var index = 0;
  19124. var indexArray = [];
  19125. var halfHeight = height / 2;
  19126. var groupStart = 0;
  19127. // generate geometry
  19128. generateTorso();
  19129. if ( openEnded === false ) {
  19130. if ( radiusTop > 0 ) { generateCap( true ); }
  19131. if ( radiusBottom > 0 ) { generateCap( false ); }
  19132. }
  19133. // build geometry
  19134. this.setIndex( indices );
  19135. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19136. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19137. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19138. function generateTorso() {
  19139. var x, y;
  19140. var normal = new Vector3();
  19141. var vertex = new Vector3();
  19142. var groupCount = 0;
  19143. // this will be used to calculate the normal
  19144. var slope = ( radiusBottom - radiusTop ) / height;
  19145. // generate vertices, normals and uvs
  19146. for ( y = 0; y <= heightSegments; y ++ ) {
  19147. var indexRow = [];
  19148. var v = y / heightSegments;
  19149. // calculate the radius of the current row
  19150. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19151. for ( x = 0; x <= radialSegments; x ++ ) {
  19152. var u = x / radialSegments;
  19153. var theta = u * thetaLength + thetaStart;
  19154. var sinTheta = Math.sin( theta );
  19155. var cosTheta = Math.cos( theta );
  19156. // vertex
  19157. vertex.x = radius * sinTheta;
  19158. vertex.y = - v * height + halfHeight;
  19159. vertex.z = radius * cosTheta;
  19160. vertices.push( vertex.x, vertex.y, vertex.z );
  19161. // normal
  19162. normal.set( sinTheta, slope, cosTheta ).normalize();
  19163. normals.push( normal.x, normal.y, normal.z );
  19164. // uv
  19165. uvs.push( u, 1 - v );
  19166. // save index of vertex in respective row
  19167. indexRow.push( index ++ );
  19168. }
  19169. // now save vertices of the row in our index array
  19170. indexArray.push( indexRow );
  19171. }
  19172. // generate indices
  19173. for ( x = 0; x < radialSegments; x ++ ) {
  19174. for ( y = 0; y < heightSegments; y ++ ) {
  19175. // we use the index array to access the correct indices
  19176. var a = indexArray[ y ][ x ];
  19177. var b = indexArray[ y + 1 ][ x ];
  19178. var c = indexArray[ y + 1 ][ x + 1 ];
  19179. var d = indexArray[ y ][ x + 1 ];
  19180. // faces
  19181. indices.push( a, b, d );
  19182. indices.push( b, c, d );
  19183. // update group counter
  19184. groupCount += 6;
  19185. }
  19186. }
  19187. // add a group to the geometry. this will ensure multi material support
  19188. scope.addGroup( groupStart, groupCount, 0 );
  19189. // calculate new start value for groups
  19190. groupStart += groupCount;
  19191. }
  19192. function generateCap( top ) {
  19193. var x, centerIndexStart, centerIndexEnd;
  19194. var uv = new Vector2();
  19195. var vertex = new Vector3();
  19196. var groupCount = 0;
  19197. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19198. var sign = ( top === true ) ? 1 : - 1;
  19199. // save the index of the first center vertex
  19200. centerIndexStart = index;
  19201. // first we generate the center vertex data of the cap.
  19202. // because the geometry needs one set of uvs per face,
  19203. // we must generate a center vertex per face/segment
  19204. for ( x = 1; x <= radialSegments; x ++ ) {
  19205. // vertex
  19206. vertices.push( 0, halfHeight * sign, 0 );
  19207. // normal
  19208. normals.push( 0, sign, 0 );
  19209. // uv
  19210. uvs.push( 0.5, 0.5 );
  19211. // increase index
  19212. index ++;
  19213. }
  19214. // save the index of the last center vertex
  19215. centerIndexEnd = index;
  19216. // now we generate the surrounding vertices, normals and uvs
  19217. for ( x = 0; x <= radialSegments; x ++ ) {
  19218. var u = x / radialSegments;
  19219. var theta = u * thetaLength + thetaStart;
  19220. var cosTheta = Math.cos( theta );
  19221. var sinTheta = Math.sin( theta );
  19222. // vertex
  19223. vertex.x = radius * sinTheta;
  19224. vertex.y = halfHeight * sign;
  19225. vertex.z = radius * cosTheta;
  19226. vertices.push( vertex.x, vertex.y, vertex.z );
  19227. // normal
  19228. normals.push( 0, sign, 0 );
  19229. // uv
  19230. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19231. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19232. uvs.push( uv.x, uv.y );
  19233. // increase index
  19234. index ++;
  19235. }
  19236. // generate indices
  19237. for ( x = 0; x < radialSegments; x ++ ) {
  19238. var c = centerIndexStart + x;
  19239. var i = centerIndexEnd + x;
  19240. if ( top === true ) {
  19241. // face top
  19242. indices.push( i, i + 1, c );
  19243. } else {
  19244. // face bottom
  19245. indices.push( i + 1, i, c );
  19246. }
  19247. groupCount += 3;
  19248. }
  19249. // add a group to the geometry. this will ensure multi material support
  19250. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19251. // calculate new start value for groups
  19252. groupStart += groupCount;
  19253. }
  19254. }
  19255. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19256. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19257. /**
  19258. * @author abelnation / http://github.com/abelnation
  19259. */
  19260. // ConeGeometry
  19261. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19262. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19263. this.type = 'ConeGeometry';
  19264. this.parameters = {
  19265. radius: radius,
  19266. height: height,
  19267. radialSegments: radialSegments,
  19268. heightSegments: heightSegments,
  19269. openEnded: openEnded,
  19270. thetaStart: thetaStart,
  19271. thetaLength: thetaLength
  19272. };
  19273. }
  19274. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19275. ConeGeometry.prototype.constructor = ConeGeometry;
  19276. // ConeBufferGeometry
  19277. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19278. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19279. this.type = 'ConeBufferGeometry';
  19280. this.parameters = {
  19281. radius: radius,
  19282. height: height,
  19283. radialSegments: radialSegments,
  19284. heightSegments: heightSegments,
  19285. openEnded: openEnded,
  19286. thetaStart: thetaStart,
  19287. thetaLength: thetaLength
  19288. };
  19289. }
  19290. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19291. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19292. /**
  19293. * @author benaadams / https://twitter.com/ben_a_adams
  19294. * @author Mugen87 / https://github.com/Mugen87
  19295. * @author hughes
  19296. */
  19297. // CircleGeometry
  19298. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19299. Geometry.call( this );
  19300. this.type = 'CircleGeometry';
  19301. this.parameters = {
  19302. radius: radius,
  19303. segments: segments,
  19304. thetaStart: thetaStart,
  19305. thetaLength: thetaLength
  19306. };
  19307. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19308. this.mergeVertices();
  19309. }
  19310. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19311. CircleGeometry.prototype.constructor = CircleGeometry;
  19312. // CircleBufferGeometry
  19313. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19314. BufferGeometry.call( this );
  19315. this.type = 'CircleBufferGeometry';
  19316. this.parameters = {
  19317. radius: radius,
  19318. segments: segments,
  19319. thetaStart: thetaStart,
  19320. thetaLength: thetaLength
  19321. };
  19322. radius = radius || 1;
  19323. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19324. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19325. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19326. // buffers
  19327. var indices = [];
  19328. var vertices = [];
  19329. var normals = [];
  19330. var uvs = [];
  19331. // helper variables
  19332. var i, s;
  19333. var vertex = new Vector3();
  19334. var uv = new Vector2();
  19335. // center point
  19336. vertices.push( 0, 0, 0 );
  19337. normals.push( 0, 0, 1 );
  19338. uvs.push( 0.5, 0.5 );
  19339. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19340. var segment = thetaStart + s / segments * thetaLength;
  19341. // vertex
  19342. vertex.x = radius * Math.cos( segment );
  19343. vertex.y = radius * Math.sin( segment );
  19344. vertices.push( vertex.x, vertex.y, vertex.z );
  19345. // normal
  19346. normals.push( 0, 0, 1 );
  19347. // uvs
  19348. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19349. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19350. uvs.push( uv.x, uv.y );
  19351. }
  19352. // indices
  19353. for ( i = 1; i <= segments; i ++ ) {
  19354. indices.push( i, i + 1, 0 );
  19355. }
  19356. // build geometry
  19357. this.setIndex( indices );
  19358. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19359. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19360. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19361. }
  19362. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19363. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19364. var Geometries = /*#__PURE__*/Object.freeze({
  19365. __proto__: null,
  19366. WireframeGeometry: WireframeGeometry,
  19367. ParametricGeometry: ParametricGeometry,
  19368. ParametricBufferGeometry: ParametricBufferGeometry,
  19369. TetrahedronGeometry: TetrahedronGeometry,
  19370. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19371. OctahedronGeometry: OctahedronGeometry,
  19372. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19373. IcosahedronGeometry: IcosahedronGeometry,
  19374. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19375. DodecahedronGeometry: DodecahedronGeometry,
  19376. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19377. PolyhedronGeometry: PolyhedronGeometry,
  19378. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19379. TubeGeometry: TubeGeometry,
  19380. TubeBufferGeometry: TubeBufferGeometry,
  19381. TorusKnotGeometry: TorusKnotGeometry,
  19382. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19383. TorusGeometry: TorusGeometry,
  19384. TorusBufferGeometry: TorusBufferGeometry,
  19385. TextGeometry: TextGeometry,
  19386. TextBufferGeometry: TextBufferGeometry,
  19387. SphereGeometry: SphereGeometry,
  19388. SphereBufferGeometry: SphereBufferGeometry,
  19389. RingGeometry: RingGeometry,
  19390. RingBufferGeometry: RingBufferGeometry,
  19391. PlaneGeometry: PlaneGeometry,
  19392. PlaneBufferGeometry: PlaneBufferGeometry,
  19393. LatheGeometry: LatheGeometry,
  19394. LatheBufferGeometry: LatheBufferGeometry,
  19395. ShapeGeometry: ShapeGeometry,
  19396. ShapeBufferGeometry: ShapeBufferGeometry,
  19397. ExtrudeGeometry: ExtrudeGeometry,
  19398. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19399. EdgesGeometry: EdgesGeometry,
  19400. ConeGeometry: ConeGeometry,
  19401. ConeBufferGeometry: ConeBufferGeometry,
  19402. CylinderGeometry: CylinderGeometry,
  19403. CylinderBufferGeometry: CylinderBufferGeometry,
  19404. CircleGeometry: CircleGeometry,
  19405. CircleBufferGeometry: CircleBufferGeometry,
  19406. BoxGeometry: BoxGeometry,
  19407. BoxBufferGeometry: BoxBufferGeometry
  19408. });
  19409. /**
  19410. * @author mrdoob / http://mrdoob.com/
  19411. *
  19412. * parameters = {
  19413. * color: <THREE.Color>
  19414. * }
  19415. */
  19416. function ShadowMaterial( parameters ) {
  19417. Material.call( this );
  19418. this.type = 'ShadowMaterial';
  19419. this.color = new Color( 0x000000 );
  19420. this.transparent = true;
  19421. this.setValues( parameters );
  19422. }
  19423. ShadowMaterial.prototype = Object.create( Material.prototype );
  19424. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19425. ShadowMaterial.prototype.isShadowMaterial = true;
  19426. ShadowMaterial.prototype.copy = function ( source ) {
  19427. Material.prototype.copy.call( this, source );
  19428. this.color.copy( source.color );
  19429. return this;
  19430. };
  19431. /**
  19432. * @author mrdoob / http://mrdoob.com/
  19433. */
  19434. function RawShaderMaterial( parameters ) {
  19435. ShaderMaterial.call( this, parameters );
  19436. this.type = 'RawShaderMaterial';
  19437. }
  19438. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19439. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19440. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19441. /**
  19442. * @author WestLangley / http://github.com/WestLangley
  19443. *
  19444. * parameters = {
  19445. * color: <hex>,
  19446. * roughness: <float>,
  19447. * metalness: <float>,
  19448. * opacity: <float>,
  19449. *
  19450. * map: new THREE.Texture( <Image> ),
  19451. *
  19452. * lightMap: new THREE.Texture( <Image> ),
  19453. * lightMapIntensity: <float>
  19454. *
  19455. * aoMap: new THREE.Texture( <Image> ),
  19456. * aoMapIntensity: <float>
  19457. *
  19458. * emissive: <hex>,
  19459. * emissiveIntensity: <float>
  19460. * emissiveMap: new THREE.Texture( <Image> ),
  19461. *
  19462. * bumpMap: new THREE.Texture( <Image> ),
  19463. * bumpScale: <float>,
  19464. *
  19465. * normalMap: new THREE.Texture( <Image> ),
  19466. * normalMapType: THREE.TangentSpaceNormalMap,
  19467. * normalScale: <Vector2>,
  19468. *
  19469. * displacementMap: new THREE.Texture( <Image> ),
  19470. * displacementScale: <float>,
  19471. * displacementBias: <float>,
  19472. *
  19473. * roughnessMap: new THREE.Texture( <Image> ),
  19474. *
  19475. * metalnessMap: new THREE.Texture( <Image> ),
  19476. *
  19477. * alphaMap: new THREE.Texture( <Image> ),
  19478. *
  19479. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19480. * envMapIntensity: <float>
  19481. *
  19482. * refractionRatio: <float>,
  19483. *
  19484. * wireframe: <boolean>,
  19485. * wireframeLinewidth: <float>,
  19486. *
  19487. * skinning: <bool>,
  19488. * morphTargets: <bool>,
  19489. * morphNormals: <bool>
  19490. * }
  19491. */
  19492. function MeshStandardMaterial( parameters ) {
  19493. Material.call( this );
  19494. this.defines = { 'STANDARD': '' };
  19495. this.type = 'MeshStandardMaterial';
  19496. this.color = new Color( 0xffffff ); // diffuse
  19497. this.roughness = 1.0;
  19498. this.metalness = 0.0;
  19499. this.map = null;
  19500. this.lightMap = null;
  19501. this.lightMapIntensity = 1.0;
  19502. this.aoMap = null;
  19503. this.aoMapIntensity = 1.0;
  19504. this.emissive = new Color( 0x000000 );
  19505. this.emissiveIntensity = 1.0;
  19506. this.emissiveMap = null;
  19507. this.bumpMap = null;
  19508. this.bumpScale = 1;
  19509. this.normalMap = null;
  19510. this.normalMapType = TangentSpaceNormalMap;
  19511. this.normalScale = new Vector2( 1, 1 );
  19512. this.displacementMap = null;
  19513. this.displacementScale = 1;
  19514. this.displacementBias = 0;
  19515. this.roughnessMap = null;
  19516. this.metalnessMap = null;
  19517. this.alphaMap = null;
  19518. this.envMap = null;
  19519. this.envMapIntensity = 1.0;
  19520. this.refractionRatio = 0.98;
  19521. this.wireframe = false;
  19522. this.wireframeLinewidth = 1;
  19523. this.wireframeLinecap = 'round';
  19524. this.wireframeLinejoin = 'round';
  19525. this.skinning = false;
  19526. this.morphTargets = false;
  19527. this.morphNormals = false;
  19528. this.vertexTangents = false;
  19529. this.setValues( parameters );
  19530. }
  19531. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19532. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19533. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19534. MeshStandardMaterial.prototype.copy = function ( source ) {
  19535. Material.prototype.copy.call( this, source );
  19536. this.defines = { 'STANDARD': '' };
  19537. this.color.copy( source.color );
  19538. this.roughness = source.roughness;
  19539. this.metalness = source.metalness;
  19540. this.map = source.map;
  19541. this.lightMap = source.lightMap;
  19542. this.lightMapIntensity = source.lightMapIntensity;
  19543. this.aoMap = source.aoMap;
  19544. this.aoMapIntensity = source.aoMapIntensity;
  19545. this.emissive.copy( source.emissive );
  19546. this.emissiveMap = source.emissiveMap;
  19547. this.emissiveIntensity = source.emissiveIntensity;
  19548. this.bumpMap = source.bumpMap;
  19549. this.bumpScale = source.bumpScale;
  19550. this.normalMap = source.normalMap;
  19551. this.normalMapType = source.normalMapType;
  19552. this.normalScale.copy( source.normalScale );
  19553. this.displacementMap = source.displacementMap;
  19554. this.displacementScale = source.displacementScale;
  19555. this.displacementBias = source.displacementBias;
  19556. this.roughnessMap = source.roughnessMap;
  19557. this.metalnessMap = source.metalnessMap;
  19558. this.alphaMap = source.alphaMap;
  19559. this.envMap = source.envMap;
  19560. this.envMapIntensity = source.envMapIntensity;
  19561. this.refractionRatio = source.refractionRatio;
  19562. this.wireframe = source.wireframe;
  19563. this.wireframeLinewidth = source.wireframeLinewidth;
  19564. this.wireframeLinecap = source.wireframeLinecap;
  19565. this.wireframeLinejoin = source.wireframeLinejoin;
  19566. this.skinning = source.skinning;
  19567. this.morphTargets = source.morphTargets;
  19568. this.morphNormals = source.morphNormals;
  19569. this.vertexTangents = source.vertexTangents;
  19570. return this;
  19571. };
  19572. /**
  19573. * @author WestLangley / http://github.com/WestLangley
  19574. *
  19575. * parameters = {
  19576. * clearcoat: <float>,
  19577. * clearcoatMap: new THREE.Texture( <Image> ),
  19578. * clearcoatRoughness: <float>,
  19579. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19580. * clearcoatNormalScale: <Vector2>,
  19581. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19582. *
  19583. * reflectivity: <float>,
  19584. *
  19585. * sheen: <Color>,
  19586. *
  19587. * transparency: <float>
  19588. * }
  19589. */
  19590. function MeshPhysicalMaterial( parameters ) {
  19591. MeshStandardMaterial.call( this );
  19592. this.defines = {
  19593. 'STANDARD': '',
  19594. 'PHYSICAL': ''
  19595. };
  19596. this.type = 'MeshPhysicalMaterial';
  19597. this.clearcoat = 0.0;
  19598. this.clearcoatMap = null;
  19599. this.clearcoatRoughness = 0.0;
  19600. this.clearcoatRoughnessMap = null;
  19601. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19602. this.clearcoatNormalMap = null;
  19603. this.reflectivity = 0.5; // maps to F0 = 0.04
  19604. this.sheen = null; // null will disable sheen bsdf
  19605. this.transparency = 0.0;
  19606. this.setValues( parameters );
  19607. }
  19608. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19609. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19610. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19611. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19612. MeshStandardMaterial.prototype.copy.call( this, source );
  19613. this.defines = {
  19614. 'STANDARD': '',
  19615. 'PHYSICAL': ''
  19616. };
  19617. this.clearcoat = source.clearcoat;
  19618. this.clearcoatMap = source.clearcoatMap;
  19619. this.clearcoatRoughness = source.clearcoatRoughness;
  19620. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19621. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19622. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19623. this.reflectivity = source.reflectivity;
  19624. if ( source.sheen ) {
  19625. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19626. } else {
  19627. this.sheen = null;
  19628. }
  19629. this.transparency = source.transparency;
  19630. return this;
  19631. };
  19632. /**
  19633. * @author mrdoob / http://mrdoob.com/
  19634. * @author alteredq / http://alteredqualia.com/
  19635. *
  19636. * parameters = {
  19637. * color: <hex>,
  19638. * specular: <hex>,
  19639. * shininess: <float>,
  19640. * opacity: <float>,
  19641. *
  19642. * map: new THREE.Texture( <Image> ),
  19643. *
  19644. * lightMap: new THREE.Texture( <Image> ),
  19645. * lightMapIntensity: <float>
  19646. *
  19647. * aoMap: new THREE.Texture( <Image> ),
  19648. * aoMapIntensity: <float>
  19649. *
  19650. * emissive: <hex>,
  19651. * emissiveIntensity: <float>
  19652. * emissiveMap: new THREE.Texture( <Image> ),
  19653. *
  19654. * bumpMap: new THREE.Texture( <Image> ),
  19655. * bumpScale: <float>,
  19656. *
  19657. * normalMap: new THREE.Texture( <Image> ),
  19658. * normalMapType: THREE.TangentSpaceNormalMap,
  19659. * normalScale: <Vector2>,
  19660. *
  19661. * displacementMap: new THREE.Texture( <Image> ),
  19662. * displacementScale: <float>,
  19663. * displacementBias: <float>,
  19664. *
  19665. * specularMap: new THREE.Texture( <Image> ),
  19666. *
  19667. * alphaMap: new THREE.Texture( <Image> ),
  19668. *
  19669. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19670. * combine: THREE.MultiplyOperation,
  19671. * reflectivity: <float>,
  19672. * refractionRatio: <float>,
  19673. *
  19674. * wireframe: <boolean>,
  19675. * wireframeLinewidth: <float>,
  19676. *
  19677. * skinning: <bool>,
  19678. * morphTargets: <bool>,
  19679. * morphNormals: <bool>
  19680. * }
  19681. */
  19682. function MeshPhongMaterial( parameters ) {
  19683. Material.call( this );
  19684. this.type = 'MeshPhongMaterial';
  19685. this.color = new Color( 0xffffff ); // diffuse
  19686. this.specular = new Color( 0x111111 );
  19687. this.shininess = 30;
  19688. this.map = null;
  19689. this.lightMap = null;
  19690. this.lightMapIntensity = 1.0;
  19691. this.aoMap = null;
  19692. this.aoMapIntensity = 1.0;
  19693. this.emissive = new Color( 0x000000 );
  19694. this.emissiveIntensity = 1.0;
  19695. this.emissiveMap = null;
  19696. this.bumpMap = null;
  19697. this.bumpScale = 1;
  19698. this.normalMap = null;
  19699. this.normalMapType = TangentSpaceNormalMap;
  19700. this.normalScale = new Vector2( 1, 1 );
  19701. this.displacementMap = null;
  19702. this.displacementScale = 1;
  19703. this.displacementBias = 0;
  19704. this.specularMap = null;
  19705. this.alphaMap = null;
  19706. this.envMap = null;
  19707. this.combine = MultiplyOperation;
  19708. this.reflectivity = 1;
  19709. this.refractionRatio = 0.98;
  19710. this.wireframe = false;
  19711. this.wireframeLinewidth = 1;
  19712. this.wireframeLinecap = 'round';
  19713. this.wireframeLinejoin = 'round';
  19714. this.skinning = false;
  19715. this.morphTargets = false;
  19716. this.morphNormals = false;
  19717. this.setValues( parameters );
  19718. }
  19719. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19720. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19721. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19722. MeshPhongMaterial.prototype.copy = function ( source ) {
  19723. Material.prototype.copy.call( this, source );
  19724. this.color.copy( source.color );
  19725. this.specular.copy( source.specular );
  19726. this.shininess = source.shininess;
  19727. this.map = source.map;
  19728. this.lightMap = source.lightMap;
  19729. this.lightMapIntensity = source.lightMapIntensity;
  19730. this.aoMap = source.aoMap;
  19731. this.aoMapIntensity = source.aoMapIntensity;
  19732. this.emissive.copy( source.emissive );
  19733. this.emissiveMap = source.emissiveMap;
  19734. this.emissiveIntensity = source.emissiveIntensity;
  19735. this.bumpMap = source.bumpMap;
  19736. this.bumpScale = source.bumpScale;
  19737. this.normalMap = source.normalMap;
  19738. this.normalMapType = source.normalMapType;
  19739. this.normalScale.copy( source.normalScale );
  19740. this.displacementMap = source.displacementMap;
  19741. this.displacementScale = source.displacementScale;
  19742. this.displacementBias = source.displacementBias;
  19743. this.specularMap = source.specularMap;
  19744. this.alphaMap = source.alphaMap;
  19745. this.envMap = source.envMap;
  19746. this.combine = source.combine;
  19747. this.reflectivity = source.reflectivity;
  19748. this.refractionRatio = source.refractionRatio;
  19749. this.wireframe = source.wireframe;
  19750. this.wireframeLinewidth = source.wireframeLinewidth;
  19751. this.wireframeLinecap = source.wireframeLinecap;
  19752. this.wireframeLinejoin = source.wireframeLinejoin;
  19753. this.skinning = source.skinning;
  19754. this.morphTargets = source.morphTargets;
  19755. this.morphNormals = source.morphNormals;
  19756. return this;
  19757. };
  19758. /**
  19759. * @author takahirox / http://github.com/takahirox
  19760. *
  19761. * parameters = {
  19762. * color: <hex>,
  19763. * specular: <hex>,
  19764. * shininess: <float>,
  19765. *
  19766. * map: new THREE.Texture( <Image> ),
  19767. * gradientMap: new THREE.Texture( <Image> ),
  19768. *
  19769. * lightMap: new THREE.Texture( <Image> ),
  19770. * lightMapIntensity: <float>
  19771. *
  19772. * aoMap: new THREE.Texture( <Image> ),
  19773. * aoMapIntensity: <float>
  19774. *
  19775. * emissive: <hex>,
  19776. * emissiveIntensity: <float>
  19777. * emissiveMap: new THREE.Texture( <Image> ),
  19778. *
  19779. * bumpMap: new THREE.Texture( <Image> ),
  19780. * bumpScale: <float>,
  19781. *
  19782. * normalMap: new THREE.Texture( <Image> ),
  19783. * normalMapType: THREE.TangentSpaceNormalMap,
  19784. * normalScale: <Vector2>,
  19785. *
  19786. * displacementMap: new THREE.Texture( <Image> ),
  19787. * displacementScale: <float>,
  19788. * displacementBias: <float>,
  19789. *
  19790. * specularMap: new THREE.Texture( <Image> ),
  19791. *
  19792. * alphaMap: new THREE.Texture( <Image> ),
  19793. *
  19794. * wireframe: <boolean>,
  19795. * wireframeLinewidth: <float>,
  19796. *
  19797. * skinning: <bool>,
  19798. * morphTargets: <bool>,
  19799. * morphNormals: <bool>
  19800. * }
  19801. */
  19802. function MeshToonMaterial( parameters ) {
  19803. Material.call( this );
  19804. this.defines = { 'TOON': '' };
  19805. this.type = 'MeshToonMaterial';
  19806. this.color = new Color( 0xffffff );
  19807. this.specular = new Color( 0x111111 );
  19808. this.shininess = 30;
  19809. this.map = null;
  19810. this.gradientMap = null;
  19811. this.lightMap = null;
  19812. this.lightMapIntensity = 1.0;
  19813. this.aoMap = null;
  19814. this.aoMapIntensity = 1.0;
  19815. this.emissive = new Color( 0x000000 );
  19816. this.emissiveIntensity = 1.0;
  19817. this.emissiveMap = null;
  19818. this.bumpMap = null;
  19819. this.bumpScale = 1;
  19820. this.normalMap = null;
  19821. this.normalMapType = TangentSpaceNormalMap;
  19822. this.normalScale = new Vector2( 1, 1 );
  19823. this.displacementMap = null;
  19824. this.displacementScale = 1;
  19825. this.displacementBias = 0;
  19826. this.specularMap = null;
  19827. this.alphaMap = null;
  19828. this.wireframe = false;
  19829. this.wireframeLinewidth = 1;
  19830. this.wireframeLinecap = 'round';
  19831. this.wireframeLinejoin = 'round';
  19832. this.skinning = false;
  19833. this.morphTargets = false;
  19834. this.morphNormals = false;
  19835. this.setValues( parameters );
  19836. }
  19837. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19838. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19839. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19840. MeshToonMaterial.prototype.copy = function ( source ) {
  19841. Material.prototype.copy.call( this, source );
  19842. this.color.copy( source.color );
  19843. this.specular.copy( source.specular );
  19844. this.shininess = source.shininess;
  19845. this.map = source.map;
  19846. this.gradientMap = source.gradientMap;
  19847. this.lightMap = source.lightMap;
  19848. this.lightMapIntensity = source.lightMapIntensity;
  19849. this.aoMap = source.aoMap;
  19850. this.aoMapIntensity = source.aoMapIntensity;
  19851. this.emissive.copy( source.emissive );
  19852. this.emissiveMap = source.emissiveMap;
  19853. this.emissiveIntensity = source.emissiveIntensity;
  19854. this.bumpMap = source.bumpMap;
  19855. this.bumpScale = source.bumpScale;
  19856. this.normalMap = source.normalMap;
  19857. this.normalMapType = source.normalMapType;
  19858. this.normalScale.copy( source.normalScale );
  19859. this.displacementMap = source.displacementMap;
  19860. this.displacementScale = source.displacementScale;
  19861. this.displacementBias = source.displacementBias;
  19862. this.specularMap = source.specularMap;
  19863. this.alphaMap = source.alphaMap;
  19864. this.wireframe = source.wireframe;
  19865. this.wireframeLinewidth = source.wireframeLinewidth;
  19866. this.wireframeLinecap = source.wireframeLinecap;
  19867. this.wireframeLinejoin = source.wireframeLinejoin;
  19868. this.skinning = source.skinning;
  19869. this.morphTargets = source.morphTargets;
  19870. this.morphNormals = source.morphNormals;
  19871. return this;
  19872. };
  19873. /**
  19874. * @author mrdoob / http://mrdoob.com/
  19875. * @author WestLangley / http://github.com/WestLangley
  19876. *
  19877. * parameters = {
  19878. * opacity: <float>,
  19879. *
  19880. * bumpMap: new THREE.Texture( <Image> ),
  19881. * bumpScale: <float>,
  19882. *
  19883. * normalMap: new THREE.Texture( <Image> ),
  19884. * normalMapType: THREE.TangentSpaceNormalMap,
  19885. * normalScale: <Vector2>,
  19886. *
  19887. * displacementMap: new THREE.Texture( <Image> ),
  19888. * displacementScale: <float>,
  19889. * displacementBias: <float>,
  19890. *
  19891. * wireframe: <boolean>,
  19892. * wireframeLinewidth: <float>
  19893. *
  19894. * skinning: <bool>,
  19895. * morphTargets: <bool>,
  19896. * morphNormals: <bool>
  19897. * }
  19898. */
  19899. function MeshNormalMaterial( parameters ) {
  19900. Material.call( this );
  19901. this.type = 'MeshNormalMaterial';
  19902. this.bumpMap = null;
  19903. this.bumpScale = 1;
  19904. this.normalMap = null;
  19905. this.normalMapType = TangentSpaceNormalMap;
  19906. this.normalScale = new Vector2( 1, 1 );
  19907. this.displacementMap = null;
  19908. this.displacementScale = 1;
  19909. this.displacementBias = 0;
  19910. this.wireframe = false;
  19911. this.wireframeLinewidth = 1;
  19912. this.fog = false;
  19913. this.skinning = false;
  19914. this.morphTargets = false;
  19915. this.morphNormals = false;
  19916. this.setValues( parameters );
  19917. }
  19918. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19919. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19920. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19921. MeshNormalMaterial.prototype.copy = function ( source ) {
  19922. Material.prototype.copy.call( this, source );
  19923. this.bumpMap = source.bumpMap;
  19924. this.bumpScale = source.bumpScale;
  19925. this.normalMap = source.normalMap;
  19926. this.normalMapType = source.normalMapType;
  19927. this.normalScale.copy( source.normalScale );
  19928. this.displacementMap = source.displacementMap;
  19929. this.displacementScale = source.displacementScale;
  19930. this.displacementBias = source.displacementBias;
  19931. this.wireframe = source.wireframe;
  19932. this.wireframeLinewidth = source.wireframeLinewidth;
  19933. this.skinning = source.skinning;
  19934. this.morphTargets = source.morphTargets;
  19935. this.morphNormals = source.morphNormals;
  19936. return this;
  19937. };
  19938. /**
  19939. * @author mrdoob / http://mrdoob.com/
  19940. * @author alteredq / http://alteredqualia.com/
  19941. *
  19942. * parameters = {
  19943. * color: <hex>,
  19944. * opacity: <float>,
  19945. *
  19946. * map: new THREE.Texture( <Image> ),
  19947. *
  19948. * lightMap: new THREE.Texture( <Image> ),
  19949. * lightMapIntensity: <float>
  19950. *
  19951. * aoMap: new THREE.Texture( <Image> ),
  19952. * aoMapIntensity: <float>
  19953. *
  19954. * emissive: <hex>,
  19955. * emissiveIntensity: <float>
  19956. * emissiveMap: new THREE.Texture( <Image> ),
  19957. *
  19958. * specularMap: new THREE.Texture( <Image> ),
  19959. *
  19960. * alphaMap: new THREE.Texture( <Image> ),
  19961. *
  19962. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19963. * combine: THREE.Multiply,
  19964. * reflectivity: <float>,
  19965. * refractionRatio: <float>,
  19966. *
  19967. * wireframe: <boolean>,
  19968. * wireframeLinewidth: <float>,
  19969. *
  19970. * skinning: <bool>,
  19971. * morphTargets: <bool>,
  19972. * morphNormals: <bool>
  19973. * }
  19974. */
  19975. function MeshLambertMaterial( parameters ) {
  19976. Material.call( this );
  19977. this.type = 'MeshLambertMaterial';
  19978. this.color = new Color( 0xffffff ); // diffuse
  19979. this.map = null;
  19980. this.lightMap = null;
  19981. this.lightMapIntensity = 1.0;
  19982. this.aoMap = null;
  19983. this.aoMapIntensity = 1.0;
  19984. this.emissive = new Color( 0x000000 );
  19985. this.emissiveIntensity = 1.0;
  19986. this.emissiveMap = null;
  19987. this.specularMap = null;
  19988. this.alphaMap = null;
  19989. this.envMap = null;
  19990. this.combine = MultiplyOperation;
  19991. this.reflectivity = 1;
  19992. this.refractionRatio = 0.98;
  19993. this.wireframe = false;
  19994. this.wireframeLinewidth = 1;
  19995. this.wireframeLinecap = 'round';
  19996. this.wireframeLinejoin = 'round';
  19997. this.skinning = false;
  19998. this.morphTargets = false;
  19999. this.morphNormals = false;
  20000. this.setValues( parameters );
  20001. }
  20002. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20003. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20004. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20005. MeshLambertMaterial.prototype.copy = function ( source ) {
  20006. Material.prototype.copy.call( this, source );
  20007. this.color.copy( source.color );
  20008. this.map = source.map;
  20009. this.lightMap = source.lightMap;
  20010. this.lightMapIntensity = source.lightMapIntensity;
  20011. this.aoMap = source.aoMap;
  20012. this.aoMapIntensity = source.aoMapIntensity;
  20013. this.emissive.copy( source.emissive );
  20014. this.emissiveMap = source.emissiveMap;
  20015. this.emissiveIntensity = source.emissiveIntensity;
  20016. this.specularMap = source.specularMap;
  20017. this.alphaMap = source.alphaMap;
  20018. this.envMap = source.envMap;
  20019. this.combine = source.combine;
  20020. this.reflectivity = source.reflectivity;
  20021. this.refractionRatio = source.refractionRatio;
  20022. this.wireframe = source.wireframe;
  20023. this.wireframeLinewidth = source.wireframeLinewidth;
  20024. this.wireframeLinecap = source.wireframeLinecap;
  20025. this.wireframeLinejoin = source.wireframeLinejoin;
  20026. this.skinning = source.skinning;
  20027. this.morphTargets = source.morphTargets;
  20028. this.morphNormals = source.morphNormals;
  20029. return this;
  20030. };
  20031. /**
  20032. * @author WestLangley / http://github.com/WestLangley
  20033. *
  20034. * parameters = {
  20035. * color: <hex>,
  20036. * opacity: <float>,
  20037. *
  20038. * matcap: new THREE.Texture( <Image> ),
  20039. *
  20040. * map: new THREE.Texture( <Image> ),
  20041. *
  20042. * bumpMap: new THREE.Texture( <Image> ),
  20043. * bumpScale: <float>,
  20044. *
  20045. * normalMap: new THREE.Texture( <Image> ),
  20046. * normalMapType: THREE.TangentSpaceNormalMap,
  20047. * normalScale: <Vector2>,
  20048. *
  20049. * displacementMap: new THREE.Texture( <Image> ),
  20050. * displacementScale: <float>,
  20051. * displacementBias: <float>,
  20052. *
  20053. * alphaMap: new THREE.Texture( <Image> ),
  20054. *
  20055. * skinning: <bool>,
  20056. * morphTargets: <bool>,
  20057. * morphNormals: <bool>
  20058. * }
  20059. */
  20060. function MeshMatcapMaterial( parameters ) {
  20061. Material.call( this );
  20062. this.defines = { 'MATCAP': '' };
  20063. this.type = 'MeshMatcapMaterial';
  20064. this.color = new Color( 0xffffff ); // diffuse
  20065. this.matcap = null;
  20066. this.map = null;
  20067. this.bumpMap = null;
  20068. this.bumpScale = 1;
  20069. this.normalMap = null;
  20070. this.normalMapType = TangentSpaceNormalMap;
  20071. this.normalScale = new Vector2( 1, 1 );
  20072. this.displacementMap = null;
  20073. this.displacementScale = 1;
  20074. this.displacementBias = 0;
  20075. this.alphaMap = null;
  20076. this.skinning = false;
  20077. this.morphTargets = false;
  20078. this.morphNormals = false;
  20079. this.setValues( parameters );
  20080. }
  20081. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20082. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20083. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20084. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20085. Material.prototype.copy.call( this, source );
  20086. this.defines = { 'MATCAP': '' };
  20087. this.color.copy( source.color );
  20088. this.matcap = source.matcap;
  20089. this.map = source.map;
  20090. this.bumpMap = source.bumpMap;
  20091. this.bumpScale = source.bumpScale;
  20092. this.normalMap = source.normalMap;
  20093. this.normalMapType = source.normalMapType;
  20094. this.normalScale.copy( source.normalScale );
  20095. this.displacementMap = source.displacementMap;
  20096. this.displacementScale = source.displacementScale;
  20097. this.displacementBias = source.displacementBias;
  20098. this.alphaMap = source.alphaMap;
  20099. this.skinning = source.skinning;
  20100. this.morphTargets = source.morphTargets;
  20101. this.morphNormals = source.morphNormals;
  20102. return this;
  20103. };
  20104. /**
  20105. * @author alteredq / http://alteredqualia.com/
  20106. *
  20107. * parameters = {
  20108. * color: <hex>,
  20109. * opacity: <float>,
  20110. *
  20111. * linewidth: <float>,
  20112. *
  20113. * scale: <float>,
  20114. * dashSize: <float>,
  20115. * gapSize: <float>
  20116. * }
  20117. */
  20118. function LineDashedMaterial( parameters ) {
  20119. LineBasicMaterial.call( this );
  20120. this.type = 'LineDashedMaterial';
  20121. this.scale = 1;
  20122. this.dashSize = 3;
  20123. this.gapSize = 1;
  20124. this.setValues( parameters );
  20125. }
  20126. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20127. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20128. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20129. LineDashedMaterial.prototype.copy = function ( source ) {
  20130. LineBasicMaterial.prototype.copy.call( this, source );
  20131. this.scale = source.scale;
  20132. this.dashSize = source.dashSize;
  20133. this.gapSize = source.gapSize;
  20134. return this;
  20135. };
  20136. var Materials = /*#__PURE__*/Object.freeze({
  20137. __proto__: null,
  20138. ShadowMaterial: ShadowMaterial,
  20139. SpriteMaterial: SpriteMaterial,
  20140. RawShaderMaterial: RawShaderMaterial,
  20141. ShaderMaterial: ShaderMaterial,
  20142. PointsMaterial: PointsMaterial,
  20143. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20144. MeshStandardMaterial: MeshStandardMaterial,
  20145. MeshPhongMaterial: MeshPhongMaterial,
  20146. MeshToonMaterial: MeshToonMaterial,
  20147. MeshNormalMaterial: MeshNormalMaterial,
  20148. MeshLambertMaterial: MeshLambertMaterial,
  20149. MeshDepthMaterial: MeshDepthMaterial,
  20150. MeshDistanceMaterial: MeshDistanceMaterial,
  20151. MeshBasicMaterial: MeshBasicMaterial,
  20152. MeshMatcapMaterial: MeshMatcapMaterial,
  20153. LineDashedMaterial: LineDashedMaterial,
  20154. LineBasicMaterial: LineBasicMaterial,
  20155. Material: Material
  20156. });
  20157. /**
  20158. * @author tschw
  20159. * @author Ben Houston / http://clara.io/
  20160. * @author David Sarno / http://lighthaus.us/
  20161. */
  20162. var AnimationUtils = {
  20163. // same as Array.prototype.slice, but also works on typed arrays
  20164. arraySlice: function ( array, from, to ) {
  20165. if ( AnimationUtils.isTypedArray( array ) ) {
  20166. // in ios9 array.subarray(from, undefined) will return empty array
  20167. // but array.subarray(from) or array.subarray(from, len) is correct
  20168. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20169. }
  20170. return array.slice( from, to );
  20171. },
  20172. // converts an array to a specific type
  20173. convertArray: function ( array, type, forceClone ) {
  20174. if ( ! array || // let 'undefined' and 'null' pass
  20175. ! forceClone && array.constructor === type ) { return array; }
  20176. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20177. return new type( array ); // create typed array
  20178. }
  20179. return Array.prototype.slice.call( array ); // create Array
  20180. },
  20181. isTypedArray: function ( object ) {
  20182. return ArrayBuffer.isView( object ) &&
  20183. ! ( object instanceof DataView );
  20184. },
  20185. // returns an array by which times and values can be sorted
  20186. getKeyframeOrder: function ( times ) {
  20187. function compareTime( i, j ) {
  20188. return times[ i ] - times[ j ];
  20189. }
  20190. var n = times.length;
  20191. var result = new Array( n );
  20192. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20193. result.sort( compareTime );
  20194. return result;
  20195. },
  20196. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20197. sortedArray: function ( values, stride, order ) {
  20198. var nValues = values.length;
  20199. var result = new values.constructor( nValues );
  20200. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20201. var srcOffset = order[ i ] * stride;
  20202. for ( var j = 0; j !== stride; ++ j ) {
  20203. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20204. }
  20205. }
  20206. return result;
  20207. },
  20208. // function for parsing AOS keyframe formats
  20209. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20210. var i = 1, key = jsonKeys[ 0 ];
  20211. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20212. key = jsonKeys[ i ++ ];
  20213. }
  20214. if ( key === undefined ) { return; } // no data
  20215. var value = key[ valuePropertyName ];
  20216. if ( value === undefined ) { return; } // no data
  20217. if ( Array.isArray( value ) ) {
  20218. do {
  20219. value = key[ valuePropertyName ];
  20220. if ( value !== undefined ) {
  20221. times.push( key.time );
  20222. values.push.apply( values, value ); // push all elements
  20223. }
  20224. key = jsonKeys[ i ++ ];
  20225. } while ( key !== undefined );
  20226. } else if ( value.toArray !== undefined ) {
  20227. // ...assume THREE.Math-ish
  20228. do {
  20229. value = key[ valuePropertyName ];
  20230. if ( value !== undefined ) {
  20231. times.push( key.time );
  20232. value.toArray( values, values.length );
  20233. }
  20234. key = jsonKeys[ i ++ ];
  20235. } while ( key !== undefined );
  20236. } else {
  20237. // otherwise push as-is
  20238. do {
  20239. value = key[ valuePropertyName ];
  20240. if ( value !== undefined ) {
  20241. times.push( key.time );
  20242. values.push( value );
  20243. }
  20244. key = jsonKeys[ i ++ ];
  20245. } while ( key !== undefined );
  20246. }
  20247. },
  20248. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20249. fps = fps || 30;
  20250. var clip = sourceClip.clone();
  20251. clip.name = name;
  20252. var tracks = [];
  20253. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20254. var track = clip.tracks[ i ];
  20255. var valueSize = track.getValueSize();
  20256. var times = [];
  20257. var values = [];
  20258. for ( var j = 0; j < track.times.length; ++ j ) {
  20259. var frame = track.times[ j ] * fps;
  20260. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20261. times.push( track.times[ j ] );
  20262. for ( var k = 0; k < valueSize; ++ k ) {
  20263. values.push( track.values[ j * valueSize + k ] );
  20264. }
  20265. }
  20266. if ( times.length === 0 ) { continue; }
  20267. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20268. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20269. tracks.push( track );
  20270. }
  20271. clip.tracks = tracks;
  20272. // find minimum .times value across all tracks in the trimmed clip
  20273. var minStartTime = Infinity;
  20274. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20275. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20276. minStartTime = clip.tracks[ i ].times[ 0 ];
  20277. }
  20278. }
  20279. // shift all tracks such that clip begins at t=0
  20280. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20281. clip.tracks[ i ].shift( - 1 * minStartTime );
  20282. }
  20283. clip.resetDuration();
  20284. return clip;
  20285. }
  20286. };
  20287. /**
  20288. * Abstract base class of interpolants over parametric samples.
  20289. *
  20290. * The parameter domain is one dimensional, typically the time or a path
  20291. * along a curve defined by the data.
  20292. *
  20293. * The sample values can have any dimensionality and derived classes may
  20294. * apply special interpretations to the data.
  20295. *
  20296. * This class provides the interval seek in a Template Method, deferring
  20297. * the actual interpolation to derived classes.
  20298. *
  20299. * Time complexity is O(1) for linear access crossing at most two points
  20300. * and O(log N) for random access, where N is the number of positions.
  20301. *
  20302. * References:
  20303. *
  20304. * http://www.oodesign.com/template-method-pattern.html
  20305. *
  20306. * @author tschw
  20307. */
  20308. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20309. this.parameterPositions = parameterPositions;
  20310. this._cachedIndex = 0;
  20311. this.resultBuffer = resultBuffer !== undefined ?
  20312. resultBuffer : new sampleValues.constructor( sampleSize );
  20313. this.sampleValues = sampleValues;
  20314. this.valueSize = sampleSize;
  20315. }
  20316. Object.assign( Interpolant.prototype, {
  20317. evaluate: function ( t ) {
  20318. var pp = this.parameterPositions,
  20319. i1 = this._cachedIndex,
  20320. t1 = pp[ i1 ],
  20321. t0 = pp[ i1 - 1 ];
  20322. validate_interval: {
  20323. seek: {
  20324. var right;
  20325. linear_scan: {
  20326. //- See http://jsperf.com/comparison-to-undefined/3
  20327. //- slower code:
  20328. //-
  20329. //- if ( t >= t1 || t1 === undefined ) {
  20330. forward_scan: if ( ! ( t < t1 ) ) {
  20331. for ( var giveUpAt = i1 + 2; ; ) {
  20332. if ( t1 === undefined ) {
  20333. if ( t < t0 ) { break forward_scan; }
  20334. // after end
  20335. i1 = pp.length;
  20336. this._cachedIndex = i1;
  20337. return this.afterEnd_( i1 - 1, t, t0 );
  20338. }
  20339. if ( i1 === giveUpAt ) { break; } // this loop
  20340. t0 = t1;
  20341. t1 = pp[ ++ i1 ];
  20342. if ( t < t1 ) {
  20343. // we have arrived at the sought interval
  20344. break seek;
  20345. }
  20346. }
  20347. // prepare binary search on the right side of the index
  20348. right = pp.length;
  20349. break linear_scan;
  20350. }
  20351. //- slower code:
  20352. //- if ( t < t0 || t0 === undefined ) {
  20353. if ( ! ( t >= t0 ) ) {
  20354. // looping?
  20355. var t1global = pp[ 1 ];
  20356. if ( t < t1global ) {
  20357. i1 = 2; // + 1, using the scan for the details
  20358. t0 = t1global;
  20359. }
  20360. // linear reverse scan
  20361. for ( var giveUpAt = i1 - 2; ; ) {
  20362. if ( t0 === undefined ) {
  20363. // before start
  20364. this._cachedIndex = 0;
  20365. return this.beforeStart_( 0, t, t1 );
  20366. }
  20367. if ( i1 === giveUpAt ) { break; } // this loop
  20368. t1 = t0;
  20369. t0 = pp[ -- i1 - 1 ];
  20370. if ( t >= t0 ) {
  20371. // we have arrived at the sought interval
  20372. break seek;
  20373. }
  20374. }
  20375. // prepare binary search on the left side of the index
  20376. right = i1;
  20377. i1 = 0;
  20378. break linear_scan;
  20379. }
  20380. // the interval is valid
  20381. break validate_interval;
  20382. } // linear scan
  20383. // binary search
  20384. while ( i1 < right ) {
  20385. var mid = ( i1 + right ) >>> 1;
  20386. if ( t < pp[ mid ] ) {
  20387. right = mid;
  20388. } else {
  20389. i1 = mid + 1;
  20390. }
  20391. }
  20392. t1 = pp[ i1 ];
  20393. t0 = pp[ i1 - 1 ];
  20394. // check boundary cases, again
  20395. if ( t0 === undefined ) {
  20396. this._cachedIndex = 0;
  20397. return this.beforeStart_( 0, t, t1 );
  20398. }
  20399. if ( t1 === undefined ) {
  20400. i1 = pp.length;
  20401. this._cachedIndex = i1;
  20402. return this.afterEnd_( i1 - 1, t0, t );
  20403. }
  20404. } // seek
  20405. this._cachedIndex = i1;
  20406. this.intervalChanged_( i1, t0, t1 );
  20407. } // validate_interval
  20408. return this.interpolate_( i1, t0, t, t1 );
  20409. },
  20410. settings: null, // optional, subclass-specific settings structure
  20411. // Note: The indirection allows central control of many interpolants.
  20412. // --- Protected interface
  20413. DefaultSettings_: {},
  20414. getSettings_: function () {
  20415. return this.settings || this.DefaultSettings_;
  20416. },
  20417. copySampleValue_: function ( index ) {
  20418. // copies a sample value to the result buffer
  20419. var result = this.resultBuffer,
  20420. values = this.sampleValues,
  20421. stride = this.valueSize,
  20422. offset = index * stride;
  20423. for ( var i = 0; i !== stride; ++ i ) {
  20424. result[ i ] = values[ offset + i ];
  20425. }
  20426. return result;
  20427. },
  20428. // Template methods for derived classes:
  20429. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20430. throw new Error( 'call to abstract method' );
  20431. // implementations shall return this.resultBuffer
  20432. },
  20433. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20434. // empty
  20435. }
  20436. } );
  20437. //!\ DECLARE ALIAS AFTER assign prototype !
  20438. Object.assign( Interpolant.prototype, {
  20439. //( 0, t, t0 ), returns this.resultBuffer
  20440. beforeStart_: Interpolant.prototype.copySampleValue_,
  20441. //( N-1, tN-1, t ), returns this.resultBuffer
  20442. afterEnd_: Interpolant.prototype.copySampleValue_,
  20443. } );
  20444. /**
  20445. * Fast and simple cubic spline interpolant.
  20446. *
  20447. * It was derived from a Hermitian construction setting the first derivative
  20448. * at each sample position to the linear slope between neighboring positions
  20449. * over their parameter interval.
  20450. *
  20451. * @author tschw
  20452. */
  20453. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20454. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20455. this._weightPrev = - 0;
  20456. this._offsetPrev = - 0;
  20457. this._weightNext = - 0;
  20458. this._offsetNext = - 0;
  20459. }
  20460. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20461. constructor: CubicInterpolant,
  20462. DefaultSettings_: {
  20463. endingStart: ZeroCurvatureEnding,
  20464. endingEnd: ZeroCurvatureEnding
  20465. },
  20466. intervalChanged_: function ( i1, t0, t1 ) {
  20467. var pp = this.parameterPositions,
  20468. iPrev = i1 - 2,
  20469. iNext = i1 + 1,
  20470. tPrev = pp[ iPrev ],
  20471. tNext = pp[ iNext ];
  20472. if ( tPrev === undefined ) {
  20473. switch ( this.getSettings_().endingStart ) {
  20474. case ZeroSlopeEnding:
  20475. // f'(t0) = 0
  20476. iPrev = i1;
  20477. tPrev = 2 * t0 - t1;
  20478. break;
  20479. case WrapAroundEnding:
  20480. // use the other end of the curve
  20481. iPrev = pp.length - 2;
  20482. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20483. break;
  20484. default: // ZeroCurvatureEnding
  20485. // f''(t0) = 0 a.k.a. Natural Spline
  20486. iPrev = i1;
  20487. tPrev = t1;
  20488. }
  20489. }
  20490. if ( tNext === undefined ) {
  20491. switch ( this.getSettings_().endingEnd ) {
  20492. case ZeroSlopeEnding:
  20493. // f'(tN) = 0
  20494. iNext = i1;
  20495. tNext = 2 * t1 - t0;
  20496. break;
  20497. case WrapAroundEnding:
  20498. // use the other end of the curve
  20499. iNext = 1;
  20500. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20501. break;
  20502. default: // ZeroCurvatureEnding
  20503. // f''(tN) = 0, a.k.a. Natural Spline
  20504. iNext = i1 - 1;
  20505. tNext = t0;
  20506. }
  20507. }
  20508. var halfDt = ( t1 - t0 ) * 0.5,
  20509. stride = this.valueSize;
  20510. this._weightPrev = halfDt / ( t0 - tPrev );
  20511. this._weightNext = halfDt / ( tNext - t1 );
  20512. this._offsetPrev = iPrev * stride;
  20513. this._offsetNext = iNext * stride;
  20514. },
  20515. interpolate_: function ( i1, t0, t, t1 ) {
  20516. var result = this.resultBuffer,
  20517. values = this.sampleValues,
  20518. stride = this.valueSize,
  20519. o1 = i1 * stride, o0 = o1 - stride,
  20520. oP = this._offsetPrev, oN = this._offsetNext,
  20521. wP = this._weightPrev, wN = this._weightNext,
  20522. p = ( t - t0 ) / ( t1 - t0 ),
  20523. pp = p * p,
  20524. ppp = pp * p;
  20525. // evaluate polynomials
  20526. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20527. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20528. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20529. var sN = wN * ppp - wN * pp;
  20530. // combine data linearly
  20531. for ( var i = 0; i !== stride; ++ i ) {
  20532. result[ i ] =
  20533. sP * values[ oP + i ] +
  20534. s0 * values[ o0 + i ] +
  20535. s1 * values[ o1 + i ] +
  20536. sN * values[ oN + i ];
  20537. }
  20538. return result;
  20539. }
  20540. } );
  20541. /**
  20542. * @author tschw
  20543. */
  20544. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20545. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20546. }
  20547. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20548. constructor: LinearInterpolant,
  20549. interpolate_: function ( i1, t0, t, t1 ) {
  20550. var result = this.resultBuffer,
  20551. values = this.sampleValues,
  20552. stride = this.valueSize,
  20553. offset1 = i1 * stride,
  20554. offset0 = offset1 - stride,
  20555. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20556. weight0 = 1 - weight1;
  20557. for ( var i = 0; i !== stride; ++ i ) {
  20558. result[ i ] =
  20559. values[ offset0 + i ] * weight0 +
  20560. values[ offset1 + i ] * weight1;
  20561. }
  20562. return result;
  20563. }
  20564. } );
  20565. /**
  20566. *
  20567. * Interpolant that evaluates to the sample value at the position preceeding
  20568. * the parameter.
  20569. *
  20570. * @author tschw
  20571. */
  20572. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20573. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20574. }
  20575. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20576. constructor: DiscreteInterpolant,
  20577. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20578. return this.copySampleValue_( i1 - 1 );
  20579. }
  20580. } );
  20581. /**
  20582. *
  20583. * A timed sequence of keyframes for a specific property.
  20584. *
  20585. *
  20586. * @author Ben Houston / http://clara.io/
  20587. * @author David Sarno / http://lighthaus.us/
  20588. * @author tschw
  20589. */
  20590. function KeyframeTrack( name, times, values, interpolation ) {
  20591. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20592. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20593. this.name = name;
  20594. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20595. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20596. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20597. }
  20598. // Static methods
  20599. Object.assign( KeyframeTrack, {
  20600. // Serialization (in static context, because of constructor invocation
  20601. // and automatic invocation of .toJSON):
  20602. toJSON: function ( track ) {
  20603. var trackType = track.constructor;
  20604. var json;
  20605. // derived classes can define a static toJSON method
  20606. if ( trackType.toJSON !== undefined ) {
  20607. json = trackType.toJSON( track );
  20608. } else {
  20609. // by default, we assume the data can be serialized as-is
  20610. json = {
  20611. 'name': track.name,
  20612. 'times': AnimationUtils.convertArray( track.times, Array ),
  20613. 'values': AnimationUtils.convertArray( track.values, Array )
  20614. };
  20615. var interpolation = track.getInterpolation();
  20616. if ( interpolation !== track.DefaultInterpolation ) {
  20617. json.interpolation = interpolation;
  20618. }
  20619. }
  20620. json.type = track.ValueTypeName; // mandatory
  20621. return json;
  20622. }
  20623. } );
  20624. Object.assign( KeyframeTrack.prototype, {
  20625. constructor: KeyframeTrack,
  20626. TimeBufferType: Float32Array,
  20627. ValueBufferType: Float32Array,
  20628. DefaultInterpolation: InterpolateLinear,
  20629. InterpolantFactoryMethodDiscrete: function ( result ) {
  20630. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20631. },
  20632. InterpolantFactoryMethodLinear: function ( result ) {
  20633. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20634. },
  20635. InterpolantFactoryMethodSmooth: function ( result ) {
  20636. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20637. },
  20638. setInterpolation: function ( interpolation ) {
  20639. var factoryMethod;
  20640. switch ( interpolation ) {
  20641. case InterpolateDiscrete:
  20642. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20643. break;
  20644. case InterpolateLinear:
  20645. factoryMethod = this.InterpolantFactoryMethodLinear;
  20646. break;
  20647. case InterpolateSmooth:
  20648. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20649. break;
  20650. }
  20651. if ( factoryMethod === undefined ) {
  20652. var message = "unsupported interpolation for " +
  20653. this.ValueTypeName + " keyframe track named " + this.name;
  20654. if ( this.createInterpolant === undefined ) {
  20655. // fall back to default, unless the default itself is messed up
  20656. if ( interpolation !== this.DefaultInterpolation ) {
  20657. this.setInterpolation( this.DefaultInterpolation );
  20658. } else {
  20659. throw new Error( message ); // fatal, in this case
  20660. }
  20661. }
  20662. console.warn( 'THREE.KeyframeTrack:', message );
  20663. return this;
  20664. }
  20665. this.createInterpolant = factoryMethod;
  20666. return this;
  20667. },
  20668. getInterpolation: function () {
  20669. switch ( this.createInterpolant ) {
  20670. case this.InterpolantFactoryMethodDiscrete:
  20671. return InterpolateDiscrete;
  20672. case this.InterpolantFactoryMethodLinear:
  20673. return InterpolateLinear;
  20674. case this.InterpolantFactoryMethodSmooth:
  20675. return InterpolateSmooth;
  20676. }
  20677. },
  20678. getValueSize: function () {
  20679. return this.values.length / this.times.length;
  20680. },
  20681. // move all keyframes either forwards or backwards in time
  20682. shift: function ( timeOffset ) {
  20683. if ( timeOffset !== 0.0 ) {
  20684. var times = this.times;
  20685. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20686. times[ i ] += timeOffset;
  20687. }
  20688. }
  20689. return this;
  20690. },
  20691. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20692. scale: function ( timeScale ) {
  20693. if ( timeScale !== 1.0 ) {
  20694. var times = this.times;
  20695. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20696. times[ i ] *= timeScale;
  20697. }
  20698. }
  20699. return this;
  20700. },
  20701. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20702. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20703. trim: function ( startTime, endTime ) {
  20704. var times = this.times,
  20705. nKeys = times.length,
  20706. from = 0,
  20707. to = nKeys - 1;
  20708. while ( from !== nKeys && times[ from ] < startTime ) {
  20709. ++ from;
  20710. }
  20711. while ( to !== - 1 && times[ to ] > endTime ) {
  20712. -- to;
  20713. }
  20714. ++ to; // inclusive -> exclusive bound
  20715. if ( from !== 0 || to !== nKeys ) {
  20716. // empty tracks are forbidden, so keep at least one keyframe
  20717. if ( from >= to ) {
  20718. to = Math.max( to, 1 );
  20719. from = to - 1;
  20720. }
  20721. var stride = this.getValueSize();
  20722. this.times = AnimationUtils.arraySlice( times, from, to );
  20723. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20724. }
  20725. return this;
  20726. },
  20727. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20728. validate: function () {
  20729. var valid = true;
  20730. var valueSize = this.getValueSize();
  20731. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20732. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20733. valid = false;
  20734. }
  20735. var times = this.times,
  20736. values = this.values,
  20737. nKeys = times.length;
  20738. if ( nKeys === 0 ) {
  20739. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20740. valid = false;
  20741. }
  20742. var prevTime = null;
  20743. for ( var i = 0; i !== nKeys; i ++ ) {
  20744. var currTime = times[ i ];
  20745. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20746. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20747. valid = false;
  20748. break;
  20749. }
  20750. if ( prevTime !== null && prevTime > currTime ) {
  20751. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20752. valid = false;
  20753. break;
  20754. }
  20755. prevTime = currTime;
  20756. }
  20757. if ( values !== undefined ) {
  20758. if ( AnimationUtils.isTypedArray( values ) ) {
  20759. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20760. var value = values[ i ];
  20761. if ( isNaN( value ) ) {
  20762. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20763. valid = false;
  20764. break;
  20765. }
  20766. }
  20767. }
  20768. }
  20769. return valid;
  20770. },
  20771. // removes equivalent sequential keys as common in morph target sequences
  20772. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20773. optimize: function () {
  20774. // times or values may be shared with other tracks, so overwriting is unsafe
  20775. var times = AnimationUtils.arraySlice( this.times ),
  20776. values = AnimationUtils.arraySlice( this.values ),
  20777. stride = this.getValueSize(),
  20778. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20779. writeIndex = 1,
  20780. lastIndex = times.length - 1;
  20781. for ( var i = 1; i < lastIndex; ++ i ) {
  20782. var keep = false;
  20783. var time = times[ i ];
  20784. var timeNext = times[ i + 1 ];
  20785. // remove adjacent keyframes scheduled at the same time
  20786. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20787. if ( ! smoothInterpolation ) {
  20788. // remove unnecessary keyframes same as their neighbors
  20789. var offset = i * stride,
  20790. offsetP = offset - stride,
  20791. offsetN = offset + stride;
  20792. for ( var j = 0; j !== stride; ++ j ) {
  20793. var value = values[ offset + j ];
  20794. if ( value !== values[ offsetP + j ] ||
  20795. value !== values[ offsetN + j ] ) {
  20796. keep = true;
  20797. break;
  20798. }
  20799. }
  20800. } else {
  20801. keep = true;
  20802. }
  20803. }
  20804. // in-place compaction
  20805. if ( keep ) {
  20806. if ( i !== writeIndex ) {
  20807. times[ writeIndex ] = times[ i ];
  20808. var readOffset = i * stride,
  20809. writeOffset = writeIndex * stride;
  20810. for ( var j = 0; j !== stride; ++ j ) {
  20811. values[ writeOffset + j ] = values[ readOffset + j ];
  20812. }
  20813. }
  20814. ++ writeIndex;
  20815. }
  20816. }
  20817. // flush last keyframe (compaction looks ahead)
  20818. if ( lastIndex > 0 ) {
  20819. times[ writeIndex ] = times[ lastIndex ];
  20820. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20821. values[ writeOffset + j ] = values[ readOffset + j ];
  20822. }
  20823. ++ writeIndex;
  20824. }
  20825. if ( writeIndex !== times.length ) {
  20826. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20827. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20828. } else {
  20829. this.times = times;
  20830. this.values = values;
  20831. }
  20832. return this;
  20833. },
  20834. clone: function () {
  20835. var times = AnimationUtils.arraySlice( this.times, 0 );
  20836. var values = AnimationUtils.arraySlice( this.values, 0 );
  20837. var TypedKeyframeTrack = this.constructor;
  20838. var track = new TypedKeyframeTrack( this.name, times, values );
  20839. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20840. track.createInterpolant = this.createInterpolant;
  20841. return track;
  20842. }
  20843. } );
  20844. /**
  20845. *
  20846. * A Track of Boolean keyframe values.
  20847. *
  20848. *
  20849. * @author Ben Houston / http://clara.io/
  20850. * @author David Sarno / http://lighthaus.us/
  20851. * @author tschw
  20852. */
  20853. function BooleanKeyframeTrack( name, times, values ) {
  20854. KeyframeTrack.call( this, name, times, values );
  20855. }
  20856. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20857. constructor: BooleanKeyframeTrack,
  20858. ValueTypeName: 'bool',
  20859. ValueBufferType: Array,
  20860. DefaultInterpolation: InterpolateDiscrete,
  20861. InterpolantFactoryMethodLinear: undefined,
  20862. InterpolantFactoryMethodSmooth: undefined
  20863. // Note: Actually this track could have a optimized / compressed
  20864. // representation of a single value and a custom interpolant that
  20865. // computes "firstValue ^ isOdd( index )".
  20866. } );
  20867. /**
  20868. *
  20869. * A Track of keyframe values that represent color.
  20870. *
  20871. *
  20872. * @author Ben Houston / http://clara.io/
  20873. * @author David Sarno / http://lighthaus.us/
  20874. * @author tschw
  20875. */
  20876. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20877. KeyframeTrack.call( this, name, times, values, interpolation );
  20878. }
  20879. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20880. constructor: ColorKeyframeTrack,
  20881. ValueTypeName: 'color'
  20882. // ValueBufferType is inherited
  20883. // DefaultInterpolation is inherited
  20884. // Note: Very basic implementation and nothing special yet.
  20885. // However, this is the place for color space parameterization.
  20886. } );
  20887. /**
  20888. *
  20889. * A Track of numeric keyframe values.
  20890. *
  20891. * @author Ben Houston / http://clara.io/
  20892. * @author David Sarno / http://lighthaus.us/
  20893. * @author tschw
  20894. */
  20895. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20896. KeyframeTrack.call( this, name, times, values, interpolation );
  20897. }
  20898. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20899. constructor: NumberKeyframeTrack,
  20900. ValueTypeName: 'number'
  20901. // ValueBufferType is inherited
  20902. // DefaultInterpolation is inherited
  20903. } );
  20904. /**
  20905. * Spherical linear unit quaternion interpolant.
  20906. *
  20907. * @author tschw
  20908. */
  20909. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20910. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20911. }
  20912. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20913. constructor: QuaternionLinearInterpolant,
  20914. interpolate_: function ( i1, t0, t, t1 ) {
  20915. var result = this.resultBuffer,
  20916. values = this.sampleValues,
  20917. stride = this.valueSize,
  20918. offset = i1 * stride,
  20919. alpha = ( t - t0 ) / ( t1 - t0 );
  20920. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20921. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20922. }
  20923. return result;
  20924. }
  20925. } );
  20926. /**
  20927. *
  20928. * A Track of quaternion keyframe values.
  20929. *
  20930. * @author Ben Houston / http://clara.io/
  20931. * @author David Sarno / http://lighthaus.us/
  20932. * @author tschw
  20933. */
  20934. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20935. KeyframeTrack.call( this, name, times, values, interpolation );
  20936. }
  20937. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20938. constructor: QuaternionKeyframeTrack,
  20939. ValueTypeName: 'quaternion',
  20940. // ValueBufferType is inherited
  20941. DefaultInterpolation: InterpolateLinear,
  20942. InterpolantFactoryMethodLinear: function ( result ) {
  20943. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20944. },
  20945. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20946. } );
  20947. /**
  20948. *
  20949. * A Track that interpolates Strings
  20950. *
  20951. *
  20952. * @author Ben Houston / http://clara.io/
  20953. * @author David Sarno / http://lighthaus.us/
  20954. * @author tschw
  20955. */
  20956. function StringKeyframeTrack( name, times, values, interpolation ) {
  20957. KeyframeTrack.call( this, name, times, values, interpolation );
  20958. }
  20959. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20960. constructor: StringKeyframeTrack,
  20961. ValueTypeName: 'string',
  20962. ValueBufferType: Array,
  20963. DefaultInterpolation: InterpolateDiscrete,
  20964. InterpolantFactoryMethodLinear: undefined,
  20965. InterpolantFactoryMethodSmooth: undefined
  20966. } );
  20967. /**
  20968. *
  20969. * A Track of vectored keyframe values.
  20970. *
  20971. *
  20972. * @author Ben Houston / http://clara.io/
  20973. * @author David Sarno / http://lighthaus.us/
  20974. * @author tschw
  20975. */
  20976. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20977. KeyframeTrack.call( this, name, times, values, interpolation );
  20978. }
  20979. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20980. constructor: VectorKeyframeTrack,
  20981. ValueTypeName: 'vector'
  20982. // ValueBufferType is inherited
  20983. // DefaultInterpolation is inherited
  20984. } );
  20985. /**
  20986. *
  20987. * Reusable set of Tracks that represent an animation.
  20988. *
  20989. * @author Ben Houston / http://clara.io/
  20990. * @author David Sarno / http://lighthaus.us/
  20991. */
  20992. function AnimationClip( name, duration, tracks ) {
  20993. this.name = name;
  20994. this.tracks = tracks;
  20995. this.duration = ( duration !== undefined ) ? duration : - 1;
  20996. this.uuid = MathUtils.generateUUID();
  20997. // this means it should figure out its duration by scanning the tracks
  20998. if ( this.duration < 0 ) {
  20999. this.resetDuration();
  21000. }
  21001. }
  21002. function getTrackTypeForValueTypeName( typeName ) {
  21003. switch ( typeName.toLowerCase() ) {
  21004. case 'scalar':
  21005. case 'double':
  21006. case 'float':
  21007. case 'number':
  21008. case 'integer':
  21009. return NumberKeyframeTrack;
  21010. case 'vector':
  21011. case 'vector2':
  21012. case 'vector3':
  21013. case 'vector4':
  21014. return VectorKeyframeTrack;
  21015. case 'color':
  21016. return ColorKeyframeTrack;
  21017. case 'quaternion':
  21018. return QuaternionKeyframeTrack;
  21019. case 'bool':
  21020. case 'boolean':
  21021. return BooleanKeyframeTrack;
  21022. case 'string':
  21023. return StringKeyframeTrack;
  21024. }
  21025. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21026. }
  21027. function parseKeyframeTrack( json ) {
  21028. if ( json.type === undefined ) {
  21029. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21030. }
  21031. var trackType = getTrackTypeForValueTypeName( json.type );
  21032. if ( json.times === undefined ) {
  21033. var times = [], values = [];
  21034. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21035. json.times = times;
  21036. json.values = values;
  21037. }
  21038. // derived classes can define a static parse method
  21039. if ( trackType.parse !== undefined ) {
  21040. return trackType.parse( json );
  21041. } else {
  21042. // by default, we assume a constructor compatible with the base
  21043. return new trackType( json.name, json.times, json.values, json.interpolation );
  21044. }
  21045. }
  21046. Object.assign( AnimationClip, {
  21047. parse: function ( json ) {
  21048. var tracks = [],
  21049. jsonTracks = json.tracks,
  21050. frameTime = 1.0 / ( json.fps || 1.0 );
  21051. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21052. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21053. }
  21054. return new AnimationClip( json.name, json.duration, tracks );
  21055. },
  21056. toJSON: function ( clip ) {
  21057. var tracks = [],
  21058. clipTracks = clip.tracks;
  21059. var json = {
  21060. 'name': clip.name,
  21061. 'duration': clip.duration,
  21062. 'tracks': tracks,
  21063. 'uuid': clip.uuid
  21064. };
  21065. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21066. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21067. }
  21068. return json;
  21069. },
  21070. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21071. var numMorphTargets = morphTargetSequence.length;
  21072. var tracks = [];
  21073. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21074. var times = [];
  21075. var values = [];
  21076. times.push(
  21077. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21078. i,
  21079. ( i + 1 ) % numMorphTargets );
  21080. values.push( 0, 1, 0 );
  21081. var order = AnimationUtils.getKeyframeOrder( times );
  21082. times = AnimationUtils.sortedArray( times, 1, order );
  21083. values = AnimationUtils.sortedArray( values, 1, order );
  21084. // if there is a key at the first frame, duplicate it as the
  21085. // last frame as well for perfect loop.
  21086. if ( ! noLoop && times[ 0 ] === 0 ) {
  21087. times.push( numMorphTargets );
  21088. values.push( values[ 0 ] );
  21089. }
  21090. tracks.push(
  21091. new NumberKeyframeTrack(
  21092. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21093. times, values
  21094. ).scale( 1.0 / fps ) );
  21095. }
  21096. return new AnimationClip( name, - 1, tracks );
  21097. },
  21098. findByName: function ( objectOrClipArray, name ) {
  21099. var clipArray = objectOrClipArray;
  21100. if ( ! Array.isArray( objectOrClipArray ) ) {
  21101. var o = objectOrClipArray;
  21102. clipArray = o.geometry && o.geometry.animations || o.animations;
  21103. }
  21104. for ( var i = 0; i < clipArray.length; i ++ ) {
  21105. if ( clipArray[ i ].name === name ) {
  21106. return clipArray[ i ];
  21107. }
  21108. }
  21109. return null;
  21110. },
  21111. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21112. var animationToMorphTargets = {};
  21113. // tested with https://regex101.com/ on trick sequences
  21114. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21115. var pattern = /^([\w-]*?)([\d]+)$/;
  21116. // sort morph target names into animation groups based
  21117. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21118. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21119. var morphTarget = morphTargets[ i ];
  21120. var parts = morphTarget.name.match( pattern );
  21121. if ( parts && parts.length > 1 ) {
  21122. var name = parts[ 1 ];
  21123. var animationMorphTargets = animationToMorphTargets[ name ];
  21124. if ( ! animationMorphTargets ) {
  21125. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21126. }
  21127. animationMorphTargets.push( morphTarget );
  21128. }
  21129. }
  21130. var clips = [];
  21131. for ( var name in animationToMorphTargets ) {
  21132. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21133. }
  21134. return clips;
  21135. },
  21136. // parse the animation.hierarchy format
  21137. parseAnimation: function ( animation, bones ) {
  21138. if ( ! animation ) {
  21139. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21140. return null;
  21141. }
  21142. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21143. // only return track if there are actually keys.
  21144. if ( animationKeys.length !== 0 ) {
  21145. var times = [];
  21146. var values = [];
  21147. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21148. // empty keys are filtered out, so check again
  21149. if ( times.length !== 0 ) {
  21150. destTracks.push( new trackType( trackName, times, values ) );
  21151. }
  21152. }
  21153. };
  21154. var tracks = [];
  21155. var clipName = animation.name || 'default';
  21156. // automatic length determination in AnimationClip.
  21157. var duration = animation.length || - 1;
  21158. var fps = animation.fps || 30;
  21159. var hierarchyTracks = animation.hierarchy || [];
  21160. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21161. var animationKeys = hierarchyTracks[ h ].keys;
  21162. // skip empty tracks
  21163. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21164. // process morph targets
  21165. if ( animationKeys[ 0 ].morphTargets ) {
  21166. // figure out all morph targets used in this track
  21167. var morphTargetNames = {};
  21168. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21169. if ( animationKeys[ k ].morphTargets ) {
  21170. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21171. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21172. }
  21173. }
  21174. }
  21175. // create a track for each morph target with all zero
  21176. // morphTargetInfluences except for the keys in which
  21177. // the morphTarget is named.
  21178. for ( var morphTargetName in morphTargetNames ) {
  21179. var times = [];
  21180. var values = [];
  21181. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21182. var animationKey = animationKeys[ k ];
  21183. times.push( animationKey.time );
  21184. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21185. }
  21186. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21187. }
  21188. duration = morphTargetNames.length * ( fps || 1.0 );
  21189. } else {
  21190. // ...assume skeletal animation
  21191. var boneName = '.bones[' + bones[ h ].name + ']';
  21192. addNonemptyTrack(
  21193. VectorKeyframeTrack, boneName + '.position',
  21194. animationKeys, 'pos', tracks );
  21195. addNonemptyTrack(
  21196. QuaternionKeyframeTrack, boneName + '.quaternion',
  21197. animationKeys, 'rot', tracks );
  21198. addNonemptyTrack(
  21199. VectorKeyframeTrack, boneName + '.scale',
  21200. animationKeys, 'scl', tracks );
  21201. }
  21202. }
  21203. if ( tracks.length === 0 ) {
  21204. return null;
  21205. }
  21206. var clip = new AnimationClip( clipName, duration, tracks );
  21207. return clip;
  21208. }
  21209. } );
  21210. Object.assign( AnimationClip.prototype, {
  21211. resetDuration: function () {
  21212. var tracks = this.tracks, duration = 0;
  21213. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21214. var track = this.tracks[ i ];
  21215. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21216. }
  21217. this.duration = duration;
  21218. return this;
  21219. },
  21220. trim: function () {
  21221. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21222. this.tracks[ i ].trim( 0, this.duration );
  21223. }
  21224. return this;
  21225. },
  21226. validate: function () {
  21227. var valid = true;
  21228. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21229. valid = valid && this.tracks[ i ].validate();
  21230. }
  21231. return valid;
  21232. },
  21233. optimize: function () {
  21234. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21235. this.tracks[ i ].optimize();
  21236. }
  21237. return this;
  21238. },
  21239. clone: function () {
  21240. var tracks = [];
  21241. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21242. tracks.push( this.tracks[ i ].clone() );
  21243. }
  21244. return new AnimationClip( this.name, this.duration, tracks );
  21245. }
  21246. } );
  21247. /**
  21248. * @author mrdoob / http://mrdoob.com/
  21249. */
  21250. var Cache = {
  21251. enabled: false,
  21252. files: {},
  21253. add: function ( key, file ) {
  21254. if ( this.enabled === false ) { return; }
  21255. // console.log( 'THREE.Cache', 'Adding key:', key );
  21256. this.files[ key ] = file;
  21257. },
  21258. get: function ( key ) {
  21259. if ( this.enabled === false ) { return; }
  21260. // console.log( 'THREE.Cache', 'Checking key:', key );
  21261. return this.files[ key ];
  21262. },
  21263. remove: function ( key ) {
  21264. delete this.files[ key ];
  21265. },
  21266. clear: function () {
  21267. this.files = {};
  21268. }
  21269. };
  21270. /**
  21271. * @author mrdoob / http://mrdoob.com/
  21272. */
  21273. function LoadingManager( onLoad, onProgress, onError ) {
  21274. var scope = this;
  21275. var isLoading = false;
  21276. var itemsLoaded = 0;
  21277. var itemsTotal = 0;
  21278. var urlModifier = undefined;
  21279. var handlers = [];
  21280. // Refer to #5689 for the reason why we don't set .onStart
  21281. // in the constructor
  21282. this.onStart = undefined;
  21283. this.onLoad = onLoad;
  21284. this.onProgress = onProgress;
  21285. this.onError = onError;
  21286. this.itemStart = function ( url ) {
  21287. itemsTotal ++;
  21288. if ( isLoading === false ) {
  21289. if ( scope.onStart !== undefined ) {
  21290. scope.onStart( url, itemsLoaded, itemsTotal );
  21291. }
  21292. }
  21293. isLoading = true;
  21294. };
  21295. this.itemEnd = function ( url ) {
  21296. itemsLoaded ++;
  21297. if ( scope.onProgress !== undefined ) {
  21298. scope.onProgress( url, itemsLoaded, itemsTotal );
  21299. }
  21300. if ( itemsLoaded === itemsTotal ) {
  21301. isLoading = false;
  21302. if ( scope.onLoad !== undefined ) {
  21303. scope.onLoad();
  21304. }
  21305. }
  21306. };
  21307. this.itemError = function ( url ) {
  21308. if ( scope.onError !== undefined ) {
  21309. scope.onError( url );
  21310. }
  21311. };
  21312. this.resolveURL = function ( url ) {
  21313. if ( urlModifier ) {
  21314. return urlModifier( url );
  21315. }
  21316. return url;
  21317. };
  21318. this.setURLModifier = function ( transform ) {
  21319. urlModifier = transform;
  21320. return this;
  21321. };
  21322. this.addHandler = function ( regex, loader ) {
  21323. handlers.push( regex, loader );
  21324. return this;
  21325. };
  21326. this.removeHandler = function ( regex ) {
  21327. var index = handlers.indexOf( regex );
  21328. if ( index !== - 1 ) {
  21329. handlers.splice( index, 2 );
  21330. }
  21331. return this;
  21332. };
  21333. this.getHandler = function ( file ) {
  21334. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21335. var regex = handlers[ i ];
  21336. var loader = handlers[ i + 1 ];
  21337. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21338. if ( regex.test( file ) ) {
  21339. return loader;
  21340. }
  21341. }
  21342. return null;
  21343. };
  21344. }
  21345. var DefaultLoadingManager = new LoadingManager();
  21346. /**
  21347. * @author alteredq / http://alteredqualia.com/
  21348. */
  21349. function Loader( manager ) {
  21350. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21351. this.crossOrigin = 'anonymous';
  21352. this.path = '';
  21353. this.resourcePath = '';
  21354. }
  21355. Object.assign( Loader.prototype, {
  21356. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21357. parse: function ( /* data */ ) {},
  21358. setCrossOrigin: function ( crossOrigin ) {
  21359. this.crossOrigin = crossOrigin;
  21360. return this;
  21361. },
  21362. setPath: function ( path ) {
  21363. this.path = path;
  21364. return this;
  21365. },
  21366. setResourcePath: function ( resourcePath ) {
  21367. this.resourcePath = resourcePath;
  21368. return this;
  21369. }
  21370. } );
  21371. /**
  21372. * @author mrdoob / http://mrdoob.com/
  21373. */
  21374. var loading = {};
  21375. function FileLoader( manager ) {
  21376. Loader.call( this, manager );
  21377. }
  21378. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21379. constructor: FileLoader,
  21380. load: function ( url, onLoad, onProgress, onError ) {
  21381. if ( url === undefined ) { url = ''; }
  21382. if ( this.path !== undefined ) { url = this.path + url; }
  21383. url = this.manager.resolveURL( url );
  21384. var scope = this;
  21385. var cached = Cache.get( url );
  21386. if ( cached !== undefined ) {
  21387. scope.manager.itemStart( url );
  21388. setTimeout( function () {
  21389. if ( onLoad ) { onLoad( cached ); }
  21390. scope.manager.itemEnd( url );
  21391. }, 0 );
  21392. return cached;
  21393. }
  21394. // Check if request is duplicate
  21395. if ( loading[ url ] !== undefined ) {
  21396. loading[ url ].push( {
  21397. onLoad: onLoad,
  21398. onProgress: onProgress,
  21399. onError: onError
  21400. } );
  21401. return;
  21402. }
  21403. // Check for data: URI
  21404. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21405. var dataUriRegexResult = url.match( dataUriRegex );
  21406. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21407. if ( dataUriRegexResult ) {
  21408. var mimeType = dataUriRegexResult[ 1 ];
  21409. var isBase64 = !! dataUriRegexResult[ 2 ];
  21410. var data = dataUriRegexResult[ 3 ];
  21411. data = decodeURIComponent( data );
  21412. if ( isBase64 ) { data = atob( data ); }
  21413. try {
  21414. var response;
  21415. var responseType = ( this.responseType || '' ).toLowerCase();
  21416. switch ( responseType ) {
  21417. case 'arraybuffer':
  21418. case 'blob':
  21419. var view = new Uint8Array( data.length );
  21420. for ( var i = 0; i < data.length; i ++ ) {
  21421. view[ i ] = data.charCodeAt( i );
  21422. }
  21423. if ( responseType === 'blob' ) {
  21424. response = new Blob( [ view.buffer ], { type: mimeType } );
  21425. } else {
  21426. response = view.buffer;
  21427. }
  21428. break;
  21429. case 'document':
  21430. var parser = new DOMParser();
  21431. response = parser.parseFromString( data, mimeType );
  21432. break;
  21433. case 'json':
  21434. response = JSON.parse( data );
  21435. break;
  21436. default: // 'text' or other
  21437. response = data;
  21438. break;
  21439. }
  21440. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21441. setTimeout( function () {
  21442. if ( onLoad ) { onLoad( response ); }
  21443. scope.manager.itemEnd( url );
  21444. }, 0 );
  21445. } catch ( error ) {
  21446. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21447. setTimeout( function () {
  21448. if ( onError ) { onError( error ); }
  21449. scope.manager.itemError( url );
  21450. scope.manager.itemEnd( url );
  21451. }, 0 );
  21452. }
  21453. } else {
  21454. // Initialise array for duplicate requests
  21455. loading[ url ] = [];
  21456. loading[ url ].push( {
  21457. onLoad: onLoad,
  21458. onProgress: onProgress,
  21459. onError: onError
  21460. } );
  21461. var request = new XMLHttpRequest();
  21462. request.open( 'GET', url, true );
  21463. request.addEventListener( 'load', function ( event ) {
  21464. var response = this.response;
  21465. var callbacks = loading[ url ];
  21466. delete loading[ url ];
  21467. if ( this.status === 200 || this.status === 0 ) {
  21468. // Some browsers return HTTP Status 0 when using non-http protocol
  21469. // e.g. 'file://' or 'data://'. Handle as success.
  21470. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21471. // Add to cache only on HTTP success, so that we do not cache
  21472. // error response bodies as proper responses to requests.
  21473. Cache.add( url, response );
  21474. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21475. var callback = callbacks[ i ];
  21476. if ( callback.onLoad ) { callback.onLoad( response ); }
  21477. }
  21478. scope.manager.itemEnd( url );
  21479. } else {
  21480. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21481. var callback = callbacks[ i ];
  21482. if ( callback.onError ) { callback.onError( event ); }
  21483. }
  21484. scope.manager.itemError( url );
  21485. scope.manager.itemEnd( url );
  21486. }
  21487. }, false );
  21488. request.addEventListener( 'progress', function ( event ) {
  21489. var callbacks = loading[ url ];
  21490. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21491. var callback = callbacks[ i ];
  21492. if ( callback.onProgress ) { callback.onProgress( event ); }
  21493. }
  21494. }, false );
  21495. request.addEventListener( 'error', function ( event ) {
  21496. var callbacks = loading[ url ];
  21497. delete loading[ url ];
  21498. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21499. var callback = callbacks[ i ];
  21500. if ( callback.onError ) { callback.onError( event ); }
  21501. }
  21502. scope.manager.itemError( url );
  21503. scope.manager.itemEnd( url );
  21504. }, false );
  21505. request.addEventListener( 'abort', function ( event ) {
  21506. var callbacks = loading[ url ];
  21507. delete loading[ url ];
  21508. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21509. var callback = callbacks[ i ];
  21510. if ( callback.onError ) { callback.onError( event ); }
  21511. }
  21512. scope.manager.itemError( url );
  21513. scope.manager.itemEnd( url );
  21514. }, false );
  21515. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21516. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21517. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21518. for ( var header in this.requestHeader ) {
  21519. request.setRequestHeader( header, this.requestHeader[ header ] );
  21520. }
  21521. request.send( null );
  21522. }
  21523. scope.manager.itemStart( url );
  21524. return request;
  21525. },
  21526. setResponseType: function ( value ) {
  21527. this.responseType = value;
  21528. return this;
  21529. },
  21530. setWithCredentials: function ( value ) {
  21531. this.withCredentials = value;
  21532. return this;
  21533. },
  21534. setMimeType: function ( value ) {
  21535. this.mimeType = value;
  21536. return this;
  21537. },
  21538. setRequestHeader: function ( value ) {
  21539. this.requestHeader = value;
  21540. return this;
  21541. }
  21542. } );
  21543. /**
  21544. * @author bhouston / http://clara.io/
  21545. */
  21546. function AnimationLoader( manager ) {
  21547. Loader.call( this, manager );
  21548. }
  21549. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21550. constructor: AnimationLoader,
  21551. load: function ( url, onLoad, onProgress, onError ) {
  21552. var scope = this;
  21553. var loader = new FileLoader( scope.manager );
  21554. loader.setPath( scope.path );
  21555. loader.load( url, function ( text ) {
  21556. onLoad( scope.parse( JSON.parse( text ) ) );
  21557. }, onProgress, onError );
  21558. },
  21559. parse: function ( json ) {
  21560. var animations = [];
  21561. for ( var i = 0; i < json.length; i ++ ) {
  21562. var clip = AnimationClip.parse( json[ i ] );
  21563. animations.push( clip );
  21564. }
  21565. return animations;
  21566. }
  21567. } );
  21568. /**
  21569. * @author mrdoob / http://mrdoob.com/
  21570. *
  21571. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21572. *
  21573. * Sub classes have to implement the parse() method which will be used in load().
  21574. */
  21575. function CompressedTextureLoader( manager ) {
  21576. Loader.call( this, manager );
  21577. }
  21578. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21579. constructor: CompressedTextureLoader,
  21580. load: function ( url, onLoad, onProgress, onError ) {
  21581. var scope = this;
  21582. var images = [];
  21583. var texture = new CompressedTexture();
  21584. texture.image = images;
  21585. var loader = new FileLoader( this.manager );
  21586. loader.setPath( this.path );
  21587. loader.setResponseType( 'arraybuffer' );
  21588. function loadTexture( i ) {
  21589. loader.load( url[ i ], function ( buffer ) {
  21590. var texDatas = scope.parse( buffer, true );
  21591. images[ i ] = {
  21592. width: texDatas.width,
  21593. height: texDatas.height,
  21594. format: texDatas.format,
  21595. mipmaps: texDatas.mipmaps
  21596. };
  21597. loaded += 1;
  21598. if ( loaded === 6 ) {
  21599. if ( texDatas.mipmapCount === 1 )
  21600. { texture.minFilter = LinearFilter; }
  21601. texture.format = texDatas.format;
  21602. texture.needsUpdate = true;
  21603. if ( onLoad ) { onLoad( texture ); }
  21604. }
  21605. }, onProgress, onError );
  21606. }
  21607. if ( Array.isArray( url ) ) {
  21608. var loaded = 0;
  21609. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21610. loadTexture( i );
  21611. }
  21612. } else {
  21613. // compressed cubemap texture stored in a single DDS file
  21614. loader.load( url, function ( buffer ) {
  21615. var texDatas = scope.parse( buffer, true );
  21616. if ( texDatas.isCubemap ) {
  21617. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21618. for ( var f = 0; f < faces; f ++ ) {
  21619. images[ f ] = { mipmaps: [] };
  21620. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21621. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21622. images[ f ].format = texDatas.format;
  21623. images[ f ].width = texDatas.width;
  21624. images[ f ].height = texDatas.height;
  21625. }
  21626. }
  21627. } else {
  21628. texture.image.width = texDatas.width;
  21629. texture.image.height = texDatas.height;
  21630. texture.mipmaps = texDatas.mipmaps;
  21631. }
  21632. if ( texDatas.mipmapCount === 1 ) {
  21633. texture.minFilter = LinearFilter;
  21634. }
  21635. texture.format = texDatas.format;
  21636. texture.needsUpdate = true;
  21637. if ( onLoad ) { onLoad( texture ); }
  21638. }, onProgress, onError );
  21639. }
  21640. return texture;
  21641. }
  21642. } );
  21643. /**
  21644. * @author Nikos M. / https://github.com/foo123/
  21645. *
  21646. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21647. *
  21648. * Sub classes have to implement the parse() method which will be used in load().
  21649. */
  21650. function DataTextureLoader( manager ) {
  21651. Loader.call( this, manager );
  21652. }
  21653. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21654. constructor: DataTextureLoader,
  21655. load: function ( url, onLoad, onProgress, onError ) {
  21656. var scope = this;
  21657. var texture = new DataTexture();
  21658. var loader = new FileLoader( this.manager );
  21659. loader.setResponseType( 'arraybuffer' );
  21660. loader.setPath( this.path );
  21661. loader.load( url, function ( buffer ) {
  21662. var texData = scope.parse( buffer );
  21663. if ( ! texData ) { return; }
  21664. if ( texData.image !== undefined ) {
  21665. texture.image = texData.image;
  21666. } else if ( texData.data !== undefined ) {
  21667. texture.image.width = texData.width;
  21668. texture.image.height = texData.height;
  21669. texture.image.data = texData.data;
  21670. }
  21671. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21672. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21673. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21674. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21675. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21676. if ( texData.format !== undefined ) {
  21677. texture.format = texData.format;
  21678. }
  21679. if ( texData.type !== undefined ) {
  21680. texture.type = texData.type;
  21681. }
  21682. if ( texData.mipmaps !== undefined ) {
  21683. texture.mipmaps = texData.mipmaps;
  21684. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21685. }
  21686. if ( texData.mipmapCount === 1 ) {
  21687. texture.minFilter = LinearFilter;
  21688. }
  21689. texture.needsUpdate = true;
  21690. if ( onLoad ) { onLoad( texture, texData ); }
  21691. }, onProgress, onError );
  21692. return texture;
  21693. }
  21694. } );
  21695. /**
  21696. * @author mrdoob / http://mrdoob.com/
  21697. */
  21698. function ImageLoader( manager ) {
  21699. Loader.call( this, manager );
  21700. }
  21701. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21702. constructor: ImageLoader,
  21703. load: function ( url, onLoad, onProgress, onError ) {
  21704. if ( this.path !== undefined ) { url = this.path + url; }
  21705. url = this.manager.resolveURL( url );
  21706. var scope = this;
  21707. var cached = Cache.get( url );
  21708. if ( cached !== undefined ) {
  21709. scope.manager.itemStart( url );
  21710. setTimeout( function () {
  21711. if ( onLoad ) { onLoad( cached ); }
  21712. scope.manager.itemEnd( url );
  21713. }, 0 );
  21714. return cached;
  21715. }
  21716. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21717. function onImageLoad() {
  21718. image.removeEventListener( 'load', onImageLoad, false );
  21719. image.removeEventListener( 'error', onImageError, false );
  21720. Cache.add( url, this );
  21721. if ( onLoad ) { onLoad( this ); }
  21722. scope.manager.itemEnd( url );
  21723. }
  21724. function onImageError( event ) {
  21725. image.removeEventListener( 'load', onImageLoad, false );
  21726. image.removeEventListener( 'error', onImageError, false );
  21727. if ( onError ) { onError( event ); }
  21728. scope.manager.itemError( url );
  21729. scope.manager.itemEnd( url );
  21730. }
  21731. image.addEventListener( 'load', onImageLoad, false );
  21732. image.addEventListener( 'error', onImageError, false );
  21733. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21734. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21735. }
  21736. scope.manager.itemStart( url );
  21737. image.src = url;
  21738. return image;
  21739. }
  21740. } );
  21741. /**
  21742. * @author mrdoob / http://mrdoob.com/
  21743. */
  21744. function CubeTextureLoader( manager ) {
  21745. Loader.call( this, manager );
  21746. }
  21747. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21748. constructor: CubeTextureLoader,
  21749. load: function ( urls, onLoad, onProgress, onError ) {
  21750. var texture = new CubeTexture();
  21751. var loader = new ImageLoader( this.manager );
  21752. loader.setCrossOrigin( this.crossOrigin );
  21753. loader.setPath( this.path );
  21754. var loaded = 0;
  21755. function loadTexture( i ) {
  21756. loader.load( urls[ i ], function ( image ) {
  21757. texture.images[ i ] = image;
  21758. loaded ++;
  21759. if ( loaded === 6 ) {
  21760. texture.needsUpdate = true;
  21761. if ( onLoad ) { onLoad( texture ); }
  21762. }
  21763. }, undefined, onError );
  21764. }
  21765. for ( var i = 0; i < urls.length; ++ i ) {
  21766. loadTexture( i );
  21767. }
  21768. return texture;
  21769. }
  21770. } );
  21771. /**
  21772. * @author mrdoob / http://mrdoob.com/
  21773. */
  21774. function TextureLoader( manager ) {
  21775. Loader.call( this, manager );
  21776. }
  21777. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21778. constructor: TextureLoader,
  21779. load: function ( url, onLoad, onProgress, onError ) {
  21780. var texture = new Texture();
  21781. var loader = new ImageLoader( this.manager );
  21782. loader.setCrossOrigin( this.crossOrigin );
  21783. loader.setPath( this.path );
  21784. loader.load( url, function ( image ) {
  21785. texture.image = image;
  21786. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21787. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21788. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21789. texture.needsUpdate = true;
  21790. if ( onLoad !== undefined ) {
  21791. onLoad( texture );
  21792. }
  21793. }, onProgress, onError );
  21794. return texture;
  21795. }
  21796. } );
  21797. /**
  21798. * @author zz85 / http://www.lab4games.net/zz85/blog
  21799. * Extensible curve object
  21800. *
  21801. * Some common of curve methods:
  21802. * .getPoint( t, optionalTarget ), .getTangent( t )
  21803. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21804. * .getPoints(), .getSpacedPoints()
  21805. * .getLength()
  21806. * .updateArcLengths()
  21807. *
  21808. * This following curves inherit from THREE.Curve:
  21809. *
  21810. * -- 2D curves --
  21811. * THREE.ArcCurve
  21812. * THREE.CubicBezierCurve
  21813. * THREE.EllipseCurve
  21814. * THREE.LineCurve
  21815. * THREE.QuadraticBezierCurve
  21816. * THREE.SplineCurve
  21817. *
  21818. * -- 3D curves --
  21819. * THREE.CatmullRomCurve3
  21820. * THREE.CubicBezierCurve3
  21821. * THREE.LineCurve3
  21822. * THREE.QuadraticBezierCurve3
  21823. *
  21824. * A series of curves can be represented as a THREE.CurvePath.
  21825. *
  21826. **/
  21827. /**************************************************************
  21828. * Abstract Curve base class
  21829. **************************************************************/
  21830. function Curve() {
  21831. this.type = 'Curve';
  21832. this.arcLengthDivisions = 200;
  21833. }
  21834. Object.assign( Curve.prototype, {
  21835. // Virtual base class method to overwrite and implement in subclasses
  21836. // - t [0 .. 1]
  21837. getPoint: function ( /* t, optionalTarget */ ) {
  21838. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21839. return null;
  21840. },
  21841. // Get point at relative position in curve according to arc length
  21842. // - u [0 .. 1]
  21843. getPointAt: function ( u, optionalTarget ) {
  21844. var t = this.getUtoTmapping( u );
  21845. return this.getPoint( t, optionalTarget );
  21846. },
  21847. // Get sequence of points using getPoint( t )
  21848. getPoints: function ( divisions ) {
  21849. if ( divisions === undefined ) { divisions = 5; }
  21850. var points = [];
  21851. for ( var d = 0; d <= divisions; d ++ ) {
  21852. points.push( this.getPoint( d / divisions ) );
  21853. }
  21854. return points;
  21855. },
  21856. // Get sequence of points using getPointAt( u )
  21857. getSpacedPoints: function ( divisions ) {
  21858. if ( divisions === undefined ) { divisions = 5; }
  21859. var points = [];
  21860. for ( var d = 0; d <= divisions; d ++ ) {
  21861. points.push( this.getPointAt( d / divisions ) );
  21862. }
  21863. return points;
  21864. },
  21865. // Get total curve arc length
  21866. getLength: function () {
  21867. var lengths = this.getLengths();
  21868. return lengths[ lengths.length - 1 ];
  21869. },
  21870. // Get list of cumulative segment lengths
  21871. getLengths: function ( divisions ) {
  21872. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21873. if ( this.cacheArcLengths &&
  21874. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21875. ! this.needsUpdate ) {
  21876. return this.cacheArcLengths;
  21877. }
  21878. this.needsUpdate = false;
  21879. var cache = [];
  21880. var current, last = this.getPoint( 0 );
  21881. var p, sum = 0;
  21882. cache.push( 0 );
  21883. for ( p = 1; p <= divisions; p ++ ) {
  21884. current = this.getPoint( p / divisions );
  21885. sum += current.distanceTo( last );
  21886. cache.push( sum );
  21887. last = current;
  21888. }
  21889. this.cacheArcLengths = cache;
  21890. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21891. },
  21892. updateArcLengths: function () {
  21893. this.needsUpdate = true;
  21894. this.getLengths();
  21895. },
  21896. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21897. getUtoTmapping: function ( u, distance ) {
  21898. var arcLengths = this.getLengths();
  21899. var i = 0, il = arcLengths.length;
  21900. var targetArcLength; // The targeted u distance value to get
  21901. if ( distance ) {
  21902. targetArcLength = distance;
  21903. } else {
  21904. targetArcLength = u * arcLengths[ il - 1 ];
  21905. }
  21906. // binary search for the index with largest value smaller than target u distance
  21907. var low = 0, high = il - 1, comparison;
  21908. while ( low <= high ) {
  21909. 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
  21910. comparison = arcLengths[ i ] - targetArcLength;
  21911. if ( comparison < 0 ) {
  21912. low = i + 1;
  21913. } else if ( comparison > 0 ) {
  21914. high = i - 1;
  21915. } else {
  21916. high = i;
  21917. break;
  21918. // DONE
  21919. }
  21920. }
  21921. i = high;
  21922. if ( arcLengths[ i ] === targetArcLength ) {
  21923. return i / ( il - 1 );
  21924. }
  21925. // we could get finer grain at lengths, or use simple interpolation between two points
  21926. var lengthBefore = arcLengths[ i ];
  21927. var lengthAfter = arcLengths[ i + 1 ];
  21928. var segmentLength = lengthAfter - lengthBefore;
  21929. // determine where we are between the 'before' and 'after' points
  21930. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21931. // add that fractional amount to t
  21932. var t = ( i + segmentFraction ) / ( il - 1 );
  21933. return t;
  21934. },
  21935. // Returns a unit vector tangent at t
  21936. // In case any sub curve does not implement its tangent derivation,
  21937. // 2 points a small delta apart will be used to find its gradient
  21938. // which seems to give a reasonable approximation
  21939. getTangent: function ( t ) {
  21940. var delta = 0.0001;
  21941. var t1 = t - delta;
  21942. var t2 = t + delta;
  21943. // Capping in case of danger
  21944. if ( t1 < 0 ) { t1 = 0; }
  21945. if ( t2 > 1 ) { t2 = 1; }
  21946. var pt1 = this.getPoint( t1 );
  21947. var pt2 = this.getPoint( t2 );
  21948. var vec = pt2.clone().sub( pt1 );
  21949. return vec.normalize();
  21950. },
  21951. getTangentAt: function ( u ) {
  21952. var t = this.getUtoTmapping( u );
  21953. return this.getTangent( t );
  21954. },
  21955. computeFrenetFrames: function ( segments, closed ) {
  21956. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21957. var normal = new Vector3();
  21958. var tangents = [];
  21959. var normals = [];
  21960. var binormals = [];
  21961. var vec = new Vector3();
  21962. var mat = new Matrix4();
  21963. var i, u, theta;
  21964. // compute the tangent vectors for each segment on the curve
  21965. for ( i = 0; i <= segments; i ++ ) {
  21966. u = i / segments;
  21967. tangents[ i ] = this.getTangentAt( u );
  21968. tangents[ i ].normalize();
  21969. }
  21970. // select an initial normal vector perpendicular to the first tangent vector,
  21971. // and in the direction of the minimum tangent xyz component
  21972. normals[ 0 ] = new Vector3();
  21973. binormals[ 0 ] = new Vector3();
  21974. var min = Number.MAX_VALUE;
  21975. var tx = Math.abs( tangents[ 0 ].x );
  21976. var ty = Math.abs( tangents[ 0 ].y );
  21977. var tz = Math.abs( tangents[ 0 ].z );
  21978. if ( tx <= min ) {
  21979. min = tx;
  21980. normal.set( 1, 0, 0 );
  21981. }
  21982. if ( ty <= min ) {
  21983. min = ty;
  21984. normal.set( 0, 1, 0 );
  21985. }
  21986. if ( tz <= min ) {
  21987. normal.set( 0, 0, 1 );
  21988. }
  21989. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21990. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21991. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21992. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21993. for ( i = 1; i <= segments; i ++ ) {
  21994. normals[ i ] = normals[ i - 1 ].clone();
  21995. binormals[ i ] = binormals[ i - 1 ].clone();
  21996. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21997. if ( vec.length() > Number.EPSILON ) {
  21998. vec.normalize();
  21999. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22000. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22001. }
  22002. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22003. }
  22004. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22005. if ( closed === true ) {
  22006. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22007. theta /= segments;
  22008. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22009. theta = - theta;
  22010. }
  22011. for ( i = 1; i <= segments; i ++ ) {
  22012. // twist a little...
  22013. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22014. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22015. }
  22016. }
  22017. return {
  22018. tangents: tangents,
  22019. normals: normals,
  22020. binormals: binormals
  22021. };
  22022. },
  22023. clone: function () {
  22024. return new this.constructor().copy( this );
  22025. },
  22026. copy: function ( source ) {
  22027. this.arcLengthDivisions = source.arcLengthDivisions;
  22028. return this;
  22029. },
  22030. toJSON: function () {
  22031. var data = {
  22032. metadata: {
  22033. version: 4.5,
  22034. type: 'Curve',
  22035. generator: 'Curve.toJSON'
  22036. }
  22037. };
  22038. data.arcLengthDivisions = this.arcLengthDivisions;
  22039. data.type = this.type;
  22040. return data;
  22041. },
  22042. fromJSON: function ( json ) {
  22043. this.arcLengthDivisions = json.arcLengthDivisions;
  22044. return this;
  22045. }
  22046. } );
  22047. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22048. Curve.call( this );
  22049. this.type = 'EllipseCurve';
  22050. this.aX = aX || 0;
  22051. this.aY = aY || 0;
  22052. this.xRadius = xRadius || 1;
  22053. this.yRadius = yRadius || 1;
  22054. this.aStartAngle = aStartAngle || 0;
  22055. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22056. this.aClockwise = aClockwise || false;
  22057. this.aRotation = aRotation || 0;
  22058. }
  22059. EllipseCurve.prototype = Object.create( Curve.prototype );
  22060. EllipseCurve.prototype.constructor = EllipseCurve;
  22061. EllipseCurve.prototype.isEllipseCurve = true;
  22062. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22063. var point = optionalTarget || new Vector2();
  22064. var twoPi = Math.PI * 2;
  22065. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22066. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22067. // ensures that deltaAngle is 0 .. 2 PI
  22068. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22069. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22070. if ( deltaAngle < Number.EPSILON ) {
  22071. if ( samePoints ) {
  22072. deltaAngle = 0;
  22073. } else {
  22074. deltaAngle = twoPi;
  22075. }
  22076. }
  22077. if ( this.aClockwise === true && ! samePoints ) {
  22078. if ( deltaAngle === twoPi ) {
  22079. deltaAngle = - twoPi;
  22080. } else {
  22081. deltaAngle = deltaAngle - twoPi;
  22082. }
  22083. }
  22084. var angle = this.aStartAngle + t * deltaAngle;
  22085. var x = this.aX + this.xRadius * Math.cos( angle );
  22086. var y = this.aY + this.yRadius * Math.sin( angle );
  22087. if ( this.aRotation !== 0 ) {
  22088. var cos = Math.cos( this.aRotation );
  22089. var sin = Math.sin( this.aRotation );
  22090. var tx = x - this.aX;
  22091. var ty = y - this.aY;
  22092. // Rotate the point about the center of the ellipse.
  22093. x = tx * cos - ty * sin + this.aX;
  22094. y = tx * sin + ty * cos + this.aY;
  22095. }
  22096. return point.set( x, y );
  22097. };
  22098. EllipseCurve.prototype.copy = function ( source ) {
  22099. Curve.prototype.copy.call( this, source );
  22100. this.aX = source.aX;
  22101. this.aY = source.aY;
  22102. this.xRadius = source.xRadius;
  22103. this.yRadius = source.yRadius;
  22104. this.aStartAngle = source.aStartAngle;
  22105. this.aEndAngle = source.aEndAngle;
  22106. this.aClockwise = source.aClockwise;
  22107. this.aRotation = source.aRotation;
  22108. return this;
  22109. };
  22110. EllipseCurve.prototype.toJSON = function () {
  22111. var data = Curve.prototype.toJSON.call( this );
  22112. data.aX = this.aX;
  22113. data.aY = this.aY;
  22114. data.xRadius = this.xRadius;
  22115. data.yRadius = this.yRadius;
  22116. data.aStartAngle = this.aStartAngle;
  22117. data.aEndAngle = this.aEndAngle;
  22118. data.aClockwise = this.aClockwise;
  22119. data.aRotation = this.aRotation;
  22120. return data;
  22121. };
  22122. EllipseCurve.prototype.fromJSON = function ( json ) {
  22123. Curve.prototype.fromJSON.call( this, json );
  22124. this.aX = json.aX;
  22125. this.aY = json.aY;
  22126. this.xRadius = json.xRadius;
  22127. this.yRadius = json.yRadius;
  22128. this.aStartAngle = json.aStartAngle;
  22129. this.aEndAngle = json.aEndAngle;
  22130. this.aClockwise = json.aClockwise;
  22131. this.aRotation = json.aRotation;
  22132. return this;
  22133. };
  22134. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22135. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22136. this.type = 'ArcCurve';
  22137. }
  22138. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22139. ArcCurve.prototype.constructor = ArcCurve;
  22140. ArcCurve.prototype.isArcCurve = true;
  22141. /**
  22142. * @author zz85 https://github.com/zz85
  22143. *
  22144. * Centripetal CatmullRom Curve - which is useful for avoiding
  22145. * cusps and self-intersections in non-uniform catmull rom curves.
  22146. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22147. *
  22148. * curve.type accepts centripetal(default), chordal and catmullrom
  22149. * curve.tension is used for catmullrom which defaults to 0.5
  22150. */
  22151. /*
  22152. Based on an optimized c++ solution in
  22153. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22154. - http://ideone.com/NoEbVM
  22155. This CubicPoly class could be used for reusing some variables and calculations,
  22156. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22157. which can be placed in CurveUtils.
  22158. */
  22159. function CubicPoly() {
  22160. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22161. /*
  22162. * Compute coefficients for a cubic polynomial
  22163. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22164. * such that
  22165. * p(0) = x0, p(1) = x1
  22166. * and
  22167. * p'(0) = t0, p'(1) = t1.
  22168. */
  22169. function init( x0, x1, t0, t1 ) {
  22170. c0 = x0;
  22171. c1 = t0;
  22172. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22173. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22174. }
  22175. return {
  22176. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22177. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22178. },
  22179. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22180. // compute tangents when parameterized in [t1,t2]
  22181. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22182. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22183. // rescale tangents for parametrization in [0,1]
  22184. t1 *= dt1;
  22185. t2 *= dt1;
  22186. init( x1, x2, t1, t2 );
  22187. },
  22188. calc: function ( t ) {
  22189. var t2 = t * t;
  22190. var t3 = t2 * t;
  22191. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22192. }
  22193. };
  22194. }
  22195. //
  22196. var tmp = new Vector3();
  22197. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22198. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22199. Curve.call( this );
  22200. this.type = 'CatmullRomCurve3';
  22201. this.points = points || [];
  22202. this.closed = closed || false;
  22203. this.curveType = curveType || 'centripetal';
  22204. this.tension = tension || 0.5;
  22205. }
  22206. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22207. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22208. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22209. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22210. var point = optionalTarget || new Vector3();
  22211. var points = this.points;
  22212. var l = points.length;
  22213. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22214. var intPoint = Math.floor( p );
  22215. var weight = p - intPoint;
  22216. if ( this.closed ) {
  22217. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22218. } else if ( weight === 0 && intPoint === l - 1 ) {
  22219. intPoint = l - 2;
  22220. weight = 1;
  22221. }
  22222. var p0, p1, p2, p3; // 4 points
  22223. if ( this.closed || intPoint > 0 ) {
  22224. p0 = points[ ( intPoint - 1 ) % l ];
  22225. } else {
  22226. // extrapolate first point
  22227. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22228. p0 = tmp;
  22229. }
  22230. p1 = points[ intPoint % l ];
  22231. p2 = points[ ( intPoint + 1 ) % l ];
  22232. if ( this.closed || intPoint + 2 < l ) {
  22233. p3 = points[ ( intPoint + 2 ) % l ];
  22234. } else {
  22235. // extrapolate last point
  22236. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22237. p3 = tmp;
  22238. }
  22239. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22240. // init Centripetal / Chordal Catmull-Rom
  22241. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22242. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22243. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22244. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22245. // safety check for repeated points
  22246. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22247. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22248. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22249. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22250. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22251. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22252. } else if ( this.curveType === 'catmullrom' ) {
  22253. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22254. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22255. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22256. }
  22257. point.set(
  22258. px.calc( weight ),
  22259. py.calc( weight ),
  22260. pz.calc( weight )
  22261. );
  22262. return point;
  22263. };
  22264. CatmullRomCurve3.prototype.copy = function ( source ) {
  22265. Curve.prototype.copy.call( this, source );
  22266. this.points = [];
  22267. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22268. var point = source.points[ i ];
  22269. this.points.push( point.clone() );
  22270. }
  22271. this.closed = source.closed;
  22272. this.curveType = source.curveType;
  22273. this.tension = source.tension;
  22274. return this;
  22275. };
  22276. CatmullRomCurve3.prototype.toJSON = function () {
  22277. var data = Curve.prototype.toJSON.call( this );
  22278. data.points = [];
  22279. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22280. var point = this.points[ i ];
  22281. data.points.push( point.toArray() );
  22282. }
  22283. data.closed = this.closed;
  22284. data.curveType = this.curveType;
  22285. data.tension = this.tension;
  22286. return data;
  22287. };
  22288. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22289. Curve.prototype.fromJSON.call( this, json );
  22290. this.points = [];
  22291. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22292. var point = json.points[ i ];
  22293. this.points.push( new Vector3().fromArray( point ) );
  22294. }
  22295. this.closed = json.closed;
  22296. this.curveType = json.curveType;
  22297. this.tension = json.tension;
  22298. return this;
  22299. };
  22300. /**
  22301. * @author zz85 / http://www.lab4games.net/zz85/blog
  22302. *
  22303. * Bezier Curves formulas obtained from
  22304. * http://en.wikipedia.org/wiki/Bézier_curve
  22305. */
  22306. function CatmullRom( t, p0, p1, p2, p3 ) {
  22307. var v0 = ( p2 - p0 ) * 0.5;
  22308. var v1 = ( p3 - p1 ) * 0.5;
  22309. var t2 = t * t;
  22310. var t3 = t * t2;
  22311. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22312. }
  22313. //
  22314. function QuadraticBezierP0( t, p ) {
  22315. var k = 1 - t;
  22316. return k * k * p;
  22317. }
  22318. function QuadraticBezierP1( t, p ) {
  22319. return 2 * ( 1 - t ) * t * p;
  22320. }
  22321. function QuadraticBezierP2( t, p ) {
  22322. return t * t * p;
  22323. }
  22324. function QuadraticBezier( t, p0, p1, p2 ) {
  22325. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22326. QuadraticBezierP2( t, p2 );
  22327. }
  22328. //
  22329. function CubicBezierP0( t, p ) {
  22330. var k = 1 - t;
  22331. return k * k * k * p;
  22332. }
  22333. function CubicBezierP1( t, p ) {
  22334. var k = 1 - t;
  22335. return 3 * k * k * t * p;
  22336. }
  22337. function CubicBezierP2( t, p ) {
  22338. return 3 * ( 1 - t ) * t * t * p;
  22339. }
  22340. function CubicBezierP3( t, p ) {
  22341. return t * t * t * p;
  22342. }
  22343. function CubicBezier( t, p0, p1, p2, p3 ) {
  22344. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22345. CubicBezierP3( t, p3 );
  22346. }
  22347. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22348. Curve.call( this );
  22349. this.type = 'CubicBezierCurve';
  22350. this.v0 = v0 || new Vector2();
  22351. this.v1 = v1 || new Vector2();
  22352. this.v2 = v2 || new Vector2();
  22353. this.v3 = v3 || new Vector2();
  22354. }
  22355. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22356. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22357. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22358. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22359. var point = optionalTarget || new Vector2();
  22360. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22361. point.set(
  22362. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22363. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22364. );
  22365. return point;
  22366. };
  22367. CubicBezierCurve.prototype.copy = function ( source ) {
  22368. Curve.prototype.copy.call( this, source );
  22369. this.v0.copy( source.v0 );
  22370. this.v1.copy( source.v1 );
  22371. this.v2.copy( source.v2 );
  22372. this.v3.copy( source.v3 );
  22373. return this;
  22374. };
  22375. CubicBezierCurve.prototype.toJSON = function () {
  22376. var data = Curve.prototype.toJSON.call( this );
  22377. data.v0 = this.v0.toArray();
  22378. data.v1 = this.v1.toArray();
  22379. data.v2 = this.v2.toArray();
  22380. data.v3 = this.v3.toArray();
  22381. return data;
  22382. };
  22383. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22384. Curve.prototype.fromJSON.call( this, json );
  22385. this.v0.fromArray( json.v0 );
  22386. this.v1.fromArray( json.v1 );
  22387. this.v2.fromArray( json.v2 );
  22388. this.v3.fromArray( json.v3 );
  22389. return this;
  22390. };
  22391. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22392. Curve.call( this );
  22393. this.type = 'CubicBezierCurve3';
  22394. this.v0 = v0 || new Vector3();
  22395. this.v1 = v1 || new Vector3();
  22396. this.v2 = v2 || new Vector3();
  22397. this.v3 = v3 || new Vector3();
  22398. }
  22399. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22400. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22401. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22402. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22403. var point = optionalTarget || new Vector3();
  22404. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22405. point.set(
  22406. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22407. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22408. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22409. );
  22410. return point;
  22411. };
  22412. CubicBezierCurve3.prototype.copy = function ( source ) {
  22413. Curve.prototype.copy.call( this, source );
  22414. this.v0.copy( source.v0 );
  22415. this.v1.copy( source.v1 );
  22416. this.v2.copy( source.v2 );
  22417. this.v3.copy( source.v3 );
  22418. return this;
  22419. };
  22420. CubicBezierCurve3.prototype.toJSON = function () {
  22421. var data = Curve.prototype.toJSON.call( this );
  22422. data.v0 = this.v0.toArray();
  22423. data.v1 = this.v1.toArray();
  22424. data.v2 = this.v2.toArray();
  22425. data.v3 = this.v3.toArray();
  22426. return data;
  22427. };
  22428. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22429. Curve.prototype.fromJSON.call( this, json );
  22430. this.v0.fromArray( json.v0 );
  22431. this.v1.fromArray( json.v1 );
  22432. this.v2.fromArray( json.v2 );
  22433. this.v3.fromArray( json.v3 );
  22434. return this;
  22435. };
  22436. function LineCurve( v1, v2 ) {
  22437. Curve.call( this );
  22438. this.type = 'LineCurve';
  22439. this.v1 = v1 || new Vector2();
  22440. this.v2 = v2 || new Vector2();
  22441. }
  22442. LineCurve.prototype = Object.create( Curve.prototype );
  22443. LineCurve.prototype.constructor = LineCurve;
  22444. LineCurve.prototype.isLineCurve = true;
  22445. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22446. var point = optionalTarget || new Vector2();
  22447. if ( t === 1 ) {
  22448. point.copy( this.v2 );
  22449. } else {
  22450. point.copy( this.v2 ).sub( this.v1 );
  22451. point.multiplyScalar( t ).add( this.v1 );
  22452. }
  22453. return point;
  22454. };
  22455. // Line curve is linear, so we can overwrite default getPointAt
  22456. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22457. return this.getPoint( u, optionalTarget );
  22458. };
  22459. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22460. var tangent = this.v2.clone().sub( this.v1 );
  22461. return tangent.normalize();
  22462. };
  22463. LineCurve.prototype.copy = function ( source ) {
  22464. Curve.prototype.copy.call( this, source );
  22465. this.v1.copy( source.v1 );
  22466. this.v2.copy( source.v2 );
  22467. return this;
  22468. };
  22469. LineCurve.prototype.toJSON = function () {
  22470. var data = Curve.prototype.toJSON.call( this );
  22471. data.v1 = this.v1.toArray();
  22472. data.v2 = this.v2.toArray();
  22473. return data;
  22474. };
  22475. LineCurve.prototype.fromJSON = function ( json ) {
  22476. Curve.prototype.fromJSON.call( this, json );
  22477. this.v1.fromArray( json.v1 );
  22478. this.v2.fromArray( json.v2 );
  22479. return this;
  22480. };
  22481. function LineCurve3( v1, v2 ) {
  22482. Curve.call( this );
  22483. this.type = 'LineCurve3';
  22484. this.v1 = v1 || new Vector3();
  22485. this.v2 = v2 || new Vector3();
  22486. }
  22487. LineCurve3.prototype = Object.create( Curve.prototype );
  22488. LineCurve3.prototype.constructor = LineCurve3;
  22489. LineCurve3.prototype.isLineCurve3 = true;
  22490. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22491. var point = optionalTarget || new Vector3();
  22492. if ( t === 1 ) {
  22493. point.copy( this.v2 );
  22494. } else {
  22495. point.copy( this.v2 ).sub( this.v1 );
  22496. point.multiplyScalar( t ).add( this.v1 );
  22497. }
  22498. return point;
  22499. };
  22500. // Line curve is linear, so we can overwrite default getPointAt
  22501. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22502. return this.getPoint( u, optionalTarget );
  22503. };
  22504. LineCurve3.prototype.copy = function ( source ) {
  22505. Curve.prototype.copy.call( this, source );
  22506. this.v1.copy( source.v1 );
  22507. this.v2.copy( source.v2 );
  22508. return this;
  22509. };
  22510. LineCurve3.prototype.toJSON = function () {
  22511. var data = Curve.prototype.toJSON.call( this );
  22512. data.v1 = this.v1.toArray();
  22513. data.v2 = this.v2.toArray();
  22514. return data;
  22515. };
  22516. LineCurve3.prototype.fromJSON = function ( json ) {
  22517. Curve.prototype.fromJSON.call( this, json );
  22518. this.v1.fromArray( json.v1 );
  22519. this.v2.fromArray( json.v2 );
  22520. return this;
  22521. };
  22522. function QuadraticBezierCurve( v0, v1, v2 ) {
  22523. Curve.call( this );
  22524. this.type = 'QuadraticBezierCurve';
  22525. this.v0 = v0 || new Vector2();
  22526. this.v1 = v1 || new Vector2();
  22527. this.v2 = v2 || new Vector2();
  22528. }
  22529. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22530. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22531. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22532. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22533. var point = optionalTarget || new Vector2();
  22534. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22535. point.set(
  22536. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22537. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22538. );
  22539. return point;
  22540. };
  22541. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22542. Curve.prototype.copy.call( this, source );
  22543. this.v0.copy( source.v0 );
  22544. this.v1.copy( source.v1 );
  22545. this.v2.copy( source.v2 );
  22546. return this;
  22547. };
  22548. QuadraticBezierCurve.prototype.toJSON = function () {
  22549. var data = Curve.prototype.toJSON.call( this );
  22550. data.v0 = this.v0.toArray();
  22551. data.v1 = this.v1.toArray();
  22552. data.v2 = this.v2.toArray();
  22553. return data;
  22554. };
  22555. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22556. Curve.prototype.fromJSON.call( this, json );
  22557. this.v0.fromArray( json.v0 );
  22558. this.v1.fromArray( json.v1 );
  22559. this.v2.fromArray( json.v2 );
  22560. return this;
  22561. };
  22562. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22563. Curve.call( this );
  22564. this.type = 'QuadraticBezierCurve3';
  22565. this.v0 = v0 || new Vector3();
  22566. this.v1 = v1 || new Vector3();
  22567. this.v2 = v2 || new Vector3();
  22568. }
  22569. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22570. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22571. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22572. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22573. var point = optionalTarget || new Vector3();
  22574. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22575. point.set(
  22576. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22577. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22578. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22579. );
  22580. return point;
  22581. };
  22582. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22583. Curve.prototype.copy.call( this, source );
  22584. this.v0.copy( source.v0 );
  22585. this.v1.copy( source.v1 );
  22586. this.v2.copy( source.v2 );
  22587. return this;
  22588. };
  22589. QuadraticBezierCurve3.prototype.toJSON = function () {
  22590. var data = Curve.prototype.toJSON.call( this );
  22591. data.v0 = this.v0.toArray();
  22592. data.v1 = this.v1.toArray();
  22593. data.v2 = this.v2.toArray();
  22594. return data;
  22595. };
  22596. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22597. Curve.prototype.fromJSON.call( this, json );
  22598. this.v0.fromArray( json.v0 );
  22599. this.v1.fromArray( json.v1 );
  22600. this.v2.fromArray( json.v2 );
  22601. return this;
  22602. };
  22603. function SplineCurve( points /* array of Vector2 */ ) {
  22604. Curve.call( this );
  22605. this.type = 'SplineCurve';
  22606. this.points = points || [];
  22607. }
  22608. SplineCurve.prototype = Object.create( Curve.prototype );
  22609. SplineCurve.prototype.constructor = SplineCurve;
  22610. SplineCurve.prototype.isSplineCurve = true;
  22611. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22612. var point = optionalTarget || new Vector2();
  22613. var points = this.points;
  22614. var p = ( points.length - 1 ) * t;
  22615. var intPoint = Math.floor( p );
  22616. var weight = p - intPoint;
  22617. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22618. var p1 = points[ intPoint ];
  22619. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22620. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22621. point.set(
  22622. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22623. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22624. );
  22625. return point;
  22626. };
  22627. SplineCurve.prototype.copy = function ( source ) {
  22628. Curve.prototype.copy.call( this, source );
  22629. this.points = [];
  22630. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22631. var point = source.points[ i ];
  22632. this.points.push( point.clone() );
  22633. }
  22634. return this;
  22635. };
  22636. SplineCurve.prototype.toJSON = function () {
  22637. var data = Curve.prototype.toJSON.call( this );
  22638. data.points = [];
  22639. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22640. var point = this.points[ i ];
  22641. data.points.push( point.toArray() );
  22642. }
  22643. return data;
  22644. };
  22645. SplineCurve.prototype.fromJSON = function ( json ) {
  22646. Curve.prototype.fromJSON.call( this, json );
  22647. this.points = [];
  22648. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22649. var point = json.points[ i ];
  22650. this.points.push( new Vector2().fromArray( point ) );
  22651. }
  22652. return this;
  22653. };
  22654. var Curves = /*#__PURE__*/Object.freeze({
  22655. __proto__: null,
  22656. ArcCurve: ArcCurve,
  22657. CatmullRomCurve3: CatmullRomCurve3,
  22658. CubicBezierCurve: CubicBezierCurve,
  22659. CubicBezierCurve3: CubicBezierCurve3,
  22660. EllipseCurve: EllipseCurve,
  22661. LineCurve: LineCurve,
  22662. LineCurve3: LineCurve3,
  22663. QuadraticBezierCurve: QuadraticBezierCurve,
  22664. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22665. SplineCurve: SplineCurve
  22666. });
  22667. /**
  22668. * @author zz85 / http://www.lab4games.net/zz85/blog
  22669. *
  22670. **/
  22671. /**************************************************************
  22672. * Curved Path - a curve path is simply a array of connected
  22673. * curves, but retains the api of a curve
  22674. **************************************************************/
  22675. function CurvePath() {
  22676. Curve.call( this );
  22677. this.type = 'CurvePath';
  22678. this.curves = [];
  22679. this.autoClose = false; // Automatically closes the path
  22680. }
  22681. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22682. constructor: CurvePath,
  22683. add: function ( curve ) {
  22684. this.curves.push( curve );
  22685. },
  22686. closePath: function () {
  22687. // Add a line curve if start and end of lines are not connected
  22688. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22689. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22690. if ( ! startPoint.equals( endPoint ) ) {
  22691. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22692. }
  22693. },
  22694. // To get accurate point with reference to
  22695. // entire path distance at time t,
  22696. // following has to be done:
  22697. // 1. Length of each sub path have to be known
  22698. // 2. Locate and identify type of curve
  22699. // 3. Get t for the curve
  22700. // 4. Return curve.getPointAt(t')
  22701. getPoint: function ( t ) {
  22702. var d = t * this.getLength();
  22703. var curveLengths = this.getCurveLengths();
  22704. var i = 0;
  22705. // To think about boundaries points.
  22706. while ( i < curveLengths.length ) {
  22707. if ( curveLengths[ i ] >= d ) {
  22708. var diff = curveLengths[ i ] - d;
  22709. var curve = this.curves[ i ];
  22710. var segmentLength = curve.getLength();
  22711. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22712. return curve.getPointAt( u );
  22713. }
  22714. i ++;
  22715. }
  22716. return null;
  22717. // loop where sum != 0, sum > d , sum+1 <d
  22718. },
  22719. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22720. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22721. // getPoint() depends on getLength
  22722. getLength: function () {
  22723. var lens = this.getCurveLengths();
  22724. return lens[ lens.length - 1 ];
  22725. },
  22726. // cacheLengths must be recalculated.
  22727. updateArcLengths: function () {
  22728. this.needsUpdate = true;
  22729. this.cacheLengths = null;
  22730. this.getCurveLengths();
  22731. },
  22732. // Compute lengths and cache them
  22733. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22734. getCurveLengths: function () {
  22735. // We use cache values if curves and cache array are same length
  22736. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22737. return this.cacheLengths;
  22738. }
  22739. // Get length of sub-curve
  22740. // Push sums into cached array
  22741. var lengths = [], sums = 0;
  22742. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22743. sums += this.curves[ i ].getLength();
  22744. lengths.push( sums );
  22745. }
  22746. this.cacheLengths = lengths;
  22747. return lengths;
  22748. },
  22749. getSpacedPoints: function ( divisions ) {
  22750. if ( divisions === undefined ) { divisions = 40; }
  22751. var points = [];
  22752. for ( var i = 0; i <= divisions; i ++ ) {
  22753. points.push( this.getPoint( i / divisions ) );
  22754. }
  22755. if ( this.autoClose ) {
  22756. points.push( points[ 0 ] );
  22757. }
  22758. return points;
  22759. },
  22760. getPoints: function ( divisions ) {
  22761. divisions = divisions || 12;
  22762. var points = [], last;
  22763. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22764. var curve = curves[ i ];
  22765. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22766. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22767. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22768. : divisions;
  22769. var pts = curve.getPoints( resolution );
  22770. for ( var j = 0; j < pts.length; j ++ ) {
  22771. var point = pts[ j ];
  22772. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22773. points.push( point );
  22774. last = point;
  22775. }
  22776. }
  22777. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22778. points.push( points[ 0 ] );
  22779. }
  22780. return points;
  22781. },
  22782. copy: function ( source ) {
  22783. Curve.prototype.copy.call( this, source );
  22784. this.curves = [];
  22785. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22786. var curve = source.curves[ i ];
  22787. this.curves.push( curve.clone() );
  22788. }
  22789. this.autoClose = source.autoClose;
  22790. return this;
  22791. },
  22792. toJSON: function () {
  22793. var data = Curve.prototype.toJSON.call( this );
  22794. data.autoClose = this.autoClose;
  22795. data.curves = [];
  22796. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22797. var curve = this.curves[ i ];
  22798. data.curves.push( curve.toJSON() );
  22799. }
  22800. return data;
  22801. },
  22802. fromJSON: function ( json ) {
  22803. Curve.prototype.fromJSON.call( this, json );
  22804. this.autoClose = json.autoClose;
  22805. this.curves = [];
  22806. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22807. var curve = json.curves[ i ];
  22808. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22809. }
  22810. return this;
  22811. }
  22812. } );
  22813. /**
  22814. * @author zz85 / http://www.lab4games.net/zz85/blog
  22815. * Creates free form 2d path using series of points, lines or curves.
  22816. **/
  22817. function Path( points ) {
  22818. CurvePath.call( this );
  22819. this.type = 'Path';
  22820. this.currentPoint = new Vector2();
  22821. if ( points ) {
  22822. this.setFromPoints( points );
  22823. }
  22824. }
  22825. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22826. constructor: Path,
  22827. setFromPoints: function ( points ) {
  22828. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22829. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22830. this.lineTo( points[ i ].x, points[ i ].y );
  22831. }
  22832. return this;
  22833. },
  22834. moveTo: function ( x, y ) {
  22835. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22836. return this;
  22837. },
  22838. lineTo: function ( x, y ) {
  22839. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22840. this.curves.push( curve );
  22841. this.currentPoint.set( x, y );
  22842. return this;
  22843. },
  22844. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22845. var curve = new QuadraticBezierCurve(
  22846. this.currentPoint.clone(),
  22847. new Vector2( aCPx, aCPy ),
  22848. new Vector2( aX, aY )
  22849. );
  22850. this.curves.push( curve );
  22851. this.currentPoint.set( aX, aY );
  22852. return this;
  22853. },
  22854. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22855. var curve = new CubicBezierCurve(
  22856. this.currentPoint.clone(),
  22857. new Vector2( aCP1x, aCP1y ),
  22858. new Vector2( aCP2x, aCP2y ),
  22859. new Vector2( aX, aY )
  22860. );
  22861. this.curves.push( curve );
  22862. this.currentPoint.set( aX, aY );
  22863. return this;
  22864. },
  22865. splineThru: function ( pts /*Array of Vector*/ ) {
  22866. var npts = [ this.currentPoint.clone() ].concat( pts );
  22867. var curve = new SplineCurve( npts );
  22868. this.curves.push( curve );
  22869. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22870. return this;
  22871. },
  22872. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22873. var x0 = this.currentPoint.x;
  22874. var y0 = this.currentPoint.y;
  22875. this.absarc( aX + x0, aY + y0, aRadius,
  22876. aStartAngle, aEndAngle, aClockwise );
  22877. return this;
  22878. },
  22879. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22880. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22881. return this;
  22882. },
  22883. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22884. var x0 = this.currentPoint.x;
  22885. var y0 = this.currentPoint.y;
  22886. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22887. return this;
  22888. },
  22889. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22890. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22891. if ( this.curves.length > 0 ) {
  22892. // if a previous curve is present, attempt to join
  22893. var firstPoint = curve.getPoint( 0 );
  22894. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22895. this.lineTo( firstPoint.x, firstPoint.y );
  22896. }
  22897. }
  22898. this.curves.push( curve );
  22899. var lastPoint = curve.getPoint( 1 );
  22900. this.currentPoint.copy( lastPoint );
  22901. return this;
  22902. },
  22903. copy: function ( source ) {
  22904. CurvePath.prototype.copy.call( this, source );
  22905. this.currentPoint.copy( source.currentPoint );
  22906. return this;
  22907. },
  22908. toJSON: function () {
  22909. var data = CurvePath.prototype.toJSON.call( this );
  22910. data.currentPoint = this.currentPoint.toArray();
  22911. return data;
  22912. },
  22913. fromJSON: function ( json ) {
  22914. CurvePath.prototype.fromJSON.call( this, json );
  22915. this.currentPoint.fromArray( json.currentPoint );
  22916. return this;
  22917. }
  22918. } );
  22919. /**
  22920. * @author zz85 / http://www.lab4games.net/zz85/blog
  22921. * Defines a 2d shape plane using paths.
  22922. **/
  22923. // STEP 1 Create a path.
  22924. // STEP 2 Turn path into shape.
  22925. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22926. // STEP 3a - Extract points from each shape, turn to vertices
  22927. // STEP 3b - Triangulate each shape, add faces.
  22928. function Shape( points ) {
  22929. Path.call( this, points );
  22930. this.uuid = MathUtils.generateUUID();
  22931. this.type = 'Shape';
  22932. this.holes = [];
  22933. }
  22934. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22935. constructor: Shape,
  22936. getPointsHoles: function ( divisions ) {
  22937. var holesPts = [];
  22938. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22939. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22940. }
  22941. return holesPts;
  22942. },
  22943. // get points of shape and holes (keypoints based on segments parameter)
  22944. extractPoints: function ( divisions ) {
  22945. return {
  22946. shape: this.getPoints( divisions ),
  22947. holes: this.getPointsHoles( divisions )
  22948. };
  22949. },
  22950. copy: function ( source ) {
  22951. Path.prototype.copy.call( this, source );
  22952. this.holes = [];
  22953. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22954. var hole = source.holes[ i ];
  22955. this.holes.push( hole.clone() );
  22956. }
  22957. return this;
  22958. },
  22959. toJSON: function () {
  22960. var data = Path.prototype.toJSON.call( this );
  22961. data.uuid = this.uuid;
  22962. data.holes = [];
  22963. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22964. var hole = this.holes[ i ];
  22965. data.holes.push( hole.toJSON() );
  22966. }
  22967. return data;
  22968. },
  22969. fromJSON: function ( json ) {
  22970. Path.prototype.fromJSON.call( this, json );
  22971. this.uuid = json.uuid;
  22972. this.holes = [];
  22973. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22974. var hole = json.holes[ i ];
  22975. this.holes.push( new Path().fromJSON( hole ) );
  22976. }
  22977. return this;
  22978. }
  22979. } );
  22980. /**
  22981. * @author mrdoob / http://mrdoob.com/
  22982. * @author alteredq / http://alteredqualia.com/
  22983. */
  22984. function Light( color, intensity ) {
  22985. Object3D.call( this );
  22986. this.type = 'Light';
  22987. this.color = new Color( color );
  22988. this.intensity = intensity !== undefined ? intensity : 1;
  22989. this.receiveShadow = undefined;
  22990. }
  22991. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22992. constructor: Light,
  22993. isLight: true,
  22994. copy: function ( source ) {
  22995. Object3D.prototype.copy.call( this, source );
  22996. this.color.copy( source.color );
  22997. this.intensity = source.intensity;
  22998. return this;
  22999. },
  23000. toJSON: function ( meta ) {
  23001. var data = Object3D.prototype.toJSON.call( this, meta );
  23002. data.object.color = this.color.getHex();
  23003. data.object.intensity = this.intensity;
  23004. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23005. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23006. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23007. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23008. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23009. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23010. return data;
  23011. }
  23012. } );
  23013. /**
  23014. * @author alteredq / http://alteredqualia.com/
  23015. */
  23016. function HemisphereLight( skyColor, groundColor, intensity ) {
  23017. Light.call( this, skyColor, intensity );
  23018. this.type = 'HemisphereLight';
  23019. this.castShadow = undefined;
  23020. this.position.copy( Object3D.DefaultUp );
  23021. this.updateMatrix();
  23022. this.groundColor = new Color( groundColor );
  23023. }
  23024. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23025. constructor: HemisphereLight,
  23026. isHemisphereLight: true,
  23027. copy: function ( source ) {
  23028. Light.prototype.copy.call( this, source );
  23029. this.groundColor.copy( source.groundColor );
  23030. return this;
  23031. }
  23032. } );
  23033. /**
  23034. * @author mrdoob / http://mrdoob.com/
  23035. */
  23036. function LightShadow( camera ) {
  23037. this.camera = camera;
  23038. this.bias = 0;
  23039. this.radius = 1;
  23040. this.mapSize = new Vector2( 512, 512 );
  23041. this.map = null;
  23042. this.mapPass = null;
  23043. this.matrix = new Matrix4();
  23044. this._frustum = new Frustum();
  23045. this._frameExtents = new Vector2( 1, 1 );
  23046. this._viewportCount = 1;
  23047. this._viewports = [
  23048. new Vector4( 0, 0, 1, 1 )
  23049. ];
  23050. }
  23051. Object.assign( LightShadow.prototype, {
  23052. _projScreenMatrix: new Matrix4(),
  23053. _lightPositionWorld: new Vector3(),
  23054. _lookTarget: new Vector3(),
  23055. getViewportCount: function () {
  23056. return this._viewportCount;
  23057. },
  23058. getFrustum: function () {
  23059. return this._frustum;
  23060. },
  23061. updateMatrices: function ( light ) {
  23062. var shadowCamera = this.camera,
  23063. shadowMatrix = this.matrix,
  23064. projScreenMatrix = this._projScreenMatrix,
  23065. lookTarget = this._lookTarget,
  23066. lightPositionWorld = this._lightPositionWorld;
  23067. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23068. shadowCamera.position.copy( lightPositionWorld );
  23069. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23070. shadowCamera.lookAt( lookTarget );
  23071. shadowCamera.updateMatrixWorld();
  23072. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23073. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23074. shadowMatrix.set(
  23075. 0.5, 0.0, 0.0, 0.5,
  23076. 0.0, 0.5, 0.0, 0.5,
  23077. 0.0, 0.0, 0.5, 0.5,
  23078. 0.0, 0.0, 0.0, 1.0
  23079. );
  23080. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23081. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23082. },
  23083. getViewport: function ( viewportIndex ) {
  23084. return this._viewports[ viewportIndex ];
  23085. },
  23086. getFrameExtents: function () {
  23087. return this._frameExtents;
  23088. },
  23089. copy: function ( source ) {
  23090. this.camera = source.camera.clone();
  23091. this.bias = source.bias;
  23092. this.radius = source.radius;
  23093. this.mapSize.copy( source.mapSize );
  23094. return this;
  23095. },
  23096. clone: function () {
  23097. return new this.constructor().copy( this );
  23098. },
  23099. toJSON: function () {
  23100. var object = {};
  23101. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23102. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23103. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23104. object.camera = this.camera.toJSON( false ).object;
  23105. delete object.camera.matrix;
  23106. return object;
  23107. }
  23108. } );
  23109. /**
  23110. * @author mrdoob / http://mrdoob.com/
  23111. */
  23112. function SpotLightShadow() {
  23113. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23114. }
  23115. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23116. constructor: SpotLightShadow,
  23117. isSpotLightShadow: true,
  23118. updateMatrices: function ( light ) {
  23119. var camera = this.camera;
  23120. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23121. var aspect = this.mapSize.width / this.mapSize.height;
  23122. var far = light.distance || camera.far;
  23123. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23124. camera.fov = fov;
  23125. camera.aspect = aspect;
  23126. camera.far = far;
  23127. camera.updateProjectionMatrix();
  23128. }
  23129. LightShadow.prototype.updateMatrices.call( this, light );
  23130. }
  23131. } );
  23132. /**
  23133. * @author alteredq / http://alteredqualia.com/
  23134. */
  23135. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23136. Light.call( this, color, intensity );
  23137. this.type = 'SpotLight';
  23138. this.position.copy( Object3D.DefaultUp );
  23139. this.updateMatrix();
  23140. this.target = new Object3D();
  23141. Object.defineProperty( this, 'power', {
  23142. get: function () {
  23143. // intensity = power per solid angle.
  23144. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23145. return this.intensity * Math.PI;
  23146. },
  23147. set: function ( power ) {
  23148. // intensity = power per solid angle.
  23149. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23150. this.intensity = power / Math.PI;
  23151. }
  23152. } );
  23153. this.distance = ( distance !== undefined ) ? distance : 0;
  23154. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23155. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23156. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23157. this.shadow = new SpotLightShadow();
  23158. }
  23159. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23160. constructor: SpotLight,
  23161. isSpotLight: true,
  23162. copy: function ( source ) {
  23163. Light.prototype.copy.call( this, source );
  23164. this.distance = source.distance;
  23165. this.angle = source.angle;
  23166. this.penumbra = source.penumbra;
  23167. this.decay = source.decay;
  23168. this.target = source.target.clone();
  23169. this.shadow = source.shadow.clone();
  23170. return this;
  23171. }
  23172. } );
  23173. function PointLightShadow() {
  23174. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23175. this._frameExtents = new Vector2( 4, 2 );
  23176. this._viewportCount = 6;
  23177. this._viewports = [
  23178. // These viewports map a cube-map onto a 2D texture with the
  23179. // following orientation:
  23180. //
  23181. // xzXZ
  23182. // y Y
  23183. //
  23184. // X - Positive x direction
  23185. // x - Negative x direction
  23186. // Y - Positive y direction
  23187. // y - Negative y direction
  23188. // Z - Positive z direction
  23189. // z - Negative z direction
  23190. // positive X
  23191. new Vector4( 2, 1, 1, 1 ),
  23192. // negative X
  23193. new Vector4( 0, 1, 1, 1 ),
  23194. // positive Z
  23195. new Vector4( 3, 1, 1, 1 ),
  23196. // negative Z
  23197. new Vector4( 1, 1, 1, 1 ),
  23198. // positive Y
  23199. new Vector4( 3, 0, 1, 1 ),
  23200. // negative Y
  23201. new Vector4( 1, 0, 1, 1 )
  23202. ];
  23203. this._cubeDirections = [
  23204. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23205. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23206. ];
  23207. this._cubeUps = [
  23208. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23209. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23210. ];
  23211. }
  23212. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23213. constructor: PointLightShadow,
  23214. isPointLightShadow: true,
  23215. updateMatrices: function ( light, viewportIndex ) {
  23216. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23217. var camera = this.camera,
  23218. shadowMatrix = this.matrix,
  23219. lightPositionWorld = this._lightPositionWorld,
  23220. lookTarget = this._lookTarget,
  23221. projScreenMatrix = this._projScreenMatrix;
  23222. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23223. camera.position.copy( lightPositionWorld );
  23224. lookTarget.copy( camera.position );
  23225. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23226. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23227. camera.lookAt( lookTarget );
  23228. camera.updateMatrixWorld();
  23229. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23230. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23231. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23232. }
  23233. } );
  23234. /**
  23235. * @author mrdoob / http://mrdoob.com/
  23236. */
  23237. function PointLight( color, intensity, distance, decay ) {
  23238. Light.call( this, color, intensity );
  23239. this.type = 'PointLight';
  23240. Object.defineProperty( this, 'power', {
  23241. get: function () {
  23242. // intensity = power per solid angle.
  23243. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23244. return this.intensity * 4 * Math.PI;
  23245. },
  23246. set: function ( power ) {
  23247. // intensity = power per solid angle.
  23248. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23249. this.intensity = power / ( 4 * Math.PI );
  23250. }
  23251. } );
  23252. this.distance = ( distance !== undefined ) ? distance : 0;
  23253. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23254. this.shadow = new PointLightShadow();
  23255. }
  23256. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23257. constructor: PointLight,
  23258. isPointLight: true,
  23259. copy: function ( source ) {
  23260. Light.prototype.copy.call( this, source );
  23261. this.distance = source.distance;
  23262. this.decay = source.decay;
  23263. this.shadow = source.shadow.clone();
  23264. return this;
  23265. }
  23266. } );
  23267. /**
  23268. * @author alteredq / http://alteredqualia.com/
  23269. * @author arose / http://github.com/arose
  23270. */
  23271. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23272. Camera.call( this );
  23273. this.type = 'OrthographicCamera';
  23274. this.zoom = 1;
  23275. this.view = null;
  23276. this.left = ( left !== undefined ) ? left : - 1;
  23277. this.right = ( right !== undefined ) ? right : 1;
  23278. this.top = ( top !== undefined ) ? top : 1;
  23279. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23280. this.near = ( near !== undefined ) ? near : 0.1;
  23281. this.far = ( far !== undefined ) ? far : 2000;
  23282. this.updateProjectionMatrix();
  23283. }
  23284. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23285. constructor: OrthographicCamera,
  23286. isOrthographicCamera: true,
  23287. copy: function ( source, recursive ) {
  23288. Camera.prototype.copy.call( this, source, recursive );
  23289. this.left = source.left;
  23290. this.right = source.right;
  23291. this.top = source.top;
  23292. this.bottom = source.bottom;
  23293. this.near = source.near;
  23294. this.far = source.far;
  23295. this.zoom = source.zoom;
  23296. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23297. return this;
  23298. },
  23299. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23300. if ( this.view === null ) {
  23301. this.view = {
  23302. enabled: true,
  23303. fullWidth: 1,
  23304. fullHeight: 1,
  23305. offsetX: 0,
  23306. offsetY: 0,
  23307. width: 1,
  23308. height: 1
  23309. };
  23310. }
  23311. this.view.enabled = true;
  23312. this.view.fullWidth = fullWidth;
  23313. this.view.fullHeight = fullHeight;
  23314. this.view.offsetX = x;
  23315. this.view.offsetY = y;
  23316. this.view.width = width;
  23317. this.view.height = height;
  23318. this.updateProjectionMatrix();
  23319. },
  23320. clearViewOffset: function () {
  23321. if ( this.view !== null ) {
  23322. this.view.enabled = false;
  23323. }
  23324. this.updateProjectionMatrix();
  23325. },
  23326. updateProjectionMatrix: function () {
  23327. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23328. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23329. var cx = ( this.right + this.left ) / 2;
  23330. var cy = ( this.top + this.bottom ) / 2;
  23331. var left = cx - dx;
  23332. var right = cx + dx;
  23333. var top = cy + dy;
  23334. var bottom = cy - dy;
  23335. if ( this.view !== null && this.view.enabled ) {
  23336. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23337. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23338. left += scaleW * this.view.offsetX;
  23339. right = left + scaleW * this.view.width;
  23340. top -= scaleH * this.view.offsetY;
  23341. bottom = top - scaleH * this.view.height;
  23342. }
  23343. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23344. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23345. },
  23346. toJSON: function ( meta ) {
  23347. var data = Object3D.prototype.toJSON.call( this, meta );
  23348. data.object.zoom = this.zoom;
  23349. data.object.left = this.left;
  23350. data.object.right = this.right;
  23351. data.object.top = this.top;
  23352. data.object.bottom = this.bottom;
  23353. data.object.near = this.near;
  23354. data.object.far = this.far;
  23355. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23356. return data;
  23357. }
  23358. } );
  23359. /**
  23360. * @author mrdoob / http://mrdoob.com/
  23361. */
  23362. function DirectionalLightShadow() {
  23363. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23364. }
  23365. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23366. constructor: DirectionalLightShadow,
  23367. isDirectionalLightShadow: true,
  23368. updateMatrices: function ( light ) {
  23369. LightShadow.prototype.updateMatrices.call( this, light );
  23370. }
  23371. } );
  23372. /**
  23373. * @author mrdoob / http://mrdoob.com/
  23374. * @author alteredq / http://alteredqualia.com/
  23375. */
  23376. function DirectionalLight( color, intensity ) {
  23377. Light.call( this, color, intensity );
  23378. this.type = 'DirectionalLight';
  23379. this.position.copy( Object3D.DefaultUp );
  23380. this.updateMatrix();
  23381. this.target = new Object3D();
  23382. this.shadow = new DirectionalLightShadow();
  23383. }
  23384. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23385. constructor: DirectionalLight,
  23386. isDirectionalLight: true,
  23387. copy: function ( source ) {
  23388. Light.prototype.copy.call( this, source );
  23389. this.target = source.target.clone();
  23390. this.shadow = source.shadow.clone();
  23391. return this;
  23392. }
  23393. } );
  23394. /**
  23395. * @author mrdoob / http://mrdoob.com/
  23396. */
  23397. function AmbientLight( color, intensity ) {
  23398. Light.call( this, color, intensity );
  23399. this.type = 'AmbientLight';
  23400. this.castShadow = undefined;
  23401. }
  23402. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23403. constructor: AmbientLight,
  23404. isAmbientLight: true
  23405. } );
  23406. /**
  23407. * @author abelnation / http://github.com/abelnation
  23408. */
  23409. function RectAreaLight( color, intensity, width, height ) {
  23410. Light.call( this, color, intensity );
  23411. this.type = 'RectAreaLight';
  23412. this.width = ( width !== undefined ) ? width : 10;
  23413. this.height = ( height !== undefined ) ? height : 10;
  23414. }
  23415. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23416. constructor: RectAreaLight,
  23417. isRectAreaLight: true,
  23418. copy: function ( source ) {
  23419. Light.prototype.copy.call( this, source );
  23420. this.width = source.width;
  23421. this.height = source.height;
  23422. return this;
  23423. },
  23424. toJSON: function ( meta ) {
  23425. var data = Light.prototype.toJSON.call( this, meta );
  23426. data.object.width = this.width;
  23427. data.object.height = this.height;
  23428. return data;
  23429. }
  23430. } );
  23431. /**
  23432. * @author mrdoob / http://mrdoob.com/
  23433. */
  23434. function MaterialLoader( manager ) {
  23435. Loader.call( this, manager );
  23436. this.textures = {};
  23437. }
  23438. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23439. constructor: MaterialLoader,
  23440. load: function ( url, onLoad, onProgress, onError ) {
  23441. var scope = this;
  23442. var loader = new FileLoader( scope.manager );
  23443. loader.setPath( scope.path );
  23444. loader.load( url, function ( text ) {
  23445. onLoad( scope.parse( JSON.parse( text ) ) );
  23446. }, onProgress, onError );
  23447. },
  23448. parse: function ( json ) {
  23449. var textures = this.textures;
  23450. function getTexture( name ) {
  23451. if ( textures[ name ] === undefined ) {
  23452. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23453. }
  23454. return textures[ name ];
  23455. }
  23456. var material = new Materials[ json.type ]();
  23457. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23458. if ( json.name !== undefined ) { material.name = json.name; }
  23459. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23460. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23461. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23462. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23463. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23464. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23465. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23466. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23467. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23468. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23469. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23470. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23471. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23472. if ( json.side !== undefined ) { material.side = json.side; }
  23473. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23474. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23475. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23476. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23477. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23478. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23479. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23480. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23481. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23482. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23483. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23484. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23485. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23486. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23487. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23488. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23489. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23490. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23491. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23492. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23493. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23494. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23495. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23496. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23497. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23498. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23499. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23500. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23501. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23502. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23503. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23504. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23505. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23506. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23507. if ( json.vertexColors !== undefined ) {
  23508. if ( typeof json.vertexColors === 'number' ) {
  23509. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23510. } else {
  23511. material.vertexColors = json.vertexColors;
  23512. }
  23513. }
  23514. // Shader Material
  23515. if ( json.uniforms !== undefined ) {
  23516. for ( var name in json.uniforms ) {
  23517. var uniform = json.uniforms[ name ];
  23518. material.uniforms[ name ] = {};
  23519. switch ( uniform.type ) {
  23520. case 't':
  23521. material.uniforms[ name ].value = getTexture( uniform.value );
  23522. break;
  23523. case 'c':
  23524. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23525. break;
  23526. case 'v2':
  23527. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23528. break;
  23529. case 'v3':
  23530. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23531. break;
  23532. case 'v4':
  23533. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23534. break;
  23535. case 'm3':
  23536. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23537. case 'm4':
  23538. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23539. break;
  23540. default:
  23541. material.uniforms[ name ].value = uniform.value;
  23542. }
  23543. }
  23544. }
  23545. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23546. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23547. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23548. if ( json.extensions !== undefined ) {
  23549. for ( var key in json.extensions ) {
  23550. material.extensions[ key ] = json.extensions[ key ];
  23551. }
  23552. }
  23553. // Deprecated
  23554. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23555. // for PointsMaterial
  23556. if ( json.size !== undefined ) { material.size = json.size; }
  23557. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23558. // maps
  23559. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23560. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23561. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23562. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23563. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23564. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23565. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23566. if ( json.normalScale !== undefined ) {
  23567. var normalScale = json.normalScale;
  23568. if ( Array.isArray( normalScale ) === false ) {
  23569. // Blender exporter used to export a scalar. See #7459
  23570. normalScale = [ normalScale, normalScale ];
  23571. }
  23572. material.normalScale = new Vector2().fromArray( normalScale );
  23573. }
  23574. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23575. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23576. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23577. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23578. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23579. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23580. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23581. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23582. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23583. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23584. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23585. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23586. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23587. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23588. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23589. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23590. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23591. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23592. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23593. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23594. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23595. return material;
  23596. },
  23597. setTextures: function ( value ) {
  23598. this.textures = value;
  23599. return this;
  23600. }
  23601. } );
  23602. /**
  23603. * @author Don McCurdy / https://www.donmccurdy.com
  23604. */
  23605. var LoaderUtils = {
  23606. decodeText: function ( array ) {
  23607. if ( typeof TextDecoder !== 'undefined' ) {
  23608. return new TextDecoder().decode( array );
  23609. }
  23610. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23611. // throws a "maximum call stack size exceeded" error for large arrays.
  23612. var s = '';
  23613. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23614. // Implicitly assumes little-endian.
  23615. s += String.fromCharCode( array[ i ] );
  23616. }
  23617. try {
  23618. // merges multi-byte utf-8 characters.
  23619. return decodeURIComponent( escape( s ) );
  23620. } catch ( e ) { // see #16358
  23621. return s;
  23622. }
  23623. },
  23624. extractUrlBase: function ( url ) {
  23625. var index = url.lastIndexOf( '/' );
  23626. if ( index === - 1 ) { return './'; }
  23627. return url.substr( 0, index + 1 );
  23628. }
  23629. };
  23630. /**
  23631. * @author benaadams / https://twitter.com/ben_a_adams
  23632. */
  23633. function InstancedBufferGeometry() {
  23634. BufferGeometry.call( this );
  23635. this.type = 'InstancedBufferGeometry';
  23636. this.maxInstancedCount = undefined;
  23637. }
  23638. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23639. constructor: InstancedBufferGeometry,
  23640. isInstancedBufferGeometry: true,
  23641. copy: function ( source ) {
  23642. BufferGeometry.prototype.copy.call( this, source );
  23643. this.maxInstancedCount = source.maxInstancedCount;
  23644. return this;
  23645. },
  23646. clone: function () {
  23647. return new this.constructor().copy( this );
  23648. },
  23649. toJSON: function () {
  23650. var data = BufferGeometry.prototype.toJSON.call( this );
  23651. data.maxInstancedCount = this.maxInstancedCount;
  23652. data.isInstancedBufferGeometry = true;
  23653. return data;
  23654. }
  23655. } );
  23656. /**
  23657. * @author benaadams / https://twitter.com/ben_a_adams
  23658. */
  23659. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23660. if ( typeof ( normalized ) === 'number' ) {
  23661. meshPerAttribute = normalized;
  23662. normalized = false;
  23663. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23664. }
  23665. BufferAttribute.call( this, array, itemSize, normalized );
  23666. this.meshPerAttribute = meshPerAttribute || 1;
  23667. }
  23668. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23669. constructor: InstancedBufferAttribute,
  23670. isInstancedBufferAttribute: true,
  23671. copy: function ( source ) {
  23672. BufferAttribute.prototype.copy.call( this, source );
  23673. this.meshPerAttribute = source.meshPerAttribute;
  23674. return this;
  23675. },
  23676. toJSON: function () {
  23677. var data = BufferAttribute.prototype.toJSON.call( this );
  23678. data.meshPerAttribute = this.meshPerAttribute;
  23679. data.isInstancedBufferAttribute = true;
  23680. return data;
  23681. }
  23682. } );
  23683. /**
  23684. * @author mrdoob / http://mrdoob.com/
  23685. */
  23686. function BufferGeometryLoader( manager ) {
  23687. Loader.call( this, manager );
  23688. }
  23689. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23690. constructor: BufferGeometryLoader,
  23691. load: function ( url, onLoad, onProgress, onError ) {
  23692. var scope = this;
  23693. var loader = new FileLoader( scope.manager );
  23694. loader.setPath( scope.path );
  23695. loader.load( url, function ( text ) {
  23696. onLoad( scope.parse( JSON.parse( text ) ) );
  23697. }, onProgress, onError );
  23698. },
  23699. parse: function ( json ) {
  23700. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23701. var index = json.data.index;
  23702. if ( index !== undefined ) {
  23703. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23704. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23705. }
  23706. var attributes = json.data.attributes;
  23707. for ( var key in attributes ) {
  23708. var attribute = attributes[ key ];
  23709. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23710. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23711. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23712. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23713. geometry.setAttribute( key, bufferAttribute );
  23714. }
  23715. var morphAttributes = json.data.morphAttributes;
  23716. if ( morphAttributes ) {
  23717. for ( var key in morphAttributes ) {
  23718. var attributeArray = morphAttributes[ key ];
  23719. var array = [];
  23720. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23721. var attribute = attributeArray[ i ];
  23722. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23723. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23724. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23725. array.push( bufferAttribute );
  23726. }
  23727. geometry.morphAttributes[ key ] = array;
  23728. }
  23729. }
  23730. var morphTargetsRelative = json.data.morphTargetsRelative;
  23731. if ( morphTargetsRelative ) {
  23732. geometry.morphTargetsRelative = true;
  23733. }
  23734. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23735. if ( groups !== undefined ) {
  23736. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23737. var group = groups[ i ];
  23738. geometry.addGroup( group.start, group.count, group.materialIndex );
  23739. }
  23740. }
  23741. var boundingSphere = json.data.boundingSphere;
  23742. if ( boundingSphere !== undefined ) {
  23743. var center = new Vector3();
  23744. if ( boundingSphere.center !== undefined ) {
  23745. center.fromArray( boundingSphere.center );
  23746. }
  23747. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23748. }
  23749. if ( json.name ) { geometry.name = json.name; }
  23750. if ( json.userData ) { geometry.userData = json.userData; }
  23751. return geometry;
  23752. }
  23753. } );
  23754. var TYPED_ARRAYS = {
  23755. Int8Array: Int8Array,
  23756. Uint8Array: Uint8Array,
  23757. // Workaround for IE11 pre KB2929437. See #11440
  23758. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23759. Int16Array: Int16Array,
  23760. Uint16Array: Uint16Array,
  23761. Int32Array: Int32Array,
  23762. Uint32Array: Uint32Array,
  23763. Float32Array: Float32Array,
  23764. Float64Array: Float64Array
  23765. };
  23766. /**
  23767. * @author mrdoob / http://mrdoob.com/
  23768. */
  23769. function ObjectLoader( manager ) {
  23770. Loader.call( this, manager );
  23771. }
  23772. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23773. constructor: ObjectLoader,
  23774. load: function ( url, onLoad, onProgress, onError ) {
  23775. var scope = this;
  23776. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23777. this.resourcePath = this.resourcePath || path;
  23778. var loader = new FileLoader( scope.manager );
  23779. loader.setPath( this.path );
  23780. loader.load( url, function ( text ) {
  23781. var json = null;
  23782. try {
  23783. json = JSON.parse( text );
  23784. } catch ( error ) {
  23785. if ( onError !== undefined ) { onError( error ); }
  23786. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23787. return;
  23788. }
  23789. var metadata = json.metadata;
  23790. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23791. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23792. return;
  23793. }
  23794. scope.parse( json, onLoad );
  23795. }, onProgress, onError );
  23796. },
  23797. parse: function ( json, onLoad ) {
  23798. var shapes = this.parseShape( json.shapes );
  23799. var geometries = this.parseGeometries( json.geometries, shapes );
  23800. var images = this.parseImages( json.images, function () {
  23801. if ( onLoad !== undefined ) { onLoad( object ); }
  23802. } );
  23803. var textures = this.parseTextures( json.textures, images );
  23804. var materials = this.parseMaterials( json.materials, textures );
  23805. var object = this.parseObject( json.object, geometries, materials );
  23806. if ( json.animations ) {
  23807. object.animations = this.parseAnimations( json.animations );
  23808. }
  23809. if ( json.images === undefined || json.images.length === 0 ) {
  23810. if ( onLoad !== undefined ) { onLoad( object ); }
  23811. }
  23812. return object;
  23813. },
  23814. parseShape: function ( json ) {
  23815. var shapes = {};
  23816. if ( json !== undefined ) {
  23817. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23818. var shape = new Shape().fromJSON( json[ i ] );
  23819. shapes[ shape.uuid ] = shape;
  23820. }
  23821. }
  23822. return shapes;
  23823. },
  23824. parseGeometries: function ( json, shapes ) {
  23825. var geometries = {};
  23826. if ( json !== undefined ) {
  23827. var bufferGeometryLoader = new BufferGeometryLoader();
  23828. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23829. var geometry;
  23830. var data = json[ i ];
  23831. switch ( data.type ) {
  23832. case 'PlaneGeometry':
  23833. case 'PlaneBufferGeometry':
  23834. geometry = new Geometries[ data.type ](
  23835. data.width,
  23836. data.height,
  23837. data.widthSegments,
  23838. data.heightSegments
  23839. );
  23840. break;
  23841. case 'BoxGeometry':
  23842. case 'BoxBufferGeometry':
  23843. case 'CubeGeometry': // backwards compatible
  23844. geometry = new Geometries[ data.type ](
  23845. data.width,
  23846. data.height,
  23847. data.depth,
  23848. data.widthSegments,
  23849. data.heightSegments,
  23850. data.depthSegments
  23851. );
  23852. break;
  23853. case 'CircleGeometry':
  23854. case 'CircleBufferGeometry':
  23855. geometry = new Geometries[ data.type ](
  23856. data.radius,
  23857. data.segments,
  23858. data.thetaStart,
  23859. data.thetaLength
  23860. );
  23861. break;
  23862. case 'CylinderGeometry':
  23863. case 'CylinderBufferGeometry':
  23864. geometry = new Geometries[ data.type ](
  23865. data.radiusTop,
  23866. data.radiusBottom,
  23867. data.height,
  23868. data.radialSegments,
  23869. data.heightSegments,
  23870. data.openEnded,
  23871. data.thetaStart,
  23872. data.thetaLength
  23873. );
  23874. break;
  23875. case 'ConeGeometry':
  23876. case 'ConeBufferGeometry':
  23877. geometry = new Geometries[ data.type ](
  23878. data.radius,
  23879. data.height,
  23880. data.radialSegments,
  23881. data.heightSegments,
  23882. data.openEnded,
  23883. data.thetaStart,
  23884. data.thetaLength
  23885. );
  23886. break;
  23887. case 'SphereGeometry':
  23888. case 'SphereBufferGeometry':
  23889. geometry = new Geometries[ data.type ](
  23890. data.radius,
  23891. data.widthSegments,
  23892. data.heightSegments,
  23893. data.phiStart,
  23894. data.phiLength,
  23895. data.thetaStart,
  23896. data.thetaLength
  23897. );
  23898. break;
  23899. case 'DodecahedronGeometry':
  23900. case 'DodecahedronBufferGeometry':
  23901. case 'IcosahedronGeometry':
  23902. case 'IcosahedronBufferGeometry':
  23903. case 'OctahedronGeometry':
  23904. case 'OctahedronBufferGeometry':
  23905. case 'TetrahedronGeometry':
  23906. case 'TetrahedronBufferGeometry':
  23907. geometry = new Geometries[ data.type ](
  23908. data.radius,
  23909. data.detail
  23910. );
  23911. break;
  23912. case 'RingGeometry':
  23913. case 'RingBufferGeometry':
  23914. geometry = new Geometries[ data.type ](
  23915. data.innerRadius,
  23916. data.outerRadius,
  23917. data.thetaSegments,
  23918. data.phiSegments,
  23919. data.thetaStart,
  23920. data.thetaLength
  23921. );
  23922. break;
  23923. case 'TorusGeometry':
  23924. case 'TorusBufferGeometry':
  23925. geometry = new Geometries[ data.type ](
  23926. data.radius,
  23927. data.tube,
  23928. data.radialSegments,
  23929. data.tubularSegments,
  23930. data.arc
  23931. );
  23932. break;
  23933. case 'TorusKnotGeometry':
  23934. case 'TorusKnotBufferGeometry':
  23935. geometry = new Geometries[ data.type ](
  23936. data.radius,
  23937. data.tube,
  23938. data.tubularSegments,
  23939. data.radialSegments,
  23940. data.p,
  23941. data.q
  23942. );
  23943. break;
  23944. case 'TubeGeometry':
  23945. case 'TubeBufferGeometry':
  23946. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23947. // User defined curves or instances of CurvePath will not be deserialized.
  23948. geometry = new Geometries[ data.type ](
  23949. new Curves[ data.path.type ]().fromJSON( data.path ),
  23950. data.tubularSegments,
  23951. data.radius,
  23952. data.radialSegments,
  23953. data.closed
  23954. );
  23955. break;
  23956. case 'LatheGeometry':
  23957. case 'LatheBufferGeometry':
  23958. geometry = new Geometries[ data.type ](
  23959. data.points,
  23960. data.segments,
  23961. data.phiStart,
  23962. data.phiLength
  23963. );
  23964. break;
  23965. case 'PolyhedronGeometry':
  23966. case 'PolyhedronBufferGeometry':
  23967. geometry = new Geometries[ data.type ](
  23968. data.vertices,
  23969. data.indices,
  23970. data.radius,
  23971. data.details
  23972. );
  23973. break;
  23974. case 'ShapeGeometry':
  23975. case 'ShapeBufferGeometry':
  23976. var geometryShapes = [];
  23977. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23978. var shape = shapes[ data.shapes[ j ] ];
  23979. geometryShapes.push( shape );
  23980. }
  23981. geometry = new Geometries[ data.type ](
  23982. geometryShapes,
  23983. data.curveSegments
  23984. );
  23985. break;
  23986. case 'ExtrudeGeometry':
  23987. case 'ExtrudeBufferGeometry':
  23988. var geometryShapes = [];
  23989. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23990. var shape = shapes[ data.shapes[ j ] ];
  23991. geometryShapes.push( shape );
  23992. }
  23993. var extrudePath = data.options.extrudePath;
  23994. if ( extrudePath !== undefined ) {
  23995. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23996. }
  23997. geometry = new Geometries[ data.type ](
  23998. geometryShapes,
  23999. data.options
  24000. );
  24001. break;
  24002. case 'BufferGeometry':
  24003. case 'InstancedBufferGeometry':
  24004. geometry = bufferGeometryLoader.parse( data );
  24005. break;
  24006. case 'Geometry':
  24007. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24008. break;
  24009. default:
  24010. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24011. continue;
  24012. }
  24013. geometry.uuid = data.uuid;
  24014. if ( data.name !== undefined ) { geometry.name = data.name; }
  24015. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24016. geometries[ data.uuid ] = geometry;
  24017. }
  24018. }
  24019. return geometries;
  24020. },
  24021. parseMaterials: function ( json, textures ) {
  24022. var cache = {}; // MultiMaterial
  24023. var materials = {};
  24024. if ( json !== undefined ) {
  24025. var loader = new MaterialLoader();
  24026. loader.setTextures( textures );
  24027. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24028. var data = json[ i ];
  24029. if ( data.type === 'MultiMaterial' ) {
  24030. // Deprecated
  24031. var array = [];
  24032. for ( var j = 0; j < data.materials.length; j ++ ) {
  24033. var material = data.materials[ j ];
  24034. if ( cache[ material.uuid ] === undefined ) {
  24035. cache[ material.uuid ] = loader.parse( material );
  24036. }
  24037. array.push( cache[ material.uuid ] );
  24038. }
  24039. materials[ data.uuid ] = array;
  24040. } else {
  24041. if ( cache[ data.uuid ] === undefined ) {
  24042. cache[ data.uuid ] = loader.parse( data );
  24043. }
  24044. materials[ data.uuid ] = cache[ data.uuid ];
  24045. }
  24046. }
  24047. }
  24048. return materials;
  24049. },
  24050. parseAnimations: function ( json ) {
  24051. var animations = [];
  24052. for ( var i = 0; i < json.length; i ++ ) {
  24053. var data = json[ i ];
  24054. var clip = AnimationClip.parse( data );
  24055. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24056. animations.push( clip );
  24057. }
  24058. return animations;
  24059. },
  24060. parseImages: function ( json, onLoad ) {
  24061. var scope = this;
  24062. var images = {};
  24063. function loadImage( url ) {
  24064. scope.manager.itemStart( url );
  24065. return loader.load( url, function () {
  24066. scope.manager.itemEnd( url );
  24067. }, undefined, function () {
  24068. scope.manager.itemError( url );
  24069. scope.manager.itemEnd( url );
  24070. } );
  24071. }
  24072. if ( json !== undefined && json.length > 0 ) {
  24073. var manager = new LoadingManager( onLoad );
  24074. var loader = new ImageLoader( manager );
  24075. loader.setCrossOrigin( this.crossOrigin );
  24076. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24077. var image = json[ i ];
  24078. var url = image.url;
  24079. if ( Array.isArray( url ) ) {
  24080. // load array of images e.g CubeTexture
  24081. images[ image.uuid ] = [];
  24082. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24083. var currentUrl = url[ j ];
  24084. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24085. images[ image.uuid ].push( loadImage( path ) );
  24086. }
  24087. } else {
  24088. // load single image
  24089. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24090. images[ image.uuid ] = loadImage( path );
  24091. }
  24092. }
  24093. }
  24094. return images;
  24095. },
  24096. parseTextures: function ( json, images ) {
  24097. function parseConstant( value, type ) {
  24098. if ( typeof value === 'number' ) { return value; }
  24099. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24100. return type[ value ];
  24101. }
  24102. var textures = {};
  24103. if ( json !== undefined ) {
  24104. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24105. var data = json[ i ];
  24106. if ( data.image === undefined ) {
  24107. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24108. }
  24109. if ( images[ data.image ] === undefined ) {
  24110. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24111. }
  24112. var texture;
  24113. if ( Array.isArray( images[ data.image ] ) ) {
  24114. texture = new CubeTexture( images[ data.image ] );
  24115. } else {
  24116. texture = new Texture( images[ data.image ] );
  24117. }
  24118. texture.needsUpdate = true;
  24119. texture.uuid = data.uuid;
  24120. if ( data.name !== undefined ) { texture.name = data.name; }
  24121. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24122. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24123. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24124. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24125. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24126. if ( data.wrap !== undefined ) {
  24127. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24128. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24129. }
  24130. if ( data.format !== undefined ) { texture.format = data.format; }
  24131. if ( data.type !== undefined ) { texture.type = data.type; }
  24132. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24133. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24134. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24135. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24136. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24137. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24138. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24139. textures[ data.uuid ] = texture;
  24140. }
  24141. }
  24142. return textures;
  24143. },
  24144. parseObject: function ( data, geometries, materials ) {
  24145. var object;
  24146. function getGeometry( name ) {
  24147. if ( geometries[ name ] === undefined ) {
  24148. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24149. }
  24150. return geometries[ name ];
  24151. }
  24152. function getMaterial( name ) {
  24153. if ( name === undefined ) { return undefined; }
  24154. if ( Array.isArray( name ) ) {
  24155. var array = [];
  24156. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24157. var uuid = name[ i ];
  24158. if ( materials[ uuid ] === undefined ) {
  24159. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24160. }
  24161. array.push( materials[ uuid ] );
  24162. }
  24163. return array;
  24164. }
  24165. if ( materials[ name ] === undefined ) {
  24166. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24167. }
  24168. return materials[ name ];
  24169. }
  24170. switch ( data.type ) {
  24171. case 'Scene':
  24172. object = new Scene();
  24173. if ( data.background !== undefined ) {
  24174. if ( Number.isInteger( data.background ) ) {
  24175. object.background = new Color( data.background );
  24176. }
  24177. }
  24178. if ( data.fog !== undefined ) {
  24179. if ( data.fog.type === 'Fog' ) {
  24180. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24181. } else if ( data.fog.type === 'FogExp2' ) {
  24182. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24183. }
  24184. }
  24185. break;
  24186. case 'PerspectiveCamera':
  24187. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24188. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24189. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24190. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24191. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24192. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24193. break;
  24194. case 'OrthographicCamera':
  24195. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24196. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24197. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24198. break;
  24199. case 'AmbientLight':
  24200. object = new AmbientLight( data.color, data.intensity );
  24201. break;
  24202. case 'DirectionalLight':
  24203. object = new DirectionalLight( data.color, data.intensity );
  24204. break;
  24205. case 'PointLight':
  24206. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24207. break;
  24208. case 'RectAreaLight':
  24209. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24210. break;
  24211. case 'SpotLight':
  24212. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24213. break;
  24214. case 'HemisphereLight':
  24215. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24216. break;
  24217. case 'SkinnedMesh':
  24218. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24219. case 'Mesh':
  24220. var geometry = getGeometry( data.geometry );
  24221. var material = getMaterial( data.material );
  24222. if ( geometry.bones && geometry.bones.length > 0 ) {
  24223. object = new SkinnedMesh( geometry, material );
  24224. } else {
  24225. object = new Mesh( geometry, material );
  24226. }
  24227. break;
  24228. case 'InstancedMesh':
  24229. var geometry = getGeometry( data.geometry );
  24230. var material = getMaterial( data.material );
  24231. var count = data.count;
  24232. var instanceMatrix = data.instanceMatrix;
  24233. object = new InstancedMesh( geometry, material, count );
  24234. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24235. break;
  24236. case 'LOD':
  24237. object = new LOD();
  24238. break;
  24239. case 'Line':
  24240. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24241. break;
  24242. case 'LineLoop':
  24243. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24244. break;
  24245. case 'LineSegments':
  24246. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24247. break;
  24248. case 'PointCloud':
  24249. case 'Points':
  24250. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24251. break;
  24252. case 'Sprite':
  24253. object = new Sprite( getMaterial( data.material ) );
  24254. break;
  24255. case 'Group':
  24256. object = new Group();
  24257. break;
  24258. default:
  24259. object = new Object3D();
  24260. }
  24261. object.uuid = data.uuid;
  24262. if ( data.name !== undefined ) { object.name = data.name; }
  24263. if ( data.matrix !== undefined ) {
  24264. object.matrix.fromArray( data.matrix );
  24265. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24266. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24267. } else {
  24268. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24269. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24270. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24271. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24272. }
  24273. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24274. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24275. if ( data.shadow ) {
  24276. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24277. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24278. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24279. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24280. }
  24281. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24282. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24283. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24284. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24285. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24286. if ( data.children !== undefined ) {
  24287. var children = data.children;
  24288. for ( var i = 0; i < children.length; i ++ ) {
  24289. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24290. }
  24291. }
  24292. if ( data.type === 'LOD' ) {
  24293. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24294. var levels = data.levels;
  24295. for ( var l = 0; l < levels.length; l ++ ) {
  24296. var level = levels[ l ];
  24297. var child = object.getObjectByProperty( 'uuid', level.object );
  24298. if ( child !== undefined ) {
  24299. object.addLevel( child, level.distance );
  24300. }
  24301. }
  24302. }
  24303. return object;
  24304. }
  24305. } );
  24306. var TEXTURE_MAPPING = {
  24307. UVMapping: UVMapping,
  24308. CubeReflectionMapping: CubeReflectionMapping,
  24309. CubeRefractionMapping: CubeRefractionMapping,
  24310. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24311. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24312. SphericalReflectionMapping: SphericalReflectionMapping,
  24313. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24314. CubeUVRefractionMapping: CubeUVRefractionMapping
  24315. };
  24316. var TEXTURE_WRAPPING = {
  24317. RepeatWrapping: RepeatWrapping,
  24318. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24319. MirroredRepeatWrapping: MirroredRepeatWrapping
  24320. };
  24321. var TEXTURE_FILTER = {
  24322. NearestFilter: NearestFilter,
  24323. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24324. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24325. LinearFilter: LinearFilter,
  24326. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24327. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24328. };
  24329. /**
  24330. * @author thespite / http://clicktorelease.com/
  24331. */
  24332. function ImageBitmapLoader( manager ) {
  24333. if ( typeof createImageBitmap === 'undefined' ) {
  24334. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24335. }
  24336. if ( typeof fetch === 'undefined' ) {
  24337. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24338. }
  24339. Loader.call( this, manager );
  24340. this.options = undefined;
  24341. }
  24342. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24343. constructor: ImageBitmapLoader,
  24344. setOptions: function setOptions( options ) {
  24345. this.options = options;
  24346. return this;
  24347. },
  24348. load: function ( url, onLoad, onProgress, onError ) {
  24349. if ( url === undefined ) { url = ''; }
  24350. if ( this.path !== undefined ) { url = this.path + url; }
  24351. url = this.manager.resolveURL( url );
  24352. var scope = this;
  24353. var cached = Cache.get( url );
  24354. if ( cached !== undefined ) {
  24355. scope.manager.itemStart( url );
  24356. setTimeout( function () {
  24357. if ( onLoad ) { onLoad( cached ); }
  24358. scope.manager.itemEnd( url );
  24359. }, 0 );
  24360. return cached;
  24361. }
  24362. fetch( url ).then( function ( res ) {
  24363. return res.blob();
  24364. } ).then( function ( blob ) {
  24365. if ( scope.options === undefined ) {
  24366. // Workaround for FireFox. It causes an error if you pass options.
  24367. return createImageBitmap( blob );
  24368. } else {
  24369. return createImageBitmap( blob, scope.options );
  24370. }
  24371. } ).then( function ( imageBitmap ) {
  24372. Cache.add( url, imageBitmap );
  24373. if ( onLoad ) { onLoad( imageBitmap ); }
  24374. scope.manager.itemEnd( url );
  24375. } ).catch( function ( e ) {
  24376. if ( onError ) { onError( e ); }
  24377. scope.manager.itemError( url );
  24378. scope.manager.itemEnd( url );
  24379. } );
  24380. scope.manager.itemStart( url );
  24381. }
  24382. } );
  24383. /**
  24384. * @author zz85 / http://www.lab4games.net/zz85/blog
  24385. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24386. **/
  24387. function ShapePath() {
  24388. this.type = 'ShapePath';
  24389. this.color = new Color();
  24390. this.subPaths = [];
  24391. this.currentPath = null;
  24392. }
  24393. Object.assign( ShapePath.prototype, {
  24394. moveTo: function ( x, y ) {
  24395. this.currentPath = new Path();
  24396. this.subPaths.push( this.currentPath );
  24397. this.currentPath.moveTo( x, y );
  24398. return this;
  24399. },
  24400. lineTo: function ( x, y ) {
  24401. this.currentPath.lineTo( x, y );
  24402. return this;
  24403. },
  24404. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24405. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24406. return this;
  24407. },
  24408. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24409. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24410. return this;
  24411. },
  24412. splineThru: function ( pts ) {
  24413. this.currentPath.splineThru( pts );
  24414. return this;
  24415. },
  24416. toShapes: function ( isCCW, noHoles ) {
  24417. function toShapesNoHoles( inSubpaths ) {
  24418. var shapes = [];
  24419. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24420. var tmpPath = inSubpaths[ i ];
  24421. var tmpShape = new Shape();
  24422. tmpShape.curves = tmpPath.curves;
  24423. shapes.push( tmpShape );
  24424. }
  24425. return shapes;
  24426. }
  24427. function isPointInsidePolygon( inPt, inPolygon ) {
  24428. var polyLen = inPolygon.length;
  24429. // inPt on polygon contour => immediate success or
  24430. // toggling of inside/outside at every single! intersection point of an edge
  24431. // with the horizontal line through inPt, left of inPt
  24432. // not counting lowerY endpoints of edges and whole edges on that line
  24433. var inside = false;
  24434. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24435. var edgeLowPt = inPolygon[ p ];
  24436. var edgeHighPt = inPolygon[ q ];
  24437. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24438. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24439. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24440. // not parallel
  24441. if ( edgeDy < 0 ) {
  24442. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24443. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24444. }
  24445. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24446. if ( inPt.y === edgeLowPt.y ) {
  24447. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24448. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24449. } else {
  24450. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24451. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24452. if ( perpEdge < 0 ) { continue; }
  24453. inside = ! inside; // true intersection left of inPt
  24454. }
  24455. } else {
  24456. // parallel or collinear
  24457. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24458. // edge lies on the same horizontal line as inPt
  24459. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24460. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24461. // continue;
  24462. }
  24463. }
  24464. return inside;
  24465. }
  24466. var isClockWise = ShapeUtils.isClockWise;
  24467. var subPaths = this.subPaths;
  24468. if ( subPaths.length === 0 ) { return []; }
  24469. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24470. var solid, tmpPath, tmpShape, shapes = [];
  24471. if ( subPaths.length === 1 ) {
  24472. tmpPath = subPaths[ 0 ];
  24473. tmpShape = new Shape();
  24474. tmpShape.curves = tmpPath.curves;
  24475. shapes.push( tmpShape );
  24476. return shapes;
  24477. }
  24478. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24479. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24480. // console.log("Holes first", holesFirst);
  24481. var betterShapeHoles = [];
  24482. var newShapes = [];
  24483. var newShapeHoles = [];
  24484. var mainIdx = 0;
  24485. var tmpPoints;
  24486. newShapes[ mainIdx ] = undefined;
  24487. newShapeHoles[ mainIdx ] = [];
  24488. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24489. tmpPath = subPaths[ i ];
  24490. tmpPoints = tmpPath.getPoints();
  24491. solid = isClockWise( tmpPoints );
  24492. solid = isCCW ? ! solid : solid;
  24493. if ( solid ) {
  24494. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24495. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24496. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24497. if ( holesFirst ) { mainIdx ++; }
  24498. newShapeHoles[ mainIdx ] = [];
  24499. //console.log('cw', i);
  24500. } else {
  24501. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24502. //console.log('ccw', i);
  24503. }
  24504. }
  24505. // only Holes? -> probably all Shapes with wrong orientation
  24506. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24507. if ( newShapes.length > 1 ) {
  24508. var ambiguous = false;
  24509. var toChange = [];
  24510. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24511. betterShapeHoles[ sIdx ] = [];
  24512. }
  24513. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24514. var sho = newShapeHoles[ sIdx ];
  24515. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24516. var ho = sho[ hIdx ];
  24517. var hole_unassigned = true;
  24518. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24519. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24520. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24521. if ( hole_unassigned ) {
  24522. hole_unassigned = false;
  24523. betterShapeHoles[ s2Idx ].push( ho );
  24524. } else {
  24525. ambiguous = true;
  24526. }
  24527. }
  24528. }
  24529. if ( hole_unassigned ) {
  24530. betterShapeHoles[ sIdx ].push( ho );
  24531. }
  24532. }
  24533. }
  24534. // console.log("ambiguous: ", ambiguous);
  24535. if ( toChange.length > 0 ) {
  24536. // console.log("to change: ", toChange);
  24537. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24538. }
  24539. }
  24540. var tmpHoles;
  24541. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24542. tmpShape = newShapes[ i ].s;
  24543. shapes.push( tmpShape );
  24544. tmpHoles = newShapeHoles[ i ];
  24545. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24546. tmpShape.holes.push( tmpHoles[ j ].h );
  24547. }
  24548. }
  24549. //console.log("shape", shapes);
  24550. return shapes;
  24551. }
  24552. } );
  24553. /**
  24554. * @author zz85 / http://www.lab4games.net/zz85/blog
  24555. * @author mrdoob / http://mrdoob.com/
  24556. */
  24557. function Font( data ) {
  24558. this.type = 'Font';
  24559. this.data = data;
  24560. }
  24561. Object.assign( Font.prototype, {
  24562. isFont: true,
  24563. generateShapes: function ( text, size ) {
  24564. if ( size === undefined ) { size = 100; }
  24565. var shapes = [];
  24566. var paths = createPaths( text, size, this.data );
  24567. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24568. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24569. }
  24570. return shapes;
  24571. }
  24572. } );
  24573. function createPaths( text, size, data ) {
  24574. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24575. var scale = size / data.resolution;
  24576. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24577. var paths = [];
  24578. var offsetX = 0, offsetY = 0;
  24579. for ( var i = 0; i < chars.length; i ++ ) {
  24580. var char = chars[ i ];
  24581. if ( char === '\n' ) {
  24582. offsetX = 0;
  24583. offsetY -= line_height;
  24584. } else {
  24585. var ret = createPath( char, scale, offsetX, offsetY, data );
  24586. offsetX += ret.offsetX;
  24587. paths.push( ret.path );
  24588. }
  24589. }
  24590. return paths;
  24591. }
  24592. function createPath( char, scale, offsetX, offsetY, data ) {
  24593. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24594. if ( ! glyph ) {
  24595. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24596. return;
  24597. }
  24598. var path = new ShapePath();
  24599. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24600. if ( glyph.o ) {
  24601. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24602. for ( var i = 0, l = outline.length; i < l; ) {
  24603. var action = outline[ i ++ ];
  24604. switch ( action ) {
  24605. case 'm': // moveTo
  24606. x = outline[ i ++ ] * scale + offsetX;
  24607. y = outline[ i ++ ] * scale + offsetY;
  24608. path.moveTo( x, y );
  24609. break;
  24610. case 'l': // lineTo
  24611. x = outline[ i ++ ] * scale + offsetX;
  24612. y = outline[ i ++ ] * scale + offsetY;
  24613. path.lineTo( x, y );
  24614. break;
  24615. case 'q': // quadraticCurveTo
  24616. cpx = outline[ i ++ ] * scale + offsetX;
  24617. cpy = outline[ i ++ ] * scale + offsetY;
  24618. cpx1 = outline[ i ++ ] * scale + offsetX;
  24619. cpy1 = outline[ i ++ ] * scale + offsetY;
  24620. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24621. break;
  24622. case 'b': // bezierCurveTo
  24623. cpx = outline[ i ++ ] * scale + offsetX;
  24624. cpy = outline[ i ++ ] * scale + offsetY;
  24625. cpx1 = outline[ i ++ ] * scale + offsetX;
  24626. cpy1 = outline[ i ++ ] * scale + offsetY;
  24627. cpx2 = outline[ i ++ ] * scale + offsetX;
  24628. cpy2 = outline[ i ++ ] * scale + offsetY;
  24629. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24630. break;
  24631. }
  24632. }
  24633. }
  24634. return { offsetX: glyph.ha * scale, path: path };
  24635. }
  24636. /**
  24637. * @author mrdoob / http://mrdoob.com/
  24638. */
  24639. function FontLoader( manager ) {
  24640. Loader.call( this, manager );
  24641. }
  24642. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24643. constructor: FontLoader,
  24644. load: function ( url, onLoad, onProgress, onError ) {
  24645. var scope = this;
  24646. var loader = new FileLoader( this.manager );
  24647. loader.setPath( this.path );
  24648. loader.load( url, function ( text ) {
  24649. var json;
  24650. try {
  24651. json = JSON.parse( text );
  24652. } catch ( e ) {
  24653. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24654. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24655. }
  24656. var font = scope.parse( json );
  24657. if ( onLoad ) { onLoad( font ); }
  24658. }, onProgress, onError );
  24659. },
  24660. parse: function ( json ) {
  24661. return new Font( json );
  24662. }
  24663. } );
  24664. /**
  24665. * @author mrdoob / http://mrdoob.com/
  24666. */
  24667. var _context;
  24668. var AudioContext = {
  24669. getContext: function () {
  24670. if ( _context === undefined ) {
  24671. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24672. }
  24673. return _context;
  24674. },
  24675. setContext: function ( value ) {
  24676. _context = value;
  24677. }
  24678. };
  24679. /**
  24680. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24681. */
  24682. function AudioLoader( manager ) {
  24683. Loader.call( this, manager );
  24684. }
  24685. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24686. constructor: AudioLoader,
  24687. load: function ( url, onLoad, onProgress, onError ) {
  24688. var loader = new FileLoader( this.manager );
  24689. loader.setResponseType( 'arraybuffer' );
  24690. loader.setPath( this.path );
  24691. loader.load( url, function ( buffer ) {
  24692. // Create a copy of the buffer. The `decodeAudioData` method
  24693. // detaches the buffer when complete, preventing reuse.
  24694. var bufferCopy = buffer.slice( 0 );
  24695. var context = AudioContext.getContext();
  24696. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24697. onLoad( audioBuffer );
  24698. } );
  24699. }, onProgress, onError );
  24700. }
  24701. } );
  24702. /**
  24703. * @author bhouston / http://clara.io
  24704. * @author WestLangley / http://github.com/WestLangley
  24705. *
  24706. * Primary reference:
  24707. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24708. *
  24709. * Secondary reference:
  24710. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24711. */
  24712. // 3-band SH defined by 9 coefficients
  24713. function SphericalHarmonics3() {
  24714. this.coefficients = [];
  24715. for ( var i = 0; i < 9; i ++ ) {
  24716. this.coefficients.push( new Vector3() );
  24717. }
  24718. }
  24719. Object.assign( SphericalHarmonics3.prototype, {
  24720. isSphericalHarmonics3: true,
  24721. set: function ( coefficients ) {
  24722. for ( var i = 0; i < 9; i ++ ) {
  24723. this.coefficients[ i ].copy( coefficients[ i ] );
  24724. }
  24725. return this;
  24726. },
  24727. zero: function () {
  24728. for ( var i = 0; i < 9; i ++ ) {
  24729. this.coefficients[ i ].set( 0, 0, 0 );
  24730. }
  24731. return this;
  24732. },
  24733. // get the radiance in the direction of the normal
  24734. // target is a Vector3
  24735. getAt: function ( normal, target ) {
  24736. // normal is assumed to be unit length
  24737. var x = normal.x, y = normal.y, z = normal.z;
  24738. var coeff = this.coefficients;
  24739. // band 0
  24740. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24741. // band 1
  24742. target.addScale( coeff[ 1 ], 0.488603 * y );
  24743. target.addScale( coeff[ 2 ], 0.488603 * z );
  24744. target.addScale( coeff[ 3 ], 0.488603 * x );
  24745. // band 2
  24746. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24747. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24748. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24749. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24750. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24751. return target;
  24752. },
  24753. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24754. // target is a Vector3
  24755. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24756. getIrradianceAt: function ( normal, target ) {
  24757. // normal is assumed to be unit length
  24758. var x = normal.x, y = normal.y, z = normal.z;
  24759. var coeff = this.coefficients;
  24760. // band 0
  24761. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24762. // band 1
  24763. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24764. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24765. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24766. // band 2
  24767. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24768. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24769. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24770. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24771. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24772. return target;
  24773. },
  24774. add: function ( sh ) {
  24775. for ( var i = 0; i < 9; i ++ ) {
  24776. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24777. }
  24778. return this;
  24779. },
  24780. scale: function ( s ) {
  24781. for ( var i = 0; i < 9; i ++ ) {
  24782. this.coefficients[ i ].multiplyScalar( s );
  24783. }
  24784. return this;
  24785. },
  24786. lerp: function ( sh, alpha ) {
  24787. for ( var i = 0; i < 9; i ++ ) {
  24788. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24789. }
  24790. return this;
  24791. },
  24792. equals: function ( sh ) {
  24793. for ( var i = 0; i < 9; i ++ ) {
  24794. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24795. return false;
  24796. }
  24797. }
  24798. return true;
  24799. },
  24800. copy: function ( sh ) {
  24801. return this.set( sh.coefficients );
  24802. },
  24803. clone: function () {
  24804. return new this.constructor().copy( this );
  24805. },
  24806. fromArray: function ( array, offset ) {
  24807. if ( offset === undefined ) { offset = 0; }
  24808. var coefficients = this.coefficients;
  24809. for ( var i = 0; i < 9; i ++ ) {
  24810. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24811. }
  24812. return this;
  24813. },
  24814. toArray: function ( array, offset ) {
  24815. if ( array === undefined ) { array = []; }
  24816. if ( offset === undefined ) { offset = 0; }
  24817. var coefficients = this.coefficients;
  24818. for ( var i = 0; i < 9; i ++ ) {
  24819. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24820. }
  24821. return array;
  24822. }
  24823. } );
  24824. Object.assign( SphericalHarmonics3, {
  24825. // evaluate the basis functions
  24826. // shBasis is an Array[ 9 ]
  24827. getBasisAt: function ( normal, shBasis ) {
  24828. // normal is assumed to be unit length
  24829. var x = normal.x, y = normal.y, z = normal.z;
  24830. // band 0
  24831. shBasis[ 0 ] = 0.282095;
  24832. // band 1
  24833. shBasis[ 1 ] = 0.488603 * y;
  24834. shBasis[ 2 ] = 0.488603 * z;
  24835. shBasis[ 3 ] = 0.488603 * x;
  24836. // band 2
  24837. shBasis[ 4 ] = 1.092548 * x * y;
  24838. shBasis[ 5 ] = 1.092548 * y * z;
  24839. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24840. shBasis[ 7 ] = 1.092548 * x * z;
  24841. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24842. }
  24843. } );
  24844. /**
  24845. * @author WestLangley / http://github.com/WestLangley
  24846. *
  24847. * A LightProbe is a source of indirect-diffuse light
  24848. */
  24849. function LightProbe( sh, intensity ) {
  24850. Light.call( this, undefined, intensity );
  24851. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24852. }
  24853. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24854. constructor: LightProbe,
  24855. isLightProbe: true,
  24856. copy: function ( source ) {
  24857. Light.prototype.copy.call( this, source );
  24858. this.sh.copy( source.sh );
  24859. this.intensity = source.intensity;
  24860. return this;
  24861. },
  24862. toJSON: function ( meta ) {
  24863. var data = Light.prototype.toJSON.call( this, meta );
  24864. // data.sh = this.sh.toArray(); // todo
  24865. return data;
  24866. }
  24867. } );
  24868. /**
  24869. * @author WestLangley / http://github.com/WestLangley
  24870. */
  24871. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24872. LightProbe.call( this, undefined, intensity );
  24873. var color1 = new Color().set( skyColor );
  24874. var color2 = new Color().set( groundColor );
  24875. var sky = new Vector3( color1.r, color1.g, color1.b );
  24876. var ground = new Vector3( color2.r, color2.g, color2.b );
  24877. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24878. var c0 = Math.sqrt( Math.PI );
  24879. var c1 = c0 * Math.sqrt( 0.75 );
  24880. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24881. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24882. }
  24883. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24884. constructor: HemisphereLightProbe,
  24885. isHemisphereLightProbe: true,
  24886. copy: function ( source ) { // modifying colors not currently supported
  24887. LightProbe.prototype.copy.call( this, source );
  24888. return this;
  24889. },
  24890. toJSON: function ( meta ) {
  24891. var data = LightProbe.prototype.toJSON.call( this, meta );
  24892. // data.sh = this.sh.toArray(); // todo
  24893. return data;
  24894. }
  24895. } );
  24896. /**
  24897. * @author WestLangley / http://github.com/WestLangley
  24898. */
  24899. function AmbientLightProbe( color, intensity ) {
  24900. LightProbe.call( this, undefined, intensity );
  24901. var color1 = new Color().set( color );
  24902. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24903. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24904. }
  24905. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24906. constructor: AmbientLightProbe,
  24907. isAmbientLightProbe: true,
  24908. copy: function ( source ) { // modifying color not currently supported
  24909. LightProbe.prototype.copy.call( this, source );
  24910. return this;
  24911. },
  24912. toJSON: function ( meta ) {
  24913. var data = LightProbe.prototype.toJSON.call( this, meta );
  24914. // data.sh = this.sh.toArray(); // todo
  24915. return data;
  24916. }
  24917. } );
  24918. var _eyeRight = new Matrix4();
  24919. var _eyeLeft = new Matrix4();
  24920. /**
  24921. * @author mrdoob / http://mrdoob.com/
  24922. */
  24923. function StereoCamera() {
  24924. this.type = 'StereoCamera';
  24925. this.aspect = 1;
  24926. this.eyeSep = 0.064;
  24927. this.cameraL = new PerspectiveCamera();
  24928. this.cameraL.layers.enable( 1 );
  24929. this.cameraL.matrixAutoUpdate = false;
  24930. this.cameraR = new PerspectiveCamera();
  24931. this.cameraR.layers.enable( 2 );
  24932. this.cameraR.matrixAutoUpdate = false;
  24933. this._cache = {
  24934. focus: null,
  24935. fov: null,
  24936. aspect: null,
  24937. near: null,
  24938. far: null,
  24939. zoom: null,
  24940. eyeSep: null
  24941. };
  24942. }
  24943. Object.assign( StereoCamera.prototype, {
  24944. update: function ( camera ) {
  24945. var cache = this._cache;
  24946. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24947. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24948. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24949. if ( needsUpdate ) {
  24950. cache.focus = camera.focus;
  24951. cache.fov = camera.fov;
  24952. cache.aspect = camera.aspect * this.aspect;
  24953. cache.near = camera.near;
  24954. cache.far = camera.far;
  24955. cache.zoom = camera.zoom;
  24956. cache.eyeSep = this.eyeSep;
  24957. // Off-axis stereoscopic effect based on
  24958. // http://paulbourke.net/stereographics/stereorender/
  24959. var projectionMatrix = camera.projectionMatrix.clone();
  24960. var eyeSepHalf = cache.eyeSep / 2;
  24961. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24962. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24963. var xmin, xmax;
  24964. // translate xOffset
  24965. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24966. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24967. // for left eye
  24968. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24969. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24970. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24971. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24972. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24973. // for right eye
  24974. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24975. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24976. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24977. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24978. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24979. }
  24980. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24981. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24982. }
  24983. } );
  24984. /**
  24985. * @author alteredq / http://alteredqualia.com/
  24986. */
  24987. function Clock( autoStart ) {
  24988. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24989. this.startTime = 0;
  24990. this.oldTime = 0;
  24991. this.elapsedTime = 0;
  24992. this.running = false;
  24993. }
  24994. Object.assign( Clock.prototype, {
  24995. start: function () {
  24996. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24997. this.oldTime = this.startTime;
  24998. this.elapsedTime = 0;
  24999. this.running = true;
  25000. },
  25001. stop: function () {
  25002. this.getElapsedTime();
  25003. this.running = false;
  25004. this.autoStart = false;
  25005. },
  25006. getElapsedTime: function () {
  25007. this.getDelta();
  25008. return this.elapsedTime;
  25009. },
  25010. getDelta: function () {
  25011. var diff = 0;
  25012. if ( this.autoStart && ! this.running ) {
  25013. this.start();
  25014. return 0;
  25015. }
  25016. if ( this.running ) {
  25017. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25018. diff = ( newTime - this.oldTime ) / 1000;
  25019. this.oldTime = newTime;
  25020. this.elapsedTime += diff;
  25021. }
  25022. return diff;
  25023. }
  25024. } );
  25025. /**
  25026. * @author mrdoob / http://mrdoob.com/
  25027. */
  25028. var _position$2 = new Vector3();
  25029. var _quaternion$3 = new Quaternion();
  25030. var _scale$1 = new Vector3();
  25031. var _orientation = new Vector3();
  25032. function AudioListener() {
  25033. Object3D.call( this );
  25034. this.type = 'AudioListener';
  25035. this.context = AudioContext.getContext();
  25036. this.gain = this.context.createGain();
  25037. this.gain.connect( this.context.destination );
  25038. this.filter = null;
  25039. this.timeDelta = 0;
  25040. // private
  25041. this._clock = new Clock();
  25042. }
  25043. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25044. constructor: AudioListener,
  25045. getInput: function () {
  25046. return this.gain;
  25047. },
  25048. removeFilter: function ( ) {
  25049. if ( this.filter !== null ) {
  25050. this.gain.disconnect( this.filter );
  25051. this.filter.disconnect( this.context.destination );
  25052. this.gain.connect( this.context.destination );
  25053. this.filter = null;
  25054. }
  25055. return this;
  25056. },
  25057. getFilter: function () {
  25058. return this.filter;
  25059. },
  25060. setFilter: function ( value ) {
  25061. if ( this.filter !== null ) {
  25062. this.gain.disconnect( this.filter );
  25063. this.filter.disconnect( this.context.destination );
  25064. } else {
  25065. this.gain.disconnect( this.context.destination );
  25066. }
  25067. this.filter = value;
  25068. this.gain.connect( this.filter );
  25069. this.filter.connect( this.context.destination );
  25070. return this;
  25071. },
  25072. getMasterVolume: function () {
  25073. return this.gain.gain.value;
  25074. },
  25075. setMasterVolume: function ( value ) {
  25076. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25077. return this;
  25078. },
  25079. updateMatrixWorld: function ( force ) {
  25080. Object3D.prototype.updateMatrixWorld.call( this, force );
  25081. var listener = this.context.listener;
  25082. var up = this.up;
  25083. this.timeDelta = this._clock.getDelta();
  25084. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25085. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25086. if ( listener.positionX ) {
  25087. // code path for Chrome (see #14393)
  25088. var endTime = this.context.currentTime + this.timeDelta;
  25089. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25090. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25091. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25092. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25093. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25094. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25095. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25096. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25097. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25098. } else {
  25099. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25100. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25101. }
  25102. }
  25103. } );
  25104. /**
  25105. * @author mrdoob / http://mrdoob.com/
  25106. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25107. */
  25108. function Audio( listener ) {
  25109. Object3D.call( this );
  25110. this.type = 'Audio';
  25111. this.listener = listener;
  25112. this.context = listener.context;
  25113. this.gain = this.context.createGain();
  25114. this.gain.connect( listener.getInput() );
  25115. this.autoplay = false;
  25116. this.buffer = null;
  25117. this.detune = 0;
  25118. this.loop = false;
  25119. this.loopStart = 0;
  25120. this.loopEnd = 0;
  25121. this.offset = 0;
  25122. this.duration = undefined;
  25123. this.playbackRate = 1;
  25124. this.isPlaying = false;
  25125. this.hasPlaybackControl = true;
  25126. this.sourceType = 'empty';
  25127. this._startedAt = 0;
  25128. this._pausedAt = 0;
  25129. this.filters = [];
  25130. }
  25131. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25132. constructor: Audio,
  25133. getOutput: function () {
  25134. return this.gain;
  25135. },
  25136. setNodeSource: function ( audioNode ) {
  25137. this.hasPlaybackControl = false;
  25138. this.sourceType = 'audioNode';
  25139. this.source = audioNode;
  25140. this.connect();
  25141. return this;
  25142. },
  25143. setMediaElementSource: function ( mediaElement ) {
  25144. this.hasPlaybackControl = false;
  25145. this.sourceType = 'mediaNode';
  25146. this.source = this.context.createMediaElementSource( mediaElement );
  25147. this.connect();
  25148. return this;
  25149. },
  25150. setMediaStreamSource: function ( mediaStream ) {
  25151. this.hasPlaybackControl = false;
  25152. this.sourceType = 'mediaStreamNode';
  25153. this.source = this.context.createMediaStreamSource( mediaStream );
  25154. this.connect();
  25155. return this;
  25156. },
  25157. setBuffer: function ( audioBuffer ) {
  25158. this.buffer = audioBuffer;
  25159. this.sourceType = 'buffer';
  25160. if ( this.autoplay ) { this.play(); }
  25161. return this;
  25162. },
  25163. play: function ( delay ) {
  25164. if ( delay === undefined ) { delay = 0; }
  25165. if ( this.isPlaying === true ) {
  25166. console.warn( 'THREE.Audio: Audio is already playing.' );
  25167. return;
  25168. }
  25169. if ( this.hasPlaybackControl === false ) {
  25170. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25171. return;
  25172. }
  25173. this._startedAt = this.context.currentTime + delay;
  25174. var source = this.context.createBufferSource();
  25175. source.buffer = this.buffer;
  25176. source.loop = this.loop;
  25177. source.loopStart = this.loopStart;
  25178. source.loopEnd = this.loopEnd;
  25179. source.onended = this.onEnded.bind( this );
  25180. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25181. this.isPlaying = true;
  25182. this.source = source;
  25183. this.setDetune( this.detune );
  25184. this.setPlaybackRate( this.playbackRate );
  25185. return this.connect();
  25186. },
  25187. pause: function () {
  25188. if ( this.hasPlaybackControl === false ) {
  25189. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25190. return;
  25191. }
  25192. if ( this.isPlaying === true ) {
  25193. this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25194. this.source.stop();
  25195. this.source.onended = null;
  25196. this.isPlaying = false;
  25197. }
  25198. return this;
  25199. },
  25200. stop: function () {
  25201. if ( this.hasPlaybackControl === false ) {
  25202. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25203. return;
  25204. }
  25205. this._pausedAt = 0;
  25206. this.source.stop();
  25207. this.source.onended = null;
  25208. this.isPlaying = false;
  25209. return this;
  25210. },
  25211. connect: function () {
  25212. if ( this.filters.length > 0 ) {
  25213. this.source.connect( this.filters[ 0 ] );
  25214. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25215. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25216. }
  25217. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25218. } else {
  25219. this.source.connect( this.getOutput() );
  25220. }
  25221. return this;
  25222. },
  25223. disconnect: function () {
  25224. if ( this.filters.length > 0 ) {
  25225. this.source.disconnect( this.filters[ 0 ] );
  25226. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25227. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25228. }
  25229. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25230. } else {
  25231. this.source.disconnect( this.getOutput() );
  25232. }
  25233. return this;
  25234. },
  25235. getFilters: function () {
  25236. return this.filters;
  25237. },
  25238. setFilters: function ( value ) {
  25239. if ( ! value ) { value = []; }
  25240. if ( this.isPlaying === true ) {
  25241. this.disconnect();
  25242. this.filters = value;
  25243. this.connect();
  25244. } else {
  25245. this.filters = value;
  25246. }
  25247. return this;
  25248. },
  25249. setDetune: function ( value ) {
  25250. this.detune = value;
  25251. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25252. if ( this.isPlaying === true ) {
  25253. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25254. }
  25255. return this;
  25256. },
  25257. getDetune: function () {
  25258. return this.detune;
  25259. },
  25260. getFilter: function () {
  25261. return this.getFilters()[ 0 ];
  25262. },
  25263. setFilter: function ( filter ) {
  25264. return this.setFilters( filter ? [ filter ] : [] );
  25265. },
  25266. setPlaybackRate: function ( value ) {
  25267. if ( this.hasPlaybackControl === false ) {
  25268. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25269. return;
  25270. }
  25271. this.playbackRate = value;
  25272. if ( this.isPlaying === true ) {
  25273. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25274. }
  25275. return this;
  25276. },
  25277. getPlaybackRate: function () {
  25278. return this.playbackRate;
  25279. },
  25280. onEnded: function () {
  25281. this.isPlaying = false;
  25282. },
  25283. getLoop: function () {
  25284. if ( this.hasPlaybackControl === false ) {
  25285. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25286. return false;
  25287. }
  25288. return this.loop;
  25289. },
  25290. setLoop: function ( value ) {
  25291. if ( this.hasPlaybackControl === false ) {
  25292. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25293. return;
  25294. }
  25295. this.loop = value;
  25296. if ( this.isPlaying === true ) {
  25297. this.source.loop = this.loop;
  25298. }
  25299. return this;
  25300. },
  25301. setLoopStart: function ( value ) {
  25302. this.loopStart = value;
  25303. return this;
  25304. },
  25305. setLoopEnd: function ( value ) {
  25306. this.loopEnd = value;
  25307. return this;
  25308. },
  25309. getVolume: function () {
  25310. return this.gain.gain.value;
  25311. },
  25312. setVolume: function ( value ) {
  25313. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25314. return this;
  25315. }
  25316. } );
  25317. /**
  25318. * @author mrdoob / http://mrdoob.com/
  25319. */
  25320. var _position$3 = new Vector3();
  25321. var _quaternion$4 = new Quaternion();
  25322. var _scale$2 = new Vector3();
  25323. var _orientation$1 = new Vector3();
  25324. function PositionalAudio( listener ) {
  25325. Audio.call( this, listener );
  25326. this.panner = this.context.createPanner();
  25327. this.panner.panningModel = 'HRTF';
  25328. this.panner.connect( this.gain );
  25329. }
  25330. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25331. constructor: PositionalAudio,
  25332. getOutput: function () {
  25333. return this.panner;
  25334. },
  25335. getRefDistance: function () {
  25336. return this.panner.refDistance;
  25337. },
  25338. setRefDistance: function ( value ) {
  25339. this.panner.refDistance = value;
  25340. return this;
  25341. },
  25342. getRolloffFactor: function () {
  25343. return this.panner.rolloffFactor;
  25344. },
  25345. setRolloffFactor: function ( value ) {
  25346. this.panner.rolloffFactor = value;
  25347. return this;
  25348. },
  25349. getDistanceModel: function () {
  25350. return this.panner.distanceModel;
  25351. },
  25352. setDistanceModel: function ( value ) {
  25353. this.panner.distanceModel = value;
  25354. return this;
  25355. },
  25356. getMaxDistance: function () {
  25357. return this.panner.maxDistance;
  25358. },
  25359. setMaxDistance: function ( value ) {
  25360. this.panner.maxDistance = value;
  25361. return this;
  25362. },
  25363. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25364. this.panner.coneInnerAngle = coneInnerAngle;
  25365. this.panner.coneOuterAngle = coneOuterAngle;
  25366. this.panner.coneOuterGain = coneOuterGain;
  25367. return this;
  25368. },
  25369. updateMatrixWorld: function ( force ) {
  25370. Object3D.prototype.updateMatrixWorld.call( this, force );
  25371. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25372. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25373. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25374. var panner = this.panner;
  25375. if ( panner.positionX ) {
  25376. // code path for Chrome and Firefox (see #14393)
  25377. var endTime = this.context.currentTime + this.listener.timeDelta;
  25378. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25379. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25380. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25381. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25382. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25383. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25384. } else {
  25385. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25386. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25387. }
  25388. }
  25389. } );
  25390. /**
  25391. * @author mrdoob / http://mrdoob.com/
  25392. */
  25393. function AudioAnalyser( audio, fftSize ) {
  25394. this.analyser = audio.context.createAnalyser();
  25395. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25396. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25397. audio.getOutput().connect( this.analyser );
  25398. }
  25399. Object.assign( AudioAnalyser.prototype, {
  25400. getFrequencyData: function () {
  25401. this.analyser.getByteFrequencyData( this.data );
  25402. return this.data;
  25403. },
  25404. getAverageFrequency: function () {
  25405. var value = 0, data = this.getFrequencyData();
  25406. for ( var i = 0; i < data.length; i ++ ) {
  25407. value += data[ i ];
  25408. }
  25409. return value / data.length;
  25410. }
  25411. } );
  25412. /**
  25413. *
  25414. * Buffered scene graph property that allows weighted accumulation.
  25415. *
  25416. *
  25417. * @author Ben Houston / http://clara.io/
  25418. * @author David Sarno / http://lighthaus.us/
  25419. * @author tschw
  25420. */
  25421. function PropertyMixer( binding, typeName, valueSize ) {
  25422. this.binding = binding;
  25423. this.valueSize = valueSize;
  25424. var bufferType = Float64Array,
  25425. mixFunction;
  25426. switch ( typeName ) {
  25427. case 'quaternion':
  25428. mixFunction = this._slerp;
  25429. break;
  25430. case 'string':
  25431. case 'bool':
  25432. bufferType = Array;
  25433. mixFunction = this._select;
  25434. break;
  25435. default:
  25436. mixFunction = this._lerp;
  25437. }
  25438. this.buffer = new bufferType( valueSize * 4 );
  25439. // layout: [ incoming | accu0 | accu1 | orig ]
  25440. //
  25441. // interpolators can use .buffer as their .result
  25442. // the data then goes to 'incoming'
  25443. //
  25444. // 'accu0' and 'accu1' are used frame-interleaved for
  25445. // the cumulative result and are compared to detect
  25446. // changes
  25447. //
  25448. // 'orig' stores the original state of the property
  25449. this._mixBufferRegion = mixFunction;
  25450. this.cumulativeWeight = 0;
  25451. this.useCount = 0;
  25452. this.referenceCount = 0;
  25453. }
  25454. Object.assign( PropertyMixer.prototype, {
  25455. // accumulate data in the 'incoming' region into 'accu<i>'
  25456. accumulate: function ( accuIndex, weight ) {
  25457. // note: happily accumulating nothing when weight = 0, the caller knows
  25458. // the weight and shouldn't have made the call in the first place
  25459. var buffer = this.buffer,
  25460. stride = this.valueSize,
  25461. offset = accuIndex * stride + stride,
  25462. currentWeight = this.cumulativeWeight;
  25463. if ( currentWeight === 0 ) {
  25464. // accuN := incoming * weight
  25465. for ( var i = 0; i !== stride; ++ i ) {
  25466. buffer[ offset + i ] = buffer[ i ];
  25467. }
  25468. currentWeight = weight;
  25469. } else {
  25470. // accuN := accuN + incoming * weight
  25471. currentWeight += weight;
  25472. var mix = weight / currentWeight;
  25473. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25474. }
  25475. this.cumulativeWeight = currentWeight;
  25476. },
  25477. // apply the state of 'accu<i>' to the binding when accus differ
  25478. apply: function ( accuIndex ) {
  25479. var stride = this.valueSize,
  25480. buffer = this.buffer,
  25481. offset = accuIndex * stride + stride,
  25482. weight = this.cumulativeWeight,
  25483. binding = this.binding;
  25484. this.cumulativeWeight = 0;
  25485. if ( weight < 1 ) {
  25486. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25487. var originalValueOffset = stride * 3;
  25488. this._mixBufferRegion(
  25489. buffer, offset, originalValueOffset, 1 - weight, stride );
  25490. }
  25491. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25492. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25493. // value has changed -> update scene graph
  25494. binding.setValue( buffer, offset );
  25495. break;
  25496. }
  25497. }
  25498. },
  25499. // remember the state of the bound property and copy it to both accus
  25500. saveOriginalState: function () {
  25501. var binding = this.binding;
  25502. var buffer = this.buffer,
  25503. stride = this.valueSize,
  25504. originalValueOffset = stride * 3;
  25505. binding.getValue( buffer, originalValueOffset );
  25506. // accu[0..1] := orig -- initially detect changes against the original
  25507. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25508. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25509. }
  25510. this.cumulativeWeight = 0;
  25511. },
  25512. // apply the state previously taken via 'saveOriginalState' to the binding
  25513. restoreOriginalState: function () {
  25514. var originalValueOffset = this.valueSize * 3;
  25515. this.binding.setValue( this.buffer, originalValueOffset );
  25516. },
  25517. // mix functions
  25518. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25519. if ( t >= 0.5 ) {
  25520. for ( var i = 0; i !== stride; ++ i ) {
  25521. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25522. }
  25523. }
  25524. },
  25525. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25526. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25527. },
  25528. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25529. var s = 1 - t;
  25530. for ( var i = 0; i !== stride; ++ i ) {
  25531. var j = dstOffset + i;
  25532. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25533. }
  25534. }
  25535. } );
  25536. /**
  25537. *
  25538. * A reference to a real property in the scene graph.
  25539. *
  25540. *
  25541. * @author Ben Houston / http://clara.io/
  25542. * @author David Sarno / http://lighthaus.us/
  25543. * @author tschw
  25544. */
  25545. // Characters [].:/ are reserved for track binding syntax.
  25546. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25547. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25548. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25549. // only latin characters, and the unicode \p{L} is not yet supported. So
  25550. // instead, we exclude reserved characters and match everything else.
  25551. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25552. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25553. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25554. // be matched to parse the rest of the track name.
  25555. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25556. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25557. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25558. // Object on target node, and accessor. May not contain reserved
  25559. // characters. Accessor may contain any character except closing bracket.
  25560. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25561. // Property and accessor. May not contain reserved characters. Accessor may
  25562. // contain any non-bracket characters.
  25563. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25564. var _trackRe = new RegExp( ''
  25565. + '^'
  25566. + _directoryRe
  25567. + _nodeRe
  25568. + _objectRe
  25569. + _propertyRe
  25570. + '$'
  25571. );
  25572. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25573. function Composite( targetGroup, path, optionalParsedPath ) {
  25574. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25575. this._targetGroup = targetGroup;
  25576. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25577. }
  25578. Object.assign( Composite.prototype, {
  25579. getValue: function ( array, offset ) {
  25580. this.bind(); // bind all binding
  25581. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25582. binding = this._bindings[ firstValidIndex ];
  25583. // and only call .getValue on the first
  25584. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25585. },
  25586. setValue: function ( array, offset ) {
  25587. var bindings = this._bindings;
  25588. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25589. bindings[ i ].setValue( array, offset );
  25590. }
  25591. },
  25592. bind: function () {
  25593. var bindings = this._bindings;
  25594. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25595. bindings[ i ].bind();
  25596. }
  25597. },
  25598. unbind: function () {
  25599. var bindings = this._bindings;
  25600. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25601. bindings[ i ].unbind();
  25602. }
  25603. }
  25604. } );
  25605. function PropertyBinding( rootNode, path, parsedPath ) {
  25606. this.path = path;
  25607. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25608. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25609. this.rootNode = rootNode;
  25610. }
  25611. Object.assign( PropertyBinding, {
  25612. Composite: Composite,
  25613. create: function ( root, path, parsedPath ) {
  25614. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25615. return new PropertyBinding( root, path, parsedPath );
  25616. } else {
  25617. return new PropertyBinding.Composite( root, path, parsedPath );
  25618. }
  25619. },
  25620. /**
  25621. * Replaces spaces with underscores and removes unsupported characters from
  25622. * node names, to ensure compatibility with parseTrackName().
  25623. *
  25624. * @param {string} name Node name to be sanitized.
  25625. * @return {string}
  25626. */
  25627. sanitizeNodeName: function ( name ) {
  25628. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25629. },
  25630. parseTrackName: function ( trackName ) {
  25631. var matches = _trackRe.exec( trackName );
  25632. if ( ! matches ) {
  25633. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25634. }
  25635. var results = {
  25636. // directoryName: matches[ 1 ], // (tschw) currently unused
  25637. nodeName: matches[ 2 ],
  25638. objectName: matches[ 3 ],
  25639. objectIndex: matches[ 4 ],
  25640. propertyName: matches[ 5 ], // required
  25641. propertyIndex: matches[ 6 ]
  25642. };
  25643. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25644. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25645. var objectName = results.nodeName.substring( lastDot + 1 );
  25646. // Object names must be checked against a whitelist. Otherwise, there
  25647. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25648. // 'bar' could be the objectName, or part of a nodeName (which can
  25649. // include '.' characters).
  25650. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25651. results.nodeName = results.nodeName.substring( 0, lastDot );
  25652. results.objectName = objectName;
  25653. }
  25654. }
  25655. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25656. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25657. }
  25658. return results;
  25659. },
  25660. findNode: function ( root, nodeName ) {
  25661. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25662. return root;
  25663. }
  25664. // search into skeleton bones.
  25665. if ( root.skeleton ) {
  25666. var bone = root.skeleton.getBoneByName( nodeName );
  25667. if ( bone !== undefined ) {
  25668. return bone;
  25669. }
  25670. }
  25671. // search into node subtree.
  25672. if ( root.children ) {
  25673. var searchNodeSubtree = function ( children ) {
  25674. for ( var i = 0; i < children.length; i ++ ) {
  25675. var childNode = children[ i ];
  25676. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25677. return childNode;
  25678. }
  25679. var result = searchNodeSubtree( childNode.children );
  25680. if ( result ) { return result; }
  25681. }
  25682. return null;
  25683. };
  25684. var subTreeNode = searchNodeSubtree( root.children );
  25685. if ( subTreeNode ) {
  25686. return subTreeNode;
  25687. }
  25688. }
  25689. return null;
  25690. }
  25691. } );
  25692. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25693. // these are used to "bind" a nonexistent property
  25694. _getValue_unavailable: function () {},
  25695. _setValue_unavailable: function () {},
  25696. BindingType: {
  25697. Direct: 0,
  25698. EntireArray: 1,
  25699. ArrayElement: 2,
  25700. HasFromToArray: 3
  25701. },
  25702. Versioning: {
  25703. None: 0,
  25704. NeedsUpdate: 1,
  25705. MatrixWorldNeedsUpdate: 2
  25706. },
  25707. GetterByBindingType: [
  25708. function getValue_direct( buffer, offset ) {
  25709. buffer[ offset ] = this.node[ this.propertyName ];
  25710. },
  25711. function getValue_array( buffer, offset ) {
  25712. var source = this.resolvedProperty;
  25713. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25714. buffer[ offset ++ ] = source[ i ];
  25715. }
  25716. },
  25717. function getValue_arrayElement( buffer, offset ) {
  25718. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25719. },
  25720. function getValue_toArray( buffer, offset ) {
  25721. this.resolvedProperty.toArray( buffer, offset );
  25722. }
  25723. ],
  25724. SetterByBindingTypeAndVersioning: [
  25725. [
  25726. // Direct
  25727. function setValue_direct( buffer, offset ) {
  25728. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25729. },
  25730. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25731. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25732. this.targetObject.needsUpdate = true;
  25733. },
  25734. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25735. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25736. this.targetObject.matrixWorldNeedsUpdate = true;
  25737. }
  25738. ], [
  25739. // EntireArray
  25740. function setValue_array( buffer, offset ) {
  25741. var dest = this.resolvedProperty;
  25742. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25743. dest[ i ] = buffer[ offset ++ ];
  25744. }
  25745. },
  25746. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25747. var dest = this.resolvedProperty;
  25748. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25749. dest[ i ] = buffer[ offset ++ ];
  25750. }
  25751. this.targetObject.needsUpdate = true;
  25752. },
  25753. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25754. var dest = this.resolvedProperty;
  25755. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25756. dest[ i ] = buffer[ offset ++ ];
  25757. }
  25758. this.targetObject.matrixWorldNeedsUpdate = true;
  25759. }
  25760. ], [
  25761. // ArrayElement
  25762. function setValue_arrayElement( buffer, offset ) {
  25763. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25764. },
  25765. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25766. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25767. this.targetObject.needsUpdate = true;
  25768. },
  25769. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25770. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25771. this.targetObject.matrixWorldNeedsUpdate = true;
  25772. }
  25773. ], [
  25774. // HasToFromArray
  25775. function setValue_fromArray( buffer, offset ) {
  25776. this.resolvedProperty.fromArray( buffer, offset );
  25777. },
  25778. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25779. this.resolvedProperty.fromArray( buffer, offset );
  25780. this.targetObject.needsUpdate = true;
  25781. },
  25782. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25783. this.resolvedProperty.fromArray( buffer, offset );
  25784. this.targetObject.matrixWorldNeedsUpdate = true;
  25785. }
  25786. ]
  25787. ],
  25788. getValue: function getValue_unbound( targetArray, offset ) {
  25789. this.bind();
  25790. this.getValue( targetArray, offset );
  25791. // Note: This class uses a State pattern on a per-method basis:
  25792. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25793. // prototype version of these methods with one that represents
  25794. // the bound state. When the property is not found, the methods
  25795. // become no-ops.
  25796. },
  25797. setValue: function getValue_unbound( sourceArray, offset ) {
  25798. this.bind();
  25799. this.setValue( sourceArray, offset );
  25800. },
  25801. // create getter / setter pair for a property in the scene graph
  25802. bind: function () {
  25803. var targetObject = this.node,
  25804. parsedPath = this.parsedPath,
  25805. objectName = parsedPath.objectName,
  25806. propertyName = parsedPath.propertyName,
  25807. propertyIndex = parsedPath.propertyIndex;
  25808. if ( ! targetObject ) {
  25809. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25810. this.node = targetObject;
  25811. }
  25812. // set fail state so we can just 'return' on error
  25813. this.getValue = this._getValue_unavailable;
  25814. this.setValue = this._setValue_unavailable;
  25815. // ensure there is a value node
  25816. if ( ! targetObject ) {
  25817. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25818. return;
  25819. }
  25820. if ( objectName ) {
  25821. var objectIndex = parsedPath.objectIndex;
  25822. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25823. switch ( objectName ) {
  25824. case 'materials':
  25825. if ( ! targetObject.material ) {
  25826. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25827. return;
  25828. }
  25829. if ( ! targetObject.material.materials ) {
  25830. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25831. return;
  25832. }
  25833. targetObject = targetObject.material.materials;
  25834. break;
  25835. case 'bones':
  25836. if ( ! targetObject.skeleton ) {
  25837. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25838. return;
  25839. }
  25840. // potential future optimization: skip this if propertyIndex is already an integer
  25841. // and convert the integer string to a true integer.
  25842. targetObject = targetObject.skeleton.bones;
  25843. // support resolving morphTarget names into indices.
  25844. for ( var i = 0; i < targetObject.length; i ++ ) {
  25845. if ( targetObject[ i ].name === objectIndex ) {
  25846. objectIndex = i;
  25847. break;
  25848. }
  25849. }
  25850. break;
  25851. default:
  25852. if ( targetObject[ objectName ] === undefined ) {
  25853. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25854. return;
  25855. }
  25856. targetObject = targetObject[ objectName ];
  25857. }
  25858. if ( objectIndex !== undefined ) {
  25859. if ( targetObject[ objectIndex ] === undefined ) {
  25860. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25861. return;
  25862. }
  25863. targetObject = targetObject[ objectIndex ];
  25864. }
  25865. }
  25866. // resolve property
  25867. var nodeProperty = targetObject[ propertyName ];
  25868. if ( nodeProperty === undefined ) {
  25869. var nodeName = parsedPath.nodeName;
  25870. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25871. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25872. return;
  25873. }
  25874. // determine versioning scheme
  25875. var versioning = this.Versioning.None;
  25876. this.targetObject = targetObject;
  25877. if ( targetObject.needsUpdate !== undefined ) { // material
  25878. versioning = this.Versioning.NeedsUpdate;
  25879. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25880. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25881. }
  25882. // determine how the property gets bound
  25883. var bindingType = this.BindingType.Direct;
  25884. if ( propertyIndex !== undefined ) {
  25885. // access a sub element of the property array (only primitives are supported right now)
  25886. if ( propertyName === "morphTargetInfluences" ) {
  25887. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25888. // support resolving morphTarget names into indices.
  25889. if ( ! targetObject.geometry ) {
  25890. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25891. return;
  25892. }
  25893. if ( targetObject.geometry.isBufferGeometry ) {
  25894. if ( ! targetObject.geometry.morphAttributes ) {
  25895. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25896. return;
  25897. }
  25898. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25899. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25900. propertyIndex = i;
  25901. break;
  25902. }
  25903. }
  25904. } else {
  25905. if ( ! targetObject.geometry.morphTargets ) {
  25906. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25907. return;
  25908. }
  25909. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25910. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25911. propertyIndex = i;
  25912. break;
  25913. }
  25914. }
  25915. }
  25916. }
  25917. bindingType = this.BindingType.ArrayElement;
  25918. this.resolvedProperty = nodeProperty;
  25919. this.propertyIndex = propertyIndex;
  25920. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25921. // must use copy for Object3D.Euler/Quaternion
  25922. bindingType = this.BindingType.HasFromToArray;
  25923. this.resolvedProperty = nodeProperty;
  25924. } else if ( Array.isArray( nodeProperty ) ) {
  25925. bindingType = this.BindingType.EntireArray;
  25926. this.resolvedProperty = nodeProperty;
  25927. } else {
  25928. this.propertyName = propertyName;
  25929. }
  25930. // select getter / setter
  25931. this.getValue = this.GetterByBindingType[ bindingType ];
  25932. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25933. },
  25934. unbind: function () {
  25935. this.node = null;
  25936. // back to the prototype version of getValue / setValue
  25937. // note: avoiding to mutate the shape of 'this' via 'delete'
  25938. this.getValue = this._getValue_unbound;
  25939. this.setValue = this._setValue_unbound;
  25940. }
  25941. } );
  25942. //!\ DECLARE ALIAS AFTER assign prototype !
  25943. Object.assign( PropertyBinding.prototype, {
  25944. // initial state of these methods that calls 'bind'
  25945. _getValue_unbound: PropertyBinding.prototype.getValue,
  25946. _setValue_unbound: PropertyBinding.prototype.setValue,
  25947. } );
  25948. /**
  25949. *
  25950. * A group of objects that receives a shared animation state.
  25951. *
  25952. * Usage:
  25953. *
  25954. * - Add objects you would otherwise pass as 'root' to the
  25955. * constructor or the .clipAction method of AnimationMixer.
  25956. *
  25957. * - Instead pass this object as 'root'.
  25958. *
  25959. * - You can also add and remove objects later when the mixer
  25960. * is running.
  25961. *
  25962. * Note:
  25963. *
  25964. * Objects of this class appear as one object to the mixer,
  25965. * so cache control of the individual objects must be done
  25966. * on the group.
  25967. *
  25968. * Limitation:
  25969. *
  25970. * - The animated properties must be compatible among the
  25971. * all objects in the group.
  25972. *
  25973. * - A single property can either be controlled through a
  25974. * target group or directly, but not both.
  25975. *
  25976. * @author tschw
  25977. */
  25978. function AnimationObjectGroup() {
  25979. this.uuid = MathUtils.generateUUID();
  25980. // cached objects followed by the active ones
  25981. this._objects = Array.prototype.slice.call( arguments );
  25982. this.nCachedObjects_ = 0; // threshold
  25983. // note: read by PropertyBinding.Composite
  25984. var indices = {};
  25985. this._indicesByUUID = indices; // for bookkeeping
  25986. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25987. indices[ arguments[ i ].uuid ] = i;
  25988. }
  25989. this._paths = []; // inside: string
  25990. this._parsedPaths = []; // inside: { we don't care, here }
  25991. this._bindings = []; // inside: Array< PropertyBinding >
  25992. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25993. var scope = this;
  25994. this.stats = {
  25995. objects: {
  25996. get total() {
  25997. return scope._objects.length;
  25998. },
  25999. get inUse() {
  26000. return this.total - scope.nCachedObjects_;
  26001. }
  26002. },
  26003. get bindingsPerObject() {
  26004. return scope._bindings.length;
  26005. }
  26006. };
  26007. }
  26008. Object.assign( AnimationObjectGroup.prototype, {
  26009. isAnimationObjectGroup: true,
  26010. add: function () {
  26011. var objects = this._objects,
  26012. nObjects = objects.length,
  26013. nCachedObjects = this.nCachedObjects_,
  26014. indicesByUUID = this._indicesByUUID,
  26015. paths = this._paths,
  26016. parsedPaths = this._parsedPaths,
  26017. bindings = this._bindings,
  26018. nBindings = bindings.length,
  26019. knownObject = undefined;
  26020. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26021. var object = arguments[ i ],
  26022. uuid = object.uuid,
  26023. index = indicesByUUID[ uuid ];
  26024. if ( index === undefined ) {
  26025. // unknown object -> add it to the ACTIVE region
  26026. index = nObjects ++;
  26027. indicesByUUID[ uuid ] = index;
  26028. objects.push( object );
  26029. // accounting is done, now do the same for all bindings
  26030. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26031. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26032. }
  26033. } else if ( index < nCachedObjects ) {
  26034. knownObject = objects[ index ];
  26035. // move existing object to the ACTIVE region
  26036. var firstActiveIndex = -- nCachedObjects,
  26037. lastCachedObject = objects[ firstActiveIndex ];
  26038. indicesByUUID[ lastCachedObject.uuid ] = index;
  26039. objects[ index ] = lastCachedObject;
  26040. indicesByUUID[ uuid ] = firstActiveIndex;
  26041. objects[ firstActiveIndex ] = object;
  26042. // accounting is done, now do the same for all bindings
  26043. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26044. var bindingsForPath = bindings[ j ],
  26045. lastCached = bindingsForPath[ firstActiveIndex ],
  26046. binding = bindingsForPath[ index ];
  26047. bindingsForPath[ index ] = lastCached;
  26048. if ( binding === undefined ) {
  26049. // since we do not bother to create new bindings
  26050. // for objects that are cached, the binding may
  26051. // or may not exist
  26052. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26053. }
  26054. bindingsForPath[ firstActiveIndex ] = binding;
  26055. }
  26056. } else if ( objects[ index ] !== knownObject ) {
  26057. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26058. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26059. } // else the object is already where we want it to be
  26060. } // for arguments
  26061. this.nCachedObjects_ = nCachedObjects;
  26062. },
  26063. remove: function () {
  26064. var objects = this._objects,
  26065. nCachedObjects = this.nCachedObjects_,
  26066. indicesByUUID = this._indicesByUUID,
  26067. bindings = this._bindings,
  26068. nBindings = bindings.length;
  26069. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26070. var object = arguments[ i ],
  26071. uuid = object.uuid,
  26072. index = indicesByUUID[ uuid ];
  26073. if ( index !== undefined && index >= nCachedObjects ) {
  26074. // move existing object into the CACHED region
  26075. var lastCachedIndex = nCachedObjects ++,
  26076. firstActiveObject = objects[ lastCachedIndex ];
  26077. indicesByUUID[ firstActiveObject.uuid ] = index;
  26078. objects[ index ] = firstActiveObject;
  26079. indicesByUUID[ uuid ] = lastCachedIndex;
  26080. objects[ lastCachedIndex ] = object;
  26081. // accounting is done, now do the same for all bindings
  26082. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26083. var bindingsForPath = bindings[ j ],
  26084. firstActive = bindingsForPath[ lastCachedIndex ],
  26085. binding = bindingsForPath[ index ];
  26086. bindingsForPath[ index ] = firstActive;
  26087. bindingsForPath[ lastCachedIndex ] = binding;
  26088. }
  26089. }
  26090. } // for arguments
  26091. this.nCachedObjects_ = nCachedObjects;
  26092. },
  26093. // remove & forget
  26094. uncache: function () {
  26095. var objects = this._objects,
  26096. nObjects = objects.length,
  26097. nCachedObjects = this.nCachedObjects_,
  26098. indicesByUUID = this._indicesByUUID,
  26099. bindings = this._bindings,
  26100. nBindings = bindings.length;
  26101. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26102. var object = arguments[ i ],
  26103. uuid = object.uuid,
  26104. index = indicesByUUID[ uuid ];
  26105. if ( index !== undefined ) {
  26106. delete indicesByUUID[ uuid ];
  26107. if ( index < nCachedObjects ) {
  26108. // object is cached, shrink the CACHED region
  26109. var firstActiveIndex = -- nCachedObjects,
  26110. lastCachedObject = objects[ firstActiveIndex ],
  26111. lastIndex = -- nObjects,
  26112. lastObject = objects[ lastIndex ];
  26113. // last cached object takes this object's place
  26114. indicesByUUID[ lastCachedObject.uuid ] = index;
  26115. objects[ index ] = lastCachedObject;
  26116. // last object goes to the activated slot and pop
  26117. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26118. objects[ firstActiveIndex ] = lastObject;
  26119. objects.pop();
  26120. // accounting is done, now do the same for all bindings
  26121. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26122. var bindingsForPath = bindings[ j ],
  26123. lastCached = bindingsForPath[ firstActiveIndex ],
  26124. last = bindingsForPath[ lastIndex ];
  26125. bindingsForPath[ index ] = lastCached;
  26126. bindingsForPath[ firstActiveIndex ] = last;
  26127. bindingsForPath.pop();
  26128. }
  26129. } else {
  26130. // object is active, just swap with the last and pop
  26131. var lastIndex = -- nObjects,
  26132. lastObject = objects[ lastIndex ];
  26133. indicesByUUID[ lastObject.uuid ] = index;
  26134. objects[ index ] = lastObject;
  26135. objects.pop();
  26136. // accounting is done, now do the same for all bindings
  26137. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26138. var bindingsForPath = bindings[ j ];
  26139. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26140. bindingsForPath.pop();
  26141. }
  26142. } // cached or active
  26143. } // if object is known
  26144. } // for arguments
  26145. this.nCachedObjects_ = nCachedObjects;
  26146. },
  26147. // Internal interface used by befriended PropertyBinding.Composite:
  26148. subscribe_: function ( path, parsedPath ) {
  26149. // returns an array of bindings for the given path that is changed
  26150. // according to the contained objects in the group
  26151. var indicesByPath = this._bindingsIndicesByPath,
  26152. index = indicesByPath[ path ],
  26153. bindings = this._bindings;
  26154. if ( index !== undefined ) { return bindings[ index ]; }
  26155. var paths = this._paths,
  26156. parsedPaths = this._parsedPaths,
  26157. objects = this._objects,
  26158. nObjects = objects.length,
  26159. nCachedObjects = this.nCachedObjects_,
  26160. bindingsForPath = new Array( nObjects );
  26161. index = bindings.length;
  26162. indicesByPath[ path ] = index;
  26163. paths.push( path );
  26164. parsedPaths.push( parsedPath );
  26165. bindings.push( bindingsForPath );
  26166. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26167. var object = objects[ i ];
  26168. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26169. }
  26170. return bindingsForPath;
  26171. },
  26172. unsubscribe_: function ( path ) {
  26173. // tells the group to forget about a property path and no longer
  26174. // update the array previously obtained with 'subscribe_'
  26175. var indicesByPath = this._bindingsIndicesByPath,
  26176. index = indicesByPath[ path ];
  26177. if ( index !== undefined ) {
  26178. var paths = this._paths,
  26179. parsedPaths = this._parsedPaths,
  26180. bindings = this._bindings,
  26181. lastBindingsIndex = bindings.length - 1,
  26182. lastBindings = bindings[ lastBindingsIndex ],
  26183. lastBindingsPath = path[ lastBindingsIndex ];
  26184. indicesByPath[ lastBindingsPath ] = index;
  26185. bindings[ index ] = lastBindings;
  26186. bindings.pop();
  26187. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26188. parsedPaths.pop();
  26189. paths[ index ] = paths[ lastBindingsIndex ];
  26190. paths.pop();
  26191. }
  26192. }
  26193. } );
  26194. /**
  26195. *
  26196. * Action provided by AnimationMixer for scheduling clip playback on specific
  26197. * objects.
  26198. *
  26199. * @author Ben Houston / http://clara.io/
  26200. * @author David Sarno / http://lighthaus.us/
  26201. * @author tschw
  26202. *
  26203. */
  26204. function AnimationAction( mixer, clip, localRoot ) {
  26205. this._mixer = mixer;
  26206. this._clip = clip;
  26207. this._localRoot = localRoot || null;
  26208. var tracks = clip.tracks,
  26209. nTracks = tracks.length,
  26210. interpolants = new Array( nTracks );
  26211. var interpolantSettings = {
  26212. endingStart: ZeroCurvatureEnding,
  26213. endingEnd: ZeroCurvatureEnding
  26214. };
  26215. for ( var i = 0; i !== nTracks; ++ i ) {
  26216. var interpolant = tracks[ i ].createInterpolant( null );
  26217. interpolants[ i ] = interpolant;
  26218. interpolant.settings = interpolantSettings;
  26219. }
  26220. this._interpolantSettings = interpolantSettings;
  26221. this._interpolants = interpolants; // bound by the mixer
  26222. // inside: PropertyMixer (managed by the mixer)
  26223. this._propertyBindings = new Array( nTracks );
  26224. this._cacheIndex = null; // for the memory manager
  26225. this._byClipCacheIndex = null; // for the memory manager
  26226. this._timeScaleInterpolant = null;
  26227. this._weightInterpolant = null;
  26228. this.loop = LoopRepeat;
  26229. this._loopCount = - 1;
  26230. // global mixer time when the action is to be started
  26231. // it's set back to 'null' upon start of the action
  26232. this._startTime = null;
  26233. // scaled local time of the action
  26234. // gets clamped or wrapped to 0..clip.duration according to loop
  26235. this.time = 0;
  26236. this.timeScale = 1;
  26237. this._effectiveTimeScale = 1;
  26238. this.weight = 1;
  26239. this._effectiveWeight = 1;
  26240. this.repetitions = Infinity; // no. of repetitions when looping
  26241. this.paused = false; // true -> zero effective time scale
  26242. this.enabled = true; // false -> zero effective weight
  26243. this.clampWhenFinished = false;// keep feeding the last frame?
  26244. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26245. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26246. }
  26247. Object.assign( AnimationAction.prototype, {
  26248. // State & Scheduling
  26249. play: function () {
  26250. this._mixer._activateAction( this );
  26251. return this;
  26252. },
  26253. stop: function () {
  26254. this._mixer._deactivateAction( this );
  26255. return this.reset();
  26256. },
  26257. reset: function () {
  26258. this.paused = false;
  26259. this.enabled = true;
  26260. this.time = 0; // restart clip
  26261. this._loopCount = - 1;// forget previous loops
  26262. this._startTime = null;// forget scheduling
  26263. return this.stopFading().stopWarping();
  26264. },
  26265. isRunning: function () {
  26266. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26267. this._startTime === null && this._mixer._isActiveAction( this );
  26268. },
  26269. // return true when play has been called
  26270. isScheduled: function () {
  26271. return this._mixer._isActiveAction( this );
  26272. },
  26273. startAt: function ( time ) {
  26274. this._startTime = time;
  26275. return this;
  26276. },
  26277. setLoop: function ( mode, repetitions ) {
  26278. this.loop = mode;
  26279. this.repetitions = repetitions;
  26280. return this;
  26281. },
  26282. // Weight
  26283. // set the weight stopping any scheduled fading
  26284. // although .enabled = false yields an effective weight of zero, this
  26285. // method does *not* change .enabled, because it would be confusing
  26286. setEffectiveWeight: function ( weight ) {
  26287. this.weight = weight;
  26288. // note: same logic as when updated at runtime
  26289. this._effectiveWeight = this.enabled ? weight : 0;
  26290. return this.stopFading();
  26291. },
  26292. // return the weight considering fading and .enabled
  26293. getEffectiveWeight: function () {
  26294. return this._effectiveWeight;
  26295. },
  26296. fadeIn: function ( duration ) {
  26297. return this._scheduleFading( duration, 0, 1 );
  26298. },
  26299. fadeOut: function ( duration ) {
  26300. return this._scheduleFading( duration, 1, 0 );
  26301. },
  26302. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26303. fadeOutAction.fadeOut( duration );
  26304. this.fadeIn( duration );
  26305. if ( warp ) {
  26306. var fadeInDuration = this._clip.duration,
  26307. fadeOutDuration = fadeOutAction._clip.duration,
  26308. startEndRatio = fadeOutDuration / fadeInDuration,
  26309. endStartRatio = fadeInDuration / fadeOutDuration;
  26310. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26311. this.warp( endStartRatio, 1.0, duration );
  26312. }
  26313. return this;
  26314. },
  26315. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26316. return fadeInAction.crossFadeFrom( this, duration, warp );
  26317. },
  26318. stopFading: function () {
  26319. var weightInterpolant = this._weightInterpolant;
  26320. if ( weightInterpolant !== null ) {
  26321. this._weightInterpolant = null;
  26322. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26323. }
  26324. return this;
  26325. },
  26326. // Time Scale Control
  26327. // set the time scale stopping any scheduled warping
  26328. // although .paused = true yields an effective time scale of zero, this
  26329. // method does *not* change .paused, because it would be confusing
  26330. setEffectiveTimeScale: function ( timeScale ) {
  26331. this.timeScale = timeScale;
  26332. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26333. return this.stopWarping();
  26334. },
  26335. // return the time scale considering warping and .paused
  26336. getEffectiveTimeScale: function () {
  26337. return this._effectiveTimeScale;
  26338. },
  26339. setDuration: function ( duration ) {
  26340. this.timeScale = this._clip.duration / duration;
  26341. return this.stopWarping();
  26342. },
  26343. syncWith: function ( action ) {
  26344. this.time = action.time;
  26345. this.timeScale = action.timeScale;
  26346. return this.stopWarping();
  26347. },
  26348. halt: function ( duration ) {
  26349. return this.warp( this._effectiveTimeScale, 0, duration );
  26350. },
  26351. warp: function ( startTimeScale, endTimeScale, duration ) {
  26352. var mixer = this._mixer, now = mixer.time,
  26353. interpolant = this._timeScaleInterpolant,
  26354. timeScale = this.timeScale;
  26355. if ( interpolant === null ) {
  26356. interpolant = mixer._lendControlInterpolant();
  26357. this._timeScaleInterpolant = interpolant;
  26358. }
  26359. var times = interpolant.parameterPositions,
  26360. values = interpolant.sampleValues;
  26361. times[ 0 ] = now;
  26362. times[ 1 ] = now + duration;
  26363. values[ 0 ] = startTimeScale / timeScale;
  26364. values[ 1 ] = endTimeScale / timeScale;
  26365. return this;
  26366. },
  26367. stopWarping: function () {
  26368. var timeScaleInterpolant = this._timeScaleInterpolant;
  26369. if ( timeScaleInterpolant !== null ) {
  26370. this._timeScaleInterpolant = null;
  26371. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26372. }
  26373. return this;
  26374. },
  26375. // Object Accessors
  26376. getMixer: function () {
  26377. return this._mixer;
  26378. },
  26379. getClip: function () {
  26380. return this._clip;
  26381. },
  26382. getRoot: function () {
  26383. return this._localRoot || this._mixer._root;
  26384. },
  26385. // Interna
  26386. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26387. // called by the mixer
  26388. if ( ! this.enabled ) {
  26389. // call ._updateWeight() to update ._effectiveWeight
  26390. this._updateWeight( time );
  26391. return;
  26392. }
  26393. var startTime = this._startTime;
  26394. if ( startTime !== null ) {
  26395. // check for scheduled start of action
  26396. var timeRunning = ( time - startTime ) * timeDirection;
  26397. if ( timeRunning < 0 || timeDirection === 0 ) {
  26398. return; // yet to come / don't decide when delta = 0
  26399. }
  26400. // start
  26401. this._startTime = null; // unschedule
  26402. deltaTime = timeDirection * timeRunning;
  26403. }
  26404. // apply time scale and advance time
  26405. deltaTime *= this._updateTimeScale( time );
  26406. var clipTime = this._updateTime( deltaTime );
  26407. // note: _updateTime may disable the action resulting in
  26408. // an effective weight of 0
  26409. var weight = this._updateWeight( time );
  26410. if ( weight > 0 ) {
  26411. var interpolants = this._interpolants;
  26412. var propertyMixers = this._propertyBindings;
  26413. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26414. interpolants[ j ].evaluate( clipTime );
  26415. propertyMixers[ j ].accumulate( accuIndex, weight );
  26416. }
  26417. }
  26418. },
  26419. _updateWeight: function ( time ) {
  26420. var weight = 0;
  26421. if ( this.enabled ) {
  26422. weight = this.weight;
  26423. var interpolant = this._weightInterpolant;
  26424. if ( interpolant !== null ) {
  26425. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26426. weight *= interpolantValue;
  26427. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26428. this.stopFading();
  26429. if ( interpolantValue === 0 ) {
  26430. // faded out, disable
  26431. this.enabled = false;
  26432. }
  26433. }
  26434. }
  26435. }
  26436. this._effectiveWeight = weight;
  26437. return weight;
  26438. },
  26439. _updateTimeScale: function ( time ) {
  26440. var timeScale = 0;
  26441. if ( ! this.paused ) {
  26442. timeScale = this.timeScale;
  26443. var interpolant = this._timeScaleInterpolant;
  26444. if ( interpolant !== null ) {
  26445. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26446. timeScale *= interpolantValue;
  26447. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26448. this.stopWarping();
  26449. if ( timeScale === 0 ) {
  26450. // motion has halted, pause
  26451. this.paused = true;
  26452. } else {
  26453. // warp done - apply final time scale
  26454. this.timeScale = timeScale;
  26455. }
  26456. }
  26457. }
  26458. }
  26459. this._effectiveTimeScale = timeScale;
  26460. return timeScale;
  26461. },
  26462. _updateTime: function ( deltaTime ) {
  26463. var time = this.time + deltaTime;
  26464. var duration = this._clip.duration;
  26465. var loop = this.loop;
  26466. var loopCount = this._loopCount;
  26467. var pingPong = ( loop === LoopPingPong );
  26468. if ( deltaTime === 0 ) {
  26469. if ( loopCount === - 1 ) { return time; }
  26470. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26471. }
  26472. if ( loop === LoopOnce ) {
  26473. if ( loopCount === - 1 ) {
  26474. // just started
  26475. this._loopCount = 0;
  26476. this._setEndings( true, true, false );
  26477. }
  26478. handle_stop: {
  26479. if ( time >= duration ) {
  26480. time = duration;
  26481. } else if ( time < 0 ) {
  26482. time = 0;
  26483. } else {
  26484. this.time = time;
  26485. break handle_stop;
  26486. }
  26487. if ( this.clampWhenFinished ) { this.paused = true; }
  26488. else { this.enabled = false; }
  26489. this.time = time;
  26490. this._mixer.dispatchEvent( {
  26491. type: 'finished', action: this,
  26492. direction: deltaTime < 0 ? - 1 : 1
  26493. } );
  26494. }
  26495. } else { // repetitive Repeat or PingPong
  26496. if ( loopCount === - 1 ) {
  26497. // just started
  26498. if ( deltaTime >= 0 ) {
  26499. loopCount = 0;
  26500. this._setEndings( true, this.repetitions === 0, pingPong );
  26501. } else {
  26502. // when looping in reverse direction, the initial
  26503. // transition through zero counts as a repetition,
  26504. // so leave loopCount at -1
  26505. this._setEndings( this.repetitions === 0, true, pingPong );
  26506. }
  26507. }
  26508. if ( time >= duration || time < 0 ) {
  26509. // wrap around
  26510. var loopDelta = Math.floor( time / duration ); // signed
  26511. time -= duration * loopDelta;
  26512. loopCount += Math.abs( loopDelta );
  26513. var pending = this.repetitions - loopCount;
  26514. if ( pending <= 0 ) {
  26515. // have to stop (switch state, clamp time, fire event)
  26516. if ( this.clampWhenFinished ) { this.paused = true; }
  26517. else { this.enabled = false; }
  26518. time = deltaTime > 0 ? duration : 0;
  26519. this.time = time;
  26520. this._mixer.dispatchEvent( {
  26521. type: 'finished', action: this,
  26522. direction: deltaTime > 0 ? 1 : - 1
  26523. } );
  26524. } else {
  26525. // keep running
  26526. if ( pending === 1 ) {
  26527. // entering the last round
  26528. var atStart = deltaTime < 0;
  26529. this._setEndings( atStart, ! atStart, pingPong );
  26530. } else {
  26531. this._setEndings( false, false, pingPong );
  26532. }
  26533. this._loopCount = loopCount;
  26534. this.time = time;
  26535. this._mixer.dispatchEvent( {
  26536. type: 'loop', action: this, loopDelta: loopDelta
  26537. } );
  26538. }
  26539. } else {
  26540. this.time = time;
  26541. }
  26542. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26543. // invert time for the "pong round"
  26544. return duration - time;
  26545. }
  26546. }
  26547. return time;
  26548. },
  26549. _setEndings: function ( atStart, atEnd, pingPong ) {
  26550. var settings = this._interpolantSettings;
  26551. if ( pingPong ) {
  26552. settings.endingStart = ZeroSlopeEnding;
  26553. settings.endingEnd = ZeroSlopeEnding;
  26554. } else {
  26555. // assuming for LoopOnce atStart == atEnd == true
  26556. if ( atStart ) {
  26557. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26558. } else {
  26559. settings.endingStart = WrapAroundEnding;
  26560. }
  26561. if ( atEnd ) {
  26562. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26563. } else {
  26564. settings.endingEnd = WrapAroundEnding;
  26565. }
  26566. }
  26567. },
  26568. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26569. var mixer = this._mixer, now = mixer.time,
  26570. interpolant = this._weightInterpolant;
  26571. if ( interpolant === null ) {
  26572. interpolant = mixer._lendControlInterpolant();
  26573. this._weightInterpolant = interpolant;
  26574. }
  26575. var times = interpolant.parameterPositions,
  26576. values = interpolant.sampleValues;
  26577. times[ 0 ] = now;
  26578. values[ 0 ] = weightNow;
  26579. times[ 1 ] = now + duration;
  26580. values[ 1 ] = weightThen;
  26581. return this;
  26582. }
  26583. } );
  26584. /**
  26585. *
  26586. * Player for AnimationClips.
  26587. *
  26588. *
  26589. * @author Ben Houston / http://clara.io/
  26590. * @author David Sarno / http://lighthaus.us/
  26591. * @author tschw
  26592. */
  26593. function AnimationMixer( root ) {
  26594. this._root = root;
  26595. this._initMemoryManager();
  26596. this._accuIndex = 0;
  26597. this.time = 0;
  26598. this.timeScale = 1.0;
  26599. }
  26600. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26601. constructor: AnimationMixer,
  26602. _bindAction: function ( action, prototypeAction ) {
  26603. var root = action._localRoot || this._root,
  26604. tracks = action._clip.tracks,
  26605. nTracks = tracks.length,
  26606. bindings = action._propertyBindings,
  26607. interpolants = action._interpolants,
  26608. rootUuid = root.uuid,
  26609. bindingsByRoot = this._bindingsByRootAndName,
  26610. bindingsByName = bindingsByRoot[ rootUuid ];
  26611. if ( bindingsByName === undefined ) {
  26612. bindingsByName = {};
  26613. bindingsByRoot[ rootUuid ] = bindingsByName;
  26614. }
  26615. for ( var i = 0; i !== nTracks; ++ i ) {
  26616. var track = tracks[ i ],
  26617. trackName = track.name,
  26618. binding = bindingsByName[ trackName ];
  26619. if ( binding !== undefined ) {
  26620. bindings[ i ] = binding;
  26621. } else {
  26622. binding = bindings[ i ];
  26623. if ( binding !== undefined ) {
  26624. // existing binding, make sure the cache knows
  26625. if ( binding._cacheIndex === null ) {
  26626. ++ binding.referenceCount;
  26627. this._addInactiveBinding( binding, rootUuid, trackName );
  26628. }
  26629. continue;
  26630. }
  26631. var path = prototypeAction && prototypeAction.
  26632. _propertyBindings[ i ].binding.parsedPath;
  26633. binding = new PropertyMixer(
  26634. PropertyBinding.create( root, trackName, path ),
  26635. track.ValueTypeName, track.getValueSize() );
  26636. ++ binding.referenceCount;
  26637. this._addInactiveBinding( binding, rootUuid, trackName );
  26638. bindings[ i ] = binding;
  26639. }
  26640. interpolants[ i ].resultBuffer = binding.buffer;
  26641. }
  26642. },
  26643. _activateAction: function ( action ) {
  26644. if ( ! this._isActiveAction( action ) ) {
  26645. if ( action._cacheIndex === null ) {
  26646. // this action has been forgotten by the cache, but the user
  26647. // appears to be still using it -> rebind
  26648. var rootUuid = ( action._localRoot || this._root ).uuid,
  26649. clipUuid = action._clip.uuid,
  26650. actionsForClip = this._actionsByClip[ clipUuid ];
  26651. this._bindAction( action,
  26652. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26653. this._addInactiveAction( action, clipUuid, rootUuid );
  26654. }
  26655. var bindings = action._propertyBindings;
  26656. // increment reference counts / sort out state
  26657. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26658. var binding = bindings[ i ];
  26659. if ( binding.useCount ++ === 0 ) {
  26660. this._lendBinding( binding );
  26661. binding.saveOriginalState();
  26662. }
  26663. }
  26664. this._lendAction( action );
  26665. }
  26666. },
  26667. _deactivateAction: function ( action ) {
  26668. if ( this._isActiveAction( action ) ) {
  26669. var bindings = action._propertyBindings;
  26670. // decrement reference counts / sort out state
  26671. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26672. var binding = bindings[ i ];
  26673. if ( -- binding.useCount === 0 ) {
  26674. binding.restoreOriginalState();
  26675. this._takeBackBinding( binding );
  26676. }
  26677. }
  26678. this._takeBackAction( action );
  26679. }
  26680. },
  26681. // Memory manager
  26682. _initMemoryManager: function () {
  26683. this._actions = []; // 'nActiveActions' followed by inactive ones
  26684. this._nActiveActions = 0;
  26685. this._actionsByClip = {};
  26686. // inside:
  26687. // {
  26688. // knownActions: Array< AnimationAction > - used as prototypes
  26689. // actionByRoot: AnimationAction - lookup
  26690. // }
  26691. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26692. this._nActiveBindings = 0;
  26693. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26694. this._controlInterpolants = []; // same game as above
  26695. this._nActiveControlInterpolants = 0;
  26696. var scope = this;
  26697. this.stats = {
  26698. actions: {
  26699. get total() {
  26700. return scope._actions.length;
  26701. },
  26702. get inUse() {
  26703. return scope._nActiveActions;
  26704. }
  26705. },
  26706. bindings: {
  26707. get total() {
  26708. return scope._bindings.length;
  26709. },
  26710. get inUse() {
  26711. return scope._nActiveBindings;
  26712. }
  26713. },
  26714. controlInterpolants: {
  26715. get total() {
  26716. return scope._controlInterpolants.length;
  26717. },
  26718. get inUse() {
  26719. return scope._nActiveControlInterpolants;
  26720. }
  26721. }
  26722. };
  26723. },
  26724. // Memory management for AnimationAction objects
  26725. _isActiveAction: function ( action ) {
  26726. var index = action._cacheIndex;
  26727. return index !== null && index < this._nActiveActions;
  26728. },
  26729. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26730. var actions = this._actions,
  26731. actionsByClip = this._actionsByClip,
  26732. actionsForClip = actionsByClip[ clipUuid ];
  26733. if ( actionsForClip === undefined ) {
  26734. actionsForClip = {
  26735. knownActions: [ action ],
  26736. actionByRoot: {}
  26737. };
  26738. action._byClipCacheIndex = 0;
  26739. actionsByClip[ clipUuid ] = actionsForClip;
  26740. } else {
  26741. var knownActions = actionsForClip.knownActions;
  26742. action._byClipCacheIndex = knownActions.length;
  26743. knownActions.push( action );
  26744. }
  26745. action._cacheIndex = actions.length;
  26746. actions.push( action );
  26747. actionsForClip.actionByRoot[ rootUuid ] = action;
  26748. },
  26749. _removeInactiveAction: function ( action ) {
  26750. var actions = this._actions,
  26751. lastInactiveAction = actions[ actions.length - 1 ],
  26752. cacheIndex = action._cacheIndex;
  26753. lastInactiveAction._cacheIndex = cacheIndex;
  26754. actions[ cacheIndex ] = lastInactiveAction;
  26755. actions.pop();
  26756. action._cacheIndex = null;
  26757. var clipUuid = action._clip.uuid,
  26758. actionsByClip = this._actionsByClip,
  26759. actionsForClip = actionsByClip[ clipUuid ],
  26760. knownActionsForClip = actionsForClip.knownActions,
  26761. lastKnownAction =
  26762. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26763. byClipCacheIndex = action._byClipCacheIndex;
  26764. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26765. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26766. knownActionsForClip.pop();
  26767. action._byClipCacheIndex = null;
  26768. var actionByRoot = actionsForClip.actionByRoot,
  26769. rootUuid = ( action._localRoot || this._root ).uuid;
  26770. delete actionByRoot[ rootUuid ];
  26771. if ( knownActionsForClip.length === 0 ) {
  26772. delete actionsByClip[ clipUuid ];
  26773. }
  26774. this._removeInactiveBindingsForAction( action );
  26775. },
  26776. _removeInactiveBindingsForAction: function ( action ) {
  26777. var bindings = action._propertyBindings;
  26778. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26779. var binding = bindings[ i ];
  26780. if ( -- binding.referenceCount === 0 ) {
  26781. this._removeInactiveBinding( binding );
  26782. }
  26783. }
  26784. },
  26785. _lendAction: function ( action ) {
  26786. // [ active actions | inactive actions ]
  26787. // [ active actions >| inactive actions ]
  26788. // s a
  26789. // <-swap->
  26790. // a s
  26791. var actions = this._actions,
  26792. prevIndex = action._cacheIndex,
  26793. lastActiveIndex = this._nActiveActions ++,
  26794. firstInactiveAction = actions[ lastActiveIndex ];
  26795. action._cacheIndex = lastActiveIndex;
  26796. actions[ lastActiveIndex ] = action;
  26797. firstInactiveAction._cacheIndex = prevIndex;
  26798. actions[ prevIndex ] = firstInactiveAction;
  26799. },
  26800. _takeBackAction: function ( action ) {
  26801. // [ active actions | inactive actions ]
  26802. // [ active actions |< inactive actions ]
  26803. // a s
  26804. // <-swap->
  26805. // s a
  26806. var actions = this._actions,
  26807. prevIndex = action._cacheIndex,
  26808. firstInactiveIndex = -- this._nActiveActions,
  26809. lastActiveAction = actions[ firstInactiveIndex ];
  26810. action._cacheIndex = firstInactiveIndex;
  26811. actions[ firstInactiveIndex ] = action;
  26812. lastActiveAction._cacheIndex = prevIndex;
  26813. actions[ prevIndex ] = lastActiveAction;
  26814. },
  26815. // Memory management for PropertyMixer objects
  26816. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26817. var bindingsByRoot = this._bindingsByRootAndName,
  26818. bindingByName = bindingsByRoot[ rootUuid ],
  26819. bindings = this._bindings;
  26820. if ( bindingByName === undefined ) {
  26821. bindingByName = {};
  26822. bindingsByRoot[ rootUuid ] = bindingByName;
  26823. }
  26824. bindingByName[ trackName ] = binding;
  26825. binding._cacheIndex = bindings.length;
  26826. bindings.push( binding );
  26827. },
  26828. _removeInactiveBinding: function ( binding ) {
  26829. var bindings = this._bindings,
  26830. propBinding = binding.binding,
  26831. rootUuid = propBinding.rootNode.uuid,
  26832. trackName = propBinding.path,
  26833. bindingsByRoot = this._bindingsByRootAndName,
  26834. bindingByName = bindingsByRoot[ rootUuid ],
  26835. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26836. cacheIndex = binding._cacheIndex;
  26837. lastInactiveBinding._cacheIndex = cacheIndex;
  26838. bindings[ cacheIndex ] = lastInactiveBinding;
  26839. bindings.pop();
  26840. delete bindingByName[ trackName ];
  26841. if ( Object.keys( bindingByName ).length === 0 ) {
  26842. delete bindingsByRoot[ rootUuid ];
  26843. }
  26844. },
  26845. _lendBinding: function ( binding ) {
  26846. var bindings = this._bindings,
  26847. prevIndex = binding._cacheIndex,
  26848. lastActiveIndex = this._nActiveBindings ++,
  26849. firstInactiveBinding = bindings[ lastActiveIndex ];
  26850. binding._cacheIndex = lastActiveIndex;
  26851. bindings[ lastActiveIndex ] = binding;
  26852. firstInactiveBinding._cacheIndex = prevIndex;
  26853. bindings[ prevIndex ] = firstInactiveBinding;
  26854. },
  26855. _takeBackBinding: function ( binding ) {
  26856. var bindings = this._bindings,
  26857. prevIndex = binding._cacheIndex,
  26858. firstInactiveIndex = -- this._nActiveBindings,
  26859. lastActiveBinding = bindings[ firstInactiveIndex ];
  26860. binding._cacheIndex = firstInactiveIndex;
  26861. bindings[ firstInactiveIndex ] = binding;
  26862. lastActiveBinding._cacheIndex = prevIndex;
  26863. bindings[ prevIndex ] = lastActiveBinding;
  26864. },
  26865. // Memory management of Interpolants for weight and time scale
  26866. _lendControlInterpolant: function () {
  26867. var interpolants = this._controlInterpolants,
  26868. lastActiveIndex = this._nActiveControlInterpolants ++,
  26869. interpolant = interpolants[ lastActiveIndex ];
  26870. if ( interpolant === undefined ) {
  26871. interpolant = new LinearInterpolant(
  26872. new Float32Array( 2 ), new Float32Array( 2 ),
  26873. 1, this._controlInterpolantsResultBuffer );
  26874. interpolant.__cacheIndex = lastActiveIndex;
  26875. interpolants[ lastActiveIndex ] = interpolant;
  26876. }
  26877. return interpolant;
  26878. },
  26879. _takeBackControlInterpolant: function ( interpolant ) {
  26880. var interpolants = this._controlInterpolants,
  26881. prevIndex = interpolant.__cacheIndex,
  26882. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26883. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26884. interpolant.__cacheIndex = firstInactiveIndex;
  26885. interpolants[ firstInactiveIndex ] = interpolant;
  26886. lastActiveInterpolant.__cacheIndex = prevIndex;
  26887. interpolants[ prevIndex ] = lastActiveInterpolant;
  26888. },
  26889. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26890. // return an action for a clip optionally using a custom root target
  26891. // object (this method allocates a lot of dynamic memory in case a
  26892. // previously unknown clip/root combination is specified)
  26893. clipAction: function ( clip, optionalRoot ) {
  26894. var root = optionalRoot || this._root,
  26895. rootUuid = root.uuid,
  26896. clipObject = typeof clip === 'string' ?
  26897. AnimationClip.findByName( root, clip ) : clip,
  26898. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26899. actionsForClip = this._actionsByClip[ clipUuid ],
  26900. prototypeAction = null;
  26901. if ( actionsForClip !== undefined ) {
  26902. var existingAction =
  26903. actionsForClip.actionByRoot[ rootUuid ];
  26904. if ( existingAction !== undefined ) {
  26905. return existingAction;
  26906. }
  26907. // we know the clip, so we don't have to parse all
  26908. // the bindings again but can just copy
  26909. prototypeAction = actionsForClip.knownActions[ 0 ];
  26910. // also, take the clip from the prototype action
  26911. if ( clipObject === null )
  26912. { clipObject = prototypeAction._clip; }
  26913. }
  26914. // clip must be known when specified via string
  26915. if ( clipObject === null ) { return null; }
  26916. // allocate all resources required to run it
  26917. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26918. this._bindAction( newAction, prototypeAction );
  26919. // and make the action known to the memory manager
  26920. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26921. return newAction;
  26922. },
  26923. // get an existing action
  26924. existingAction: function ( clip, optionalRoot ) {
  26925. var root = optionalRoot || this._root,
  26926. rootUuid = root.uuid,
  26927. clipObject = typeof clip === 'string' ?
  26928. AnimationClip.findByName( root, clip ) : clip,
  26929. clipUuid = clipObject ? clipObject.uuid : clip,
  26930. actionsForClip = this._actionsByClip[ clipUuid ];
  26931. if ( actionsForClip !== undefined ) {
  26932. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26933. }
  26934. return null;
  26935. },
  26936. // deactivates all previously scheduled actions
  26937. stopAllAction: function () {
  26938. var actions = this._actions,
  26939. nActions = this._nActiveActions,
  26940. bindings = this._bindings,
  26941. nBindings = this._nActiveBindings;
  26942. this._nActiveActions = 0;
  26943. this._nActiveBindings = 0;
  26944. for ( var i = 0; i !== nActions; ++ i ) {
  26945. actions[ i ].reset();
  26946. }
  26947. for ( var i = 0; i !== nBindings; ++ i ) {
  26948. bindings[ i ].useCount = 0;
  26949. }
  26950. return this;
  26951. },
  26952. // advance the time and update apply the animation
  26953. update: function ( deltaTime ) {
  26954. deltaTime *= this.timeScale;
  26955. var actions = this._actions,
  26956. nActions = this._nActiveActions,
  26957. time = this.time += deltaTime,
  26958. timeDirection = Math.sign( deltaTime ),
  26959. accuIndex = this._accuIndex ^= 1;
  26960. // run active actions
  26961. for ( var i = 0; i !== nActions; ++ i ) {
  26962. var action = actions[ i ];
  26963. action._update( time, deltaTime, timeDirection, accuIndex );
  26964. }
  26965. // update scene graph
  26966. var bindings = this._bindings,
  26967. nBindings = this._nActiveBindings;
  26968. for ( var i = 0; i !== nBindings; ++ i ) {
  26969. bindings[ i ].apply( accuIndex );
  26970. }
  26971. return this;
  26972. },
  26973. // Allows you to seek to a specific time in an animation.
  26974. setTime: function ( timeInSeconds ) {
  26975. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26976. for ( var i = 0; i < this._actions.length; i ++ ) {
  26977. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26978. }
  26979. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26980. },
  26981. // return this mixer's root target object
  26982. getRoot: function () {
  26983. return this._root;
  26984. },
  26985. // free all resources specific to a particular clip
  26986. uncacheClip: function ( clip ) {
  26987. var actions = this._actions,
  26988. clipUuid = clip.uuid,
  26989. actionsByClip = this._actionsByClip,
  26990. actionsForClip = actionsByClip[ clipUuid ];
  26991. if ( actionsForClip !== undefined ) {
  26992. // note: just calling _removeInactiveAction would mess up the
  26993. // iteration state and also require updating the state we can
  26994. // just throw away
  26995. var actionsToRemove = actionsForClip.knownActions;
  26996. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26997. var action = actionsToRemove[ i ];
  26998. this._deactivateAction( action );
  26999. var cacheIndex = action._cacheIndex,
  27000. lastInactiveAction = actions[ actions.length - 1 ];
  27001. action._cacheIndex = null;
  27002. action._byClipCacheIndex = null;
  27003. lastInactiveAction._cacheIndex = cacheIndex;
  27004. actions[ cacheIndex ] = lastInactiveAction;
  27005. actions.pop();
  27006. this._removeInactiveBindingsForAction( action );
  27007. }
  27008. delete actionsByClip[ clipUuid ];
  27009. }
  27010. },
  27011. // free all resources specific to a particular root target object
  27012. uncacheRoot: function ( root ) {
  27013. var rootUuid = root.uuid,
  27014. actionsByClip = this._actionsByClip;
  27015. for ( var clipUuid in actionsByClip ) {
  27016. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27017. action = actionByRoot[ rootUuid ];
  27018. if ( action !== undefined ) {
  27019. this._deactivateAction( action );
  27020. this._removeInactiveAction( action );
  27021. }
  27022. }
  27023. var bindingsByRoot = this._bindingsByRootAndName,
  27024. bindingByName = bindingsByRoot[ rootUuid ];
  27025. if ( bindingByName !== undefined ) {
  27026. for ( var trackName in bindingByName ) {
  27027. var binding = bindingByName[ trackName ];
  27028. binding.restoreOriginalState();
  27029. this._removeInactiveBinding( binding );
  27030. }
  27031. }
  27032. },
  27033. // remove a targeted clip from the cache
  27034. uncacheAction: function ( clip, optionalRoot ) {
  27035. var action = this.existingAction( clip, optionalRoot );
  27036. if ( action !== null ) {
  27037. this._deactivateAction( action );
  27038. this._removeInactiveAction( action );
  27039. }
  27040. }
  27041. } );
  27042. /**
  27043. * @author mrdoob / http://mrdoob.com/
  27044. */
  27045. function Uniform( value ) {
  27046. if ( typeof value === 'string' ) {
  27047. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27048. value = arguments[ 1 ];
  27049. }
  27050. this.value = value;
  27051. }
  27052. Uniform.prototype.clone = function () {
  27053. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27054. };
  27055. /**
  27056. * @author benaadams / https://twitter.com/ben_a_adams
  27057. */
  27058. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27059. InterleavedBuffer.call( this, array, stride );
  27060. this.meshPerAttribute = meshPerAttribute || 1;
  27061. }
  27062. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27063. constructor: InstancedInterleavedBuffer,
  27064. isInstancedInterleavedBuffer: true,
  27065. copy: function ( source ) {
  27066. InterleavedBuffer.prototype.copy.call( this, source );
  27067. this.meshPerAttribute = source.meshPerAttribute;
  27068. return this;
  27069. }
  27070. } );
  27071. /**
  27072. * @author mrdoob / http://mrdoob.com/
  27073. * @author bhouston / http://clara.io/
  27074. * @author stephomi / http://stephaneginier.com/
  27075. */
  27076. function Raycaster( origin, direction, near, far ) {
  27077. this.ray = new Ray( origin, direction );
  27078. // direction is assumed to be normalized (for accurate distance calculations)
  27079. this.near = near || 0;
  27080. this.far = far || Infinity;
  27081. this.camera = null;
  27082. this.layers = new Layers();
  27083. this.params = {
  27084. Mesh: {},
  27085. Line: { threshold: 1 },
  27086. LOD: {},
  27087. Points: { threshold: 1 },
  27088. Sprite: {}
  27089. };
  27090. Object.defineProperties( this.params, {
  27091. PointCloud: {
  27092. get: function () {
  27093. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27094. return this.Points;
  27095. }
  27096. }
  27097. } );
  27098. }
  27099. function ascSort( a, b ) {
  27100. return a.distance - b.distance;
  27101. }
  27102. function intersectObject( object, raycaster, intersects, recursive ) {
  27103. if ( object.layers.test( raycaster.layers ) ) {
  27104. object.raycast( raycaster, intersects );
  27105. }
  27106. if ( recursive === true ) {
  27107. var children = object.children;
  27108. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27109. intersectObject( children[ i ], raycaster, intersects, true );
  27110. }
  27111. }
  27112. }
  27113. Object.assign( Raycaster.prototype, {
  27114. set: function ( origin, direction ) {
  27115. // direction is assumed to be normalized (for accurate distance calculations)
  27116. this.ray.set( origin, direction );
  27117. },
  27118. setFromCamera: function ( coords, camera ) {
  27119. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27120. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27121. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27122. this.camera = camera;
  27123. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27124. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27125. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27126. this.camera = camera;
  27127. } else {
  27128. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27129. }
  27130. },
  27131. intersectObject: function ( object, recursive, optionalTarget ) {
  27132. var intersects = optionalTarget || [];
  27133. intersectObject( object, this, intersects, recursive );
  27134. intersects.sort( ascSort );
  27135. return intersects;
  27136. },
  27137. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27138. var intersects = optionalTarget || [];
  27139. if ( Array.isArray( objects ) === false ) {
  27140. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27141. return intersects;
  27142. }
  27143. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27144. intersectObject( objects[ i ], this, intersects, recursive );
  27145. }
  27146. intersects.sort( ascSort );
  27147. return intersects;
  27148. }
  27149. } );
  27150. /**
  27151. * @author bhouston / http://clara.io
  27152. * @author WestLangley / http://github.com/WestLangley
  27153. *
  27154. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27155. *
  27156. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27157. * The azimuthal angle (theta) is measured from the positive z-axis.
  27158. */
  27159. function Spherical( radius, phi, theta ) {
  27160. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27161. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27162. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27163. return this;
  27164. }
  27165. Object.assign( Spherical.prototype, {
  27166. set: function ( radius, phi, theta ) {
  27167. this.radius = radius;
  27168. this.phi = phi;
  27169. this.theta = theta;
  27170. return this;
  27171. },
  27172. clone: function () {
  27173. return new this.constructor().copy( this );
  27174. },
  27175. copy: function ( other ) {
  27176. this.radius = other.radius;
  27177. this.phi = other.phi;
  27178. this.theta = other.theta;
  27179. return this;
  27180. },
  27181. // restrict phi to be betwee EPS and PI-EPS
  27182. makeSafe: function () {
  27183. var EPS = 0.000001;
  27184. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27185. return this;
  27186. },
  27187. setFromVector3: function ( v ) {
  27188. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27189. },
  27190. setFromCartesianCoords: function ( x, y, z ) {
  27191. this.radius = Math.sqrt( x * x + y * y + z * z );
  27192. if ( this.radius === 0 ) {
  27193. this.theta = 0;
  27194. this.phi = 0;
  27195. } else {
  27196. this.theta = Math.atan2( x, z );
  27197. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27198. }
  27199. return this;
  27200. }
  27201. } );
  27202. /**
  27203. * @author Mugen87 / https://github.com/Mugen87
  27204. *
  27205. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27206. *
  27207. */
  27208. function Cylindrical( radius, theta, y ) {
  27209. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27210. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27211. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27212. return this;
  27213. }
  27214. Object.assign( Cylindrical.prototype, {
  27215. set: function ( radius, theta, y ) {
  27216. this.radius = radius;
  27217. this.theta = theta;
  27218. this.y = y;
  27219. return this;
  27220. },
  27221. clone: function () {
  27222. return new this.constructor().copy( this );
  27223. },
  27224. copy: function ( other ) {
  27225. this.radius = other.radius;
  27226. this.theta = other.theta;
  27227. this.y = other.y;
  27228. return this;
  27229. },
  27230. setFromVector3: function ( v ) {
  27231. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27232. },
  27233. setFromCartesianCoords: function ( x, y, z ) {
  27234. this.radius = Math.sqrt( x * x + z * z );
  27235. this.theta = Math.atan2( x, z );
  27236. this.y = y;
  27237. return this;
  27238. }
  27239. } );
  27240. /**
  27241. * @author bhouston / http://clara.io
  27242. */
  27243. var _vector$7 = new Vector2();
  27244. function Box2( min, max ) {
  27245. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27246. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27247. }
  27248. Object.assign( Box2.prototype, {
  27249. set: function ( min, max ) {
  27250. this.min.copy( min );
  27251. this.max.copy( max );
  27252. return this;
  27253. },
  27254. setFromPoints: function ( points ) {
  27255. this.makeEmpty();
  27256. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27257. this.expandByPoint( points[ i ] );
  27258. }
  27259. return this;
  27260. },
  27261. setFromCenterAndSize: function ( center, size ) {
  27262. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27263. this.min.copy( center ).sub( halfSize );
  27264. this.max.copy( center ).add( halfSize );
  27265. return this;
  27266. },
  27267. clone: function () {
  27268. return new this.constructor().copy( this );
  27269. },
  27270. copy: function ( box ) {
  27271. this.min.copy( box.min );
  27272. this.max.copy( box.max );
  27273. return this;
  27274. },
  27275. makeEmpty: function () {
  27276. this.min.x = this.min.y = + Infinity;
  27277. this.max.x = this.max.y = - Infinity;
  27278. return this;
  27279. },
  27280. isEmpty: function () {
  27281. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27282. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27283. },
  27284. getCenter: function ( target ) {
  27285. if ( target === undefined ) {
  27286. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27287. target = new Vector2();
  27288. }
  27289. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27290. },
  27291. getSize: function ( target ) {
  27292. if ( target === undefined ) {
  27293. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27294. target = new Vector2();
  27295. }
  27296. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27297. },
  27298. expandByPoint: function ( point ) {
  27299. this.min.min( point );
  27300. this.max.max( point );
  27301. return this;
  27302. },
  27303. expandByVector: function ( vector ) {
  27304. this.min.sub( vector );
  27305. this.max.add( vector );
  27306. return this;
  27307. },
  27308. expandByScalar: function ( scalar ) {
  27309. this.min.addScalar( - scalar );
  27310. this.max.addScalar( scalar );
  27311. return this;
  27312. },
  27313. containsPoint: function ( point ) {
  27314. return point.x < this.min.x || point.x > this.max.x ||
  27315. point.y < this.min.y || point.y > this.max.y ? false : true;
  27316. },
  27317. containsBox: function ( box ) {
  27318. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27319. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27320. },
  27321. getParameter: function ( point, target ) {
  27322. // This can potentially have a divide by zero if the box
  27323. // has a size dimension of 0.
  27324. if ( target === undefined ) {
  27325. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27326. target = new Vector2();
  27327. }
  27328. return target.set(
  27329. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27330. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27331. );
  27332. },
  27333. intersectsBox: function ( box ) {
  27334. // using 4 splitting planes to rule out intersections
  27335. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27336. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27337. },
  27338. clampPoint: function ( point, target ) {
  27339. if ( target === undefined ) {
  27340. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27341. target = new Vector2();
  27342. }
  27343. return target.copy( point ).clamp( this.min, this.max );
  27344. },
  27345. distanceToPoint: function ( point ) {
  27346. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27347. return clampedPoint.sub( point ).length();
  27348. },
  27349. intersect: function ( box ) {
  27350. this.min.max( box.min );
  27351. this.max.min( box.max );
  27352. return this;
  27353. },
  27354. union: function ( box ) {
  27355. this.min.min( box.min );
  27356. this.max.max( box.max );
  27357. return this;
  27358. },
  27359. translate: function ( offset ) {
  27360. this.min.add( offset );
  27361. this.max.add( offset );
  27362. return this;
  27363. },
  27364. equals: function ( box ) {
  27365. return box.min.equals( this.min ) && box.max.equals( this.max );
  27366. }
  27367. } );
  27368. /**
  27369. * @author bhouston / http://clara.io
  27370. */
  27371. var _startP = new Vector3();
  27372. var _startEnd = new Vector3();
  27373. function Line3( start, end ) {
  27374. this.start = ( start !== undefined ) ? start : new Vector3();
  27375. this.end = ( end !== undefined ) ? end : new Vector3();
  27376. }
  27377. Object.assign( Line3.prototype, {
  27378. set: function ( start, end ) {
  27379. this.start.copy( start );
  27380. this.end.copy( end );
  27381. return this;
  27382. },
  27383. clone: function () {
  27384. return new this.constructor().copy( this );
  27385. },
  27386. copy: function ( line ) {
  27387. this.start.copy( line.start );
  27388. this.end.copy( line.end );
  27389. return this;
  27390. },
  27391. getCenter: function ( target ) {
  27392. if ( target === undefined ) {
  27393. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27394. target = new Vector3();
  27395. }
  27396. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27397. },
  27398. delta: function ( target ) {
  27399. if ( target === undefined ) {
  27400. console.warn( 'THREE.Line3: .delta() target is now required' );
  27401. target = new Vector3();
  27402. }
  27403. return target.subVectors( this.end, this.start );
  27404. },
  27405. distanceSq: function () {
  27406. return this.start.distanceToSquared( this.end );
  27407. },
  27408. distance: function () {
  27409. return this.start.distanceTo( this.end );
  27410. },
  27411. at: function ( t, target ) {
  27412. if ( target === undefined ) {
  27413. console.warn( 'THREE.Line3: .at() target is now required' );
  27414. target = new Vector3();
  27415. }
  27416. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27417. },
  27418. closestPointToPointParameter: function ( point, clampToLine ) {
  27419. _startP.subVectors( point, this.start );
  27420. _startEnd.subVectors( this.end, this.start );
  27421. var startEnd2 = _startEnd.dot( _startEnd );
  27422. var startEnd_startP = _startEnd.dot( _startP );
  27423. var t = startEnd_startP / startEnd2;
  27424. if ( clampToLine ) {
  27425. t = MathUtils.clamp( t, 0, 1 );
  27426. }
  27427. return t;
  27428. },
  27429. closestPointToPoint: function ( point, clampToLine, target ) {
  27430. var t = this.closestPointToPointParameter( point, clampToLine );
  27431. if ( target === undefined ) {
  27432. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27433. target = new Vector3();
  27434. }
  27435. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27436. },
  27437. applyMatrix4: function ( matrix ) {
  27438. this.start.applyMatrix4( matrix );
  27439. this.end.applyMatrix4( matrix );
  27440. return this;
  27441. },
  27442. equals: function ( line ) {
  27443. return line.start.equals( this.start ) && line.end.equals( this.end );
  27444. }
  27445. } );
  27446. /**
  27447. * @author alteredq / http://alteredqualia.com/
  27448. */
  27449. function ImmediateRenderObject( material ) {
  27450. Object3D.call( this );
  27451. this.material = material;
  27452. this.render = function ( /* renderCallback */ ) {};
  27453. }
  27454. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27455. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27456. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27457. /**
  27458. * @author alteredq / http://alteredqualia.com/
  27459. * @author mrdoob / http://mrdoob.com/
  27460. * @author WestLangley / http://github.com/WestLangley
  27461. */
  27462. var _vector$8 = new Vector3();
  27463. function SpotLightHelper( light, color ) {
  27464. Object3D.call( this );
  27465. this.light = light;
  27466. this.light.updateMatrixWorld();
  27467. this.matrix = light.matrixWorld;
  27468. this.matrixAutoUpdate = false;
  27469. this.color = color;
  27470. var geometry = new BufferGeometry();
  27471. var positions = [
  27472. 0, 0, 0, 0, 0, 1,
  27473. 0, 0, 0, 1, 0, 1,
  27474. 0, 0, 0, - 1, 0, 1,
  27475. 0, 0, 0, 0, 1, 1,
  27476. 0, 0, 0, 0, - 1, 1
  27477. ];
  27478. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27479. var p1 = ( i / l ) * Math.PI * 2;
  27480. var p2 = ( j / l ) * Math.PI * 2;
  27481. positions.push(
  27482. Math.cos( p1 ), Math.sin( p1 ), 1,
  27483. Math.cos( p2 ), Math.sin( p2 ), 1
  27484. );
  27485. }
  27486. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27487. var material = new LineBasicMaterial( { fog: false } );
  27488. this.cone = new LineSegments( geometry, material );
  27489. this.add( this.cone );
  27490. this.update();
  27491. }
  27492. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27493. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27494. SpotLightHelper.prototype.dispose = function () {
  27495. this.cone.geometry.dispose();
  27496. this.cone.material.dispose();
  27497. };
  27498. SpotLightHelper.prototype.update = function () {
  27499. this.light.updateMatrixWorld();
  27500. var coneLength = this.light.distance ? this.light.distance : 1000;
  27501. var coneWidth = coneLength * Math.tan( this.light.angle );
  27502. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27503. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27504. this.cone.lookAt( _vector$8 );
  27505. if ( this.color !== undefined ) {
  27506. this.cone.material.color.set( this.color );
  27507. } else {
  27508. this.cone.material.color.copy( this.light.color );
  27509. }
  27510. };
  27511. /**
  27512. * @author Sean Griffin / http://twitter.com/sgrif
  27513. * @author Michael Guerrero / http://realitymeltdown.com
  27514. * @author mrdoob / http://mrdoob.com/
  27515. * @author ikerr / http://verold.com
  27516. * @author Mugen87 / https://github.com/Mugen87
  27517. */
  27518. var _vector$9 = new Vector3();
  27519. var _boneMatrix = new Matrix4();
  27520. var _matrixWorldInv = new Matrix4();
  27521. function getBoneList( object ) {
  27522. var boneList = [];
  27523. if ( object && object.isBone ) {
  27524. boneList.push( object );
  27525. }
  27526. for ( var i = 0; i < object.children.length; i ++ ) {
  27527. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27528. }
  27529. return boneList;
  27530. }
  27531. function SkeletonHelper( object ) {
  27532. var bones = getBoneList( object );
  27533. var geometry = new BufferGeometry();
  27534. var vertices = [];
  27535. var colors = [];
  27536. var color1 = new Color( 0, 0, 1 );
  27537. var color2 = new Color( 0, 1, 0 );
  27538. for ( var i = 0; i < bones.length; i ++ ) {
  27539. var bone = bones[ i ];
  27540. if ( bone.parent && bone.parent.isBone ) {
  27541. vertices.push( 0, 0, 0 );
  27542. vertices.push( 0, 0, 0 );
  27543. colors.push( color1.r, color1.g, color1.b );
  27544. colors.push( color2.r, color2.g, color2.b );
  27545. }
  27546. }
  27547. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27548. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27549. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  27550. LineSegments.call( this, geometry, material );
  27551. this.root = object;
  27552. this.bones = bones;
  27553. this.matrix = object.matrixWorld;
  27554. this.matrixAutoUpdate = false;
  27555. }
  27556. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27557. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27558. SkeletonHelper.prototype.isSkeletonHelper = true;
  27559. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27560. var bones = this.bones;
  27561. var geometry = this.geometry;
  27562. var position = geometry.getAttribute( 'position' );
  27563. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27564. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27565. var bone = bones[ i ];
  27566. if ( bone.parent && bone.parent.isBone ) {
  27567. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27568. _vector$9.setFromMatrixPosition( _boneMatrix );
  27569. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27570. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27571. _vector$9.setFromMatrixPosition( _boneMatrix );
  27572. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27573. j += 2;
  27574. }
  27575. }
  27576. geometry.getAttribute( 'position' ).needsUpdate = true;
  27577. Object3D.prototype.updateMatrixWorld.call( this, force );
  27578. };
  27579. /**
  27580. * @author alteredq / http://alteredqualia.com/
  27581. * @author mrdoob / http://mrdoob.com/
  27582. */
  27583. function PointLightHelper( light, sphereSize, color ) {
  27584. this.light = light;
  27585. this.light.updateMatrixWorld();
  27586. this.color = color;
  27587. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27588. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27589. Mesh.call( this, geometry, material );
  27590. this.matrix = this.light.matrixWorld;
  27591. this.matrixAutoUpdate = false;
  27592. this.update();
  27593. /*
  27594. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27595. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27596. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27597. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27598. var d = light.distance;
  27599. if ( d === 0.0 ) {
  27600. this.lightDistance.visible = false;
  27601. } else {
  27602. this.lightDistance.scale.set( d, d, d );
  27603. }
  27604. this.add( this.lightDistance );
  27605. */
  27606. }
  27607. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27608. PointLightHelper.prototype.constructor = PointLightHelper;
  27609. PointLightHelper.prototype.dispose = function () {
  27610. this.geometry.dispose();
  27611. this.material.dispose();
  27612. };
  27613. PointLightHelper.prototype.update = function () {
  27614. if ( this.color !== undefined ) {
  27615. this.material.color.set( this.color );
  27616. } else {
  27617. this.material.color.copy( this.light.color );
  27618. }
  27619. /*
  27620. var d = this.light.distance;
  27621. if ( d === 0.0 ) {
  27622. this.lightDistance.visible = false;
  27623. } else {
  27624. this.lightDistance.visible = true;
  27625. this.lightDistance.scale.set( d, d, d );
  27626. }
  27627. */
  27628. };
  27629. /**
  27630. * @author alteredq / http://alteredqualia.com/
  27631. * @author mrdoob / http://mrdoob.com/
  27632. * @author Mugen87 / https://github.com/Mugen87
  27633. */
  27634. var _vector$a = new Vector3();
  27635. var _color1 = new Color();
  27636. var _color2 = new Color();
  27637. function HemisphereLightHelper( light, size, color ) {
  27638. Object3D.call( this );
  27639. this.light = light;
  27640. this.light.updateMatrixWorld();
  27641. this.matrix = light.matrixWorld;
  27642. this.matrixAutoUpdate = false;
  27643. this.color = color;
  27644. var geometry = new OctahedronBufferGeometry( size );
  27645. geometry.rotateY( Math.PI * 0.5 );
  27646. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27647. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27648. var position = geometry.getAttribute( 'position' );
  27649. var colors = new Float32Array( position.count * 3 );
  27650. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27651. this.add( new Mesh( geometry, this.material ) );
  27652. this.update();
  27653. }
  27654. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27655. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27656. HemisphereLightHelper.prototype.dispose = function () {
  27657. this.children[ 0 ].geometry.dispose();
  27658. this.children[ 0 ].material.dispose();
  27659. };
  27660. HemisphereLightHelper.prototype.update = function () {
  27661. var mesh = this.children[ 0 ];
  27662. if ( this.color !== undefined ) {
  27663. this.material.color.set( this.color );
  27664. } else {
  27665. var colors = mesh.geometry.getAttribute( 'color' );
  27666. _color1.copy( this.light.color );
  27667. _color2.copy( this.light.groundColor );
  27668. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27669. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27670. colors.setXYZ( i, color.r, color.g, color.b );
  27671. }
  27672. colors.needsUpdate = true;
  27673. }
  27674. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27675. };
  27676. /**
  27677. * @author mrdoob / http://mrdoob.com/
  27678. */
  27679. function GridHelper( size, divisions, color1, color2 ) {
  27680. size = size || 10;
  27681. divisions = divisions || 10;
  27682. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27683. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27684. var center = divisions / 2;
  27685. var step = size / divisions;
  27686. var halfSize = size / 2;
  27687. var vertices = [], colors = [];
  27688. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27689. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27690. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27691. var color = i === center ? color1 : color2;
  27692. color.toArray( colors, j ); j += 3;
  27693. color.toArray( colors, j ); j += 3;
  27694. color.toArray( colors, j ); j += 3;
  27695. color.toArray( colors, j ); j += 3;
  27696. }
  27697. var geometry = new BufferGeometry();
  27698. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27699. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27700. var material = new LineBasicMaterial( { vertexColors: true } );
  27701. LineSegments.call( this, geometry, material );
  27702. }
  27703. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27704. constructor: GridHelper,
  27705. copy: function ( source ) {
  27706. LineSegments.prototype.copy.call( this, source );
  27707. this.geometry.copy( source.geometry );
  27708. this.material.copy( source.material );
  27709. return this;
  27710. },
  27711. clone: function () {
  27712. return new this.constructor().copy( this );
  27713. }
  27714. } );
  27715. /**
  27716. * @author mrdoob / http://mrdoob.com/
  27717. * @author Mugen87 / http://github.com/Mugen87
  27718. * @author Hectate / http://www.github.com/Hectate
  27719. */
  27720. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27721. radius = radius || 10;
  27722. radials = radials || 16;
  27723. circles = circles || 8;
  27724. divisions = divisions || 64;
  27725. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27726. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27727. var vertices = [];
  27728. var colors = [];
  27729. var x, z;
  27730. var v, i, j, r, color;
  27731. // create the radials
  27732. for ( i = 0; i <= radials; i ++ ) {
  27733. v = ( i / radials ) * ( Math.PI * 2 );
  27734. x = Math.sin( v ) * radius;
  27735. z = Math.cos( v ) * radius;
  27736. vertices.push( 0, 0, 0 );
  27737. vertices.push( x, 0, z );
  27738. color = ( i & 1 ) ? color1 : color2;
  27739. colors.push( color.r, color.g, color.b );
  27740. colors.push( color.r, color.g, color.b );
  27741. }
  27742. // create the circles
  27743. for ( i = 0; i <= circles; i ++ ) {
  27744. color = ( i & 1 ) ? color1 : color2;
  27745. r = radius - ( radius / circles * i );
  27746. for ( j = 0; j < divisions; j ++ ) {
  27747. // first vertex
  27748. v = ( j / divisions ) * ( Math.PI * 2 );
  27749. x = Math.sin( v ) * r;
  27750. z = Math.cos( v ) * r;
  27751. vertices.push( x, 0, z );
  27752. colors.push( color.r, color.g, color.b );
  27753. // second vertex
  27754. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27755. x = Math.sin( v ) * r;
  27756. z = Math.cos( v ) * r;
  27757. vertices.push( x, 0, z );
  27758. colors.push( color.r, color.g, color.b );
  27759. }
  27760. }
  27761. var geometry = new BufferGeometry();
  27762. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27763. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27764. var material = new LineBasicMaterial( { vertexColors: true } );
  27765. LineSegments.call( this, geometry, material );
  27766. }
  27767. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27768. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27769. /**
  27770. * @author alteredq / http://alteredqualia.com/
  27771. * @author mrdoob / http://mrdoob.com/
  27772. * @author WestLangley / http://github.com/WestLangley
  27773. */
  27774. var _v1$5 = new Vector3();
  27775. var _v2$3 = new Vector3();
  27776. var _v3$1 = new Vector3();
  27777. function DirectionalLightHelper( light, size, color ) {
  27778. Object3D.call( this );
  27779. this.light = light;
  27780. this.light.updateMatrixWorld();
  27781. this.matrix = light.matrixWorld;
  27782. this.matrixAutoUpdate = false;
  27783. this.color = color;
  27784. if ( size === undefined ) { size = 1; }
  27785. var geometry = new BufferGeometry();
  27786. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27787. - size, size, 0,
  27788. size, size, 0,
  27789. size, - size, 0,
  27790. - size, - size, 0,
  27791. - size, size, 0
  27792. ], 3 ) );
  27793. var material = new LineBasicMaterial( { fog: false } );
  27794. this.lightPlane = new Line( geometry, material );
  27795. this.add( this.lightPlane );
  27796. geometry = new BufferGeometry();
  27797. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27798. this.targetLine = new Line( geometry, material );
  27799. this.add( this.targetLine );
  27800. this.update();
  27801. }
  27802. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27803. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27804. DirectionalLightHelper.prototype.dispose = function () {
  27805. this.lightPlane.geometry.dispose();
  27806. this.lightPlane.material.dispose();
  27807. this.targetLine.geometry.dispose();
  27808. this.targetLine.material.dispose();
  27809. };
  27810. DirectionalLightHelper.prototype.update = function () {
  27811. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27812. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27813. _v3$1.subVectors( _v2$3, _v1$5 );
  27814. this.lightPlane.lookAt( _v2$3 );
  27815. if ( this.color !== undefined ) {
  27816. this.lightPlane.material.color.set( this.color );
  27817. this.targetLine.material.color.set( this.color );
  27818. } else {
  27819. this.lightPlane.material.color.copy( this.light.color );
  27820. this.targetLine.material.color.copy( this.light.color );
  27821. }
  27822. this.targetLine.lookAt( _v2$3 );
  27823. this.targetLine.scale.z = _v3$1.length();
  27824. };
  27825. /**
  27826. * @author alteredq / http://alteredqualia.com/
  27827. * @author Mugen87 / https://github.com/Mugen87
  27828. *
  27829. * - shows frustum, line of sight and up of the camera
  27830. * - suitable for fast updates
  27831. * - based on frustum visualization in lightgl.js shadowmap example
  27832. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27833. */
  27834. var _vector$b = new Vector3();
  27835. var _camera = new Camera();
  27836. function CameraHelper( camera ) {
  27837. var geometry = new BufferGeometry();
  27838. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true } );
  27839. var vertices = [];
  27840. var colors = [];
  27841. var pointMap = {};
  27842. // colors
  27843. var colorFrustum = new Color( 0xffaa00 );
  27844. var colorCone = new Color( 0xff0000 );
  27845. var colorUp = new Color( 0x00aaff );
  27846. var colorTarget = new Color( 0xffffff );
  27847. var colorCross = new Color( 0x333333 );
  27848. // near
  27849. addLine( 'n1', 'n2', colorFrustum );
  27850. addLine( 'n2', 'n4', colorFrustum );
  27851. addLine( 'n4', 'n3', colorFrustum );
  27852. addLine( 'n3', 'n1', colorFrustum );
  27853. // far
  27854. addLine( 'f1', 'f2', colorFrustum );
  27855. addLine( 'f2', 'f4', colorFrustum );
  27856. addLine( 'f4', 'f3', colorFrustum );
  27857. addLine( 'f3', 'f1', colorFrustum );
  27858. // sides
  27859. addLine( 'n1', 'f1', colorFrustum );
  27860. addLine( 'n2', 'f2', colorFrustum );
  27861. addLine( 'n3', 'f3', colorFrustum );
  27862. addLine( 'n4', 'f4', colorFrustum );
  27863. // cone
  27864. addLine( 'p', 'n1', colorCone );
  27865. addLine( 'p', 'n2', colorCone );
  27866. addLine( 'p', 'n3', colorCone );
  27867. addLine( 'p', 'n4', colorCone );
  27868. // up
  27869. addLine( 'u1', 'u2', colorUp );
  27870. addLine( 'u2', 'u3', colorUp );
  27871. addLine( 'u3', 'u1', colorUp );
  27872. // target
  27873. addLine( 'c', 't', colorTarget );
  27874. addLine( 'p', 'c', colorCross );
  27875. // cross
  27876. addLine( 'cn1', 'cn2', colorCross );
  27877. addLine( 'cn3', 'cn4', colorCross );
  27878. addLine( 'cf1', 'cf2', colorCross );
  27879. addLine( 'cf3', 'cf4', colorCross );
  27880. function addLine( a, b, color ) {
  27881. addPoint( a, color );
  27882. addPoint( b, color );
  27883. }
  27884. function addPoint( id, color ) {
  27885. vertices.push( 0, 0, 0 );
  27886. colors.push( color.r, color.g, color.b );
  27887. if ( pointMap[ id ] === undefined ) {
  27888. pointMap[ id ] = [];
  27889. }
  27890. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27891. }
  27892. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27893. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27894. LineSegments.call( this, geometry, material );
  27895. this.camera = camera;
  27896. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27897. this.matrix = camera.matrixWorld;
  27898. this.matrixAutoUpdate = false;
  27899. this.pointMap = pointMap;
  27900. this.update();
  27901. }
  27902. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27903. CameraHelper.prototype.constructor = CameraHelper;
  27904. CameraHelper.prototype.update = function () {
  27905. var geometry = this.geometry;
  27906. var pointMap = this.pointMap;
  27907. var w = 1, h = 1;
  27908. // we need just camera projection matrix inverse
  27909. // world matrix must be identity
  27910. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27911. // center / target
  27912. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27913. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27914. // near
  27915. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27916. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27917. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27918. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27919. // far
  27920. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27921. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27922. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27923. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27924. // up
  27925. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27926. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27927. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27928. // cross
  27929. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27930. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27931. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27932. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27933. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27934. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27935. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27936. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27937. geometry.getAttribute( 'position' ).needsUpdate = true;
  27938. };
  27939. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27940. _vector$b.set( x, y, z ).unproject( camera );
  27941. var points = pointMap[ point ];
  27942. if ( points !== undefined ) {
  27943. var position = geometry.getAttribute( 'position' );
  27944. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27945. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  27946. }
  27947. }
  27948. }
  27949. /**
  27950. * @author mrdoob / http://mrdoob.com/
  27951. * @author Mugen87 / http://github.com/Mugen87
  27952. */
  27953. var _box$3 = new Box3();
  27954. function BoxHelper( object, color ) {
  27955. this.object = object;
  27956. if ( color === undefined ) { color = 0xffff00; }
  27957. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  27958. var positions = new Float32Array( 8 * 3 );
  27959. var geometry = new BufferGeometry();
  27960. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27961. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27962. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27963. this.matrixAutoUpdate = false;
  27964. this.update();
  27965. }
  27966. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27967. BoxHelper.prototype.constructor = BoxHelper;
  27968. BoxHelper.prototype.update = function ( object ) {
  27969. if ( object !== undefined ) {
  27970. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27971. }
  27972. if ( this.object !== undefined ) {
  27973. _box$3.setFromObject( this.object );
  27974. }
  27975. if ( _box$3.isEmpty() ) { return; }
  27976. var min = _box$3.min;
  27977. var max = _box$3.max;
  27978. /*
  27979. 5____4
  27980. 1/___0/|
  27981. | 6__|_7
  27982. 2/___3/
  27983. 0: max.x, max.y, max.z
  27984. 1: min.x, max.y, max.z
  27985. 2: min.x, min.y, max.z
  27986. 3: max.x, min.y, max.z
  27987. 4: max.x, max.y, min.z
  27988. 5: min.x, max.y, min.z
  27989. 6: min.x, min.y, min.z
  27990. 7: max.x, min.y, min.z
  27991. */
  27992. var position = this.geometry.attributes.position;
  27993. var array = position.array;
  27994. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27995. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27996. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27997. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27998. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27999. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28000. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28001. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28002. position.needsUpdate = true;
  28003. this.geometry.computeBoundingSphere();
  28004. };
  28005. BoxHelper.prototype.setFromObject = function ( object ) {
  28006. this.object = object;
  28007. this.update();
  28008. return this;
  28009. };
  28010. BoxHelper.prototype.copy = function ( source ) {
  28011. LineSegments.prototype.copy.call( this, source );
  28012. this.object = source.object;
  28013. return this;
  28014. };
  28015. BoxHelper.prototype.clone = function () {
  28016. return new this.constructor().copy( this );
  28017. };
  28018. /**
  28019. * @author WestLangley / http://github.com/WestLangley
  28020. */
  28021. function Box3Helper( box, color ) {
  28022. this.type = 'Box3Helper';
  28023. this.box = box;
  28024. color = color || 0xffff00;
  28025. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28026. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  28027. var geometry = new BufferGeometry();
  28028. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28029. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28030. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28031. this.geometry.computeBoundingSphere();
  28032. }
  28033. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28034. Box3Helper.prototype.constructor = Box3Helper;
  28035. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28036. var box = this.box;
  28037. if ( box.isEmpty() ) { return; }
  28038. box.getCenter( this.position );
  28039. box.getSize( this.scale );
  28040. this.scale.multiplyScalar( 0.5 );
  28041. Object3D.prototype.updateMatrixWorld.call( this, force );
  28042. };
  28043. /**
  28044. * @author WestLangley / http://github.com/WestLangley
  28045. */
  28046. function PlaneHelper( plane, size, hex ) {
  28047. this.type = 'PlaneHelper';
  28048. this.plane = plane;
  28049. this.size = ( size === undefined ) ? 1 : size;
  28050. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28051. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  28052. var geometry = new BufferGeometry();
  28053. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28054. geometry.computeBoundingSphere();
  28055. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28056. //
  28057. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28058. var geometry2 = new BufferGeometry();
  28059. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28060. geometry2.computeBoundingSphere();
  28061. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28062. }
  28063. PlaneHelper.prototype = Object.create( Line.prototype );
  28064. PlaneHelper.prototype.constructor = PlaneHelper;
  28065. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28066. var scale = - this.plane.constant;
  28067. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28068. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28069. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28070. this.lookAt( this.plane.normal );
  28071. Object3D.prototype.updateMatrixWorld.call( this, force );
  28072. };
  28073. /**
  28074. * @author WestLangley / http://github.com/WestLangley
  28075. * @author zz85 / http://github.com/zz85
  28076. * @author bhouston / http://clara.io
  28077. *
  28078. * Creates an arrow for visualizing directions
  28079. *
  28080. * Parameters:
  28081. * dir - Vector3
  28082. * origin - Vector3
  28083. * length - Number
  28084. * color - color in hex value
  28085. * headLength - Number
  28086. * headWidth - Number
  28087. */
  28088. var _axis = new Vector3();
  28089. var _lineGeometry, _coneGeometry;
  28090. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28091. // dir is assumed to be normalized
  28092. Object3D.call( this );
  28093. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28094. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28095. if ( length === undefined ) { length = 1; }
  28096. if ( color === undefined ) { color = 0xffff00; }
  28097. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28098. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28099. if ( _lineGeometry === undefined ) {
  28100. _lineGeometry = new BufferGeometry();
  28101. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28102. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28103. _coneGeometry.translate( 0, - 0.5, 0 );
  28104. }
  28105. this.position.copy( origin );
  28106. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28107. this.line.matrixAutoUpdate = false;
  28108. this.add( this.line );
  28109. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28110. this.cone.matrixAutoUpdate = false;
  28111. this.add( this.cone );
  28112. this.setDirection( dir );
  28113. this.setLength( length, headLength, headWidth );
  28114. }
  28115. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28116. ArrowHelper.prototype.constructor = ArrowHelper;
  28117. ArrowHelper.prototype.setDirection = function ( dir ) {
  28118. // dir is assumed to be normalized
  28119. if ( dir.y > 0.99999 ) {
  28120. this.quaternion.set( 0, 0, 0, 1 );
  28121. } else if ( dir.y < - 0.99999 ) {
  28122. this.quaternion.set( 1, 0, 0, 0 );
  28123. } else {
  28124. _axis.set( dir.z, 0, - dir.x ).normalize();
  28125. var radians = Math.acos( dir.y );
  28126. this.quaternion.setFromAxisAngle( _axis, radians );
  28127. }
  28128. };
  28129. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28130. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28131. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28132. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28133. this.line.updateMatrix();
  28134. this.cone.scale.set( headWidth, headLength, headWidth );
  28135. this.cone.position.y = length;
  28136. this.cone.updateMatrix();
  28137. };
  28138. ArrowHelper.prototype.setColor = function ( color ) {
  28139. this.line.material.color.set( color );
  28140. this.cone.material.color.set( color );
  28141. };
  28142. ArrowHelper.prototype.copy = function ( source ) {
  28143. Object3D.prototype.copy.call( this, source, false );
  28144. this.line.copy( source.line );
  28145. this.cone.copy( source.cone );
  28146. return this;
  28147. };
  28148. ArrowHelper.prototype.clone = function () {
  28149. return new this.constructor().copy( this );
  28150. };
  28151. /**
  28152. * @author sroucheray / http://sroucheray.org/
  28153. * @author mrdoob / http://mrdoob.com/
  28154. */
  28155. function AxesHelper( size ) {
  28156. size = size || 1;
  28157. var vertices = [
  28158. 0, 0, 0, size, 0, 0,
  28159. 0, 0, 0, 0, size, 0,
  28160. 0, 0, 0, 0, 0, size
  28161. ];
  28162. var colors = [
  28163. 1, 0, 0, 1, 0.6, 0,
  28164. 0, 1, 0, 0.6, 1, 0,
  28165. 0, 0, 1, 0, 0.6, 1
  28166. ];
  28167. var geometry = new BufferGeometry();
  28168. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28169. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28170. var material = new LineBasicMaterial( { vertexColors: true } );
  28171. LineSegments.call( this, geometry, material );
  28172. }
  28173. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28174. AxesHelper.prototype.constructor = AxesHelper;
  28175. /**
  28176. * @author Emmett Lalish / elalish
  28177. *
  28178. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28179. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28180. * blur to be quickly accessed based on material roughness. It is packed into a
  28181. * special CubeUV format that allows us to perform custom interpolation so that
  28182. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28183. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28184. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28185. * higher roughness levels. In this way we maintain resolution to smoothly
  28186. * interpolate diffuse lighting while limiting sampling computation.
  28187. */
  28188. var LOD_MIN = 4;
  28189. var LOD_MAX = 8;
  28190. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28191. // The standard deviations (radians) associated with the extra mips. These are
  28192. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28193. // geometric shadowing function. These sigma values squared must match the
  28194. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28195. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28196. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28197. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28198. // samples and exit early, but not recompile the shader.
  28199. var MAX_SAMPLES = 20;
  28200. var ENCODINGS = {};
  28201. ENCODINGS[ LinearEncoding ] = 0;
  28202. ENCODINGS[ sRGBEncoding ] = 1;
  28203. ENCODINGS[ RGBEEncoding ] = 2;
  28204. ENCODINGS[ RGBM7Encoding ] = 3;
  28205. ENCODINGS[ RGBM16Encoding ] = 4;
  28206. ENCODINGS[ RGBDEncoding ] = 5;
  28207. ENCODINGS[ GammaEncoding ] = 6;
  28208. var _flatCamera = new OrthographicCamera();
  28209. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28210. var _equirectShader = null;
  28211. var _cubemapShader = null;
  28212. var ref = _createPlanes();
  28213. var _lodPlanes = ref._lodPlanes;
  28214. var _sizeLods = ref._sizeLods;
  28215. var _sigmas = ref._sigmas;
  28216. var _pingPongRenderTarget = null;
  28217. var _renderer = null;
  28218. var _oldTarget = null;
  28219. // Golden Ratio
  28220. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28221. var INV_PHI = 1 / PHI;
  28222. // Vertices of a dodecahedron (except the opposites, which represent the
  28223. // same axis), used as axis directions evenly spread on a sphere.
  28224. var _axisDirections = [
  28225. new Vector3( 1, 1, 1 ),
  28226. new Vector3( - 1, 1, 1 ),
  28227. new Vector3( 1, 1, - 1 ),
  28228. new Vector3( - 1, 1, - 1 ),
  28229. new Vector3( 0, PHI, INV_PHI ),
  28230. new Vector3( 0, PHI, - INV_PHI ),
  28231. new Vector3( INV_PHI, 0, PHI ),
  28232. new Vector3( - INV_PHI, 0, PHI ),
  28233. new Vector3( PHI, INV_PHI, 0 ),
  28234. new Vector3( - PHI, INV_PHI, 0 ) ];
  28235. function PMREMGenerator( renderer ) {
  28236. _renderer = renderer;
  28237. _compileMaterial( _blurMaterial );
  28238. }
  28239. PMREMGenerator.prototype = {
  28240. constructor: PMREMGenerator,
  28241. /**
  28242. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28243. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28244. * in radians to be applied to the scene before PMREM generation. Optional near
  28245. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28246. * is placed at the origin).
  28247. */
  28248. fromScene: function ( scene, sigma, near, far ) {
  28249. if ( sigma === void 0 ) sigma = 0;
  28250. if ( near === void 0 ) near = 0.1;
  28251. if ( far === void 0 ) far = 100;
  28252. _oldTarget = _renderer.getRenderTarget();
  28253. var cubeUVRenderTarget = _allocateTargets();
  28254. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28255. if ( sigma > 0 ) {
  28256. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28257. }
  28258. _applyPMREM( cubeUVRenderTarget );
  28259. _cleanup( cubeUVRenderTarget );
  28260. return cubeUVRenderTarget;
  28261. },
  28262. /**
  28263. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28264. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28265. * as this matches best with the 256 x 256 cubemap output.
  28266. */
  28267. fromEquirectangular: function ( equirectangular ) {
  28268. equirectangular.magFilter = NearestFilter;
  28269. equirectangular.minFilter = NearestFilter;
  28270. equirectangular.generateMipmaps = false;
  28271. return this.fromCubemap( equirectangular );
  28272. },
  28273. /**
  28274. * Generates a PMREM from an cubemap texture, which can be either LDR
  28275. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28276. * as this matches best with the 256 x 256 cubemap output.
  28277. */
  28278. fromCubemap: function ( cubemap ) {
  28279. _oldTarget = _renderer.getRenderTarget();
  28280. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28281. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28282. _applyPMREM( cubeUVRenderTarget );
  28283. _cleanup( cubeUVRenderTarget );
  28284. return cubeUVRenderTarget;
  28285. },
  28286. /**
  28287. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28288. * your texture's network fetch for increased concurrency.
  28289. */
  28290. compileCubemapShader: function () {
  28291. if ( _cubemapShader == null ) {
  28292. _cubemapShader = _getCubemapShader();
  28293. _compileMaterial( _cubemapShader );
  28294. }
  28295. },
  28296. /**
  28297. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28298. * your texture's network fetch for increased concurrency.
  28299. */
  28300. compileEquirectangularShader: function () {
  28301. if ( _equirectShader == null ) {
  28302. _equirectShader = _getEquirectShader();
  28303. _compileMaterial( _equirectShader );
  28304. }
  28305. },
  28306. /**
  28307. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28308. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28309. * one of them will cause any others to also become unusable.
  28310. */
  28311. dispose: function () {
  28312. _blurMaterial.dispose();
  28313. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28314. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28315. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28316. _lodPlanes[ i ].dispose();
  28317. }
  28318. },
  28319. };
  28320. function _createPlanes() {
  28321. var _lodPlanes = [];
  28322. var _sizeLods = [];
  28323. var _sigmas = [];
  28324. var lod = LOD_MAX;
  28325. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28326. var sizeLod = Math.pow( 2, lod );
  28327. _sizeLods.push( sizeLod );
  28328. var sigma = 1.0 / sizeLod;
  28329. if ( i > LOD_MAX - LOD_MIN ) {
  28330. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28331. } else if ( i == 0 ) {
  28332. sigma = 0;
  28333. }
  28334. _sigmas.push( sigma );
  28335. var texelSize = 1.0 / ( sizeLod - 1 );
  28336. var min = - texelSize / 2;
  28337. var max = 1 + texelSize / 2;
  28338. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28339. var cubeFaces = 6;
  28340. var vertices = 6;
  28341. var positionSize = 3;
  28342. var uvSize = 2;
  28343. var faceIndexSize = 1;
  28344. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28345. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28346. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28347. for ( var face = 0; face < cubeFaces; face ++ ) {
  28348. var x = ( face % 3 ) * 2 / 3 - 1;
  28349. var y = face > 2 ? 0 : - 1;
  28350. var coordinates = [
  28351. x, y, 0,
  28352. x + 2 / 3, y, 0,
  28353. x + 2 / 3, y + 1, 0,
  28354. x, y, 0,
  28355. x + 2 / 3, y + 1, 0,
  28356. x, y + 1, 0
  28357. ];
  28358. position.set( coordinates, positionSize * vertices * face );
  28359. uv.set( uv1, uvSize * vertices * face );
  28360. var fill = [ face, face, face, face, face, face ];
  28361. faceIndex.set( fill, faceIndexSize * vertices * face );
  28362. }
  28363. var planes = new BufferGeometry();
  28364. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28365. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28366. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28367. _lodPlanes.push( planes );
  28368. if ( lod > LOD_MIN ) {
  28369. lod --;
  28370. }
  28371. }
  28372. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28373. }
  28374. function _allocateTargets( equirectangular ) {
  28375. var params = {
  28376. magFilter: NearestFilter,
  28377. minFilter: NearestFilter,
  28378. generateMipmaps: false,
  28379. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28380. format: equirectangular ? equirectangular.format : RGBEFormat,
  28381. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28382. depthBuffer: false,
  28383. stencilBuffer: false
  28384. };
  28385. var cubeUVRenderTarget = _createRenderTarget( params );
  28386. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28387. _pingPongRenderTarget = _createRenderTarget( params );
  28388. return cubeUVRenderTarget;
  28389. }
  28390. function _cleanup( outputTarget ) {
  28391. _pingPongRenderTarget.dispose();
  28392. _renderer.setRenderTarget( _oldTarget );
  28393. outputTarget.scissorTest = false;
  28394. // reset viewport and scissor
  28395. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28396. }
  28397. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28398. var fov = 90;
  28399. var aspect = 1;
  28400. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28401. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28402. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28403. var outputEncoding = _renderer.outputEncoding;
  28404. var toneMapping = _renderer.toneMapping;
  28405. var toneMappingExposure = _renderer.toneMappingExposure;
  28406. var clearColor = _renderer.getClearColor();
  28407. var clearAlpha = _renderer.getClearAlpha();
  28408. _renderer.toneMapping = LinearToneMapping;
  28409. _renderer.toneMappingExposure = 1.0;
  28410. _renderer.outputEncoding = LinearEncoding;
  28411. scene.scale.z *= - 1;
  28412. var background = scene.background;
  28413. if ( background && background.isColor ) {
  28414. background.convertSRGBToLinear();
  28415. // Convert linear to RGBE
  28416. var maxComponent = Math.max( background.r, background.g, background.b );
  28417. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28418. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28419. var alpha = ( fExp + 128.0 ) / 255.0;
  28420. _renderer.setClearColor( background, alpha );
  28421. scene.background = null;
  28422. }
  28423. for ( var i = 0; i < 6; i ++ ) {
  28424. var col = i % 3;
  28425. if ( col == 0 ) {
  28426. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28427. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28428. } else if ( col == 1 ) {
  28429. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28430. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28431. } else {
  28432. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28433. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28434. }
  28435. _setViewport( cubeUVRenderTarget,
  28436. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28437. _renderer.setRenderTarget( cubeUVRenderTarget );
  28438. _renderer.render( scene, cubeCamera );
  28439. }
  28440. _renderer.toneMapping = toneMapping;
  28441. _renderer.toneMappingExposure = toneMappingExposure;
  28442. _renderer.outputEncoding = outputEncoding;
  28443. _renderer.setClearColor( clearColor, clearAlpha );
  28444. scene.scale.z *= - 1;
  28445. }
  28446. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28447. var scene = new Scene();
  28448. if ( texture.isCubeTexture ) {
  28449. if ( _cubemapShader == null ) {
  28450. _cubemapShader = _getCubemapShader();
  28451. }
  28452. } else {
  28453. if ( _equirectShader == null ) {
  28454. _equirectShader = _getEquirectShader();
  28455. }
  28456. }
  28457. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28458. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28459. var uniforms = material.uniforms;
  28460. uniforms[ 'envMap' ].value = texture;
  28461. if ( ! texture.isCubeTexture ) {
  28462. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28463. }
  28464. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28465. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28466. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28467. _renderer.setRenderTarget( cubeUVRenderTarget );
  28468. _renderer.render( scene, _flatCamera );
  28469. }
  28470. function _compileMaterial( material ) {
  28471. var tmpScene = new Scene();
  28472. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28473. _renderer.compile( tmpScene, _flatCamera );
  28474. }
  28475. function _createRenderTarget( params ) {
  28476. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28477. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28478. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28479. cubeUVRenderTarget.scissorTest = true;
  28480. return cubeUVRenderTarget;
  28481. }
  28482. function _setViewport( target, x, y, width, height ) {
  28483. target.viewport.set( x, y, width, height );
  28484. target.scissor.set( x, y, width, height );
  28485. }
  28486. function _applyPMREM( cubeUVRenderTarget ) {
  28487. var autoClear = _renderer.autoClear;
  28488. _renderer.autoClear = false;
  28489. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28490. var sigma = Math.sqrt(
  28491. _sigmas[ i ] * _sigmas[ i ] -
  28492. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28493. var poleAxis =
  28494. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28495. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28496. }
  28497. _renderer.autoClear = autoClear;
  28498. }
  28499. /**
  28500. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28501. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28502. * the blur latitudinally (around the poles), and then longitudinally (towards
  28503. * the poles) to approximate the orthogonally-separable blur. It is least
  28504. * accurate at the poles, but still does a decent job.
  28505. */
  28506. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28507. _halfBlur(
  28508. cubeUVRenderTarget,
  28509. _pingPongRenderTarget,
  28510. lodIn,
  28511. lodOut,
  28512. sigma,
  28513. 'latitudinal',
  28514. poleAxis );
  28515. _halfBlur(
  28516. _pingPongRenderTarget,
  28517. cubeUVRenderTarget,
  28518. lodOut,
  28519. lodOut,
  28520. sigma,
  28521. 'longitudinal',
  28522. poleAxis );
  28523. }
  28524. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28525. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28526. console.error(
  28527. 'blur direction must be either latitudinal or longitudinal!' );
  28528. }
  28529. // Number of standard deviations at which to cut off the discrete approximation.
  28530. var STANDARD_DEVIATIONS = 3;
  28531. var blurScene = new Scene();
  28532. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28533. var blurUniforms = _blurMaterial.uniforms;
  28534. var pixels = _sizeLods[ lodIn ] - 1;
  28535. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28536. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28537. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28538. if ( samples > MAX_SAMPLES ) {
  28539. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28540. }
  28541. var weights = [];
  28542. var sum = 0;
  28543. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28544. var x = i / sigmaPixels;
  28545. var weight = Math.exp( - x * x / 2 );
  28546. weights.push( weight );
  28547. if ( i == 0 ) {
  28548. sum += weight;
  28549. } else if ( i < samples ) {
  28550. sum += 2 * weight;
  28551. }
  28552. }
  28553. for ( var i = 0; i < weights.length; i ++ ) {
  28554. weights[ i ] = weights[ i ] / sum;
  28555. }
  28556. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28557. blurUniforms[ 'samples' ].value = samples;
  28558. blurUniforms[ 'weights' ].value = weights;
  28559. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28560. if ( poleAxis ) {
  28561. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28562. }
  28563. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28564. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28565. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28566. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28567. var outputSize = _sizeLods[ lodOut ];
  28568. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28569. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28570. 2 * outputSize *
  28571. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28572. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28573. _renderer.setRenderTarget( targetOut );
  28574. _renderer.render( blurScene, _flatCamera );
  28575. }
  28576. function _getBlurShader( maxSamples ) {
  28577. var weights = new Float32Array( maxSamples );
  28578. var poleAxis = new Vector3( 0, 1, 0 );
  28579. var shaderMaterial = new RawShaderMaterial( {
  28580. defines: { 'n': maxSamples },
  28581. uniforms: {
  28582. 'envMap': { value: null },
  28583. 'samples': { value: 1 },
  28584. 'weights': { value: weights },
  28585. 'latitudinal': { value: false },
  28586. 'dTheta': { value: 0 },
  28587. 'mipInt': { value: 0 },
  28588. 'poleAxis': { value: poleAxis },
  28589. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28590. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28591. },
  28592. vertexShader: _getCommonVertexShader(),
  28593. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28594. blending: NoBlending,
  28595. depthTest: false,
  28596. depthWrite: false
  28597. } );
  28598. shaderMaterial.type = 'SphericalGaussianBlur';
  28599. return shaderMaterial;
  28600. }
  28601. function _getEquirectShader() {
  28602. var texelSize = new Vector2( 1, 1 );
  28603. var shaderMaterial = new RawShaderMaterial( {
  28604. uniforms: {
  28605. 'envMap': { value: null },
  28606. 'texelSize': { value: texelSize },
  28607. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28608. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28609. },
  28610. vertexShader: _getCommonVertexShader(),
  28611. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28612. blending: NoBlending,
  28613. depthTest: false,
  28614. depthWrite: false
  28615. } );
  28616. shaderMaterial.type = 'EquirectangularToCubeUV';
  28617. return shaderMaterial;
  28618. }
  28619. function _getCubemapShader() {
  28620. var shaderMaterial = new RawShaderMaterial( {
  28621. uniforms: {
  28622. 'envMap': { value: null },
  28623. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28624. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28625. },
  28626. vertexShader: _getCommonVertexShader(),
  28627. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28628. blending: NoBlending,
  28629. depthTest: false,
  28630. depthWrite: false
  28631. } );
  28632. shaderMaterial.type = 'CubemapToCubeUV';
  28633. return shaderMaterial;
  28634. }
  28635. function _getCommonVertexShader() {
  28636. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28637. }
  28638. function _getEncodings() {
  28639. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28640. }
  28641. /**
  28642. * @author mrdoob / http://mrdoob.com/
  28643. */
  28644. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28645. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28646. return new Face3( a, b, c, normal, color, materialIndex );
  28647. }
  28648. var LineStrip = 0;
  28649. var LinePieces = 1;
  28650. var NoColors = 0;
  28651. var FaceColors = 1;
  28652. var VertexColors = 2;
  28653. function MeshFaceMaterial( materials ) {
  28654. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28655. return materials;
  28656. }
  28657. function MultiMaterial( materials ) {
  28658. if ( materials === undefined ) { materials = []; }
  28659. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28660. materials.isMultiMaterial = true;
  28661. materials.materials = materials;
  28662. materials.clone = function () {
  28663. return materials.slice();
  28664. };
  28665. return materials;
  28666. }
  28667. function PointCloud( geometry, material ) {
  28668. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28669. return new Points( geometry, material );
  28670. }
  28671. function Particle( material ) {
  28672. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28673. return new Sprite( material );
  28674. }
  28675. function ParticleSystem( geometry, material ) {
  28676. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28677. return new Points( geometry, material );
  28678. }
  28679. function PointCloudMaterial( parameters ) {
  28680. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28681. return new PointsMaterial( parameters );
  28682. }
  28683. function ParticleBasicMaterial( parameters ) {
  28684. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28685. return new PointsMaterial( parameters );
  28686. }
  28687. function ParticleSystemMaterial( parameters ) {
  28688. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28689. return new PointsMaterial( parameters );
  28690. }
  28691. function Vertex( x, y, z ) {
  28692. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28693. return new Vector3( x, y, z );
  28694. }
  28695. //
  28696. function DynamicBufferAttribute( array, itemSize ) {
  28697. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28698. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28699. }
  28700. function Int8Attribute( array, itemSize ) {
  28701. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28702. return new Int8BufferAttribute( array, itemSize );
  28703. }
  28704. function Uint8Attribute( array, itemSize ) {
  28705. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28706. return new Uint8BufferAttribute( array, itemSize );
  28707. }
  28708. function Uint8ClampedAttribute( array, itemSize ) {
  28709. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28710. return new Uint8ClampedBufferAttribute( array, itemSize );
  28711. }
  28712. function Int16Attribute( array, itemSize ) {
  28713. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28714. return new Int16BufferAttribute( array, itemSize );
  28715. }
  28716. function Uint16Attribute( array, itemSize ) {
  28717. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28718. return new Uint16BufferAttribute( array, itemSize );
  28719. }
  28720. function Int32Attribute( array, itemSize ) {
  28721. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28722. return new Int32BufferAttribute( array, itemSize );
  28723. }
  28724. function Uint32Attribute( array, itemSize ) {
  28725. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28726. return new Uint32BufferAttribute( array, itemSize );
  28727. }
  28728. function Float32Attribute( array, itemSize ) {
  28729. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28730. return new Float32BufferAttribute( array, itemSize );
  28731. }
  28732. function Float64Attribute( array, itemSize ) {
  28733. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28734. return new Float64BufferAttribute( array, itemSize );
  28735. }
  28736. //
  28737. Curve.create = function ( construct, getPoint ) {
  28738. console.log( 'THREE.Curve.create() has been deprecated' );
  28739. construct.prototype = Object.create( Curve.prototype );
  28740. construct.prototype.constructor = construct;
  28741. construct.prototype.getPoint = getPoint;
  28742. return construct;
  28743. };
  28744. //
  28745. Object.assign( CurvePath.prototype, {
  28746. createPointsGeometry: function ( divisions ) {
  28747. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28748. // generate geometry from path points (for Line or Points objects)
  28749. var pts = this.getPoints( divisions );
  28750. return this.createGeometry( pts );
  28751. },
  28752. createSpacedPointsGeometry: function ( divisions ) {
  28753. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28754. // generate geometry from equidistant sampling along the path
  28755. var pts = this.getSpacedPoints( divisions );
  28756. return this.createGeometry( pts );
  28757. },
  28758. createGeometry: function ( points ) {
  28759. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28760. var geometry = new Geometry();
  28761. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28762. var point = points[ i ];
  28763. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28764. }
  28765. return geometry;
  28766. }
  28767. } );
  28768. //
  28769. Object.assign( Path.prototype, {
  28770. fromPoints: function ( points ) {
  28771. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28772. return this.setFromPoints( points );
  28773. }
  28774. } );
  28775. //
  28776. function ClosedSplineCurve3( points ) {
  28777. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28778. CatmullRomCurve3.call( this, points );
  28779. this.type = 'catmullrom';
  28780. this.closed = true;
  28781. }
  28782. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28783. //
  28784. function SplineCurve3( points ) {
  28785. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28786. CatmullRomCurve3.call( this, points );
  28787. this.type = 'catmullrom';
  28788. }
  28789. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28790. //
  28791. function Spline( points ) {
  28792. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28793. CatmullRomCurve3.call( this, points );
  28794. this.type = 'catmullrom';
  28795. }
  28796. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28797. Object.assign( Spline.prototype, {
  28798. initFromArray: function ( /* a */ ) {
  28799. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28800. },
  28801. getControlPointsArray: function ( /* optionalTarget */ ) {
  28802. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28803. },
  28804. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28805. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28806. }
  28807. } );
  28808. //
  28809. function AxisHelper( size ) {
  28810. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28811. return new AxesHelper( size );
  28812. }
  28813. function BoundingBoxHelper( object, color ) {
  28814. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28815. return new BoxHelper( object, color );
  28816. }
  28817. function EdgesHelper( object, hex ) {
  28818. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28819. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28820. }
  28821. GridHelper.prototype.setColors = function () {
  28822. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28823. };
  28824. SkeletonHelper.prototype.update = function () {
  28825. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28826. };
  28827. function WireframeHelper( object, hex ) {
  28828. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28829. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28830. }
  28831. //
  28832. Object.assign( Loader.prototype, {
  28833. extractUrlBase: function ( url ) {
  28834. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28835. return LoaderUtils.extractUrlBase( url );
  28836. }
  28837. } );
  28838. Loader.Handlers = {
  28839. add: function ( /* regex, loader */ ) {
  28840. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28841. },
  28842. get: function ( /* file */ ) {
  28843. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28844. }
  28845. };
  28846. function XHRLoader( manager ) {
  28847. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28848. return new FileLoader( manager );
  28849. }
  28850. function BinaryTextureLoader( manager ) {
  28851. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28852. return new DataTextureLoader( manager );
  28853. }
  28854. Object.assign( ObjectLoader.prototype, {
  28855. setTexturePath: function ( value ) {
  28856. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28857. return this.setResourcePath( value );
  28858. }
  28859. } );
  28860. //
  28861. Object.assign( Box2.prototype, {
  28862. center: function ( optionalTarget ) {
  28863. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28864. return this.getCenter( optionalTarget );
  28865. },
  28866. empty: function () {
  28867. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28868. return this.isEmpty();
  28869. },
  28870. isIntersectionBox: function ( box ) {
  28871. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28872. return this.intersectsBox( box );
  28873. },
  28874. size: function ( optionalTarget ) {
  28875. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28876. return this.getSize( optionalTarget );
  28877. }
  28878. } );
  28879. Object.assign( Box3.prototype, {
  28880. center: function ( optionalTarget ) {
  28881. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28882. return this.getCenter( optionalTarget );
  28883. },
  28884. empty: function () {
  28885. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28886. return this.isEmpty();
  28887. },
  28888. isIntersectionBox: function ( box ) {
  28889. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28890. return this.intersectsBox( box );
  28891. },
  28892. isIntersectionSphere: function ( sphere ) {
  28893. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28894. return this.intersectsSphere( sphere );
  28895. },
  28896. size: function ( optionalTarget ) {
  28897. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28898. return this.getSize( optionalTarget );
  28899. }
  28900. } );
  28901. Frustum.prototype.setFromMatrix = function ( m ) {
  28902. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  28903. return this.setFromProjectionMatrix( m );
  28904. };
  28905. Line3.prototype.center = function ( optionalTarget ) {
  28906. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28907. return this.getCenter( optionalTarget );
  28908. };
  28909. Object.assign( MathUtils, {
  28910. random16: function () {
  28911. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28912. return Math.random();
  28913. },
  28914. nearestPowerOfTwo: function ( value ) {
  28915. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28916. return MathUtils.floorPowerOfTwo( value );
  28917. },
  28918. nextPowerOfTwo: function ( value ) {
  28919. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28920. return MathUtils.ceilPowerOfTwo( value );
  28921. }
  28922. } );
  28923. Object.assign( Matrix3.prototype, {
  28924. flattenToArrayOffset: function ( array, offset ) {
  28925. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28926. return this.toArray( array, offset );
  28927. },
  28928. multiplyVector3: function ( vector ) {
  28929. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28930. return vector.applyMatrix3( this );
  28931. },
  28932. multiplyVector3Array: function ( /* a */ ) {
  28933. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28934. },
  28935. applyToBufferAttribute: function ( attribute ) {
  28936. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  28937. return attribute.applyMatrix3( this );
  28938. },
  28939. applyToVector3Array: function ( /* array, offset, length */ ) {
  28940. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28941. }
  28942. } );
  28943. Object.assign( Matrix4.prototype, {
  28944. extractPosition: function ( m ) {
  28945. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28946. return this.copyPosition( m );
  28947. },
  28948. flattenToArrayOffset: function ( array, offset ) {
  28949. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28950. return this.toArray( array, offset );
  28951. },
  28952. getPosition: function () {
  28953. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28954. return new Vector3().setFromMatrixColumn( this, 3 );
  28955. },
  28956. setRotationFromQuaternion: function ( q ) {
  28957. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28958. return this.makeRotationFromQuaternion( q );
  28959. },
  28960. multiplyToArray: function () {
  28961. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28962. },
  28963. multiplyVector3: function ( vector ) {
  28964. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28965. return vector.applyMatrix4( this );
  28966. },
  28967. multiplyVector4: function ( vector ) {
  28968. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28969. return vector.applyMatrix4( this );
  28970. },
  28971. multiplyVector3Array: function ( /* a */ ) {
  28972. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28973. },
  28974. rotateAxis: function ( v ) {
  28975. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28976. v.transformDirection( this );
  28977. },
  28978. crossVector: function ( vector ) {
  28979. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28980. return vector.applyMatrix4( this );
  28981. },
  28982. translate: function () {
  28983. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28984. },
  28985. rotateX: function () {
  28986. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28987. },
  28988. rotateY: function () {
  28989. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28990. },
  28991. rotateZ: function () {
  28992. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28993. },
  28994. rotateByAxis: function () {
  28995. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28996. },
  28997. applyToBufferAttribute: function ( attribute ) {
  28998. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  28999. return attribute.applyMatrix4( this );
  29000. },
  29001. applyToVector3Array: function ( /* array, offset, length */ ) {
  29002. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29003. },
  29004. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29005. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29006. return this.makePerspective( left, right, top, bottom, near, far );
  29007. }
  29008. } );
  29009. Plane.prototype.isIntersectionLine = function ( line ) {
  29010. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29011. return this.intersectsLine( line );
  29012. };
  29013. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29014. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29015. return vector.applyQuaternion( this );
  29016. };
  29017. Object.assign( Ray.prototype, {
  29018. isIntersectionBox: function ( box ) {
  29019. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29020. return this.intersectsBox( box );
  29021. },
  29022. isIntersectionPlane: function ( plane ) {
  29023. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29024. return this.intersectsPlane( plane );
  29025. },
  29026. isIntersectionSphere: function ( sphere ) {
  29027. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29028. return this.intersectsSphere( sphere );
  29029. }
  29030. } );
  29031. Object.assign( Triangle.prototype, {
  29032. area: function () {
  29033. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29034. return this.getArea();
  29035. },
  29036. barycoordFromPoint: function ( point, target ) {
  29037. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29038. return this.getBarycoord( point, target );
  29039. },
  29040. midpoint: function ( target ) {
  29041. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29042. return this.getMidpoint( target );
  29043. },
  29044. normal: function ( target ) {
  29045. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29046. return this.getNormal( target );
  29047. },
  29048. plane: function ( target ) {
  29049. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29050. return this.getPlane( target );
  29051. }
  29052. } );
  29053. Object.assign( Triangle, {
  29054. barycoordFromPoint: function ( point, a, b, c, target ) {
  29055. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29056. return Triangle.getBarycoord( point, a, b, c, target );
  29057. },
  29058. normal: function ( a, b, c, target ) {
  29059. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29060. return Triangle.getNormal( a, b, c, target );
  29061. }
  29062. } );
  29063. Object.assign( Shape.prototype, {
  29064. extractAllPoints: function ( divisions ) {
  29065. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29066. return this.extractPoints( divisions );
  29067. },
  29068. extrude: function ( options ) {
  29069. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29070. return new ExtrudeGeometry( this, options );
  29071. },
  29072. makeGeometry: function ( options ) {
  29073. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29074. return new ShapeGeometry( this, options );
  29075. }
  29076. } );
  29077. Object.assign( Vector2.prototype, {
  29078. fromAttribute: function ( attribute, index, offset ) {
  29079. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29080. return this.fromBufferAttribute( attribute, index, offset );
  29081. },
  29082. distanceToManhattan: function ( v ) {
  29083. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29084. return this.manhattanDistanceTo( v );
  29085. },
  29086. lengthManhattan: function () {
  29087. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29088. return this.manhattanLength();
  29089. }
  29090. } );
  29091. Object.assign( Vector3.prototype, {
  29092. setEulerFromRotationMatrix: function () {
  29093. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29094. },
  29095. setEulerFromQuaternion: function () {
  29096. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29097. },
  29098. getPositionFromMatrix: function ( m ) {
  29099. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29100. return this.setFromMatrixPosition( m );
  29101. },
  29102. getScaleFromMatrix: function ( m ) {
  29103. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29104. return this.setFromMatrixScale( m );
  29105. },
  29106. getColumnFromMatrix: function ( index, matrix ) {
  29107. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29108. return this.setFromMatrixColumn( matrix, index );
  29109. },
  29110. applyProjection: function ( m ) {
  29111. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29112. return this.applyMatrix4( m );
  29113. },
  29114. fromAttribute: function ( attribute, index, offset ) {
  29115. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29116. return this.fromBufferAttribute( attribute, index, offset );
  29117. },
  29118. distanceToManhattan: function ( v ) {
  29119. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29120. return this.manhattanDistanceTo( v );
  29121. },
  29122. lengthManhattan: function () {
  29123. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29124. return this.manhattanLength();
  29125. }
  29126. } );
  29127. Object.assign( Vector4.prototype, {
  29128. fromAttribute: function ( attribute, index, offset ) {
  29129. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29130. return this.fromBufferAttribute( attribute, index, offset );
  29131. },
  29132. lengthManhattan: function () {
  29133. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29134. return this.manhattanLength();
  29135. }
  29136. } );
  29137. //
  29138. Object.assign( Geometry.prototype, {
  29139. computeTangents: function () {
  29140. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29141. },
  29142. computeLineDistances: function () {
  29143. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29144. },
  29145. applyMatrix: function ( matrix ) {
  29146. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29147. return this.applyMatrix4( matrix );
  29148. }
  29149. } );
  29150. Object.assign( Object3D.prototype, {
  29151. getChildByName: function ( name ) {
  29152. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29153. return this.getObjectByName( name );
  29154. },
  29155. renderDepth: function () {
  29156. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29157. },
  29158. translate: function ( distance, axis ) {
  29159. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29160. return this.translateOnAxis( axis, distance );
  29161. },
  29162. getWorldRotation: function () {
  29163. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29164. },
  29165. applyMatrix: function ( matrix ) {
  29166. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29167. return this.applyMatrix4( matrix );
  29168. }
  29169. } );
  29170. Object.defineProperties( Object3D.prototype, {
  29171. eulerOrder: {
  29172. get: function () {
  29173. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29174. return this.rotation.order;
  29175. },
  29176. set: function ( value ) {
  29177. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29178. this.rotation.order = value;
  29179. }
  29180. },
  29181. useQuaternion: {
  29182. get: function () {
  29183. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29184. },
  29185. set: function () {
  29186. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29187. }
  29188. }
  29189. } );
  29190. Object.assign( Mesh.prototype, {
  29191. setDrawMode: function () {
  29192. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29193. },
  29194. } );
  29195. Object.defineProperties( Mesh.prototype, {
  29196. drawMode: {
  29197. get: function () {
  29198. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29199. return TrianglesDrawMode;
  29200. },
  29201. set: function () {
  29202. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29203. }
  29204. }
  29205. } );
  29206. Object.defineProperties( LOD.prototype, {
  29207. objects: {
  29208. get: function () {
  29209. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29210. return this.levels;
  29211. }
  29212. }
  29213. } );
  29214. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29215. get: function () {
  29216. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29217. },
  29218. set: function () {
  29219. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29220. }
  29221. } );
  29222. SkinnedMesh.prototype.initBones = function () {
  29223. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29224. };
  29225. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29226. get: function () {
  29227. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29228. return this.arcLengthDivisions;
  29229. },
  29230. set: function ( value ) {
  29231. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29232. this.arcLengthDivisions = value;
  29233. }
  29234. } );
  29235. //
  29236. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29237. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29238. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29239. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29240. this.setFocalLength( focalLength );
  29241. };
  29242. //
  29243. Object.defineProperties( Light.prototype, {
  29244. onlyShadow: {
  29245. set: function () {
  29246. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29247. }
  29248. },
  29249. shadowCameraFov: {
  29250. set: function ( value ) {
  29251. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29252. this.shadow.camera.fov = value;
  29253. }
  29254. },
  29255. shadowCameraLeft: {
  29256. set: function ( value ) {
  29257. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29258. this.shadow.camera.left = value;
  29259. }
  29260. },
  29261. shadowCameraRight: {
  29262. set: function ( value ) {
  29263. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29264. this.shadow.camera.right = value;
  29265. }
  29266. },
  29267. shadowCameraTop: {
  29268. set: function ( value ) {
  29269. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29270. this.shadow.camera.top = value;
  29271. }
  29272. },
  29273. shadowCameraBottom: {
  29274. set: function ( value ) {
  29275. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29276. this.shadow.camera.bottom = value;
  29277. }
  29278. },
  29279. shadowCameraNear: {
  29280. set: function ( value ) {
  29281. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29282. this.shadow.camera.near = value;
  29283. }
  29284. },
  29285. shadowCameraFar: {
  29286. set: function ( value ) {
  29287. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29288. this.shadow.camera.far = value;
  29289. }
  29290. },
  29291. shadowCameraVisible: {
  29292. set: function () {
  29293. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29294. }
  29295. },
  29296. shadowBias: {
  29297. set: function ( value ) {
  29298. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29299. this.shadow.bias = value;
  29300. }
  29301. },
  29302. shadowDarkness: {
  29303. set: function () {
  29304. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29305. }
  29306. },
  29307. shadowMapWidth: {
  29308. set: function ( value ) {
  29309. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29310. this.shadow.mapSize.width = value;
  29311. }
  29312. },
  29313. shadowMapHeight: {
  29314. set: function ( value ) {
  29315. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29316. this.shadow.mapSize.height = value;
  29317. }
  29318. }
  29319. } );
  29320. //
  29321. Object.defineProperties( BufferAttribute.prototype, {
  29322. length: {
  29323. get: function () {
  29324. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29325. return this.array.length;
  29326. }
  29327. },
  29328. dynamic: {
  29329. get: function () {
  29330. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29331. return this.usage === DynamicDrawUsage;
  29332. },
  29333. set: function ( /* value */ ) {
  29334. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29335. this.setUsage( DynamicDrawUsage );
  29336. }
  29337. }
  29338. } );
  29339. Object.assign( BufferAttribute.prototype, {
  29340. setDynamic: function ( value ) {
  29341. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29342. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29343. return this;
  29344. },
  29345. copyIndicesArray: function ( /* indices */ ) {
  29346. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29347. },
  29348. setArray: function ( /* array */ ) {
  29349. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29350. }
  29351. } );
  29352. Object.assign( BufferGeometry.prototype, {
  29353. addIndex: function ( index ) {
  29354. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29355. this.setIndex( index );
  29356. },
  29357. addAttribute: function ( name, attribute ) {
  29358. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29359. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29360. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29361. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29362. }
  29363. if ( name === 'index' ) {
  29364. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29365. this.setIndex( attribute );
  29366. return this;
  29367. }
  29368. return this.setAttribute( name, attribute );
  29369. },
  29370. addDrawCall: function ( start, count, indexOffset ) {
  29371. if ( indexOffset !== undefined ) {
  29372. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29373. }
  29374. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29375. this.addGroup( start, count );
  29376. },
  29377. clearDrawCalls: function () {
  29378. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29379. this.clearGroups();
  29380. },
  29381. computeTangents: function () {
  29382. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29383. },
  29384. computeOffsets: function () {
  29385. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29386. },
  29387. removeAttribute: function ( name ) {
  29388. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29389. return this.deleteAttribute( name );
  29390. },
  29391. applyMatrix: function ( matrix ) {
  29392. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29393. return this.applyMatrix4( matrix );
  29394. }
  29395. } );
  29396. Object.defineProperties( BufferGeometry.prototype, {
  29397. drawcalls: {
  29398. get: function () {
  29399. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29400. return this.groups;
  29401. }
  29402. },
  29403. offsets: {
  29404. get: function () {
  29405. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29406. return this.groups;
  29407. }
  29408. }
  29409. } );
  29410. Object.defineProperties( Raycaster.prototype, {
  29411. linePrecision: {
  29412. get: function () {
  29413. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29414. return this.params.Line.threshold;
  29415. },
  29416. set: function ( value ) {
  29417. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29418. this.params.Line.threshold = value;
  29419. }
  29420. }
  29421. } );
  29422. Object.defineProperties( InterleavedBuffer.prototype, {
  29423. dynamic: {
  29424. get: function () {
  29425. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29426. return this.usage === DynamicDrawUsage;
  29427. },
  29428. set: function ( value ) {
  29429. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29430. this.setUsage( value );
  29431. }
  29432. }
  29433. } );
  29434. Object.assign( InterleavedBuffer.prototype, {
  29435. setDynamic: function ( value ) {
  29436. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29437. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29438. return this;
  29439. },
  29440. setArray: function ( /* array */ ) {
  29441. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29442. }
  29443. } );
  29444. //
  29445. Object.assign( ExtrudeBufferGeometry.prototype, {
  29446. getArrays: function () {
  29447. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29448. },
  29449. addShapeList: function () {
  29450. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29451. },
  29452. addShape: function () {
  29453. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29454. }
  29455. } );
  29456. //
  29457. Object.defineProperties( Uniform.prototype, {
  29458. dynamic: {
  29459. set: function () {
  29460. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29461. }
  29462. },
  29463. onUpdate: {
  29464. value: function () {
  29465. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29466. return this;
  29467. }
  29468. }
  29469. } );
  29470. //
  29471. Object.defineProperties( Material.prototype, {
  29472. wrapAround: {
  29473. get: function () {
  29474. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29475. },
  29476. set: function () {
  29477. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29478. }
  29479. },
  29480. overdraw: {
  29481. get: function () {
  29482. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29483. },
  29484. set: function () {
  29485. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29486. }
  29487. },
  29488. wrapRGB: {
  29489. get: function () {
  29490. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29491. return new Color();
  29492. }
  29493. },
  29494. shading: {
  29495. get: function () {
  29496. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29497. },
  29498. set: function ( value ) {
  29499. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29500. this.flatShading = ( value === FlatShading );
  29501. }
  29502. },
  29503. stencilMask: {
  29504. get: function () {
  29505. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29506. return this.stencilFuncMask;
  29507. },
  29508. set: function ( value ) {
  29509. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29510. this.stencilFuncMask = value;
  29511. }
  29512. }
  29513. } );
  29514. Object.defineProperties( MeshPhongMaterial.prototype, {
  29515. metal: {
  29516. get: function () {
  29517. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29518. return false;
  29519. },
  29520. set: function () {
  29521. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29522. }
  29523. }
  29524. } );
  29525. Object.defineProperties( ShaderMaterial.prototype, {
  29526. derivatives: {
  29527. get: function () {
  29528. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29529. return this.extensions.derivatives;
  29530. },
  29531. set: function ( value ) {
  29532. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29533. this.extensions.derivatives = value;
  29534. }
  29535. }
  29536. } );
  29537. //
  29538. Object.assign( WebGLRenderer.prototype, {
  29539. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29540. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29541. this.setRenderTarget( renderTarget );
  29542. this.clear( color, depth, stencil );
  29543. },
  29544. animate: function ( callback ) {
  29545. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29546. this.setAnimationLoop( callback );
  29547. },
  29548. getCurrentRenderTarget: function () {
  29549. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29550. return this.getRenderTarget();
  29551. },
  29552. getMaxAnisotropy: function () {
  29553. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29554. return this.capabilities.getMaxAnisotropy();
  29555. },
  29556. getPrecision: function () {
  29557. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29558. return this.capabilities.precision;
  29559. },
  29560. resetGLState: function () {
  29561. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29562. return this.state.reset();
  29563. },
  29564. supportsFloatTextures: function () {
  29565. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29566. return this.extensions.get( 'OES_texture_float' );
  29567. },
  29568. supportsHalfFloatTextures: function () {
  29569. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29570. return this.extensions.get( 'OES_texture_half_float' );
  29571. },
  29572. supportsStandardDerivatives: function () {
  29573. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29574. return this.extensions.get( 'OES_standard_derivatives' );
  29575. },
  29576. supportsCompressedTextureS3TC: function () {
  29577. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29578. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29579. },
  29580. supportsCompressedTexturePVRTC: function () {
  29581. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29582. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29583. },
  29584. supportsBlendMinMax: function () {
  29585. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29586. return this.extensions.get( 'EXT_blend_minmax' );
  29587. },
  29588. supportsVertexTextures: function () {
  29589. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29590. return this.capabilities.vertexTextures;
  29591. },
  29592. supportsInstancedArrays: function () {
  29593. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29594. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29595. },
  29596. enableScissorTest: function ( boolean ) {
  29597. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29598. this.setScissorTest( boolean );
  29599. },
  29600. initMaterial: function () {
  29601. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29602. },
  29603. addPrePlugin: function () {
  29604. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29605. },
  29606. addPostPlugin: function () {
  29607. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29608. },
  29609. updateShadowMap: function () {
  29610. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29611. },
  29612. setFaceCulling: function () {
  29613. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29614. },
  29615. allocTextureUnit: function () {
  29616. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29617. },
  29618. setTexture: function () {
  29619. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29620. },
  29621. setTexture2D: function () {
  29622. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29623. },
  29624. setTextureCube: function () {
  29625. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29626. },
  29627. getActiveMipMapLevel: function () {
  29628. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29629. return this.getActiveMipmapLevel();
  29630. }
  29631. } );
  29632. Object.defineProperties( WebGLRenderer.prototype, {
  29633. shadowMapEnabled: {
  29634. get: function () {
  29635. return this.shadowMap.enabled;
  29636. },
  29637. set: function ( value ) {
  29638. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29639. this.shadowMap.enabled = value;
  29640. }
  29641. },
  29642. shadowMapType: {
  29643. get: function () {
  29644. return this.shadowMap.type;
  29645. },
  29646. set: function ( value ) {
  29647. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29648. this.shadowMap.type = value;
  29649. }
  29650. },
  29651. shadowMapCullFace: {
  29652. get: function () {
  29653. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29654. return undefined;
  29655. },
  29656. set: function ( /* value */ ) {
  29657. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29658. }
  29659. },
  29660. context: {
  29661. get: function () {
  29662. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29663. return this.getContext();
  29664. }
  29665. },
  29666. vr: {
  29667. get: function () {
  29668. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29669. return this.xr;
  29670. }
  29671. },
  29672. gammaInput: {
  29673. get: function () {
  29674. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29675. return false;
  29676. },
  29677. set: function () {
  29678. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29679. }
  29680. },
  29681. gammaOutput: {
  29682. get: function () {
  29683. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29684. return false;
  29685. },
  29686. set: function ( value ) {
  29687. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29688. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29689. }
  29690. }
  29691. } );
  29692. Object.defineProperties( WebGLShadowMap.prototype, {
  29693. cullFace: {
  29694. get: function () {
  29695. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29696. return undefined;
  29697. },
  29698. set: function ( /* cullFace */ ) {
  29699. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29700. }
  29701. },
  29702. renderReverseSided: {
  29703. get: function () {
  29704. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29705. return undefined;
  29706. },
  29707. set: function () {
  29708. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29709. }
  29710. },
  29711. renderSingleSided: {
  29712. get: function () {
  29713. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29714. return undefined;
  29715. },
  29716. set: function () {
  29717. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29718. }
  29719. }
  29720. } );
  29721. function WebGLRenderTargetCube( width, height, options ) {
  29722. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29723. return new WebGLCubeRenderTarget( width, options );
  29724. }
  29725. //
  29726. Object.defineProperties( WebGLRenderTarget.prototype, {
  29727. wrapS: {
  29728. get: function () {
  29729. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29730. return this.texture.wrapS;
  29731. },
  29732. set: function ( value ) {
  29733. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29734. this.texture.wrapS = value;
  29735. }
  29736. },
  29737. wrapT: {
  29738. get: function () {
  29739. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29740. return this.texture.wrapT;
  29741. },
  29742. set: function ( value ) {
  29743. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29744. this.texture.wrapT = value;
  29745. }
  29746. },
  29747. magFilter: {
  29748. get: function () {
  29749. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29750. return this.texture.magFilter;
  29751. },
  29752. set: function ( value ) {
  29753. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29754. this.texture.magFilter = value;
  29755. }
  29756. },
  29757. minFilter: {
  29758. get: function () {
  29759. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29760. return this.texture.minFilter;
  29761. },
  29762. set: function ( value ) {
  29763. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29764. this.texture.minFilter = value;
  29765. }
  29766. },
  29767. anisotropy: {
  29768. get: function () {
  29769. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29770. return this.texture.anisotropy;
  29771. },
  29772. set: function ( value ) {
  29773. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29774. this.texture.anisotropy = value;
  29775. }
  29776. },
  29777. offset: {
  29778. get: function () {
  29779. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29780. return this.texture.offset;
  29781. },
  29782. set: function ( value ) {
  29783. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29784. this.texture.offset = value;
  29785. }
  29786. },
  29787. repeat: {
  29788. get: function () {
  29789. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29790. return this.texture.repeat;
  29791. },
  29792. set: function ( value ) {
  29793. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29794. this.texture.repeat = value;
  29795. }
  29796. },
  29797. format: {
  29798. get: function () {
  29799. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29800. return this.texture.format;
  29801. },
  29802. set: function ( value ) {
  29803. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29804. this.texture.format = value;
  29805. }
  29806. },
  29807. type: {
  29808. get: function () {
  29809. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29810. return this.texture.type;
  29811. },
  29812. set: function ( value ) {
  29813. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29814. this.texture.type = value;
  29815. }
  29816. },
  29817. generateMipmaps: {
  29818. get: function () {
  29819. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29820. return this.texture.generateMipmaps;
  29821. },
  29822. set: function ( value ) {
  29823. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29824. this.texture.generateMipmaps = value;
  29825. }
  29826. }
  29827. } );
  29828. //
  29829. Object.defineProperties( Audio.prototype, {
  29830. load: {
  29831. value: function ( file ) {
  29832. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29833. var scope = this;
  29834. var audioLoader = new AudioLoader();
  29835. audioLoader.load( file, function ( buffer ) {
  29836. scope.setBuffer( buffer );
  29837. } );
  29838. return this;
  29839. }
  29840. },
  29841. startTime: {
  29842. set: function () {
  29843. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29844. }
  29845. }
  29846. } );
  29847. AudioAnalyser.prototype.getData = function () {
  29848. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29849. return this.getFrequencyData();
  29850. };
  29851. //
  29852. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29853. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29854. return this.update( renderer, scene );
  29855. };
  29856. //
  29857. var GeometryUtils = {
  29858. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29859. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29860. var matrix;
  29861. if ( geometry2.isMesh ) {
  29862. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29863. matrix = geometry2.matrix;
  29864. geometry2 = geometry2.geometry;
  29865. }
  29866. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29867. },
  29868. center: function ( geometry ) {
  29869. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29870. return geometry.center();
  29871. }
  29872. };
  29873. ImageUtils.crossOrigin = undefined;
  29874. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29875. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29876. var loader = new TextureLoader();
  29877. loader.setCrossOrigin( this.crossOrigin );
  29878. var texture = loader.load( url, onLoad, undefined, onError );
  29879. if ( mapping ) { texture.mapping = mapping; }
  29880. return texture;
  29881. };
  29882. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29883. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29884. var loader = new CubeTextureLoader();
  29885. loader.setCrossOrigin( this.crossOrigin );
  29886. var texture = loader.load( urls, onLoad, undefined, onError );
  29887. if ( mapping ) { texture.mapping = mapping; }
  29888. return texture;
  29889. };
  29890. ImageUtils.loadCompressedTexture = function () {
  29891. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29892. };
  29893. ImageUtils.loadCompressedTextureCube = function () {
  29894. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29895. };
  29896. //
  29897. function CanvasRenderer() {
  29898. console.error( 'THREE.CanvasRenderer has been removed' );
  29899. }
  29900. //
  29901. function JSONLoader() {
  29902. console.error( 'THREE.JSONLoader has been removed.' );
  29903. }
  29904. //
  29905. var SceneUtils = {
  29906. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29907. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29908. },
  29909. detach: function ( /* child, parent, scene */ ) {
  29910. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29911. },
  29912. attach: function ( /* child, scene, parent */ ) {
  29913. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29914. }
  29915. };
  29916. //
  29917. function LensFlare() {
  29918. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  29919. }
  29920. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29921. /* eslint-disable no-undef */
  29922. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29923. revision: REVISION,
  29924. } } ) );
  29925. /* eslint-enable no-undef */
  29926. }
  29927. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29928. exports.AddEquation = AddEquation;
  29929. exports.AddOperation = AddOperation;
  29930. exports.AdditiveBlending = AdditiveBlending;
  29931. exports.AlphaFormat = AlphaFormat;
  29932. exports.AlwaysDepth = AlwaysDepth;
  29933. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29934. exports.AmbientLight = AmbientLight;
  29935. exports.AmbientLightProbe = AmbientLightProbe;
  29936. exports.AnimationClip = AnimationClip;
  29937. exports.AnimationLoader = AnimationLoader;
  29938. exports.AnimationMixer = AnimationMixer;
  29939. exports.AnimationObjectGroup = AnimationObjectGroup;
  29940. exports.AnimationUtils = AnimationUtils;
  29941. exports.ArcCurve = ArcCurve;
  29942. exports.ArrayCamera = ArrayCamera;
  29943. exports.ArrowHelper = ArrowHelper;
  29944. exports.Audio = Audio;
  29945. exports.AudioAnalyser = AudioAnalyser;
  29946. exports.AudioContext = AudioContext;
  29947. exports.AudioListener = AudioListener;
  29948. exports.AudioLoader = AudioLoader;
  29949. exports.AxesHelper = AxesHelper;
  29950. exports.AxisHelper = AxisHelper;
  29951. exports.BackSide = BackSide;
  29952. exports.BasicDepthPacking = BasicDepthPacking;
  29953. exports.BasicShadowMap = BasicShadowMap;
  29954. exports.BinaryTextureLoader = BinaryTextureLoader;
  29955. exports.Bone = Bone;
  29956. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29957. exports.BoundingBoxHelper = BoundingBoxHelper;
  29958. exports.Box2 = Box2;
  29959. exports.Box3 = Box3;
  29960. exports.Box3Helper = Box3Helper;
  29961. exports.BoxBufferGeometry = BoxBufferGeometry;
  29962. exports.BoxGeometry = BoxGeometry;
  29963. exports.BoxHelper = BoxHelper;
  29964. exports.BufferAttribute = BufferAttribute;
  29965. exports.BufferGeometry = BufferGeometry;
  29966. exports.BufferGeometryLoader = BufferGeometryLoader;
  29967. exports.ByteType = ByteType;
  29968. exports.Cache = Cache;
  29969. exports.Camera = Camera;
  29970. exports.CameraHelper = CameraHelper;
  29971. exports.CanvasRenderer = CanvasRenderer;
  29972. exports.CanvasTexture = CanvasTexture;
  29973. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29974. exports.CineonToneMapping = CineonToneMapping;
  29975. exports.CircleBufferGeometry = CircleBufferGeometry;
  29976. exports.CircleGeometry = CircleGeometry;
  29977. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29978. exports.Clock = Clock;
  29979. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29980. exports.Color = Color;
  29981. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29982. exports.CompressedTexture = CompressedTexture;
  29983. exports.CompressedTextureLoader = CompressedTextureLoader;
  29984. exports.ConeBufferGeometry = ConeBufferGeometry;
  29985. exports.ConeGeometry = ConeGeometry;
  29986. exports.CubeCamera = CubeCamera;
  29987. exports.CubeGeometry = BoxGeometry;
  29988. exports.CubeReflectionMapping = CubeReflectionMapping;
  29989. exports.CubeRefractionMapping = CubeRefractionMapping;
  29990. exports.CubeTexture = CubeTexture;
  29991. exports.CubeTextureLoader = CubeTextureLoader;
  29992. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29993. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29994. exports.CubicBezierCurve = CubicBezierCurve;
  29995. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29996. exports.CubicInterpolant = CubicInterpolant;
  29997. exports.CullFaceBack = CullFaceBack;
  29998. exports.CullFaceFront = CullFaceFront;
  29999. exports.CullFaceFrontBack = CullFaceFrontBack;
  30000. exports.CullFaceNone = CullFaceNone;
  30001. exports.Curve = Curve;
  30002. exports.CurvePath = CurvePath;
  30003. exports.CustomBlending = CustomBlending;
  30004. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30005. exports.CylinderGeometry = CylinderGeometry;
  30006. exports.Cylindrical = Cylindrical;
  30007. exports.DataTexture = DataTexture;
  30008. exports.DataTexture2DArray = DataTexture2DArray;
  30009. exports.DataTexture3D = DataTexture3D;
  30010. exports.DataTextureLoader = DataTextureLoader;
  30011. exports.DecrementStencilOp = DecrementStencilOp;
  30012. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30013. exports.DefaultLoadingManager = DefaultLoadingManager;
  30014. exports.DepthFormat = DepthFormat;
  30015. exports.DepthStencilFormat = DepthStencilFormat;
  30016. exports.DepthTexture = DepthTexture;
  30017. exports.DirectionalLight = DirectionalLight;
  30018. exports.DirectionalLightHelper = DirectionalLightHelper;
  30019. exports.DirectionalLightShadow = DirectionalLightShadow;
  30020. exports.DiscreteInterpolant = DiscreteInterpolant;
  30021. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30022. exports.DodecahedronGeometry = DodecahedronGeometry;
  30023. exports.DoubleSide = DoubleSide;
  30024. exports.DstAlphaFactor = DstAlphaFactor;
  30025. exports.DstColorFactor = DstColorFactor;
  30026. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30027. exports.DynamicCopyUsage = DynamicCopyUsage;
  30028. exports.DynamicDrawUsage = DynamicDrawUsage;
  30029. exports.DynamicReadUsage = DynamicReadUsage;
  30030. exports.EdgesGeometry = EdgesGeometry;
  30031. exports.EdgesHelper = EdgesHelper;
  30032. exports.EllipseCurve = EllipseCurve;
  30033. exports.EqualDepth = EqualDepth;
  30034. exports.EqualStencilFunc = EqualStencilFunc;
  30035. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30036. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30037. exports.Euler = Euler;
  30038. exports.EventDispatcher = EventDispatcher;
  30039. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30040. exports.ExtrudeGeometry = ExtrudeGeometry;
  30041. exports.Face3 = Face3;
  30042. exports.Face4 = Face4;
  30043. exports.FaceColors = FaceColors;
  30044. exports.FileLoader = FileLoader;
  30045. exports.FlatShading = FlatShading;
  30046. exports.Float32Attribute = Float32Attribute;
  30047. exports.Float32BufferAttribute = Float32BufferAttribute;
  30048. exports.Float64Attribute = Float64Attribute;
  30049. exports.Float64BufferAttribute = Float64BufferAttribute;
  30050. exports.FloatType = FloatType;
  30051. exports.Fog = Fog;
  30052. exports.FogExp2 = FogExp2;
  30053. exports.Font = Font;
  30054. exports.FontLoader = FontLoader;
  30055. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30056. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30057. exports.FrontSide = FrontSide;
  30058. exports.Frustum = Frustum;
  30059. exports.GammaEncoding = GammaEncoding;
  30060. exports.Geometry = Geometry;
  30061. exports.GeometryUtils = GeometryUtils;
  30062. exports.GreaterDepth = GreaterDepth;
  30063. exports.GreaterEqualDepth = GreaterEqualDepth;
  30064. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30065. exports.GreaterStencilFunc = GreaterStencilFunc;
  30066. exports.GridHelper = GridHelper;
  30067. exports.Group = Group;
  30068. exports.HalfFloatType = HalfFloatType;
  30069. exports.HemisphereLight = HemisphereLight;
  30070. exports.HemisphereLightHelper = HemisphereLightHelper;
  30071. exports.HemisphereLightProbe = HemisphereLightProbe;
  30072. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30073. exports.IcosahedronGeometry = IcosahedronGeometry;
  30074. exports.ImageBitmapLoader = ImageBitmapLoader;
  30075. exports.ImageLoader = ImageLoader;
  30076. exports.ImageUtils = ImageUtils;
  30077. exports.ImmediateRenderObject = ImmediateRenderObject;
  30078. exports.IncrementStencilOp = IncrementStencilOp;
  30079. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30080. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30081. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30082. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30083. exports.InstancedMesh = InstancedMesh;
  30084. exports.Int16Attribute = Int16Attribute;
  30085. exports.Int16BufferAttribute = Int16BufferAttribute;
  30086. exports.Int32Attribute = Int32Attribute;
  30087. exports.Int32BufferAttribute = Int32BufferAttribute;
  30088. exports.Int8Attribute = Int8Attribute;
  30089. exports.Int8BufferAttribute = Int8BufferAttribute;
  30090. exports.IntType = IntType;
  30091. exports.InterleavedBuffer = InterleavedBuffer;
  30092. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30093. exports.Interpolant = Interpolant;
  30094. exports.InterpolateDiscrete = InterpolateDiscrete;
  30095. exports.InterpolateLinear = InterpolateLinear;
  30096. exports.InterpolateSmooth = InterpolateSmooth;
  30097. exports.InvertStencilOp = InvertStencilOp;
  30098. exports.JSONLoader = JSONLoader;
  30099. exports.KeepStencilOp = KeepStencilOp;
  30100. exports.KeyframeTrack = KeyframeTrack;
  30101. exports.LOD = LOD;
  30102. exports.LatheBufferGeometry = LatheBufferGeometry;
  30103. exports.LatheGeometry = LatheGeometry;
  30104. exports.Layers = Layers;
  30105. exports.LensFlare = LensFlare;
  30106. exports.LessDepth = LessDepth;
  30107. exports.LessEqualDepth = LessEqualDepth;
  30108. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30109. exports.LessStencilFunc = LessStencilFunc;
  30110. exports.Light = Light;
  30111. exports.LightProbe = LightProbe;
  30112. exports.LightShadow = LightShadow;
  30113. exports.Line = Line;
  30114. exports.Line3 = Line3;
  30115. exports.LineBasicMaterial = LineBasicMaterial;
  30116. exports.LineCurve = LineCurve;
  30117. exports.LineCurve3 = LineCurve3;
  30118. exports.LineDashedMaterial = LineDashedMaterial;
  30119. exports.LineLoop = LineLoop;
  30120. exports.LinePieces = LinePieces;
  30121. exports.LineSegments = LineSegments;
  30122. exports.LineStrip = LineStrip;
  30123. exports.LinearEncoding = LinearEncoding;
  30124. exports.LinearFilter = LinearFilter;
  30125. exports.LinearInterpolant = LinearInterpolant;
  30126. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30127. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30128. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30129. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30130. exports.LinearToneMapping = LinearToneMapping;
  30131. exports.Loader = Loader;
  30132. exports.LoaderUtils = LoaderUtils;
  30133. exports.LoadingManager = LoadingManager;
  30134. exports.LogLuvEncoding = LogLuvEncoding;
  30135. exports.LoopOnce = LoopOnce;
  30136. exports.LoopPingPong = LoopPingPong;
  30137. exports.LoopRepeat = LoopRepeat;
  30138. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30139. exports.LuminanceFormat = LuminanceFormat;
  30140. exports.MOUSE = MOUSE;
  30141. exports.Material = Material;
  30142. exports.MaterialLoader = MaterialLoader;
  30143. exports.Math = MathUtils;
  30144. exports.MathUtils = MathUtils;
  30145. exports.Matrix3 = Matrix3;
  30146. exports.Matrix4 = Matrix4;
  30147. exports.MaxEquation = MaxEquation;
  30148. exports.Mesh = Mesh;
  30149. exports.MeshBasicMaterial = MeshBasicMaterial;
  30150. exports.MeshDepthMaterial = MeshDepthMaterial;
  30151. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30152. exports.MeshFaceMaterial = MeshFaceMaterial;
  30153. exports.MeshLambertMaterial = MeshLambertMaterial;
  30154. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30155. exports.MeshNormalMaterial = MeshNormalMaterial;
  30156. exports.MeshPhongMaterial = MeshPhongMaterial;
  30157. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30158. exports.MeshStandardMaterial = MeshStandardMaterial;
  30159. exports.MeshToonMaterial = MeshToonMaterial;
  30160. exports.MinEquation = MinEquation;
  30161. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30162. exports.MixOperation = MixOperation;
  30163. exports.MultiMaterial = MultiMaterial;
  30164. exports.MultiplyBlending = MultiplyBlending;
  30165. exports.MultiplyOperation = MultiplyOperation;
  30166. exports.NearestFilter = NearestFilter;
  30167. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30168. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30169. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30170. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30171. exports.NeverDepth = NeverDepth;
  30172. exports.NeverStencilFunc = NeverStencilFunc;
  30173. exports.NoBlending = NoBlending;
  30174. exports.NoColors = NoColors;
  30175. exports.NoToneMapping = NoToneMapping;
  30176. exports.NormalBlending = NormalBlending;
  30177. exports.NotEqualDepth = NotEqualDepth;
  30178. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30179. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30180. exports.Object3D = Object3D;
  30181. exports.ObjectLoader = ObjectLoader;
  30182. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30183. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30184. exports.OctahedronGeometry = OctahedronGeometry;
  30185. exports.OneFactor = OneFactor;
  30186. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30187. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30188. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30189. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30190. exports.OrthographicCamera = OrthographicCamera;
  30191. exports.PCFShadowMap = PCFShadowMap;
  30192. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30193. exports.PMREMGenerator = PMREMGenerator;
  30194. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30195. exports.ParametricGeometry = ParametricGeometry;
  30196. exports.Particle = Particle;
  30197. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30198. exports.ParticleSystem = ParticleSystem;
  30199. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30200. exports.Path = Path;
  30201. exports.PerspectiveCamera = PerspectiveCamera;
  30202. exports.Plane = Plane;
  30203. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30204. exports.PlaneGeometry = PlaneGeometry;
  30205. exports.PlaneHelper = PlaneHelper;
  30206. exports.PointCloud = PointCloud;
  30207. exports.PointCloudMaterial = PointCloudMaterial;
  30208. exports.PointLight = PointLight;
  30209. exports.PointLightHelper = PointLightHelper;
  30210. exports.Points = Points;
  30211. exports.PointsMaterial = PointsMaterial;
  30212. exports.PolarGridHelper = PolarGridHelper;
  30213. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30214. exports.PolyhedronGeometry = PolyhedronGeometry;
  30215. exports.PositionalAudio = PositionalAudio;
  30216. exports.PropertyBinding = PropertyBinding;
  30217. exports.PropertyMixer = PropertyMixer;
  30218. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30219. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30220. exports.Quaternion = Quaternion;
  30221. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30222. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30223. exports.REVISION = REVISION;
  30224. exports.RGBADepthPacking = RGBADepthPacking;
  30225. exports.RGBAFormat = RGBAFormat;
  30226. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30227. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30228. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30229. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30230. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30231. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30232. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30233. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30234. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30235. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30236. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30237. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30238. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30239. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30240. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30241. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30242. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30243. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30244. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30245. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30246. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30247. exports.RGBDEncoding = RGBDEncoding;
  30248. exports.RGBEEncoding = RGBEEncoding;
  30249. exports.RGBEFormat = RGBEFormat;
  30250. exports.RGBFormat = RGBFormat;
  30251. exports.RGBIntegerFormat = RGBIntegerFormat;
  30252. exports.RGBM16Encoding = RGBM16Encoding;
  30253. exports.RGBM7Encoding = RGBM7Encoding;
  30254. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30255. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30256. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30257. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30258. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30259. exports.RGFormat = RGFormat;
  30260. exports.RGIntegerFormat = RGIntegerFormat;
  30261. exports.RawShaderMaterial = RawShaderMaterial;
  30262. exports.Ray = Ray;
  30263. exports.Raycaster = Raycaster;
  30264. exports.RectAreaLight = RectAreaLight;
  30265. exports.RedFormat = RedFormat;
  30266. exports.RedIntegerFormat = RedIntegerFormat;
  30267. exports.ReinhardToneMapping = ReinhardToneMapping;
  30268. exports.RepeatWrapping = RepeatWrapping;
  30269. exports.ReplaceStencilOp = ReplaceStencilOp;
  30270. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30271. exports.RingBufferGeometry = RingBufferGeometry;
  30272. exports.RingGeometry = RingGeometry;
  30273. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30274. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30275. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30276. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30277. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30278. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30279. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30280. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30281. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30282. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30283. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30284. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30285. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30286. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30287. exports.Scene = Scene;
  30288. exports.SceneUtils = SceneUtils;
  30289. exports.ShaderChunk = ShaderChunk;
  30290. exports.ShaderLib = ShaderLib;
  30291. exports.ShaderMaterial = ShaderMaterial;
  30292. exports.ShadowMaterial = ShadowMaterial;
  30293. exports.Shape = Shape;
  30294. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30295. exports.ShapeGeometry = ShapeGeometry;
  30296. exports.ShapePath = ShapePath;
  30297. exports.ShapeUtils = ShapeUtils;
  30298. exports.ShortType = ShortType;
  30299. exports.Skeleton = Skeleton;
  30300. exports.SkeletonHelper = SkeletonHelper;
  30301. exports.SkinnedMesh = SkinnedMesh;
  30302. exports.SmoothShading = SmoothShading;
  30303. exports.Sphere = Sphere;
  30304. exports.SphereBufferGeometry = SphereBufferGeometry;
  30305. exports.SphereGeometry = SphereGeometry;
  30306. exports.Spherical = Spherical;
  30307. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30308. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30309. exports.Spline = Spline;
  30310. exports.SplineCurve = SplineCurve;
  30311. exports.SplineCurve3 = SplineCurve3;
  30312. exports.SpotLight = SpotLight;
  30313. exports.SpotLightHelper = SpotLightHelper;
  30314. exports.SpotLightShadow = SpotLightShadow;
  30315. exports.Sprite = Sprite;
  30316. exports.SpriteMaterial = SpriteMaterial;
  30317. exports.SrcAlphaFactor = SrcAlphaFactor;
  30318. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30319. exports.SrcColorFactor = SrcColorFactor;
  30320. exports.StaticCopyUsage = StaticCopyUsage;
  30321. exports.StaticDrawUsage = StaticDrawUsage;
  30322. exports.StaticReadUsage = StaticReadUsage;
  30323. exports.StereoCamera = StereoCamera;
  30324. exports.StreamCopyUsage = StreamCopyUsage;
  30325. exports.StreamDrawUsage = StreamDrawUsage;
  30326. exports.StreamReadUsage = StreamReadUsage;
  30327. exports.StringKeyframeTrack = StringKeyframeTrack;
  30328. exports.SubtractEquation = SubtractEquation;
  30329. exports.SubtractiveBlending = SubtractiveBlending;
  30330. exports.TOUCH = TOUCH;
  30331. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30332. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30333. exports.TetrahedronGeometry = TetrahedronGeometry;
  30334. exports.TextBufferGeometry = TextBufferGeometry;
  30335. exports.TextGeometry = TextGeometry;
  30336. exports.Texture = Texture;
  30337. exports.TextureLoader = TextureLoader;
  30338. exports.TorusBufferGeometry = TorusBufferGeometry;
  30339. exports.TorusGeometry = TorusGeometry;
  30340. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30341. exports.TorusKnotGeometry = TorusKnotGeometry;
  30342. exports.Triangle = Triangle;
  30343. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30344. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30345. exports.TrianglesDrawMode = TrianglesDrawMode;
  30346. exports.TubeBufferGeometry = TubeBufferGeometry;
  30347. exports.TubeGeometry = TubeGeometry;
  30348. exports.UVMapping = UVMapping;
  30349. exports.Uint16Attribute = Uint16Attribute;
  30350. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30351. exports.Uint32Attribute = Uint32Attribute;
  30352. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30353. exports.Uint8Attribute = Uint8Attribute;
  30354. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30355. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30356. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30357. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30358. exports.Uniform = Uniform;
  30359. exports.UniformsLib = UniformsLib;
  30360. exports.UniformsUtils = UniformsUtils;
  30361. exports.UnsignedByteType = UnsignedByteType;
  30362. exports.UnsignedInt248Type = UnsignedInt248Type;
  30363. exports.UnsignedIntType = UnsignedIntType;
  30364. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30365. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30366. exports.UnsignedShort565Type = UnsignedShort565Type;
  30367. exports.UnsignedShortType = UnsignedShortType;
  30368. exports.VSMShadowMap = VSMShadowMap;
  30369. exports.Vector2 = Vector2;
  30370. exports.Vector3 = Vector3;
  30371. exports.Vector4 = Vector4;
  30372. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30373. exports.Vertex = Vertex;
  30374. exports.VertexColors = VertexColors;
  30375. exports.VideoTexture = VideoTexture;
  30376. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30377. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30378. exports.WebGLRenderTarget = WebGLRenderTarget;
  30379. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30380. exports.WebGLRenderer = WebGLRenderer;
  30381. exports.WebGLUtils = WebGLUtils;
  30382. exports.WireframeGeometry = WireframeGeometry;
  30383. exports.WireframeHelper = WireframeHelper;
  30384. exports.WrapAroundEnding = WrapAroundEnding;
  30385. exports.XHRLoader = XHRLoader;
  30386. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30387. exports.ZeroFactor = ZeroFactor;
  30388. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30389. exports.ZeroStencilOp = ZeroStencilOp;
  30390. exports.sRGBEncoding = sRGBEncoding;
  30391. Object.defineProperty(exports, '__esModule', { value: true });
  30392. })));